This is the end and the beginning of an age. This is something far greater than the French Revolution or the Reformation and we live in it. - H.G. Wells
(Unnamed nations are merely NPCs and can be completely disregarded for your own nation. Named NPCs, listed at the bottom, are technically pliable but unnamed are preferred. Semi-NPC nations should generally be regarded similarly to pre-existing PC nations, and may only be overwritten with the permission of their creator)
Narrev, a vast continent of diverse peoples, cultures, creeds, and more. A land that has seen suffering and splendor. The year is 1910, the world stands at the precipice of… something. The end of an old era is at hand, and the beginning of a new. Empires, many of them millenia old, dominate the world, and to many it seems as though this is the dawn of a true golden age; - the wonders of technology bringing about new and never before dreamed of comforts to the world. The nations of the earth are at an unprecedented stretch of relative peace, international trade flourishes, railroads are built, and the world faces the new century with excitement.
Some, however, face the new age with less enthusiasm, with grim warnings and dark foreboding. Beneath the enlightenment and prosperity is a tension building - there are many great powers in the world, vast nations with ancient and proud traditions. Some say there are too many, and that the world cannot bear for much longer the intricate web of alliances and pacts that bind the powers together.
The new century can bring enlightenment and prosperity or suffering and death. War is a certainty at some point, for sure. Any little scuffle that might flare up will be over by the new year - no nation would be fool enough to sacrifice their their economy in a true war. Still, at times, the pen fails and the sword must be taken up - but, when all is said and donel, ‘tis a sweet and seemly thing to die for one’s country.
In this NRP, you play as a nation of your own creation. The leaders, ministers, generals, admirals, and everyone else within. Guide your nation to the best of your abilities, avoid the war - or jump right in. We are here to explore a narrative of world war one, the horror of modern mechanized warfare where lives are but a number to be thrown into the meat grinder. This is not a map painting simulator, and if you want to conquer the world, I fully understand, but this is not EU4.
Individual nations are player created, with randomly rolled stats serving as a guideline upon which you should build your nation.
This setting is a fantasy one, but a fantasy setting wherein the arcane lives side by side with the mundane, and neither has the edge. A wizard standing next to his contraption that casts lightning bolts is at the same level of strength and power as the engineer with her 300mm howitzer.
This is a world with by now some well established lore, and I encourage you to speak to me and the other players about how your own nation fits into it!
I invite those interested to join our Discord server and get to know the players already in. Slots are somewhat limited, unfortunately, so we do not have indefinite room for new players.
Rules
Use common sense.
Don't game the rolls, you get two attempts.
No godmodding, powergaming, etc. You get the point.
What the GM and Co-GM says, goes. Please don’t push things this far.
Try to keep your empires close together, with the homelands all on one continent.
Application
Name of Nation:
Government:
Species:
Culture:
History:
Territorial Claims:
Economy:
Technology:
Army:
Navy:
Air Force:
Rolls: (Rolled by GM in the Discord Server. Just ping me, and I’ll roll as soon as I’m able.)
Traits:
Foreign Relations:
Other:
Other Information
Magic, in this world, is significantly different from that of most fantasy settings. In most settings, a mage conjures a fireball in his hand and propels it at the enemy - that is now how it works here. Imagine the magic of the world as a shallow puddle with the breadth of an ocean, covering the entire world, but not ‘deep’ enough to allow much more than low level cantrips, or a telepath to communicate with others. But within this puddle there are spots that could be considered ‘low lying’ - where the magic of the world collects and concentrates, manifesting physically as a crystalline material that can be mined and processed, brimming with the magical energy of the world. These magical crystals can be used as power supplies for the magical contraptions of those nations advanced in the arcane, a machine to cast bolts of lightning or launch balls of fire in place of a howitzer or field gun. A nation’s magic roll is related to the prevalence and size of these ‘hotspots’ - though a nation with a high magic roll may have fewer, or a nation with a low magic roll may have many that go unused. Just as with material resources for a nation dependent on tech, the supplies of this crystal are crucial for the war effort of a nation dependent on magic.
There are other means of supplying magic in the field, but these are costly. The sacrifice of living beings, for instance, - dozens or hundreds - can create enough energy with the turmoil of death to power machines and such for a limited time.
Magic is a flexible system - but it is far from omnipotent.
And now, a brief explanation of the rolls and other aspects of the sheets.
Your rolls are a guideline for your nation, and they serve as an upper limit. If your roll is large, but you wish to go smaller, you are welcome to. With your rolls, you have five free points to place wherever you want, in addition you can subtract a total of five points from wherever you wish and redistribute them elsewhere. Ten points in total to play with.
Your Territory: This roll determines the amount of land you have under your sway. It covers how much of the map under your control, and is one of the primary determining factors in your potential population. Territory is somewhat flexible - a nation with a lower roll can claim a somewhat larger expanse of land if said expanse is harsh and will not easily support a large population. Real world examples: Siberia, Australia, Canada.
Your Tech: This roll covers the level of technological prowess your nation possesses. A nation with a high roll will be able to field more advanced conventional weaponry, and as the war progresses, more and more advanced material will become available. This roll is also a significant determining factor in your population size if larger than the magic roll, as a more advanced nation is capable of supporting a larger population. A direct counterpart to magic - an ironclad rule of this RP is that tech is not more powerful or inherently better than magic, merely different.
Your Army Size: This roll dictates the size of your standing army, and to some extent the level of training and sophistication of your land forces. A nation with a large army roll has many trained soldiers on active duty, ready to be deployed.
Your Economy: Your Economy is a representation of the wealth of your nation, and a factor in its population. It stands for the money your people hold, the amount you import and export, and to some extent how advanced your nation is. A nation with a high economy is able to fund and finance more expensive works, and can maintain a modern war for considerably longer periods of time.
Your Production: This roll represents your total domestic industrial and productive capacity and is also a factor in the potential population of your nation - a low production does not mean that a large naval or army roll is hamstrung, but rather that the supporting infrastructure is minimized in comparison with a stronger roll, and there is less of that industry to turn towards the war effort should it be required. Conversely, a high production roll means your industrial engine is strong and prolific, and should war break out you have that many more factories ready to go to turn to the war effort.
Your Navy Size: This roll dictates the size of your naval forces and the size of your merchant marine capacity. In addition, it represents the sophistication, extent, and other facets of your marine infrastructure - dockyards, drydocks, ports, and so on. This roll does not solely determine the quality of your warships or ability to field advanced designs.
Your Airforce Size: The size and readiness of your nation’s aerial forces. This roll does not solely govern the sophistication of your aircraft nor does it heavily restrict the quality of pilots available. It does to some extent apply to the quality of available pilots, but its primary function is in determining your nation’s air capacity.
Your Magic: In this world, magic is a potent force - but a tricky one, one that requires intensive study to understand, and requires expert training and meticulous technique to harness. Capable of impressive feats when properly used, a magically potent nation can create massive contraptions to unleash bolts of lightning upon their foes, a ball of flame, or other more mundane uses - a trained individual can communicate remotely with a similarly trained individual in a manner akin to a radio, but nearly impossible to block. A direct counterpart to tech - an ironclad rule of this RP is that magic is not more powerful or inherently better than tech, merely different. Additionally, this roll is a determining factor in population size if it is larger than the tech roll.
Your Mobilization: The mobilization roll determines the ability of your nation to turn civilians into soldiers, once the standing armies of the world are committed in war. A nation with a high mobilization roll likely has a Swiss-like militia or is a militarized state where the laws and culture permit the rapid conscription and training of vast armies. Likewise, a nation with a low mobilization roll likely has a populace, legal code, or both that make such conscription and military buildup difficult and slow, or has a thinly spread population or citizens unsuited for combat, meaning a significant time is required to coalesce into a true fighting force.
Traits - The Traits of a nation are essentially flavor text, chosen by the player, that gives the nation they belong to extra details, strengths and weaknesses not able to be truly represented by rolls alone. The effects of these traits can be varied, both in their breadth of effect and the magnitude of their impact. Nations are limited to six traits each, and only one trait is allowed to be wholly positive. All other traits must carry some tradeoff. Your traits can carry some flexibility with your rolls, but nonetheless they are still constrained - a nation with a naval roll of 1 may not have a trait that describes their ancient seafaring culture enabling them to build the best warships in the world.
For instance, to borrow some traits from pre-existing sheets: As an example of a positive only trait, from Cethos by Rtron: Masters of the Sea- Every Cethosi has been in a boat from the earliest time they can remember. They’ve been swimming since before that. They know the ocean, and all her fickle moods. As such, Cethosi ship crews are the most efficient in the world, getting that extra knot from their ships, firing those couple of seconds faster, etc etc. When in water, regardless of whether its swimming or beaching operations, they’re much more at ease and skilled at it than other races.
And as an example of a trait with positive and negative aspects, from Sidara by Kho: Sdarid Ways and Sdarid Laws - Sidara has no official legal system. The law of the land is custom and any disputes arising that do not fall within the remit of established customary law are dealt with via arbitration. This is in line with Sidarid insistence, in the face of any so-called reformers, on retaining their ancient ways and laws despite the onslaught of modernity. Where arbitration over novel problems fails, disputes are ultimately settled through duels between the aggrieved parties so as to avoid family feuds and clan wars. This provides for very swift and cost-efficient administration of justice, and the legitimacy of custom makes for ultimately satisfied disputants (particularly since there is a feeling that the ancient ways have been preserved and authentic Sidarid ways and laws have thus persevered). However, results tend to lack predictability for novel issues or recently-established customs, and the legal system as a whole is utterly decentralised and almost impossible for foreigners to grasp (which is particularly bad for business). Moreover, the non-professional nature of arbiters means that increasingly-complicated disputes might be dealt with incorrectly.'Wance upon a time thare wis... Sdarid ways 'n' Sdarid laws...'
Some nations in this RP are NPCs, controlled by the GMs and other players to add more variety and uncertainty to the setting. These are named NPC nations, and they can range from great power to insignificant buffer state. They should not, however, be disregarded when creating your own nation or writing out your actions.
Semi-NPC nations: Some more veteran players have written up CSes and lost the time to fully commit, and as such they are considered Semi-NPC. If their creator has the time, they will write for the nation as normal, and if time is too limited, they will give instructions as to how their nation will behave for other players to take into account. Semi-NPC nations are not an option for new applicants, and are an exception to the rule rather than the norm.
Nations whose players drop out of the game or stop responding will be considered named NPC nations.
List of Named NPC Nations:
Segon Dynasty Gydka States Nahs’rahk Free State of Pohae Reich von Rotteburg Northern Confederated States Oslad Tsardom of Voskiya
Species: Humanoid fish people with primitive gills allowing them to breathe under water (in both fresh and saltwater) for up to 10 hours, webbing in their hands and toes to swim better, able to dive to depths of 130ft (40m), and have a clear, third, eyelid that allows them to see underwater. 'Cethosi tears' are often used to describe fake tears, as they get rid of salt build up via it leaking out of their eyes with water. They lack hair, instead having vestigial fins on the top of their head that start brightly colored and can be large, but dull with age. Indeed, that is the only sign of age.
Cethosi women are larger than Cethosi males, by an average of five inches. There is no noticeable difference in physical attributes, though the men are typically faster swimmers.
Population: 40 Million
Culture: Cethosi culture, unsurprisingly, is tied to the ocean. From it their demi-gods were born, on it they expanded and united the Cethosi tribe, and it gives them life and sustenance daily. They have a deep respect for the ocean, and go to great lengths to ensure that it is respected as well. The Mother gave us life, but she is a force of nature that will never be tamed, never forget that.
Every Cethosi is first and foremost a sailor and a fisherman, and every single one of them is a powerful swimmer.
The Cethosi honor code is fairly simple, with every man's word being his bond. If a Cethosi gives you their word, they will hold to it until it complete or they are dead. If it becomes known that someone is an oath-breaker, they will be shunned by the community at large, until they are forced to leave. Most leave the islands entirely, as any ship they take to another island will spread the word of how untrustworthy they are to wherever they land.
Cethosi practice exo-cannibalism, believing that if they eat their slain enemies they will gain their enemies strength. In war, to prevent vicious last stands that will result in more casualties than necessary, Cethosi go to great lengths to make it clear that anyone who surrenders and any wounded are safe from being eaten. Everyone who fights and dies against them, however, is fair game.
Cethosi believe that when someone dies, their power is spread throughout their family. Being descended from Demi-gods, every Cethosi thus has part of divinity in them, no matter how minuscule. After someone has died, their family thanks them for the power they are leaving. They are then given back to the ocean, to nourish that which has nourished them their whole lives.
Tattoos play an important part in Cethos culture, denoting rank, accomplishments, tribe, and which of the long gone Matra Tu they worship. It is rare to find a Cethosi that doesn’t have some form of tattoo on their body, and many tribes view it as a disgrace if you do not.
Geography: By and large, most Cethosi islands are pleasant tropical islands. Some have sheer cliff spaces or extremely shallow waters very close, limiting where ships can dock and land, but they are all clear waters and pleasant weather.
The main cluster of islands in Cethos is starkly different to the rest of the islands. Instead of easy, clear, waters, the approach is filled with dark, choppy waters with large rocks jabbing out at frequent and seemingly random intervals. All around the island are 'ship graveyards' where entire invading fleets met their doom or the royal family forced the rebels to enter the island on their defenses, sinking what remained the royal navy around the island. There is one main path through all of this, and that leads straight into the teeth of the island's defenses
The waters of Cethos are filled with exotic and magical creatures: huge fish whose scales shine with every color of the rainbow, mermaids playfully calling from the sea, giant squids sinking under the waves, talking turtles with gold growing on their shells, etc etc.
History: Descended from the many Demi-Gods ( Matra Tu ‘Mother’s Children’) of the ocean, whose final decree was that no impure would set foot on their holy islands, the people of Cethos have always preferred to isolate themselves from the rest of the world. The only recorded time in Cethosi history, before modern times, that they ever left their islands as a nation to interact with the outside world, was when Kratoria reached for allies against the Chan Ak Su-na the ‘Dark Invaders From Afar’ (often shortened to simply Chan).
Known as the Black Empire, the Ap Morgi, The Morghul Dominion, and a thousand other names in a thousand other tongues, the Chan had already gained a foothold on the Cethosi islands, and were embroiled in a bloody war of conquest against the Cethosi and the Matra Tu. The Cethosi and their gods were losing ground every day, only slowing the Chan at a terrible cost. The Kratorians landed on Cethos’ shores, and offered an alliance. With nowhere else to turn, the Matra Tu accepted. Together, they forced the Chan off the islands. Thus began Cethosi involvement in a centuries long war that would claim the lives of thousands of Cethosi and dozens of Matra Tu.
When the war was finally over, and the Chan finally defeated, the Cethosi retreated to their isolation again. The Matra Tu bid their former allies farewell, and settled into their isolated kingdoms, ruling over their islands.
It was only a few years later that Kratoria would return, demanding Cethos allegiance and servitude to the Kratorian Empire, a new power filling the void left by the destruction of the Chan. The Cethosi and their gods refused, and threw the Kratorian delegation off of their islands. Within days, a Kratorian fleet sailed across the ocean, intent upon conquering the isles. The Matra Tu would unite their islands again, and meet the threat in open battle in the sea. In the centuries that followed, the Matra Tu would engage the Semideums in titanic battles, entire fleets being shattered on both sides, and the Cethosi tribes awaiting to battle any Kratorians that made it to the Islands. The Empire never achieved its dream of conquering the Cethosi Islands, but they did inflict severe blows to the Cethosi population and morale. Bit by bit, year by year, the Matra Tu were being eradicated. History debates and wildly speculates on the cause, some claiming a curse from the Chan Ak Su-na, others from the Kratorians, still others simple old age, and yet more others that the Kratorians had poisoned them. All agreed that the war with the Kratorian Semideums aggravated the issue, and the results are all the same. Eventually, the Matra Tu were extinct as a race. Cethos was left without its defenders, and Kratoria wasted no time launching another invasion fleet. This one without Semideum, as they were needed for the war against Etresna and knew it to be below them to battle ‘island savages’.
The Cethosi, still united despite the death of their guardians, met the fleet in open waves. It was a desperate last stand. They knew that if the Kratorians were allowed to gain a foothold, they would be conquered within months. So they threw every ship they had at the Kratorian fleet, and did everything possible to destroy it. Ships were lit on fire and rammed into the enemy. Cethosi crews would madly rush aboard Kratorian ships with oil and fire, throwing it everywhere as they were cut down. Cethosi ships were thrown in front of advancing Kratorian ships to slow their advance to the island.
Hundreds of Cethosi ships were sacrificed, and thousands died. But it worked. Most of the Kratorian fleet was destroyed and those ships that weren’t slinked back to Kratoria. Another invasion never came, as Kratoria became ever more obsessed with defeating Etresna and lost its grip on the rest of its holds.
The Cethosi leadership that had united them during this battle all perished, and the tribes of Cethos fractured again. They only unanimously agreed to keep the Islands free of outsiders, and then went to their separate islands to live how they believed their Matra Tu wanted them too.
Even during the unification of the islands in the years 1650-1660, Cethos kept outsiders as much out of their islands as they could, even going so far as to execute those they found twice. Up until 1880, the islands kept as minimal contact with the outside world as they could. Their sacred decrees were everything, and they would not break it. When the year 1880 finally arrived, the Cethosi Civil War broke out and ravaged the islands for twenty years.
An officer of the Cethosi Navy, Gharn Lashk, had become the leader of a faction pushing for Cethos to open its borders and to increase contact with the outside world. Cethos, he argued, was falling behind in the arms race of the world and it would only be a matter of time before a stronger nation came and conquered them. He had seen the technology Etresna possessed, the armies of the nations that were only a short sail away, and new that his beloved Cethos would not survive a war with any of them.
His warnings were ignored, and he kept pushing. He kept pushing for their borders to open, for trade to be allowed, for them to become modernized quickly before someone took advantage of their weakness. After being stopped time and time again, stopped by his superiors and his king, Gharn took matters into his own hands. He had amassed a strong following, especially among the peasantry of the islands, and he could seize control. Gharn attempted to assassinate his king and the royal family. The attempt failed, and Gharn barely escaped with a handful of his followers. He vowed to return, and finish what he had started. The Cethosi Civil War had begun.
What would follow was twenty years of vicious naval battles, bloody beach assaults, and the massive ramp up of modernization and defensive fortifications on the islands. Ships and guns became more and more modern as both sides bought from outsiders, islands became entrenched on all sides awaiting the next assault. Gharn got all that he wanted and more. He only had to bring half of the islands under his control to complete his dream. He couldn't afford to let them destroy each other any longer. He needed to end the war quickly, so he reached out to the outside world. Specifically he reached out to Etresna, and made their alliance stronger. In return for Cethos' naval aid and keeping some of the islands they take, Etresna will help him win this civil war. Etresna fleets and military soon deployed in aid of Gharn's rebellion, and their aid proved invaluable in winning Gharn the war.
As Etresnamaden and Cethosi Rebels stormed the palace of the main island, the royal family and their last loyal troops barricaded themselves in the palance. It was a magnificent structure, made of ebony wood, that had been apart of Cethos history for hundreds of years. It was said to have been a gift from the Matra Tu, before they died. Gharn gave them one chance to surrender, to join him. They refused. Gharn set fire to the entire palace with everyone inside. As the Royal family burned alive, the flames of the old ways flooding the skies with black smoke, Gharn was crowned the new Matra Prunak of Cethos.
Ten years have passed since then. Gharn's reconstruction of the military and its fortifications on all the islands, in addition to Cethos acquiring two client states, has left the economy perilously weak. If not for its tight alliance with Etresna, Cethos would have no doubt been stuck with its devastated army and navy. The economy has slowly been built back up, exports previously kept within Cethosi borders being shipped out to other nations. With their navy strong, their army dug in, and their alliances sealed, Cethos stands ready for whatever this new era brings.
Territory Claims: All of the pink islands off the coast of Etresna.
Economy: The Cethosi economy is perilously weak. After the Civil War and the military rebuilding, the economy had no trade beyond Etresna to fall back on. While that was enough to prevent complete economic collapse, Cethos simply doesn't have the funding to increase and improve many things. With the recent discovery of oil on and off their main islands, the outlook is better. As trade opens and things previously kept from the world are sent out, their economic weakness might change. As of now, Cethos is tightly tied to Etresna for economic support.
Technology: While by no stretch of the imagination a leader of the pack in the technology arms race, Cethos has, with the help of their allies Etresna, kept themselves effectively modern.
Army: The Cethosi Army is divided into two divisions. The Islands Defense Force, IDF, is a small and purely defensive branch of the military. Numbering only 120,000 in total, the IDF is spread out across the island holdings of Cethos, entrenched in the fortifications built during the Cethosi Civil War, and repaired to modern specifications in the past ten years. Every island has some form of fortification, the smallest having pitfall trenches, barbed wire, and machine gun bunkers, the largest having coastal artillery emplacements, sea mines (not deployed), barbed wire, pit falls, machine gun nests, etc. The vast majority of active duty soldiers being veterans of the Civil War, the IDF stands ready and able to repel any possible invasion of the islands.
The Second Division of the Cethosi Army is the Islands Army. Numbering 180,000 standing members with another 100,000 on reserve the Islands is the projection force of Cethos. It is the force that will be sent forward alongside the marines to support allies or attack enemies.
Navy: With 600 war ships the Cethosi Navy is one of the largest navies on the seas of Narrev, if not the largest, and Cethos goes to great lengths to maintain their naval supremacy. As such, and due to their heritage and culture with the ocean, the Cethosi naval forces are much larger than that of other nations. The Marine Corps alone contains 980,000 active duty members and another 150,000 on reserve. These active members are spread across the navy ready to form a beachhead for allies, or help defend. The Marine corp is so large in its own right that it is more akin to the army of other nations, though they lack artillery, and as such are trained in land operations as well.
The Cethosi navy, technically, has access to thousands of other ships from centuries of Cethosi naval aspects. The Byuna Vasha are possessed ships with crews from centuries in the past, ranging from simple ramming ships to massive manowars. The vast majority of them are scuttled on the beaches, those with cannons and ranged weapons facing towards the sea for defence, and are more like to temples than actual warships.
The Cethosi Army and Marine Corp weapons designs are based off of Etresna, using the same base design as the make and models from the Etresnamaden military. The standard Cethos rifle, the Matra Wuban ‘Mother’s Wrath’ is based off of the Etremaden ‘Atassidaiir Vyye 1903 - Repeat Firearm Model 1903’. The Cethosi design was built with durability and functionality in mind, capable of operating even after submerged underwater for hours at a time or being used as a makeshift club, at the cost of some range. Every Cethosi soldier or marine comes with a dagger attached to their hip, and their bayonets are longer than traditional bayonets, making their guns looked more like spears than rifles. Melee combat and styles vary from island division to island division, as each culture has its own take and preference on how to fight.
Air Force: With no money to fund this innovative technology, Cethos has no airforce to speak of.
Magic: Cethosi magic is tightly tied to blood, flesh, and the consumption of it. Those two things are major factors amongst the mages of Cethos, as is ancestor reverence and worship. It is not uncommon for a modern day Cethosi mage to discuss things with the spirit of a mage who existed centuries ago, during the times of the Matra Tu. As an organization, the mages of Cethos are only loosely united by their investigation and cultivation of magic. Aligning themselves more according to their tribal lines than their universal similarities, there is no overarching organization to govern them. It is generally accepted, however, that the mages in the service of the crown have the power to shut down any research or development they deem dangerous to the Isles.
Cethosi magic is most well known for its use of the bodies of the dead. In various factories and special buildings across the islands, mages and those that work for them process the blood and flesh of the dead (enemies or volunteers) into vials of blood or packets of meat to be consumed. Upon consuming these, the Cethosi gains the physical attributes of whoever was processed into the vial or the packet. If a Cethosi was to drink the vial of blood, they would experience increased attributes for a few hours (a max of five, but it also depends on physical activity, with the shortest amount of time being an hour). If a Cethosi eats the package of meat they would experience increased attributes for a little longer than a day ( 28 hours max, but it also depends on physical activity, with the shortest amount of time being 20 hours).
Because of this, bodies of certain races are valued highly by Cethosi mages. They’ll pay top dollar for Uruk, minotaur, and elf corpses, and will pay any amount demanded if someone were to somehow get their hands on a semideum corpse.
They can get this process down to only a specific trait, used primarily with animal corpses. For example, an eagle’s blood would only lend the eyesight of an eagle to whoever drinks it, a bear’s blood would only lend the strength of a bear, so on so forth. These vials, while much more powerful, are much shorter lasting. They only last for a max of thirty minutes, depending on the physical activity, with a max of 15 minutes.
The Cethosi have developed a liquid, made from blood of course, that their bullets can be dipped into. When this liquid comes in contact with blood it causes the blood to turn acidic, making anything it touches burn in agony and, eventually, death (time frame depending on how fit and healthy the victim is). If the wound is washed out quickly enough, the effects are cancelled.
Cethos has also figured out how to tie the souls of dead sailors to ships they served on. These Byuna Vasha ‘Blessed Vessels’ have the souls of crewmembers who had been on the ship for years, and sailing in war vessels for decades. While the spirits are incapable of touching or interacting with the living world, they can possess the ship to tell the crew the max they can push it beyond recommended levels, they do not need rest or feel the elements (making them excellent look outs and guides through storms), and can tell the living crew the best way to set up things for the fastest and most accurate firing.
The same process is used to bind the souls of ancestors to buildings, allowing for their wisdom to be accessed for centuries to come. It is particularly popular amongst the cethosi mages.
Cethos has designed submarines made out of the corpses of dead sea leviathans. While these submarines are much more fragile and easily destroyed than normal submarines, they can stay under longer and move faster than their technological counter parts.
Cethos has developed a bone armor that covers the torso and head. Covered in blood runes and flexible, the bone is weaker than steel, but also much lighter. Incapable of blocking bullets at anything except extreme long range, it is more than capable of blocking melee weapon attacks. For that reason, and its lightness, most Cethosi soldiers come equipped with this light armor.
5 - Territory - Your nation is somewhat small, with room for perhaps a city or two and some farmland. (7-2)
13 - Tech - Your nation is decently modern, with an effective grasp of technology. It is by no means a trend setter, but it stays up.
17 - Army Size - The size of your army is formidable, and is maintained year-round. (7+10)
5 - Economy - Your economy is weak, and is teetering on a recession.
12 - Production -Your nation is a mix of agrarian and industrial. (14-3)
20 - Navy Size - Your nation rules the waves. Your merchant fleet is the best out there and your matchless navy seeps with tradition.
1 - Airforce Size - You have no air force.
20 - Mobilization Ability - It takes a week to mobilize.
15- Magic -Impressive, you can put lightning cannons in a lot of places, perhaps you've decided river patrol boats should shoot lightning instead of bullets
Traits
Masters of the Sea- Every Cethosi has been in a boat from the earliest time they can remember. They’ve been swimming since before that. They know the ocean, and all her fickle moods. As such, Cethosi ship crews are the most efficient in the world, getting that extra knot from their ships, firing those couple of seconds faster, etc etc. When in water, regardless of whether its swimming, beaching operations, or any other operation in the ocean, they’re much more at ease and skilled at it than other races.
Cannibals- Cethosi are exo-cannibals, meaning they only eat enemies slain in battle. However, their reputation as cannibals has rapidly distorted out of proportion. Enemies who face them are understandably afraid of this fate, making them more likely to break if they see defeat (and being eaten alive) rising. However, if they have nowhere to run this same fear makes them more likely to fight to the death instead of surrendering. The knowledge of the Cethosi honor code has eased some of these fears, but not many.
Battle Forged- Cethos only recently finished a brutal civil war that soaked the islands in blood. As such, all but the very young and the very old have experience in combat and war. The Cethosi army and navy is filled with experienced and hardened soldiers and sailors, ready from their time in the war. A large amount of the factories that they have are geared towards building weapons of war still. However, this has left their economy perilously weak, and there are still dissenters from the losing side, hidden away.
Naval Traditions- Cethos has always been a nation and a people that emphasizes navy and seagoing traditions over most others. As a result, it is only natural that most of their volunteers are for the navy and marine corp, making those military factions much larger than other nations, more akin to actual armies in their own rights. However, this also means that their army and artillery corps are much smaller than other nations.
Unfettered Ambitions- Cethos is playing catch up with the rest of the world. While they were being isolationist, the rest of the world was making advances in industrial and technological sectors. Now that they have reentered the world they are only kept afloat by their ally’s technological superiority and economic might. To stop that, any and all money Cethos can spare is going to creating a thriving and modern industry in within the nation’s borders, at the cost of other sectors.
Client States
Population: 27 million
Army size: 80,000
Navy: N/A
Overview: A mess of snarling tribes and contentious members, Hyan has always been a divided nation. Until Cethos arrived and forcibly united them, and continues serving as a peacekeeper and settler of disputes, the tribes had separated themselves into various city states. Once Cethos arrived, the tribes acquiesced to the greater Cethosi strength one by one, until Cethos had all of their loyalty. They were allowed to keep their autonomy, but with Cethos keeping a watchful eye on them.
Trait: War Dogs- The Hyan’s culture is based heavily around war and combat. It is built into almost every facet of their lives, and they are very prepared for and experienced in it. However, they are also extremely eager to fight in it and die in it. This leads to recklessness, such as charging heedlessly straight into the teeth of entrenched forces and artillery, giving away positions in a night attack, so on so forth. It also leads to officers being unable to control them, leading to acts of unnecessary savagery and cruelty.
5 - Territory - 5 Provinces 3 - Political Stability - This nation is doing alright. 6 - Nationalism - This nation is ashamed of its culture and is completely subservient to your nation.
Population: 10 million
Army: 50,000
Navy: N/A
Overview: Natives to Shrask, the Slaugs are a largely isolationist nation. They would much prefer to be left alone, even from each other, minding their own business. Alas, the ways of the world prevented that, and when Cethos arrived offering their navy in return for Shrask's allegiance, they couldn't refuse. Still, Cethos maintains a very hands off policy towards them, not wanting to anger them.
Trait: Good Things Take Time- The Slaugs are a very patient race. They move slowly in everything. Building, moving, going to war, firing weapons, the Slaugs are slow and precise. When they do get to completing what they’re doing it is usually with masterful purpose. Their creations are superbly built and beautiful to look at. They move into a purposeful location. They strike at a key area in a war. Their weapons hit hard and powerfully. The Slaugs move slowly, but never without cause or impact.
5 - Territory - 5 Provinces 5 - Political Stability - This nation is peaceful and stable. 3 - Nationalism - This nation is somewhat nationalist, and is fiercely independent.
Other:
Alliances
-Etresna
-Nahs'rahk
I may elaborate upon the numbers and some details, but its done.
The United and God-given Righachd of Sidara (shortened: Sidara, the Sidarid Isles, the UGR, Seihdhara, the Righachd)
Government
Unitary Parliamentary Elective Monarchy
Capital
Glenmagar
Species
Human
History
Sidara is old, boasting over ten-thousand years of human habitation and some five-thousand years of true civilisation. Forming into many warring clans by 400 BCE, they would experience invasions and subjugations from 400 BCE until 400 CE, first by the ap Morig (aka th Morghul Dominion) and then by Anvegad and Kratoria. The Isles would experience a period freedom and of warring clan kingdoms from the 450s to 1066 CE, when Anvegad would return and conquer all of the Isles. A war of liberation followed in the mid 16th century, and the modern Sidarid state was established by 1593. It would once more come under Anvegad suzerainty after defeat in the Second Anvego-Sidarid War, but would once more establish its independence after the Third Anvego-Sidarid War, which ended in 1730 CE. Since then, Sidara has grown from strength to strength and become an advanced industrial state. In 1860 a war would break out with Etresna, which also drew in Anvegad. Sidara would experience humiliating defeat and loss of territories, cementing its enmity for Etresna and deepening the bitterness towards the Anvegadians.
Territory
Economy
The Sidarid economy experienced meteoric growth after independence largely due to the establishment of various clan-companies. These would lift Sidara from a largely agrarian economy to a fully modern industrialised one, competing on the world stage. Sidara maintains food autarky through various innovative uses of scarce land.
Technology
Sidara is one of the most technologically advanced nations in the world. It maintains a traditional educational system funded by clans. Due to clan involvement in business and need for trailblazers, the traditional system has proven exceptionally successful in producing innovator. The government also sponsors research facilities and is patron to many Societies. Arwyndyn also contribute through joint research projects with regular universities and through journals. Journals are an important aspect of the Sidarid academic scene.
Culture
Above all else, Sidarids value freedom, valour, honour, and loyalty, and they regard the clan very highly. Fiercely independent, they consider the acceptance of enslavement in any form as the highest dishonour. Sidarids are polytheistic and animistic, worshipping many gods and believing that spirits rest in all things. Foremost in their pantheon is Seihdhara, goddess of war and love, and who is the personification of the Sidarid Isles. Every clan also has its own clan god believed to be the personification of that clan. They worship outdoors in stone circles, sacred groves, or near sacred springs. Leading worship, and many other responsibilities, falls to the Wyndyn. They are split into three classes: Treiwyndyn, Arwyndyn, and Machwyndyn. The Treiwyndyn carry out everyday responsibilities and interact with the people. The Arwyndyn are scholarly druids. The Machwyndyn serve as military chaplains. There is no official clergy in a sacerdotal sense. Filim, poets, play a very important role in society and are all members of the Bardic Order. Being praised by a Fili is a great honour, but being satirised by one is a source of immense shame. The words of Filim are believed to have great power in and of themselves. Wyndyn can exile individuals for various reasons, these become Trosychen, outlaws who do not benefit from being part of society and to whom the law does not apply. The elderly generally occupy positions of influence due to the clan structure of society (the elderly have children and grandchildrem, who naturally owe them a degree of allegiance). Children are considered the children of the entire clan. To become adults, they must undergo a rite of passage where they travel throughout Sidara for six months. Fosterage is common in Sidarid society, where a family gives its children over to other families. This is generally done for educational reasons and to bring families closer together. Children can also be fostered by skilled persons who teach them their craft. It has become common practice for the clan to take up the responsibility of having children educated by skilled persons. On passing into adulthood, young people generally go on to serve in the military. Women are considered more or less equal with men and have historically played important roles in leadership, on the battlefield, and elsewhere. Sidarids are polygamous, with men and women marrying as many times as they please. Sex is not constricted to spouses, though children should not be born out of wedlock. There are four major and four minor festivals celebrated universally. These are Beltane, Sambane, Embilc and Lignsid, and the minor festivals are the two solstices and equinoxes. On death, people are either cremated or have their bodies buried. The dead are generally buried in burial cysts and have a mound of either stone or earth built above them.
Army
The Sidarid army is massive, coming at just under one-million soldiers. It is split into six branches, named Armies.
Navy
The Sidarid navy is amongst the largest in the world, boasting over five-hundred vessels, over four-hundred of which are warships. Clan-companies have their own private fleets, both merchant and military.
Air Force
The Sidarid airforce is relatively small. The utility of aircraft beyond reconaissance is being investigated. The civilian aviation scene is far more advanced than its military counterpart, and aerodynamic theory is the subject of many breakthroughs in various academic journals and research facilities.
Traits
Soul-names and Prophecies - Soul-names are given at birth and are said to strengthen one's link with the gods. Prophecies are personalised oaths of sorts which one must upkeep. Doing so can given one strength. Breaking one's prophecy can greatly weaken a person, even leading to death. Willing Warriors - Sidarids love war. They want to do glorious things and achieve victory. Unfortunately their excitability makes them more likely to disobey orders. Nothing but Customary Law - Sidara has no legislature. It is run completely by customary law. This differs from clan to clan and even from village to village, which can be extremely troublesome for anyone moving around, and even more so for foreigners trying to conduct trade. Scholarly Druids - Arwyndyn have records of Sidarid history, law, magick, lore, and much else stretching back over two-thousand years. They are incredible founts of wisdom and knowledge. Unfortunately, they are highly secretive and usually communicate in a language unknown to any but themselves. Clan-Companies - Sidara's clan-companies are the epitome of communally owned and run corporations. They are the firm foundation of Sidara's economy and production. Unfortunately they are very competitive and are not averse to sabotaging or stealing from each other.
Rolls
Territory - 8 - Your nation is decently sized, with room for a few cities and a decent amount of farmland. Tech - 14+4 (18) - Your nation is effectively fully modern, and innovative to boot. It is likely the trendsetter in multiple categories. Army - 18 - Your army is massive, and for every soldier, there are two more to take his place. It is maintained at partial-strength year round with a conscription for the rest on a wartime basis. Even at partial strength, it is more than enough to compete with other states. Economy - 16+1 (17) - Your economy is well-off, and a majority of what needs to be funded is. Production - 11+4 (15) - Your nation is doing well for itself, with excellent production in both farming and manufacturing and good resource exploitation. Navy - 19+1 (20) - Your nation rules the waves. Your merchant fleet is the best out there and your matchless navy seeps with tradition. Airforce - 9-2 (7) - You have a few biplanes. Magic - 8-3 (5) - Like a nation that is aware of modern technology, and seeks to acquire it, yet falls far behind, your nation lags in the field, struggling to keep up, and at best keeping pace in a select field. Perhaps, were your nation to pool its resources and brainpower, you could produce one of the contraptions of more magical nations - but it would be a true national effort. Mobilisation - 19 - It takes a few weeks to mobilize.
So, for anybody who is wondering - this RP is very much alive. We've been on hibernating for a bit, expecting players to finish sheets over break, but that never materialized... as such, we will be beginning our war to end all wars (for a few years) as soon as possible! Anybody interested in this is welcome and encouraged to express their interest and join our discord server! We have lots of lore and a lot of nerds of the friendly type eager for new players on our little international stage.
The Republic is run by a parliament of 350 elected delegates, which is elected on the basis of the popular vote for different political parties to determine the percentage of their representation. Delegates to parliament are determined from within each party by their own mechanisms, and the parliament votes within itself to determine heads of different ministries and functions as well as the executive president, typically at the behest of the majority party or ruling coalition.
In theory, the monarchy serves as a parallel supreme executive to the president as a means to break deadlocks and ties in voting while constrained by not having any control over budget or domestic policy without parliament’s approval. In practice, the current young Queen Alica Roland is little more than a figurehead with no meaningful political clout, largely rubberstamping what the Centrist party puts on her desk.
Presently the major political parties of parliament are: * Centrists: A coalition pact of moderates, businesspeople, and idealists that seek to uphold the core values of justice, equality, freedom, merit, and order of the Republic without adopting too many excesses of the past or radical futurism. Presently the majority rulers of Anvegad, but their coalition nature means several different machinations and factions beneath the appearance of unity. * Royalists: Hardcore loyalists to the throne of Anvegad and Queen Roland, voting in alignment to their queen's wishes. A minority in parliament, especially with the current queen's youth and lack of authority, but a influential one with some strategic pull and high resources for it's small representation. * Collectivists: A new wave of thinking of collective living and socialist society modeled by the Lupine Aneska Kartz, proposing collective rule and ownership of property to bring about true equality. The Collectivist party is firmly on the side of the people, in immediate terms seeking to raise standards of living and curtail the excesses of the elite, and in the long run gain power to spread Collectivism to the rest of the world. Presently the largest of the minority parties.
Species:
Human: Common folk of Anvegad and the backbone of the nation, Anvegadians are influenced by the abundance of magical energy within their homeland and cities, resulting in a wide variety of skin and hair colors as well as a wide range of potential physical development.
Anveholm Lupinekin: “Bunny People” seemingly crossbred with forest rabbits in some ancient magical creation story, Lupinekin make up a sizable percentage of Anvegad’s population with their high reproductive rates and speed of maturation. Typically they are lesser in physical strength than humans but far more agile.
Fenrir: Werewolf-kin that originally immigrated from the southernmost lands to Anvegad, they are large burly beastfolk with wolf-heads and wolfpack mentalities to life and living. Typically larger and stronger than human norm, though they only breed true in high ambient mana. More typically they breed half-breed demihumans with other species.
Culture:
The present day Anvegad Republic is a vibrant and diverse land stemming from it’s former Imperial-era expansion and integration of many foreign lands and ideas into it’s pillars of empire, which has since been upended with the revolution against the Valorgarde royal family and the institution of a freer republic without the constraints of the social divide between aristocracy and commons.
Anvegad culture is centered around self-realization, finding purpose and place in society and excelling within one’s chosen role. However this is fundamentally a choice, and choices can change. Thus grand dramas, sport, and written word are common pastimes while religion and high philosophy are less prevalent.
While the days of conquering adventures in foreign lands have long subsided, the people of Anvegad still view their army with pride and as a source of national resolve and security with recent reforms and performance against the Revenge Wars. The army is the great equalizer and opportunity available to a citizen, where only ability counts and anyone can rise to authority if they can prove themselves in the crucible of war. However this is predominantly a culture of professionalism rather than honor or zeal, with the Republic seeking to avoid the excesses and pillage of the imperial age with a reliable and competent force that doesn’t need to resort to such acts, as thus the civilian government takes their role of keeping the military in line seriously.
History: WIP
Territorial Claims:
Economy:
The Republic has pulled itself out of the economic damage caused by it’s civil war and reemerged as a exporter of high-grade mana crystal, artisan alchemical craftworks and metallurgy, and spell-enhanced hardware. Between revitalization of the maritime trade and the breaking of trade barriers with former enemies, the Republic stands poised for further growth but faced with constant decisions on where to invest and whom to allow investments in domestic markets.
The majority of Anvegad’s industrial power is well developed but exceedingly concentrated in the coastal cities of Ferrum, Cupernum, Niccolum, and Kalium where water-power enabled them to reach feats of alchemical forging many modern cities are hard-pressed to match, and the passage of time has continued to add to their glories with coal powered factories to supplement magical and water power. Many of Anvegad’s other industrialized territories were lost to now bordering countries that were let independent, while much of their central land is underdeveloped and agrarian, albeit augmented by alchemical fertilizers and nature renewal magic to clean up the worst excesses of early industrialization. While efforts to expand the industries are ongoing, Anvegad’s industrial power is quite centralized for the foreseeable future.
Technology/Magic:
At first glance, Anvegad looks more like a Enlightenment period society than a modern culture, with antiquated fashions and cities made of wood and stone more than metal and concrete, with horse-drawn carriages more common than cars and it’s army clad in seemingly medieval knight style armor even. But when one looks beneath the surface, one realizes that while Anvegad isn’t as capable as it’s neighbors in harnessing coal, oil, and machinery nor cutting-edge in adopting the latest pure-tech, it’s magic more than makes up for it and then some.
Anvegad is a nation of magic, intertwined with much of it’s society, culture, military, and industries. This is predominantly due to their large reserves of mana crystals, providing a abundance of magical energy readily accessible and available to use for a variety of purposes. In several ways, they make industrial use of what others ascribe mythical value to, and embody the present-day attitude that sufficiently developed magic is indistinguishable and equivalent to modern technology in using mana crystal much like other nations burn coal for energy.
The majority of Anvegad’s magic lies in manacrafted alchemical alloys, mixing shards and fragments of mana crystals into ores to create lightweight or elemental-charged metals that are as durable as the best steel and alloys made by technological powers. This has yielded material for grand construction works, body-armor for soldiers that is lightweight and self-cooling, and alloys for ships and bridges. Furthermore, this field of magic is no static or ancient system, but a modern and dynamically evolving field of study as new metals become manipulatable such as titanium and aluminum, with new possibilities emerging from the alchemical labs of Anvegad.
In terms of weaponry, Anvegad is one of the world’s greatest manufacturers of spellcannons, predominantly making use of cannons firing shells loaded with mana-crystal powder that can be set to release a variety of potent spells, such as fireballs that can strike singularly at fortifications or split into clouds of firebolts against enemy infantry, or lightning spells for instantly landing direct-fire strikes. The most powerful, reliable, and versatile spellweapons in the world come from Anvegad forges.
Army:
Though Anvegad has turned a new leaf as a Republic, it remains acutely aware of the need for military force as well as the need to move past the atrocities of the imperial age for the sake of ensuring the next war will not descend to the madness of the Valorgardes. To that end the army was reformed from a largely conscript mob led by noble leaders and cavalry to a professional force of infantry and artillery, forged with a intent to avoid the cannon fodder tactics of the past and secure pride in their nation with a firm bulwark to rally around at over four million professional soldiers active on a rotating basis and a frightening arsenal of arcane weaponry.
However the army's quality is a double-edged sword, as conscription laws and practices have slackened in favor of the professional standing army. While in theory parliament can declare conscription necessary and rally millions more to arms, in practice the logistics and methodology to turn citizens off the streets into soldiers is limited and slow. And Anvegad is not eager to resort to a low-grade conscript army again both out of concern for their reliability and potential casualties caused by ignorance.
The army is divided between the infantry, artillery, cavalry, and logistics and engineering branches.
Infantry Anvegad Infantry are unusual in that many units are still issued with significant knight-like body armor in the modern age, courtesy of alchemically crafted lightweight alloys that can take a few glancing hits or slow down killing shots to survivable blows without weighing too heavily on the soldier wearing them, though the limitations of flexibility mean most infantry just wear the breastplate and helmet, with only assault infantry or fortress troops wearing full bodyarmor.
The standard Anvegad armament is the Armory Rifle, a medium-caliber bolt action rifle made by the National Armory. Utilizing cooling alloys in the barrel and manapowder propellant, the Armory Rifle makes up for any lack of hard-hitting firepower with great reliability and consistent firing action even under the worst of conditions.
Subdivisions of the Anvegad Infantry include * Assault Infantry: Soldiers expecting to go into close-quarters combat (storming fortresses, cities, trenchlines, etc) exchange their rifles for bandoliers of revolvers, grenades, and full body armor to be the tip of the spear in engagements. Usage of assault infantry is heavily situational, but it’s a cadre Anvegad maintains given how such situations occur at strategic objectives. * Sappers: Dedicated engineering troops drop most of their armor to carry packs laiden with tools and explosives, such as the notorious Wildfire-D manapowder charge. Whether it’s building bridges, burying roads, clearing paths, establishing bases, the Sappers are ever ready, ever prepared. * Scout-Snipers: Armed with scoped rifles and training in camouflage and covert maneuver, the scout-sniper corps are the eyes and ears of the army as well as the dagger to the infantry’s sword and the artillery’s hammer. Whether hunting officers, supply caravans, or key weakpoints, these few serve in a way a thousand rifles may never match.
Artillery The Anvegad Army favors spellfire cannons as it’s main indirect fire platform, capable of channeling fire, thunder, and other elemental strikes via mana crystal infused shells and cannons. What they might lack in absolute firepower is made up for with extreme versatility by simply activating different patterns of mana within the shells before firing, the end resulting being cannons that can fire patterns of cluster-fire on a charging platoon of infantry, call down a lightning strike on a enemy officer, then switch to direct-fire with a concentrated magma bolt to blast a bunker, while requiring only one type of shell and a mage-cannoneer to pattern the mana output during the barrage.
As a whole, Anvegad favors fewer Grand Batteries of heavy howitzers and field guns over mass-producing lighter field support pieces, primarily due to limits of it’s forgeworks and alchemical forging lines. Barrages are governed by artillery marshals and forward Targeteers capable of telepathy and complex ballistic calculations, enabling long rolling bombardments that can shift and adapt as needed against targets proven to be hardened against one type of shellfire over another.
The heaviest artillery are found in Siege Batteries used for battering down fortresses and manning coastal defense fortresses against naval attack.
Cavalry With the advent of the machinegun and primacy of infantry warfare, the role of cavalry has shifted to support, recon, and mounted infantry roles over the glorious charges or raids it has performed in history. The smallest of the military branches, and growing smaller by the year as the battlefield has less place for horses, they still serve with dignity while eagerly looking for new ways to make fast, mobile forces a practical reality again.
The one exception are the desertfaring Sand Salamander corps, consisting of desert Lupinekin and their traditional desert mounts alongside camels and hardened horses. Skilled in desert survival and raids, they keep the hinderland of Anvegad safe and have fought in northern campaigns in the past quite ably. For the time being, there is not foreseeable replacement for them.
Logistics and Engineering Corps
More notable than the sheer number of troops however is the size of the noncombat contingents of the army, with the logistics and signals corps given as much support and development as frontline units with two million personnel in fulltime logistics roles, moreso in some ways given Anvegad’s industrial alchemy favoring support roles. Suffering major losses due to logistical shortcomings and overextension have taught Anvegad hard lessons in keeping it’s troops supplied, especially with the demands of the industrializing battlefield. While outsiders may laugh at an army that ties up so much manpower fulltime in rear-echelon roles and calls people who never fire a gun in their careers “soldiers”, such naysayers rarely pay attention to how the food in their stomachs and ammunition in their rifles made their way to them.
Navy:
After the collapse of the Anvegad Empire, the Republic has had little desire or will to sustain the once globe-spanning navy, reducing largely to a coastal defense fleet to protect it’s merchant shipping after the damages of the civil war and the de-facto expectations of the allies of the rebellion to reduce the threat of the Imperial Navy. While well-built and capably led, the current Anvegad Fleet simply has little need for a large offensive navy and the backbone of the navy is sturdily-built cruisers rather than battleships.
Still, individually the ships of the Anvegad navy are notable examples of magical engineering and great martitime naval tradition, making invading the shores of Anvegad likely a costly prospect even for the present-day maritime superpowers between it’s warships and coastal spellfire cannons.
Air Force:
While there are those who attempt to achieve powered flight via magic or mechanical contraption, so far Anvegad has little success in airpower or branching into the domain of the sky besides spotter balloons for artillery. A field of study not helped by Anvegad alchemy not being of much use for heavier than air flight besides the occasional attempt to recreate flying broomsticks.
Rolls: (Rolled by GM in the Discord Server. Just ping me, and I’ll roll as soon as I’m able.)
(Perk) A Beacon for the Future: Once Anvegad was the dominating imperial power of the southern hemisphere, and though those days are long gone they are still remembered, and not all in a bad way. Though the final generations of the Valgarde royal family were notorious for their iron-fisted attempts at holding onto their empire, much of Anvegad rule was characterized by protection, trade, and order. After the tumult of the Valgarde’s collapse, the reinvention of Anvegad into a republic, and uncertainty of the coming years, many of the former holdings of Anvegad are considering it a beacon in the dark, or at least a known military powerhouse they could rally behind. (Positive opinion modifier for NPC nations close to Anvegad)
Anvegad Stoicism: Decades of bitter wars, the upheaval of the revolution against the Imperial throne, the loss of a once grand empire, and the bitter recognition of lost glories has tempered the Anvegad spirit. But it is far from broken. Anvegad citizens are predominantly stoic and enduring, shutting up and digging into problems instead of complaining or shying away from hard truths and necessary actions. This does tend to make Anvegadians seem rather stubborn and gloomy to outsiders though.
Professionalism: Where some other nations adopt “warrior” mentalities towards war, Anvegad approaches it as a science of “soldiers”, demanding discipline, order, organization, planning, and adaptability. While this means not even their best soldiers can match zealous warriors in unbreakable morale or ferocity of aggression, and is certainly plagued by a degree of slackards and careerists in a untested hierarch, it is a flexible structure able to endure mighty blows and recover quickly both in unit organization and logistical upkeep.
Breed like Rabbits: The Anveholm Lupinefolk are a notoriously “frisky” species, which has led to population booms every time there has been agricultural surplus to feed them, such as in the present day. This results in a higher population density than expected to Anvegad’s size, with more workhands for industry, military, and trade purposes. But also makes Anvegad more vulnerable to damage to it’s agriculture.
Floating Fortresses: The Anvegad navy is smaller than it’s world-spanning days, but it hasn’t diminished in quality or it’s shipbuilding heritage. Anvegad warships are built for durability above all else, with extensive compartmentalization, redundant structural bracing, thick armor, and rigorous damage control drills making them exceedingly durable compared to other navies. While this costs in total firepower and speed per ship, it suits the now-defensive minded Anvegad navy just fine within it’s new role.
Renewal, Rebirth, Reimagining: The young Anvegad Republic is a nation still defining itself, and the opportunities brought about by the usurpation of hereditary birthrights and noble castes has stimulated new growth and innovation in the nation to fuel a drive towards growth and new creation. This free flow of ideas does leave it a bit vulnerable to outside influences however, and provides openings for foreign powers to manipulate it’s politics.
Luminaria is an ELECTED MONARCHY; leader is not chosen by inheritance, instead the leader is voted on through a democratic process which takes into account all who are considered citizens of Luminaria. The candidates can be acknowledged by either governing a city or contributing a great deal to the interest of society.
Oracle Ruler or Leader of Luminaria, official term is 2 years with the ability to be elected as many times as they are seen in the public eye as a success.
The Psyche Council of Advisors, official term is as long as the Oracle deems fit.
The Voice Ambassadors, official term is undefined as they work for as long as they fulfill their role.
The Rings City/Town Representatives, official term is 4 years or as long as they are considered successful in the eyes of their respective city or town.
The Fingers City/Town Mayor, official term is 4 years or as long as they are considered successful in the eyes of their respective city or town. Fingers can be broken by the Oracle if he/she feels the role of this position is not being adequately served for the best interest of Luminaria's entirety.
Notes about Luminaria
Standing Army: Luminaria maintains and trains a national standing army for the protection of it's borders, and provide foreign aid to improve foreign relations.
City Milita: Luminaria allows for each City/Town to maintain and hold their own militia but under the independent expense of their citizens within that City/Town.
Independent Research: Luminaria allows for each City/Town to direct a certain percentage of their funds and resources to a specific goal for new discoveries, so long as they are shared, with the acknowledgement and recognition belonging to that particular City/Town.
Protectorate: Luminaria provides the option for a nation to draw under their protection, but the protected body must agree to the followed:
Agreed upon percentage of the protected body will offer their population to serve in the National Military.
Agreed upon percentage of the protected body will donate resources to support Luminaria in its efforts in protection and sustainability.
An embassy is built for a Voice to reside in and an agreement to sustain a transparent, open line of communication in regards to the security of Luminaria must be maintained.
The protected body must send a representative to Luminaria when summoned directly by the Oracle, or if a Conference is set to discuss and negotiate talks in regards to National movement.
A small monument at the expense of Luminaria must be constructed with the Principles of Luminaria engraved on it for observation purposes, as a reminder that the protected body is apart of Luminaria and not separate from.
Species within Luminaria
Cultures within Luminaria
Luminaria is a widely diverse nation with an outstanding history interweaving the fate of many strong and independent leaders who each have had their roles in the molding of a successful kingdom. The culture of Luminaria is strong in their beliefs as they are the byproduct of a race who has self-claimed the name, The Geradamas; perfect human.
The Geradamas believe themselves to be the children of the great skies wisdom and earthly creative. In their eyes the supreme power of the universe as their teachings follow; Creativity is the ultimate category that transcends and connects all other categories of Life. The Geradamas typically wear comfortable clothes in which their bodies can breathe in and feel free rather than restricted. Some cultures may find their taste benevolent while others may see it as provocative, but to the Geradamas they are themselves.
To see jewelry and accessories surrounding metals or stones accepted as symbology and believed to cause beneficial effects to the physiological and psychological health of the individual is not uncommon in Luminaria. "True" Luminaries believe they are spiritual beings who are in the process of becoming, by rising to the challenges presented in the material realm of existence. Their dialect and treatment of others will reflect this belief wholeheartedly, largely playing into other aspects of social and/or private conduct.
"True" Luminaries do not fear death because of this cornerstone belief that they are spirits first. Death is seen as another phase of Life's overall creative process in the evolution of becoming something greater to which is unknown at their current stage in the process. The principles regarding their beliefs can be found in the "Monad"; a book of stories, and principles named after the single unit in time. The Monad is indivisible in nature according to the Geradamas and works as a simple entity to reach a common goal directed by the many goals of the individuals.
Apart from the majority accepted Luminarian belief and culture there are Javokians. The Javokians are a more primitive and simpler bunch. They are said to be descended from the volcano and mountains up North. Their beginning starts from being formed by the very magma of the Earth's core. Their father figure is Daga; the breath of Fire and Stone. Javokians once a year pay tribute to Daga with ceremonies shared across their tribes. Javokians do not bow to Luminaria but cooperate and incorporate some of the principles that Luminaria had to share. These lessons have allowed the Javokians to prosper at a much more consistent and manageable pace than finding small quarrels between tribes turning into giant catastrophic moments of loss in life and progress. The Javokian's build out of stone and wood, and their accessories are no different. They act as the laborers of the nation, and are happy to do so.
Luminaries Gods
The Four Primes or Immortals: Creators of the Geradamas
Sapios : Wisdom, Power, Direction, Time Ptah : Discipline, Craft, Obedience, Awareness Devizen : Creativity, Chaos, Individuality, Death Enos : Magic, Writing, Understanding, Space Iliath : Beauty, Order, Cooperation, Life
The origins of Luminaria begin at the star of the Geradamas. Their particular moment of emergence came out of the plains now called Hieros where the Luminaria capitol is. The Hieros plains stretches far and is between the Ydra Rivers. The Ydra River is commonly known to have been the result of a Celestial Sword shunned down from the Heavens, crafted by Ptah; Goddess of Discipline and Craft. Ptah surrendered the sword over to her daughter, Devizen, who wished to make her mark upon the physical world as a protest to her Father's direction; Sapios. The name of the sword was "Twelve Aeons", and each Aeon represented a point in the "Wheel of Time", originally crafted by Ptah for her husband, Sapios to be given to Enos.
When the sword contacted the Earth it divided the rock in three parts which stretched to both oceans, and light in twelve directions beamed across Hieros, immediately transforming the harsh rocky terrain into a potential environment for Life to start. Devizen upset at the end result was confused as to how the sword created Life and not Chaos. Unknown to her, before she demanded the sword from Ptah, Iliath at the direction of her Father imbued it with qualities of Life and Beauty. Devizen would find out about this slight of hand and would head to the physical world to retrieve the sword of Twelve Aeons. Iliath and Enos would meet their sister at the sword and encourage her to stop her defilement of their father's demands. Devizen retaliated with force and the three engaged in combat on the plains of Hieros. During the battle Devizen, Iliath, and Enos would draw blood across the plains. Their blood without intent fused together seamlessly as both Beauty, Creativity, and Magic, worked their powers to create the first generation of Geradamas.
Devizen, Iliath, and Enos witnessing the birth of the first generation of Geradamas during the battle over their disagreement decided to put their differences aside. But, the peace only lasted so long before Devizen manipulated a group of Geradamas across the Hieros plains to wage war on the others. Once again the war between Gods continued, but this time the Geradamas were the weapons of choice. It was not until Sapios finally stepped in at the plight of Ptah to stop the three in their childish ways and ordered them all to heal the wounds created by their selfishness. The sword was to remain where it was, and the three were to return home after the mending of the Geradamas was completed.
The Geradamas would be empowered by Sapios with wisdom to their origins, encouraged to cooperate by Iliath and her beautiful perception toward Life, granted understanding and the ability to communicate effectively by Enos, and provided the abilities to create from Devizen. Ptah remained in her place beyond the stars to guide her grandchildren from a far with the disciplines of all four Powers.
Over time the Geradamas would grow as a plant does uninhibited by any barriers. A strong footing from East to West was inevitable and eventually their ambition carried North. It is here they first made contact with the Javokians who now remain under the protection of the Geradamas. As the Geradamas continued their growth, they absorbed many cultures, populations, and countries along the way that found it would be easier to cooperate rather than fight. The Geradamas did find themselves in some conflicts but typically came out superior to most of those who decided against them.
During Izar's reign the establishment of Luminaria occurred after a vision to unite all people under Geradamas rule came to him in a passing dream. The Geradamas had already allowed for the autonomy to remain with anyone who cooperated willingly, but the next step was to incorporate these autonomous nations under the rule of the Geradamas, into one defining kingdom; Luminaria.
Any group of people who did not agree to the Principles of Luminaria were dealt with accordingly and over the next 10 years of Izar's reign, he successfully integrated the cultures into one system now known as the "Monad" which through stories and lessons provides the framework of how a Luminaria thinks, acts, believes, and accepts their fit in society and the universe as a whole. After successfully attaining the new mark of Oracle under the new doctrines associatd with Luminaria's new governmental structure, he passed, but not before leaving behind a son and daughter. The son and daughter would carry on their father's work to free up movement, continue trust building within the network of city-states, and keep Luminaria's integrity, while maintaing it's ability to move as one, an elected monarchy was created.
Luminaria now stretches far beyond the reaches of what it thought was possible, and in the process has constructed a strong military presence, outstanding naval operation, well balanced economy, and has even pushed the limits of magic merging with tech.
The economy consists of city-states trading with one another while also providing a certain percentage of their resources to the overall efforts included under the Luminaria national government. Access to stones, metals, lumber, and various fabrics are not difficult. Merchants thrive in Luminaria's free trade arrangement, but must console each city on their scope of what is allowed as appropriate practice. The economy is well-balanced, trending to grow, with no signs of decline.
Luminaria is on the cusp of two worlds, born with magic, but understanding the necessity of advancing their technology. They maintain a balance of both of these worlds, which unfortunately means their resources are applied in a way that does set them as leaders in either of them. However, Luminaria finds their interest in finding ways to merge both technology and magic under one roof.
Luminarian Samaritan Defense Network
The Samaritans are the standing military defense force of the Luminaries. They are a diverse lot of soldiers, healers, mentors, trainers, advisors, strategists, etc. It is within this web of individuals that Luminaria is defended and its foreign relations are upheld and established. The Samaritans follow a chain of command through communication but not so much when it comes to orders. Samaritans have proven themselves time and time again that they are the top echelon of what Luminaria has to offer.
Luminaria is not divided by branches, but by divisions, therefore Army, Navy, Airforce are all integrated into each division – North, South, East and West. All recruits will go through the same basic initiations and trainings, once assigned to a division they will be prescribed a role based on their talents. If a Luminaries Initiate shows great talent and aptitude in a certain area, they may be sent to the capitol or held in the capitol if that is where they are, and tested for further discipline.
Army: Luminaria is a diverse, yet well-structured fighting force that has had its fair share of battle experience. They are not promoters of war, but by no means cower behind the veil of pacifism. They believe that light must sometimes confront the powers of darkness with its own weapons, and must always be prepared to do so. The army is centralized and all of its recruits come to three of the major cities, the capitol (Hieros), Eastern city (Khal), and the Western city (Baal). When a recruit graduates he is then considered a Novice in the military and will be assigned to a post according to his talents.
Navy also considered, “The Luminaria Vanguard”: Luminaria understands the ocean is powerful, and in order to attain security for their people, the Luminaries must coexist with the ocean. This principle has rooted itself deeply into Luminaria, and so their Navy is top notch, always maintained, always ready.
Luminaria has a very specialized land operating force called, “The Serpents”. This force is trained in sabotage, raids, and infiltration. These men and women are some of the most intelligent individuals Luminaria has to offer.
Air Force: Luminaria is not known for its pilots, but the ones they do have are passionate, psychotic, and courageous. They fly with drive and under the most extreme duress as the planes they use are not top of line, nor do they typically fly in groups. Usually pilots will perform solo reconnaissance missions over borders and may occasionally engage in combat zones as support, but this is not advised most often considering the fragility of the plane specifications.
Rolls:
Territory (13) Tech (13) Army (14) Economy (14) Production (17) Navy (18) Airforce (7) Mobilization (9) Magic (10)
Traits:
Universal Truth “Wholly Positive Trait”: Luminaries believe in their truth, and their truth resides in the Immortals who are believed to still watch over them this very day. Luminaries time and time again have been entrusted with the Geradamas secrets like one of their own, which has created a concrete bond between those who are considered original and those who were integrated later into the origin story.
It was once recorded in the town of Beus after it was captured by foreign powers, the Luminaries being held as prisoners and sentenced to burn at the stake, willingly jumped into the flames, unbounded, as they saw it was a test to their conviction. It was written by a young foreign soldier who observed the burning, “Those who do not fear death as the Luminaries have shown us, cannot be tamed by Life as we failed to show them.”
(Fearless, Convicted, and Resilient)
City States governed by One “Negative and Positive Trait”: Luminaria is an odd thing, each part independent of the other, but dependent upon the other for their cooperation. Although the allegiance of everyone is under the banner of Luminaria, cities and towns possess quite the voice during elections and decision making. This can both hinder and promote the health of the entire entity.
(Autonomy promotes happiness, but power struggles can emerge.)
Magi-Tech “Negative and Positive Trait: Since Luminaria is on the cusp of both worlds in tech and magic, they have begun integrating the two at the same time. This means there is room for great innovation, but unfortunately it is a realm that has yet been explored thoroughly. This means set-backs are more common than discoveries, but resources are still allocated in this direction as it is seen to be a valuable direction once the future arrives.
(Leaps in Technology and Magic can be achieved, innovations integrating both are possible, but resources may not always add up to the discovery and set-backs happen frequently.)
Foreign Relations:
Faenaria - Government (Friendly), Citizens (Friendly), Free Trade Agreement Etresna - Government (Friendly), Citizens (Cautious), Free Trade Agreement Sidarid - Government (Cautious), Citizens (Cautious), Free Trade Agreement
Government: One party state, ruled by the People's Unity Party. The government is made up of a legislature, the United People's Congress, an executive branch, the United People's Government, the military branch, the People's Defense Force and the People's Armed Police, the judicial Supreme People's Court, and the supervisory People's Democratic Commission. Voting takes place every new year, and is open to all above the age of 14. The highest positions of government will always be up for election, but often run uncontested. Positions are generally contested by members of lower levels of government, and usually only when someone resigns. The current Chairman of the People's Unity Party and of the United People's Government is Lan At-zen.
While democratic elections take place, the People's Unity Party suppresses minority groups that are considered counter-revolutionary or reactionary. Among those are the remnants of the industrialists and monarchists who stayed behind. Many of the former nobility and their followers who did not escape have been either rounded up in prisons or are closely watched by government minders. In this way, the last vestiges of the old are being stamped out. Those high ranking members of the nobility, industrialists, and other enemies of the Party who were deemed too dangerous were executed behind closed doors, but with overwhelming public support.
Species: Human
Culture: The country's population possesses a sense of suspicion towards outside forces bordering on xenophobia. There is no official religion and all religious practices are closely monitored, with religious heads being state appointed.
The nation is very reliant on its farms for self sufficiency, with its staple food being rice. While the UDC has massive magic potential, there is currently little remaining industry capable of mining and processing its vast reserves, and so its potential goes largely untapped and its people are generally unaware of magic's full potential, with many unaware it exists at all. In the aftermath of civil war, little outside information reaches the people of the UDC, with most news being heavily controlled by government censors. Despite this, the people of the UDC are relatively well educated, with heavy emphasis post-war being put on public education for both boys and girls. In addition, the citizens of the UDC tend to be very proud of their nationalized health service, which was spawned from the vast medical infrastructure set up during the civil war. Most citizens are thus very patriotic and loyal, with a majority being party members. The people of UDC maintain a degree of reverence towards Chairman Lan, with songs, plays, books, and even entire courses in universities dedicated to him and his leadership.
History: United Democratic Changxa emerged only five years ago after a brutal decade long civil war that was waged across the entire country. Ten years prior to the civil war, the country was fractured between competing forces, all laying claim to the same area now known as Changxa: The Kingdom of Akiia, the Kaal Military Government, the Democratic National Front, and the National Farmer-Worker Union. The NFWU was the precursor to the current People's Unity Party.
The Kingdom, originally having controlled the entirety of Changxa, had been slowly whittled away by successive inept rulers, whose policies angered both the working class and peasantry with their exploitation and the industrialists with their restrictions on trade. With a majority of the population either working class or peasant, there was a real threat of a revolution. Anxious about the impending failure of the Kingdom, the Kaal Military Government attempted a coup that was partially successful in seizing key industrial sectors of the Kingdom. Meanwhile, the Democratic National Front, having existed for some time as an attempt by the Kingdom's industrialists to leverage their government, seized about 30% of the Kingdom's urban areas. With the country quickly descending into a state of disarray, far left agitators riled up the already angry and discontent farmhands, who rose up against their regional lords. This was initially named the National Farmer Union, but as the influence of the NFU expanded into industrial areas, workers made up an increasing number of the NFU's ranks and the name was changed accordingly. The NFWU gained the trust of the peasants and workers by sending soldiers to help repair damage caused by fighting and quickly integrated with the isolated villages and small towns that made up the rural sectors of the country. NFWU soldiers even set up schools that, in addition to basic education, also spread socialist theory to the youth of the peasantry. This is what would set the NFWU apart for the duration of the war.
While the situation was undoubtedly dire, there was no immediate war. While border conflicts occurred, the competing factions mostly refrained from igniting an all-out war, as no one side had the military strength to take control of the entire country. So for ten years, a strained peace reigned over Changxa. It was in the middle of Changxa's cold winter that the silence was broken. The King, King Sun-Sa, was found dead in his sleeping quarters. While the Kingdom attempted to keep the situation under wraps while power was being transitioned, a Kaal spy broke the news. In a matter of days, the Kingdom's military was being overrun across a wide front by Kaal forces who were better equipped and more numerous. Almost in the same instant, workers' uprisings took place within both the Kaal Military Government's borders and within the DNF, prompting the then-named People's Red Army to invade both factions. In just one year, the Kingdom's former territory was almost entirely controlled by the military government, while much of the DNF was being overrun by the PRA. The outcome of the war was uncertain.
After the end of the first year of fighting, foreign aid began trickling in, propping up the DNF, which was at risk of being totally destroyed by enthusiastic Red Army fighters. Meanwhile, the NFWU was being pushed back rapidly by the Kaal forces, resulting in much of its key agricultural land being ceded. The DNF and Kaal governments made a hasty alliance against the workers, and the two fronts the NFWU was holding were quickly collapsing. In response, the provisional government of the NFWU drafted nearly every able bodied man and woman within its borders, arming them with a makeshift arsenal of muskets, hunting rifles, and even spears. This measure stabilized the fronts and took back vital agricultural land, key for sustained survival during the harsh winter.
As the fronts stabilized, the fighting calmed down with the coming winter. In the meantime, fortifications were built along all borders in preparation. All sides were suffering from crushed morale and a chronic shortage of supply. When the winter ended, it seemed no side was prepared to continue the fight. Throughout the next few years, the civil war was reduced to sporadic border conflicts with little gained or lost. After five years, the war's staggering death toll became clear. Over 500,000 civilians killed and military deaths in excess of 1 million. During the fifth year of fighting, a sudden surprise attack was launched on the DNF by Kaal forces. The DNF's defences held stiffly, although the military government had new artillery that helped break through the line at key points. Meanwhile, Red Army units that had infiltrated Kaal's industrial sectors rose up and seized land behind enemy lines.
Suddenly, war had erupted once more. A sweeping push was made by Red forces into Kaal territory, seizing almost all of what had been previously lost and then pushing further. As a result, the offensive on the DNF stalled, as units were pulled back urgently to combat the threat in the rear. Advances in automobiles allowed some troops to reach the new front line, but Red forces had already seized land deep in Kaal lines, capturing weapons depots and factories. In addition, soldiers in the Kaal ranks began suddenly defecting to DNF lines, many shaken by the sudden panic caused by the Red invasion. Within the year, the Kaal Military Government had been dissolved, its leadership largely surrendering or defecting to the DNF. And then the front line stabilized once more, with the DNF and the NFWU being the last two contenders for control over the war-torn country. The two armies dug in, and prepared for a long war, digging a massive front line, which was maintained until the final year of the war. It was just when it seemed the war would go on for eternity that fate struck.
A disease had broken out in the rice fields within DNF lines. Officials quickly realized that crop yield would not sustain their forces for the winter. Faced with near unbreakable fortifications in front of them and a looming famine, diplomats were sent to broker peace deals. The NFWU, keen on taking all of the country, demanded unconditional surrender. As a buildup of Red Army stockpiles of food and resources began signifying a large scale winter offensive, which had thus far been avoided by the combatants, DNF leadership began fleeing the country. In a matter of months, the DNF government nearly disintegrated, and its army with it. A Red advance went almost entirely uncontested, with a majority of remaining troops defecting. Thus, on the tenth year of hostilities, the nation of United Democratic Changxa was formed.
It was only later that historians would uncover the true extent of the Red victory. It had been no accident that the King had died, his death was an assassination by a Red Army spy, intended to spark chaos. In addition, it was found that the extent of Red infiltration extended far beyond just hidden militias. Factories supplying enemy troops were infiltrated and dud ammunition was distributed far and wide. In addition, key advisors to both DNF and Kaal leadership had connections with the NFWU, and were instrumental in ensuring that no premature invasions took place. Finally, it had been a Red Army plot to spark a famine in the DNF territory, with farmers from NFWU territory being sent to sabotage rice fields, flooding some areas and draining others, leading to the growth of fungal disease that slashed crop yield. In the end, it had been a success for the Red Army. However, the cost was immense. A total of 2.5 million people died during the war, devastating the country which had a pre-war population of just over 10 million. It would take a massive coordinated effort by the new government to restore order and rebuild the country. After five years, the country had been reorganized, but large areas were still damaged, with entire blocks within the capital still in ruins.
Territorial Claims:
Economy: Socialist, divided between state ownership and cooperatives. There is no international trade and the government enforces strict anti-capitalist policies, cracking down on private ownership and wealth inequality.
Technology: UDC, while not technologically backwards, has an industrial sector that has lagged behind the rest of the world. Its boats are mostly relics of the past and it has not developed the capability to mount weapons on aircraft. Its isolationism has led to it being largely unaware of military developments in other nations, and while it is aware of magic's military uses, there is no emphasis put on developing magic in the near future. The country is still heavily reliant on animals for transport, although a nationwide network of trains is being developed for joint civilian and military use. Automobiles are rare and used mostly for military personnel. As far as civilian technology is concerned, its medical facilities are excellent, with some exceptional pioneers in medicine being produced within its borders.
Army: UDC's army is divided between the People's Armed Police and the People's Defense Forces. The army is roughly 750,000 strong, with a surprising 200,000 made up of female soldiers. As service is mandatory for both men and women, about 1 million men and women with past experience would be easily conscripted. The army is well drilled in mobile warfare, but is largely untested against the combined arms tactics of modern warfare. The armed forces are well armed with equipment on-par with that of other nations, although larger equipment is towed almost exclusively by animals or is carried by train. Machine guns are widely utilized as artillery pieces.
UDC has few “special forces” and most of its army is made up of foot soldiers armed with rifles. While horses are used to transport equipment, cavalry units are largely unheard of. Artillery units are usually integrated into defensive positions, and railway mounted artillery pieces are on the drawing boards.
Navy: The "Navy" of UDC is managed jointly by the People's Armed Police and the Ministry of Hunting and Fishing. It fields around 200 patrol vessels, mostly converted civilian craft. Around 25 of its active vessels are dedicated military patrol boats, while the rest vary from armed sailboats to modified fishing boats. The "Navy" is almost entirely dedicated to internal security, patrolling UDC's various rivers and lakes.
Air Force: The only aircraft in the UDC are a small number of experimental biplanes, still undergoing testing. There is no air force to speak of.
Traits: Politically Loyal: The vast majority of the population approves of the government and would oppose an invading force. Many civilians would put up resistance if attacked.
Political Officers - Many party members are assigned as political officers within the armed forces, encouraging loyalty. This leads to soldiers who can keep up morale in tough conditions, but the emphasis on loyalty can hurt tactical decision making.
Workplace Democracy - Workers own the means to produce wealth and act democratically within their workplaces. This improves the quality of produced items and the workers are largely happy, but the country's production is restricted heavily except in times of war.
Magic Ineptitude - The nation is largely ignorant of the potential of magic. However, there is vast potential and no prior tradition to prevent innovation.
Defense Force - UDC has no offensive ambitions and the role of its armed forces is purely defensive. Its soldiers are highly motivated to defend their homeland, but it will take some convincing to get them to invade.
Fanaticism: Some soldiers are fanatically devoted to their party, and will take measures such as ramming boats and charging machine gun nests in times of desperation. This can lead to miracles, but can also compound an already dire military situation by needlessly sacrificing soldiers.
Foreign Relations: UDC has made almost no effort towards diplomacy with its neighbors and is largely isolated internationally.
Is there opening in this RP for a potential neutral-soon-to-be-not-neutral industrial bankroller of the conflict, with maybe a bone to pick one one particular belligerent nation?
Government: Autocracy, with a Human Senate to advise and consent
Her Majesty the Autocrat, Scion of Faenar, Ayiti Faenar Great Cacique (Prime Minister) Karaya, the Speaker of The Yarana Chancellor of the Purse, Liana Ginaran Lord of the Admiralty Ralay, Sailor of the Baral
Species: Merfolk (Formerly Cethosi; see History), Human, Imperial Fae
(A "Merfolk" warrior, circa 1608)
The Sea Peoples of Faenaria are an exiled clan of Cethosi, fleeing the isles in the face of what they viewed as a senseless waste of life. The normally insular Cethosi were confronted with cultures that viewed them as almost mythical beings called "merfolk". Rather than correct the humans, the Sea Peoples decided to accept this rechristening of their species. For three-hundred years now, they have presented themselves as Merfolk to other races.
A small community of Fae from the Kratorian Empire call Loa Nota home. While they are Imperial Citizens, they enjoy a protected status within Faenaria so long as they posses proper documentation.
Culture: Faenarian culture is that of two peoples that have joined as one. Having abandoned the madness of the Cethosi homeland, the Merfolk were adopted by the human tribes of the Sunrise Isles. This is both literally and metaphorically- the Rahuri tribal law allow any fit adult to adopt an individual into their family. As part of the price for their settlement, the Merfolk had to consent to being joined as family with their new hosts. This Great Joining of peoples gave the Merfolk hope and purpose by adopting the ways of their new hosts.
Rahuri art and culture reflects struggle against the sea- its storms, its monsters, and its deprivations. The worship two deities. Mama Tortue, the Great Turtle, She who Shepherds and Protects. And Tiburon, The Protector, The Shark Whose Maw Consumes. They also practice a form of ancestor worship, seeking guidance from those who came before.
Rahuri hold hospitality sacred. Denying shelter to one who means no harm is a grave taboo, but it is acceptable to shut one's door in the face of danger. They also place special emphasis on curiosity and exploration. The normally insular, isolationist Cethosi were content to shut themselves off from the world. The Merfolk have gone a full one-hundred-eighty degrees in the opposite direction.
Households are made up of a mixture of humans and the adopted Merfolk. The heads of the household can be either male or female, and same-sex couples do exist within these households as a legal holdover from the Rahuri.
(A Rahuri seafarer, circa 1658)
Rahuri surnames are tied to location and profession. Rather than Joe Smith, a Rahuri would be titled "Joseph, Car Mechanic from New York."
While the Faenarians have maintained the culture of hospitality among themselves, their Golden Fleet has brought wealth and splendor unheard of in the past hundred years. The Merfolk arrived as beggars, desperate for a homeland. Within a century they began to build the Sunrise Isles into a nation-state. The Rahuri and the Merfolk chafe at these rapid changes, but so far the Rahuri have not repudiated their Hospitality. The Caciques have formed a Council of Rulers to interact with the Merfolk Autocrat, the direct descendant of Loanast Faenarie who holds the sacred pact of adoption.
(A Faenarian Water Shaper at work during High Tide)
"If we all must die for Cethos to survive, Cethos does not deserve to live." ~ Loanast Faenar
History: In the early 1600s, the Cethosi nation was embroiled in a bloody, hopeless battle for survival. The Faenarian clan answered the initial call to bring every ship to bear and defend the mother isles. Loanast Faenarie, the clan's Autarch, held his ships in place during the climactic battle and watched as clan after clan was thrown into combat, men, women, and children being sent to bloody the waves in neverending battle. When the signal came for Loanast to send his ships into battle, he refused. If freedom meant the genocide of their people and culture, then it would be better to let it die.
The clan turned their sails and fled the waves, sailing into the wild oceans for months until they came upon the Sunrise Isles.
Many vessels had sunk from storm damage, others turned and left the exodus to return home, never to be seen again. Hundreds had died from exposure and starvation. The leadership of Faenarie was in question. When the clan sighted the Sunrise Isles there was extended debate over whether this was a suitable place to settle. The presence of human villages and sailors made the situation more perilous and more intriguing. If these islands could support these inhabitants, then the well being of the clan could be assured.
The human tribes and Faenarians met on the beaches of Loa Nota, the Heart Island, and began discussing the plight of the Sea Folk and their need for a new homeland. The Humans, expert hunters of sea monsters and powerful shamans, had the power to drive off the tribe if they so desired. Generosity prevailed, however, and the great Cacique of Loa Nota allowed the Faenarians to make landfall and establish themselves.
The Faenarians took to calling themselves "Merfolk" in the parlance of the land-dwellers, to better separate themselves from their Cethosi roots. For three hundred years they were able to settle, build, and thrive on the Sunrise Isles. After turning their backs on their home culture, the humans of Loa Nota provided a new one to guide their people forward.
Within a decade, the beached vessels of the Merfolk were repaired and reused to begin trading ventures. The Merfolk had discovered an abundance of Magic-infused ores beneath the sands of Loa Nota and began trading trinkets and luxury goods with the mainland.
During the Kratorian Civil War, the newly formed Glass Bank was contacted by the mainland's Marble Bank. While their Mad Queen was winning the Civil War, Faenaria's merchant houses were losing more and more of their profits from the chaos of war. Their chief market for silk and tobacco was too busy fighting for its life to buy any such luxuries. With the Empire descending into anarchy and the Empress on the verge of bankruptcy, a rebel faction of Primarchs pooled their material wealth to provide to Faenaria as collateral for war loans. The normally calculating and neutral Faenarians looked at what was offered (and their balance sheets- deeply in the red from the chaos of the war) and decided to support the rebel faction. The Mad Queen's opponents were suddenly flush with hard coin and their ranks filled with new recruits. The Queen was confronted with a stark reality- ideology may start wars, but the power to pay for food and weapons would win them.
When the Mad Queen seized the Faenarian customs houses along the coast in retribution (as both the Primarchs and the Faenarians expected she would) the Golden Fleet took to sail and blockaded her ports, landed troops, and occupied the coastal regions until the Primarchs and their Princess could reclaim their territory. The Mad Queen was deposed and the Princess succeeded her, beginning what would be a long and mutually beneficial relationship.
The Sidara, another oceangoing people, had been occasional trade partners with Faenaria until their relationship blossomed in the 18th Century. The Clan-Companies found they could achieve satisfactory financial support from the Glass Bank to continue operating in the Depression of 1790 and offset this downturn by selling modern technology to the Faenarians along with beef and uisge. Faenarian continues to sell tobacco and magical objects (Coral blades and Stormshields) to the Highlands. The two have no formal alliance, but the financial entanglements with the Clan Companies made the need for one a moot point.
In the past half century, Faenaria's culture of unprecedented wealth and splendor was completely upended with the return of the Cethosi to the world stage. Normally isolated and insular, the Merfolk gave their Cethosi cousins a wide berth out of a cultural taboo more than any fear. When they became international players again it was clear their ancestors had neither forgotten nor forgiven Loanast Faenar's decision to flee the battle for the Cethos Isles. Multiple Faenarian vessels were seized by "pirates" in international waters, their crews ransomed, tortured, or killed. When it became equally clear that the Cethos Isles had built an armada to outmatch even Faenaria's, the Autarchs had to make hard political decisions. Longstanding trade routes with the Sidarid Isles were disrupted when merchant compacts began taking longer, safer routes to their destinations. The mainland of Etresna, normally an acknowledged trade partner, are now treated with suspicion and hostility since they began courting the Cethosi...
A Timeline of the Faenarian Peoples and Nation
~3000 BCE: The Rahuri human tribes are first mentioned in the histories of Kera-Bijan's ancient city state of Neo-Giranal. A clay tablet from an excavation contains a writing from King Ashurnazziban issuing a royal decree, noting the presence of a "Rahurana Prince" attending a religious festival.
1090 CE: The Clan of Faenar rises to prominence in the Cethosi isles when their original clan leader, Giran Fonola, perishes without heir or issue. The Faenar establish themselves as rulers on the isle of Ishanadar, building a powerful but aloof clan.
1510 CE: The Cethos of Faenar are called to the Wars of the Empyreum on behalf of the Cethosi Royal Family. Tirana Faenar, Clan Mother, receives the call and answers with her clanguard setting sail to war.
1511 CE: The Clanguard of Faenar are decimated in naval battles with the Imperial forces. Cethosi numbers and skill does not win out against Imperial discipline and coordination. The Cethosi Royal Family immediately demands a new flotilla be raised by the Faenar to replace their losses in battle. Tirana agrees to begin building new ships.
1512 CE: Tirana Faenar's eldest son, Yisan, is killed in battle with Imperial forces.
1517 CE: Tirana Faenar's second son, Hasal, is killed in battle with Imperial forces.
1519 CE: Tirana Faenar makes her displeasure known when an entire warband of Faenari are lost in battle while ambushing the Empire's second fleet. The battle should have been easily won, but conflicting orders, quests for recognition by the Cethosi King, and poor logistics ensure the warband is nothing but shark food by the end of the engagement. Tirana is summoned before the Cethosi King and answers for her complaints. She is locked in his dungeons on charges of disloyalty to the Cethosi people and crown. Like-minded nobility is cowed and continues to support the war. Her youngest son, Loanost Faenar, is empowered over the clan, though a regent loyal to the crown reigns during his young life.
1520-1522 CE: Tirana Faenar perishes in the dungeons of the Cethosi Crown. Historians debate the year of her passing to this day, though her remains indicate a death from blunt force trauma to the skull and ribcage.
1535 CE:Loanost Faenar succeeds the regent to rule Ishanadar. The war with the Empire begins to intensify beyond skirmishes and pirate actions. Faenar petitions the crown for a pardon from the Conscription to war, arguing that Ishanadar has the wealth and resources to build a great armada, capable of defending the isles from invasion. The King of Cethos accepts this proposal.
1543 CE: The Great Armada is completed. One-third the size of the entire Cethosi fleet- from the greatest warship to the lowliest fishing vessel. Loanost Faenar presents the fleet to King Cethos as a token of his loyalty. King Cethos accepts the fleet and orders Loanost Faenar to crew the vessels himself.
Loanost is taken aback by this request. To crew the fleet will require every man, woman, and child aboard Ishanadar to answer a call to the waves. Ishandar would be left empty and they may still not have enough hands to set sail. Moreover, it gives credence to rumors that King Cethos will soon attempt to invade the Empire.
1544 CE: King Cethos commissions a great invasion of the Imperial City of Ilium. Forces from every island answer the call to battle. A war that began as little more than a coordinated campaign of piracy begins to resemble a true barbarian invasion. The Faenarians use their great fleet to move many soldiers to the mainland and support the attack on the city.
1546 CE: Ilium withstands the siege under the leadership of Princess Dissaria and the Cethosi are forced back to the isles. The noble families are left weakened. King Cethos conducts a purge of the nobility to ensure he will not face rebellion for the disaster. Loanost Faenar is recalled to the Home Isles to face the same purge. He refuses the call, citing the impending birth of his child. King Cethos is openly defied by his most powerful vassal and he does not have the soldiers to bring him to heel, fueling harsher crackdowns on those families that did answer the call.
1548 CE: Emperor Hektor of Kratoris prepares a punitive invasion of the Cethos Isles. Those legions not actively engaged on the Empire's frontier are summoned to Ilium. Princess Dissaria is given command as a test of her ability. King Cethos calls the banners of the nobility to resist impending invasion and slavery. The noble houses are decimated from decades of intermittent warfare and the purges after the attack on Ilium but answer the call, conscripting their remaining peasants.
King Cethos orders Loanost Faenar to put the Great Armada to sail in defense of the isles. Loanost Faenar recognizes that he commands the largest assembly of warships in the isles by far, and that the entire nation is being mobilized to fight. His clan will be thrown into battle first, but the ships will not be crewed by soldiers but by his peasants. If he fights, his people will die. If he refuses the call, the Cethos will be conquered. He answers the call, but continues to slowly mobilize.
June, 1548 CE: King Cethos leads the Cethosi armada into battle with the Imperial Expeditionary force. Every seaworthy vessel takes to the waves in defense of the homeland. Imperial Marines land on the island of Gonala to establish a base of operations and supply depot. A palisade is erected and command center built. Cethosi conscripts will battle legionaries on the shores here until the battle's end.
King Cethos continues battling the Imperial ships daily. Loanost Faenar arrives to battle with his entire people in arms, anchoring behind the King's flotilla. King Cethos demands Faenar lead the armada in a great charge toward the heart of the Imperial navy. Faenar responds he will lead his people to battle at his own pace, challenging King Cethos to attack with his remaining professional soldiers. King Cethos promises to raze the isle of Ishanadar, leaving none of his subjects or family alive on its shores if Faenar does not immediately enter the battle to save Cethos. Faenar's reply is disputed, but apocyrpha holds his reply to the King's messenger to be "The King's threat has already been carried out. There are no Cethos left alive on Ishanadar. They are all here with me." Faenar gives the order to take sail and leave. The clan of Faenar never again returns to the Cethosi isles.
July, 1548 CE: The Battle of the Isles is ultimately inconclusive. Cethos maintains its independence when the Imperial fleet abandons the campaign due to lack of sufficient fresh water supplies. The number of dead Cethosi is incalculable- modern scholars debate whether it may be classified as a genocide. The Cethos do not attempt to attack the Empire for generations. Princess Dissaria is hailed as a hero for her defense of the Gonala palisade and she cites the weakness of the Imperial Navy for preventing the ultimate victory. While she is lauded publicly, Imperial histories claim she begins to suspect there is a whisper campaign to smear her reputation in secret. From this point onward, she begins to demonstrate questionable mental stability in private.
1549 CE: The Faenarian flotilla island-hops for months, searching for a land capable of supporting the many thousands of Cethosi aboard the ships. Hundreds are lost to storm, disease, battle with pirates, and deprivation. A portion of the flotilla disputes the leadership of Faenar and breaks off from the fleet under Tirala Yinan, striking out to the east.
1550 CE:Loanost Faenar encounters the Rahuri in their Outer Isles while his peoples' ships begin to founder and wreck within the Great Mithril Reef. Rahuri ships guide the fleet safely though the reef and to landfall in the Outer Isles. The Isles cannot support the many thousands of Faenarians on the waves, but an effort is made to repair the ships, nurse the worst of the Faenarians back to health, and spirit them onward to the Great Island, Loa Nota, where they can find some succor.
A Council of Caciques is called by the Rahuri to discuss the appearance of these visitors while the exiles are permitted to disembark and tend to their sick and wounded. Loanost Faenar orders his people to remain within their vessels while the council deliberates the fate of the Rahuri. The Council of Caciques debates for days, listens to the story of the Faenarians, and considers their own position on the waves and how such a great fleet may challenge them. Faenar, his children, and his captains are summoned and interrogated by the council regarding their ultimate intentions and what would be expected of the Faenarians in order to find succor and homes in the isles.
An accord is struck, called The Great Compact. This Compact will become the basis of the Faenarian Constitution, and its opening declarations are as follows:
- The Faenarians must swear never to raise arms against the Rahuri.
- The Faenarians must swear never to abuse the hospitality of the Rahuri.
- The Faenarians must pledge to be accepted into a household of the Rahuri, binding them to the people of the isles as family.
- The Faenarians must pledge to share their catches, spoils, and discoveries with the Rahuri.
- The Faenarians must hold no kings or claim of rulership over the Rahuri people. The Scions of Faenar may hold a place of privilege as the living embodiment of this pact and command their own ships and people in battle.
- This list of pledges may be added to by the Council of Caciques as they please, so long as a Council is called to the Home Island where its additions may be added to by the Council in full view of the Rahuri.
- The Faenarians shall hold a place of brotherhood within the tribes, and shall be accepted as equals among them.
- The Faenarians shall be entitled to hold all property they brought with them on their exodus as their own.
Loanost Faenar consents to this arrangement. His family is given the title of Autocrat by the Caciques, a living embodiment of this pact among the tribes and his people. He formally titles his people "Merfolk" after creatures of Rahuri mythology to cut ties completely with the Cethosi isles and as a sign of his willingness to integrate with their new hosts. The fleet disperses to the rest of the isles, though the majority of the Merfolk remain on Loa Nota and begin to construct The Coral City. The first Merfolk artisans discover the orichalcum deposits within the volcanoes of Loa Nota and begin experimenting with its use, creating what is now known as "Water Glass." Sheets of crystal forged in the pressures beneath the waves, the glass holds the appearance of shifting waves. Baubles- from liquor decanters to mirrors- are forged using this technique and begin to be sold elsewhere.
1551 CE: The Breakaway Fleet limps to the shores of Luminaria. Tirala Yinan and her followers are accepted among the Luminarians and establish Yinan Province, integrating with the nation over the next ten years.
1558 CE: The Rahuri Isles are stricken with famine, with many believing the Merfolk are to blame for the scarcity. Loanost Faenar approaches the Caciques with a proposal: His people will crew their vessels again and launch a trade mission to the Shah of Kera-Bijan to bring back food and crops. The Caciques consent to this and the fleet is launched to the mainland.
The Merfolk come to the court of the Shah with Rahuri tobacco and Merfolk Water Glass to trade for grain, fruits, and meat. The trade is established and the people of the isles return to a time of plenty and building.
1560 CE: The Shah and his wealthiest Satraps increase their demand for Water Glass, and begin to trade gold and luxury goods for it rather than just food. The Merfolk are invited to establish a settlement in the north of Kera-Bijan, Locha Noa. The colony helps to ease the burden of feeding the Rahuri in the home isles while enriching the Merfolk. The wealth is brought back to the home isles.
1565: The Linana Clan of the Rahuri announces that they are dissatisfied with the changes brought by the Merfolk and the rapid growth of the Coral City. The Rahuri Civil War begins. Loanost Faenar decrees that no Merfolk should fight in the war, holding to the decree of the Caciques not to bear arms against the Rahuri- if the Rahuri decide to expel their people, it will be honored. He secretly orders his lieutenants to fortify Locha Noa as a new homeland. Merfolk quietly evacuate the isles and settle in the new city in greater numbers.
1568 CE: The Steppe Tribes of Kera-Bijan attack Locha Noa, hoping to pillage its wealth. In cooperation with the levies of the Shah, the attack is repelled. The Merfolk replace the crude palisades with shaped coral walls in a great undertaking. The work will not be complete until 1574. The Glass Bank is founded in Locha Noa to handle and take account of the material wealth of the Merfolk in this time of upheaval. The bank is so named because the bank charter is signed within a Water Glass workshop, and the wealth of the people stored in its Warehouses.
1569 CE:The Rahuri Civil War ends in defeat for the Liana clan. They are welcomed back into the family of the Caciques as wayward brothers rather than rebelling tribes, and the Merfolk are invited back to live in the Coral City in safety.
1573 CE: The Rahuri and Merfolk launch joint trading expeditions to establish relations with the old world. One fleet heads far to the East, another West to make contact with the Kratorian Empire. Their holds are filled with Water Glass, tobacco, pepper, silks, and sugar, along with soldiers and marines to defend the ships.
1574 CE: The Westerly Fleet makes contact with the Kratorian Empyreum. The vessels surrender their cargo in a sign of goodwill, and a diplomatic conference is held with the Admiral of the fleet, Ritana Faenar, daughter of Loanast. Guarantees are made toward good intent and customs houses are established in the coastal cities of the Empire. Sugar, Tobacco, Water Glass, and Silk flows freely into Imperial ports. Rum soon follows (much to the dismay of captains of all stripes in the Empire).
1578 CE: The Easterly Fleet makes contact with the Merfolk of Yinan Province in Luminaria. The Admiral is overjoyed to find their wayward brothers and sisters, but troubled by their peaceful, almost fanatical subservience to the Luminarian way. Suspicion of a magical compulsion breaks out amongst the crews. Persuasion fails to bring the merfolk home to the Isles. Armed attacks and kidnappings take place, but the Merfolk of Yinan resist. The Easterly fleet splits in two- one half returning to the Isles to report what has been discovered, one half remaining off the coast of Luminaria, operating as pirates to try and "liberate" their kinsman.
1589 CE:Loanost Faenar perishes on a shark hunt. He is entombed within the great vaults of the volcano beneath Loa Nota, along with other Rahuri Caciques. Ritana Faenar succeeds her father as Autarch of the Isles.
The Easterly Fleet is subjugated by the Luminarian Navy. Its Admiral taken prisoner and their ships beached. Diplomatic envoys leave for Faenaria seeking reparation for his acts of piracy and kidnapping, but also peace.
1590 CE:The Bank of Glass moves its headquarters and Wealth to the Coral City. Representatives of the Imperial Marble Bank begin making the voyage to the home isles to assess the true wealth and capability of the institution. The two begin sharing theories on practices of wealth management and record keeping, leading to an informal friendly (if competitive) relationship between the two. The Marble Bank introduces wealthy imperials to the Glass Bank, contacts that the Faenarians would otherwise never interact with. The Glass Bank opens an official vault for the Emperor and Empress. Sentimental items are stored here, but the security of the vaults compared to those tainted by the bitter politics and corruption in the Empire leads to greater cooperation.
The Luminarian delegation arrives. The Caciques and Ritana Faenar accept their requests for peace and pledge to discipline those who remained in the trade fleet, claiming no knowledge of the extent of their actions. Historians dispute this, citing the return of half of the fleet years earlier. Some argue that Ritana was unaware of the extent of the piracy and attacks, other that she hoped to extend Faenarian control to the isles off the coast of Luminaria.
Ritana consents to allow the Merfolk in the fleet to be subjected to Luminarian justice, though the Rahuri ask that their people be returned to the isles. The Luminarians consent to this request.
1600 CE: Princess Dissaria becomes Empress of Kratoria. She begins her reign by announcing grand expansions to Imperial art, architecture, and armies- paid for by taxes on the Senate and Primarch households.
1604 CE: Members of the Imperial Senate open accounts in the Glass Bank to secretly stow wealth for their families out of reach of the Mad Queen's tax increases. Back channel communications are established between the Marble Bank, the Faenarian Customs Houses, and the Glass Bank to facilitate the transfer of wealth outside the view of the Mad Queen.
1611 CE: Princess Athena of Kratoria is born.
1632 CE: 1632 CE: The Bank of Glass begins to finance regular trade fleets. Enormous treasure armadas begin to set sail monthly, banding together to share supplies and fight off pirates and sea monsters. Many of these treasure ships head to tried and tested ports, like those of Kratoria, but others exhibit an adventuring spirit and head into the great unknown.
In late summer, one such treasure fleet makes first contact with Sidarid fishermen. The clansfolk are stunned by the creatures of myth aboard the ships. Despite the language barrier, the fishermen manage to lead the fleet towards Glenmagar, from where the young Bhaenrhig Parhaigen ruled Sidara. The language barriers were soon traversed, for an Arwyndyn who knew the Cethosi tongue was quickly found. The young Bhaenrhig and many Sidarids were stunned by the craftsmanship and luxury items that the Faenarians brought. This would mark the beginning of the first phase in Faenaro-Sidarid trade. The Faenarians enjoy a near-monopoly on imports and exports (limited in nature as those naturally were at the time) for some time. Despite Anvegadian attempts to disrupt this trade and newly-forged relationship, trade and commerce between Sidara and Faenaria would continue uninterrupted until the Faenarian Banking Crisis in the Isles decades later.
The initial encounter, short-lived though it was, would have a lasting impact on Sidarid approaches to business and trade, and would contribute to the the Sidarid Enlightenment of the eighteenth century and the eventual creation of Clan-Companies.
1641 CE: Princess Athena rises to a formal position within the Imperial Court. She accompanies a goodwill delegation to the Isles of Faenaria, renewing vows of friendship between the two nations. Ritana Faenar and the Caciques receive her on the Home Isles. Formal discussions about trade policy and taxation are secondary to the relationship established between the two. Ritana and Athena begin a long written correspondence, some of which survive to this day- many have been transcribed, most notably those by the Imperial historian Horus under the title "On the power of Queens and the State." Topics range from monetary and military policy to cuisine critiques and political maneuvering.
1651 CE: The Kratorian Civil War begins in the outer provinces. Primarchs and Senators rally around Princess Athena as a figurehead to resist the actions of the Mad Queen. Alliances, territory and allegiances change regularly. Only the increasing brutalities of the Mad Queen keep the war raging.
1662 CE: Wealth from trade to Kratoria dries up as the civil war drags on. The Bank of Glass releases more and more wealth from the vaults in an attempt to alleviate the economic downturn. This triggers runaway inflation in the isles that affects Kera-Bijan. Faenarian gold and silver from this recession has been traced to Etresna, the Sidarid Isles, Luminaria, and even as far away as Uruk.
1663 CE: The Caciques call a council to deal with the continued economic fallout of the opening of the Vaults. Citing the original pledge of "Sharing Spoils" established by the original council of Caciques and Faenar, they demand an input on monetary policy and ownership of the Bank of Glass- it becomes plain for all to see that the Caciques will attempt to seize the bank outright. Ritana Faenar rallies her own supporters and prepares a counter offer. The Isles have been held together for a century under an informal policy of "two races, one family." She proposes the creation of a nation state akin to Kratoria, Kera-Bijan, and Luminaria.
The wealth of the Bank of Glass will be managed directly by this new Nation rather than any one race or people. The merfolk will continue to build and crew warships in defense of the waves and their trade, while the Rahuri will raise armies to defend the islands and administer justice themselves. The Merchant Compacts of the trade fleets petition for a second, private institution to manage risk to their own personal ventures- establishing the original Coral Exchange in a beachside rum tavern. Ritana asks that the new nation be formally titled Faenaria, as a pledge from the Caciques toward their own good faith. The Caciques consent to these arrangements.
The Caciques assemble in the great hall of the Palace of Faenar to hold debates, counsel one another, and give consent to actions by the Autarch on the waves. The Rahuri 'Vanata, Banker from Coral City' is elected the first Cacique of the Vault to manage the wealth of the Glass Bank and set monetary policy. Vanata counsels that taxes should be raised to remove coins from circulation and employ citizenry with a program to build a new fleet for the nation's navy, replacing the original Coral Shaped vessels the Merfolk took to sea on.
1670 CE: Monetary records mark a downturn of inflation; scholars mark this as the end of the Faenarian Banking Crisis in the Isles.
1691 CE: The Kratorian Civil War grinds to a halt with the threat of Etresnan intervention. Kratoria lies in ruin, the Mad Queen still commands the heart of the Empire while Athena's core army remains intact. Neither side can feed or pay its soldiers in adequate numbers. A delegation of Senators and Primarchs smuggle the remaining wealth of their households out of the Empire aboard a Faenarian trade fleet and makes their way to the isles. They offer up the wealth of ancient Imperial Households as collateral. They request formal loans from the Glass Bank to finance the war effort and purchase arms, supplies, and mercenary companies.
The Caciques call a council as there are fears that the money requested could trigger another Banking Crisis, much less war and invasion of the isles. The debate is settled by rules of the Glass Bank's charter. The Primarchs agree to accept a reduced loan from the bank "for personal use" while the remainder of their funding is secured through the Coral Exchange. The loans appear as nothing more than a refinancing of properties and investments in Kratorian Villas. The Primarchs return home with a treasure fleet to carry their funds to Princess Athena, along with an aged banker Vanata, First Cacique of the Treasury, long since retired from her position at the head of the Glass Bank. Vanata assists in the disbursal of funds alongside members of the Marble Bank to prevent rampant inflation.
Mercenary companies and merchant caravans begin to converge on the Rebel encampments, hearing that there is coin to be had. By the turn of the year, the IVth Legion finds itself being paid in barter goods. They will desert their post and declare allegiance to the Princess.
1692 CE: The Mad Queen continues to lose soldiers as the rebel provinces enjoy a return to prosperity. Ilium falls to the rebellion after a popular uprising.
During the summer campaign, rumors circulate in Loyalist cities that Faenarian Customs houses are actually great repositories of gold and silver, hidden from public view. There is debate among historians whether the Mad Queen actually believes these rumors or used them as a pretext to punish the Faenarian Glass Bank for aiding the Rebellion. Loyalist troops seize the Faenarian customs houses and confiscate their goods and coin. Merfolk and Rahuri are killed in anti-Faenarian pogroms while the Summer Trade Fleet is attacked by the Imperial Navy- nine of the twenty-seven ships are sunk, five are captured, and thirteen are forced to retreat, eventually finding their way to the Sidarid Isles for aid and reconstruction.
The Anvegadian Military-Governor Whiteforge, known as the Cannon-Forged Governor, was by this time old and ailing, not entirely in control of Sidara. The more politically intuitive and fiercely intelligent young Rhig Aenfys had managed to run rings around the old man, while deluding him into thinking of Aenfys as a pliable and loyal puppet. The Faenarian fleet is welcomed at Baena's Bay and every help and luxury that could be afforded them is provided. This proved an excellent opportunity for Sidara to re-establish relations with an old friend and secretly study Faenarian ship designs to improve upon the fleet they were building right under Anvegad's nose. Once the Faenarian vessels were repaired and their sick and injured had been cared for (those that were not beyond saving, of course), they are sent home laden with gifts and messages of friendship and goodwill. Due to the events that followed, the newly rekindled relationship could not, unfortunately, be maintained.
By Autumn, the Summer Fleet returns to Loa Nota. The Caciques call a council of war. All signs point to an eventual victory for Princess Athena, though there is a debate about how long that victory will take to win. An aged Ritana, nearly one-hundred years old, asks for permission to sail the Golden Fleet in defense of the Merfolk and Rahuri. The Caciques vote 17 to 8 for war. A messenger departs for rebel territory, carrying a message of intent:
- Faenaria will soon enact a blockade of the Mad Queen's coastline. Any ship flying her banner will be boarded and their cargo taken as a prize. - The Faenarian fleet will engage the Mad Queen's ships where practical and attempt to sink the Imperial Fleet. - The Faenarians will attempt an invasion of two coastal cities, opening up a new front. - Any territory, prisoners, or ships seized by the Faenarians will be administered under Rahuri Law, but will be returned to Princess Athena or one of her loyal Primarchs.
The Golden Fleet embarks on a punitive expedition at the start of winter, lead by the Rahuri Gidall, Warleader of Loa Cana. Gidall engages the merchant compacts to arm their own ships and harass Loyalist vessels. This marks the first sailing of the Privateer Fleet.
1693 CE: The Golden Fleet arrives off the coast of Kratoria and begins its campaign in support of Princess Athena.
1699 CE: The Mad Queen is deposed by Princess Athena. Popular legend in Faenaria has it the Queen died after drinking a draught of mercury and orichalcum in an effort to attain otherworldly power. The Faenarian occupation of the Imperial coast ends.
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1865 CE: Etresna and Kratoria enter a conflict with global ramifications. Kratorian Senators approach Faenaria with requests to join the war on the waves. Yarana Faenar, knowing that he does not have the support of the Caciques to enter the conflict, offers mercantile contacts to help fund the Kratorian Empyreum.
1867 CE: Etresna engages in a program of land seizures, infrastructural development, and population transfer on the Nine Isles it conquered from Sidara. These 'undeveloped' lands that Etresna seizes are in fact clan lands. The Etremaden do not understand this, and the subsequent outrage from the local population as well as the Sidarid government is not given much notice. Sidara begins aligning itself with Kratoria, contacting Faenaria for support in its efforts to build-up for a liberation war, and attempts to woo Uruk's favour by investing in its arms and heavy industry.
1868 CE: Yarana Faenar again approaches the Caciques behind closed doors to woo them for the votes to war. The Coral Exchange, normally his chief political sword and shield, has been much diminished by the war on the waves. The Glass Bank and trade with Kera-Bijan is singlehandedly buoying the Faenarian economy. The peril of Sidarid being conquered and the Clan Companies being wiped out with their debts unpaid causes no end of stress among the bureaucrats and politicians.
The Caciques vote 14-11 to abstain from war. However, a clandestine money-funneling program begins unloading Guilders into the Sidarid Isles, helping them to finance the creation of a modernized military. At the same time, the Coral Exchange merchants begin cashing in their Etresnan government bonds and private stocks in a mass selloff. Loans are called in. Credit is constrained on the mainland. The initial effect of this on Etresna is negligible. Etresnan hard currency makes up for this loss.
1873 CE: Sidara's navy and armies are fully prepared to join Kratoria in its war against Etresna, and Sidarid technological support and economic investment means the Uruk military has developed rifled weaponry and more modern war tactics.
The Faenarian Caciques are carried to war in a 13-12 vote in the Assembly. The Golden Armada sails to the coast and begins a policy of containment of the Etresnan fleet. Etresnan industry begins experiencing a Credit Crunch as more and more businesses cannot obtain secure loans from the Glass Bank or the Coral Exchange. Etresna experiences stagflation. Despite the fact that their military is fighting off no less than four superpower-class nations (and winning on several fronts), popular support for the war begins to erode.
1876 CE: The Kera-Bijan trade route experiences a downturn in demand. The Faenarian Coral Exchange experiences a collapse. At the same time, Etresna goes from a Recession economy to a Depression. Preliminary peace talks begin behind the scenes as the financial contagion spreads beyond Faenaria and Etresna.
1877 CE: The Etresnan political class sues for peace with the Fourth Coalition. The Etresnan military is deployed to quell bread riots in several cities, while in others they are greeted as heroes with great parades and celebrations.
The Sidarid Isles are reunited and whole once again.
Territorial Claims: Faenaria Holds dominion over the oceans to the east. They have forsaken the Cethosi islands, believing them to be backward and bloodthirsty, but the Merchant Class is lobbying for dominion over the isles west of Segon and Arcanain to expand their financial empire.
Economy: The Faenarian Economy was once driven by the Privateer Fleet. Its ships move cargo between nations for a modest markup, protected by the Golden Fleet. The Privateers no longer rule the seas unchallenged, but their influence is still felt in the Coral Market. When the convoys of Merchants began returning from long voyages unchallenged during the Age of Piracy, their wealth was jealously guarded by Faenarians and re-invested. Banks and vaults in Faenaria hold accounts for major corporations, rulers, politicians and oligarchs from across the world. The Faenarian Guilder is one of the primary trade currencies against which other forms of cash are measured against- most Government Ministers of the Economy have direct lines to a Faenarian Banking house.
The two primary entities of the Faenarian Finance industry are the Glass Bank and the Coral Exchange. The Coral Exchange is a stock and bond market that is managed by private corporations, though interest rates and trade taxes are managed by Faenaria.
The Glass Bank is a government run institution. It provides loans to nations and corporations alike (the latter is overseen by the Minister of Finance, the former by bureaucrats), and hold enormous wealth in underground vaults. Bouillon from nations, kings, emperors and private individuals are stored on the remote island under intense scrutiny. While it is not readily available, nations and leaders sleep soundly knowing part of their nation's gold supply is secure deep within the Sunrise Sea.
Finally, the Sunset Isles provide a route for luxury goods that back up the Faenarian Guilder. Silks, tobacco, sugar and precious stones are shipped out from their colony regularly.
Technology: Faenarian technology relies heavily on their magical innovations. Rather than producing explosive gunpowders, their Water Shapers fire pressurized blasts of water from their Water Cannons, striking with the force of wrecking balls against concrete when they strike their targets. When they must rely on technology, they import it from trade partners.
Army: The Faenarian Army is entirely staffed by Human Auxiliaries. Going back to the beginning of the nation, the Human tribes were recognized as being better able to attack and defend deeper inland than their Merfolk comrades. Today the regular army is a modest size. The few Faenarian cities maintain garrisons to help maintain order with gendarmes, while smaller islands host outposts to defend against pirate attacks. All tolled, these garrisons host 60,000 individuals in Five Divisions. Each has limited towed modern artillery, medical support, and engineer battalions. Faenarian Army divisions tend to appear much more colorful than threatening,
Navy: The Golden Fleet and the Privateer Fleet are a mixed force of modern and turn-of-the-century vessels. One-hundred make up the Golden Fleet, combat worthy vessels always flying a military flag. - 11 Battleships - 18 Cruisers - 53 Destroyers - 18 Supply and Logistical Vessels The Privateer Fleet is a force of roughly 300 private merchant ships. Registering as a Merchant Vessel under the Republic carries the caveat that at any point, in the event of a national emergency, they must return to the capital for armament by and for the Faenarian Navy. These vessels then take to the waves as Destroyers and Logistical Vessels with Letters of Marque issued.
Air Force: *laughter* No.
Territory:8 (+4) Faenaria is decently sized island nation, with room for cities and lots of farmland to support its population and mercantile imperialism. Much of this comes from recently acquired colonies in the Sea of Segon and the Sunlands far to the east. While the islands are few and far between, Faenaria claims the seas around them as dominion.
Tech:8 (-2) Faenaria is still antiquated in its methods of production and machinery, but modernization is about to begin or in its beginning stages. Due to the needs of the Merfolk for clean waters, the nation has opted to lean into magical innovation rather than industrialization. Most modern technology is imported from the Empire or the Sidarid.
Army Size:5 (+4) The citizens of Faenaria are unofficially divided into two castes- the Cethos outcasts and the human tribes. The humans of Faenaria, being the only peoples suitable for extended land-based combat, make up the core of its armies. Most are adequately trained in modern combat tactics but their small division sizes mean they cannot hope to invade a land-based nation without the concerted efforts of the Navy to support them or the help of an allied power.
Economy:20 The wealth of Faenaria has been steadily built since the exile from Cethos in the 1650s. Exile from Cethos saw them turn from their culture's more insular ways to more worldly concerns, and they took to integration with the modern world like... well, fish to water. While they began as a trade empire, the rapid buildup of wealth quickly required the development of a competent banking system to prevent inflation and financial ruin. Faenarian ports are cosmopolitan centers of commerce, and their Coral Exchange is synonymous with banking and investment in the east; many newspapers run summaries of the day's trading to keep the wealthy appraised of their investments. Additionally, the Glass Bank, founded in 1682, is a contender for the oldest bank in the world. An official government lending institution, the bank's vaults extend deep under the island of Loa Nota, in waterlogged chambers and dry ones as well. Nations and royals alike can store their wealth within and feel safe knowing that their enemies cannot touch their previous gold, silver, or mithril bouillon. Not the smallest source of this wealth has been their Colony of Locha Noa in the Sunlands. Exclusive trade rights with this province of the continent continent has produced vast amounts of coinage as they sell silk, nutmeg, peppers, rice, and half a hundred other exotic substances on the international markets.
Population:12 Faenaria boasts between 60-61,000,000 living souls. The most recent census, four years prior to present day, had a population documented of 60,157,891 citizens. Of those, 28,402,081 were sea dwellers, while 31,755,810 were human. There is a small but prosperous enclave of Fae creatures from the Kratorian Empyrium that call the islands home.
Production:6 (+1) Faenaria is still a largely untouched island empire. Many cities are devoted to Agrarian pursuits with its industry (and major shipbuilding operations) all headquartered in the city of Locha Ele. This has suited them well for three centuries, but now it has become clear that they are falling behind most other industrialized nations in the area of production. They move raw materials and luxury items across the waves. Factories have a tendency to pollute, something which they cannot abide when they have so little acreage to call their own.
Navy Size:(18) The Faenarian navy is perhaps the largest merchant fleet afloat- if it is not now, it most certainly once was less than a century ago. Were the Autocrat to order all ships to return to the home port, it could trigger a recession in most small nations dependent on some form of international trade. Their army, with its small divisions and recent equipment acquisitions from Etresna's mainland, still cannot hold a candle compared to the ships of the Golden Fleet. Every Lightning and Water cannon, every Magus Boiler, every armor plate, is built to defend the islands from invasion and project power abroad. Faenarian Marines, armed with Magic-forged coral blades and small arms, are capable of limited land based operations when called upon to supplement the army.
While the Golden Fleet is comprised of cruisers, battleships, and a handful of dreadnoughts, it is supplemented by the Privateer Fleet. Building regulations for Faenarian merchant ships, especially those which want to carry cargo of sufficient value, must be built with the speed and armor of a modern Destroyer to have their voyages insured by the Glass Bank. The Autarch of Faenaria holds the right to nationalize these merchant ships, ordering all vessels currently trading with a belligerent power to return to port for armament in service to the nation. All agreed upon trade contracts with the belligerent nations are forfeited, their cargoes seized, their wealth in the Coral Exchange and Glass Bank frozen. Cargo being moved to these nations by third parties can expect to be attacked by the Privateer Fleet, as their goods can be seized by enterprising captains as booty, protected by the might of the state. This is an economic weapon that holds disastrous foreign policy implications, but also acts as a deterrent in place of a fearsome army.
Airforce Size: (2) "You fly like a Faenarian." A common insult from one pilot to another. There are literally a handful of planes in Faenaria, all trinkets of the idle rich. None of them is owned by the military.
Magic:(16) While Faenaria is lacking in modern technical power, it still competes with most superpower nations in the realm of Magical development. Their time integrating with the human tribes, coupled with impressive deposits of magical ore and ley energy, means they have developed tools and production facilities that lend their cities and ships an air of opulence and arrogance. A Faenarian frigate is shaped through these naturally occurring magical forces- not built. From the outside, it resembles a gaudy trading vessel with the texture of a seashell- sharpened coral railings to help repel boarders, cannons that can fire pressurized spheres of water striking with the force of wrecking balls rather than explosive shells, and a hull that cuts through waves and shoals with ease. Cities are likewise built with an attention to the use of magics- streetlight is provided by powered crystals rather than gas lamps, steel is forged with magical applications rather than chemical, and waste burned with smokeless fires.
Mobilization:(7; -2) Mobilization efforts in Faenaria have fallen behind their prior abilities during the age of sails. The army has fallen to the wayside in favor of naval modernization, and even then, the navy is at its peak when supplemented by the Privateer Fleet. Most cities have active garrisons of professional soldiers on alert to assist in search and rescue operations after storms strike, but to call the people to arms is a lengthy and expensive affair.
Traits:
(Mixed Perk) Power of the Purse: There is something crude and childlike about Faenarian diplomacy. Where other nations may seek cooperation with others through appealing to pure idealism or hard realpolitik, Faenarians are known to simply bust open a checkbook and begin bidding. The fact that their vaults are deep and filled with the wealth of the waves mean they have more luck influencing unaligned nations to see their way. But other major powers look down on them as little better than rich fools who can be bought by hard coin- unable or unwilling to believe in hard ideals. What good is an Alliance in ink when it may be overruled by another nation writing a large check?
(Positive Perk) Super Maria Ingrata: Many rulers and governments think twice about aggressive actions against Faenaria. Not out of fear of invasion, but out of fear of economic danger. Their merchant vessels will be sunk or taken as prizes by the Privateer Fleet, and their wealth in the Coral Markets seized. The safety of their seagoing vessels will not be guaranteed.
(Mixed Perk) They Came From the Sea: Faenarian Marines specialize in amphibious landings. When deployed with the support of the Golden Fleet's water cannons, they can subdue and occupy many coastal regions in a matter of weeks. Pushing inland is another problem entirely, and Faenarian marines cannot occupy more than a few miles inland without access to constant sources of fresh or salt water like rivers or lakes. Otherwise, they will hold their ground until counterattacked and driven off by their enemies.
Foreign Relations: Faenaria currently maintains exclusive trading rights with a single province of Kera-Bijan. The Shah allowed the Faenarians to establish a single port city on the northern coast of their domain, Locha Noa. Locha Noa is the most jealously guarded colonial possession of the Faenarians and perhaps the most fortified. The Golden Fleet's Second Flotilla is based here, protecting merchant ships from pirates and enemy warships.
Faenaria's first diplomatic interactions came when they aided the Kratorian Empire's overthrow of the Mad Queen. Since then, the two have enjoyed a lucrative and mutually beneficial relationship. The Empire supplies raw materials that Faenaria would normally not be able to secure like iron, lumber, and other resources. In exchange, Faenaria exports luxury goods like sugar and tobacco, while also financing Imperial industries at home. The mass production of their Air Corps was thanks to financing provided by the Glass Bank, and the Imperial Air Corps will soon be stationed on bases throughout the coral sea to help "stop the spread of piracy."
Sidara and Faenaria have an extensive trading history. Faenarian Magic is swapped for Sidaran Technology daily, and the Bank of Glass has financed the Sidaran Clan-companies' operations. Sidarans build wonderful technology while Faenarians cut checks to allow the clan companies to operate without significant fear of disruption. The two have never been formally hostile or allied, but the return of the Cethos to the world stage in recent decades has disrupted longstanding trade routes and caused no end of heartburn for their nations' accountants. They don't need a defensive alliance to expect Faenarian support. If you owe the bank a lot of money, the bank has a vested interest in keeping you alive...
During the Anvegad Civil War, the Valorgardes arranged for the nation's gold reserves to be moved from the mainland to the vaults of the Glass Bank. This kept the national currency afloat even through the war and a portion of the gold remains in the Glass Bank to this day. While Etresna invests in Anvegad's reconstruction, the Faenarians saw an opportunity to invest in their Alchemical industries, helping to rebuild their private sector as a bulwark against Collectivist thought and influence.
Services: Banking Services (insular and unopen to non-Sidarids), Engineering & Construction Services (e.g. bridges, railways, ships etc.), Medical Services (insular and largely unopen to non-Sidarids), Technological Services
Government: Constitutional Monarchy - While the shah is a hereditary title, the satraps under him are elected by the common people, as part of a series of liberalization reforms placed by previous shahs. Succession is a difficult matter, with sister assassinating brother for a place in line for the crown and civil wars brewing mere hours after death.
Species: While the overwhelming majority of the Kera-Bijani are regular humans, there do exist a large majority of oddities within the outlying regions of the shahdom. There are places where magic is strong, and the climate harsh, so much so that the settlers there have begun to change form to adapt. Those living in the plateaus have become short and thin, so much so that an adult of the mountain people is about the size of a child in the cities. On the other end of the spectrum, those that settled in the steppes have grown into giants, easily reaching three meters, and have gained the ability to subsist on the grass itself. All three races identify strongly as human. The city people view the mountain people and the steppe people as brothers, and the feeling is mutual, but the mountain people and the steppe people tend towards animosity regarding one another.
Population: The population tends to hover around 50 million people, held steady by the unforgiving environment and the constant border disputes between satraps. While the colonization of the region did cause a population boom, the occupying forces have by and large returned to their homes.
Culture: The Kera-Bijani faith revolves around five gods, they being Wise Fire, Wise Water, Wise Air, Wise Wood, and Wise Metal. Originally, the five kept supreme control over the universe, and the humans lived in paradise. The gods created a human, who was in all ways virtuous, and they, proud of their work, created a second. The second, however, was envious of the love the first shared with the gods, and sought to disturb their sacred relationship. That second human worked day and night, creating a weapon to destroy the universe, which upon creation he named dishonesty. The moment he spoke the first lie, from his mouth sprang five deities of evil, Corrupt Fire, Corrupt Water, Corrupt Wood, Corrupt Air, and Corrupt Metal.
The good gods found themselves outnumbered. There are five deities protecting nature, but six, five plus the evil human, trying to destroy it. So from their minds cam a prophecy, telling of a shah who will one day deify himself by leading a life of maximum purity. When that day comes, each good god will slay his evil counterpart, and take supreme control over the universe again, with a sixth and most supreme member within their ranks.
It is under this faith that the three peoples of Kera-Bijan stand behind, it bringing each other together and unifying them against enemy forces. The lives of every subject, barring the least pious ones, revolve around adhering to the texts written by the gods themselves, the first human, and the many philosopher-shahs from eons past. The texts speak highly of a purity of the self, as well as a harmonious relationship with nature and the five pure forms, and to manipulate nature in any way is considered an affront to the purity of the relevant form. People are encouraged to live simply, to honor others, and to be forever honest.
Magic, too, is considered sacred, and is viewed as the will of the gods upon earth. Temples prominently feature magic crystals in their sacrifice, feeding it to fire, sprinkling it in lakes and on the earth, and scattering its fine powder into the very air. Some consider the use of magic the only pure way to manipulate the environment, while others claim that to use it is sacrilege in itself. The most recent shahs, however, tend to lean towards the former side, and thus the latter side has chosen to be silent as of late.
In many respects, the life of the city people and that of the steppe and mountain peoples are vastly different. The city people are content to build, develop, and trade with foreign species and races. They are proud of their communities, and live social lives. The other two are anything but. The steppe peoples have a long history of conflict with their neighbors in Faenaria, often raiding over the borders with the intent of killing the non-humans. They do not tend to build anything larger than a yurt, and live nomadic clan-oriented lifestyles. The mountain people are even more hostile to outsiders, living either alone or in small family units. They, unlike the herbivorous steppe people, are strictly carnivorous, and raise great herds of mountain goats to eat and trade with the city people. Both of them consider themselves human, and the other as something alien, and thus never come into contact amicably.
History: There was once a time when the city people were also many infighting tribes, distrustful of both the mountain people and the steppe people. That was nearly two thousand years ago, and a time no Kera-Bijani looks upon with much respect. From this soup of diffusion and war came a legendary figure, Demes Kehmeyid, who the priests said from birth was destined. He expanded both his dynasty and his land through genius military tactic and even more genius diplomacy. When he conquered the land held by an enemy tribe, he declared its chief his own brother, and forced their family to take on the Kehmeyid name. Through this, he fostered brotherhood within all of the chiefdoms, and declared himself the first shah of the Kera-Bijan Peninsula. He was assassinated but five months into his rule, and replaced with one of the conquered chiefs, but the dynasty survived.
It was the second shah's third son, Vedad Kehmeyid, who expanded his territory to include the steppe and mountain people. It was through his strong faith and charisma that many clans joined his cause, following proselytization and integration of their cultures. Those who didn't join the shahdom were violently subject to genocide, the remaining ones loyal to both faith and shah.
Five hundred years of relative stability followed, and assassinations within the satrapies and royal family reached record minimums, although never quite reaching non-existence. However, when a magnificent fleet sailed over the horizon, carrying an army from a far-off land, that peace was over. War tore apart the peninsula, with the invading army cutting swaths of territory out of the shahdom for themselves, even driving the royal family out of the capital and killing the reigning shahbanu, three of her brothers, and nine of her sisters.
The people, however, rallied again, under the hero Bandaves Kehmeyid, and pushed the now-depleted foreign army back into the sea. In the process, they captured documents, maps, and jewelry, all speaking of a land far west, rich in all goods and developing in all sciences. The foreigners came from a land called Kratoria, and their neighbors were many. The newly-crowned Shah Bandaves immediately set to work building a grand and mighty fleet, that he may trade and conquer in this new world. He died before he would realize his dream, assassinated by his cousin, and the project was cut before it was completely realized.
It was following the rebellion against the Kratorians that the northern peoples, led by the race-purist separatist Satrap Qaro, defied Shah Bandaves' successor and rebelled. Qaro launched brutal genocides against the steppe and mountain people living in his and his allies' satrapies, claiming to want to restore the pure human race. Those few who survived escaped southwards and eastwards into Kera-Bijani land, as armies serving under the shah advanced northward to reintegrate the revolting satrapies. He and the next four shahs would die over the course of thirty years in combat against the new realm of Qaroitn.
Eventually, the dust settled, and while skirmishes and raids still exist along the borderlands of the two rival nations, a relative peace has established itself, in no small part due to war exhaustion on both ends. The shahbanu finally completed the task of creating a trade fleet and navy, and sent them westward on a voyage of exploration and trading. Twenty long years passed, and within that time the shahbanu that sent the voyage was assassinated and replaced, before the fleet returned. It was laden with goods and stories, nearly all wondrous and in admiration of the western world. With the exotic trade goods they brought back, the shahdom entered another five centuries of relative peace and isolation.
This peace was broken by the arrival of the island foreigners on two fronts. Those who landed in the cities demanded to be brought before the shah himself, offering gifts of glasswork and bitter herbs in exchange for food. The shah and the present satraps agreed, creating a flourishing trade relationship with their homeland, the islands of Faenaria. Those who landed on the steppes, however, saw less fortune. The steppe peoples, fearful of the alien races that have come to their shores, launched an attack upon the new settlement, hoping to plunder them of their riches and drive them back to sea. The shah had to personally lead an army against his own people, just to preserve the valuable products coming in from the islands. The battle was considered a black day on the honor of both the faith and the royal family, and led to nearly a century of distrust between the steppe tribes and the city people before the new shahbanu could repair it.
Regardless, the islands brought in products from the western world that revolutionized life in Kera-Bijan, not least of which was the firearm. To use it was a controversial practice, with the traditionalists calling it an unforgivable affront and the radicals hailing it as a step forward for the nation. Further controversies were sparked with the arrival of magical weapons, ironside ships, and factories. However, they passed into public use anyways, headed by the progress-oriented shahs and satraps of the last century.
It was from this period of rapid modernization that riots broke out in all the major cities, calling for an end to the appointment of satraps. They demanded a voice in the government, the way Kratorians would appoint their senates by the majority of people agreeing upon it. The shahbanu, fearing for her nation's stability, approved of this concept and set to negotiating a term length and limit. However, she was found dead before anything was agreed upon, and her successor set the term to life, with the promise that it would be sorted out. He was assassinated soon after.
It is his second daughter's first son, Tivaz Kehmeyid, that rules now as the current shah. Two elder sisters came before him, but they were killed. Now he, but fourteen, has been thrust upon the throne, and the country holds their breath, awaiting his response to the impending crisis.
Economy: Kera-Bijan is hardly an industrial nation. Its religion discourages the building of factories and encourages the open lifestyle of the farm, making large businesses incompatible with the Kera-Bijani way of living. Despite that, modernization is an inevitable process, and textile manufacturing has in large part moved from the homes to the workplaces. Cloths of all kinds are worked in large quantities in the trading cities, from cotton to silk, linen, and flax. Robes and carpets and stockings and even Kratorian-style togas are plentiful within the empire and exported in large quantities to its neighbors.
There is little to no oil in Kera-Bijani grounds, and even if there were, to make use of it is sacrilege. Perhaps the gods themselves knew this, for they filled the land with two elements; gold, and magic. It was once said that a man could walk along the surface and collect enough magical stones to fill a basket. Even today, it takes a minimal amount of mining to come out of any Kera-Bijani mountain, arms laden with gold nuggets and magic crystals. It helps, then, to have a valuable neighbor in their neighbor, Faenaria, who buys products from both ends of the world and trades it to much-needed hands on the other side, allowing Kera-Bijan to on some level keep up with their western contemporaries.
Technology: As far as technology goes, Kera-Bijan is not going to be leading the world any time soon. Much of the technology active within the shahdom are nearly half a century out of date, and their design is often borrowed from their neighbors. Most importantly, factions led by traditionalist satraps actively attempt to block state support for advances in technology, on the grounds that tampering with the ways of nature is an unforgivable affront to the five gods. Modern forms of weaponry, such as the explosive shell and the machine gun, are beyond the minds of the Kera-Bijani scientists, and what technology does is often substituted with magic, considered by all to be more harmonious.
Although the technology sector of the Kera-Bijani world flounders, its magical world flourishes. Ley lines stretch across the nation, allowing instant contact between the shah and his satraps as far away as the steppes and as high up as the tallest plateaus. Water, scarce on the surface, is willed up from deep reserves where other peoples would have to drill for it, seeping through the ground upwards to where crops may access it. Magic pushes the pistons that make Kera-Bijani ships go, and enables the deadly fire cannons that keep the navy strong. It is because of this power that the shah is still has voice in the world, and others would do well to listen.
Army: Working metal to produce swords and guns, while technically an affront to the purity of metal, is by sheer necessity tolerated within the shahdom. The world progresses forth in technology, some aspects of the life of purity will inevitably be left behind, and the army understands this better than any. The Storm Guard is the backbone of the Kera-Bijani army, comprised of riflemen fighting in a lockstep formation. Accompanying them is the Wildfire Corps, skirmishers and snipers tasked with harrying the opponent before they meet with the Storm Guard. However, the pride of the Kera-Bijani army is in its cavalry, the Iron Cataphracts, a swift force capable of shooting from horseback.
Armies are led traditionally by the shah and his satraps, and this practice is still in effect today. The royal family is fortunately populous, for the loss of a shah in open combat is all too common a tragedy. The satraps, though in service for life upon election, tend not to survive longer than a single decade, and elections are common.
The cavalry is equipped with early forms of shotguns, breech loaded and single shot, very often short-barreled. The gun is intended to be fired from horseback, where the soldier could beat a hasty retreat out of an enemy's accurate range. It is, within the bounds of the shahdom, state of the art, and devastating when used against the ranked formations commonly seen in the eastern continent. Infantry is given a modified form of early Kratorian rifles, out of date in the modern age, equipped with a revolver's ammo reserve so that it may fire six times in quick succession. Skirmishers have the worst of it. While their rifles are the longest ranged weapons of the three army branches, they are even more out of date than the infantry guns, and tend to misfire in dusty or wet conditions.
Navy: The Kera-Bijani have a sizable navy, though a little old fashioned. The primary material used to build them are wood, made from trees specially grown along the coast. The trees have been twisted by magic, in a manner which encourages them to grow into the shape of a ship. When they are considered large enough to hold a crew, the tree is uprooted in a way that allows them to fall in the water, ready for sailing. Although a significant affront to the purity of metal, the navy has done extensive research regarding ironclad ships, and all but the most tradition-minded of admirals keep ironclad fleets propelled by magical means.
The guns on a Kera-Bijani ship, however, are wildly out of date. Most, if not all, ships were broadsides, and the cannons used on them are most often fireball cannons and 36-pound shells, with the intention of softening up an enemy's metal before pounding them in. The Kera-Bijani do not keep explosive shells, as that is an affront to both fire and metal too great to be tolerated.
Air Force: The idea of humans flying is repulsive to the Kera-Bijani, as it is an affront to the purity of air. They keep no air force, and regard poorly those who do.
Territory: 3+6 (9) Your nation is decently sized, with room for cities and lots of farmland to support your population. Tech: (9) Your nation is still antiquated, but modernization is about to begin or in its beginning stages. Army Size: 9+4 (13) Your army is well-sized, and maintained on a year-round basis. Economy: 16+1 (17) Your economy is well-off, and a majority of what needs to be funded is. Production: 7-1 (6) Your nation is somewhat agrarian, with okay natural resource exploitation. Navy Size: (14) You have a decently sized navy, with a fairly militarized portion. Airforce Size: 5-4 (1) You have no air force. Magic: (18) Your nation is a leader in magical development and use, almost second to none. Your prowess with magic allows you to neglect the technological side of things, compensating for an absence of modern artillery with fireball launchers, scant telecommunications with short distance scrying and telepathy. Mobilization: (16) It takes a month to mobilize.
Traits
Foreign Relations Faenaria: Excellent. They are Kera-Bijan's primary trade partner. Etresna: Good enough. They have a working trade relation. Kratoria: Fair. Since the conquest, there has been some diffusion between the two. Qaroitn: Very hostile. Kera-Bijani are honor-bound to kill Qaroitn on sight.
~3000 BCE: The Rahuri human tribes are first mentioned in the histories of Kera-Bijan's ancient city state of Neo-Giranal. A clay tablet from an excavation contains a writing from King Ashurnazziban issuing a royal decree, noting the presence of a "Rahurana Prince" attending a religious festival.
1090 CE: The Clan of Faenar rises to prominence in the Cethosi isles when their original clan leader, Giran Fonola, perishes without heir or issue. The Faenar establish themselves as rulers on the isle of Ishanadar, building a powerful but aloof clan.
1510 CE: The Cethos of Faenar are called to the Wars of the Empyreum on behalf of the Cethosi Royal Family. Tirana Faenar, Clan Mother, receives the call and answers with her clanguard setting sail to war.
1511 CE: The Clanguard of Faenar are decimated in naval battles with the Imperial forces. Cethosi numbers and skill does not win out against Imperial discipline and coordination. The Cethosi Royal Family immediately demands a new flotilla be raised by the Faenar to replace their losses in battle. Tirana agrees to begin building new ships.
1512 CE: Tirana Faenar's eldest son, Yisan, is killed in battle with Imperial forces.
1517 CE: Tirana Faenar's second son, Hasal, is killed in battle with Imperial forces.
1519 CE: Tirana Faenar makes her displeasure known when an entire warband of Faenari are lost in battle while ambushing the Empire's second fleet. The battle should have been easily won, but conflicting orders, quests for recognition by the Cethosi King, and poor logistics ensure the warband is nothing but shark food by the end of the engagement. Tirana is summoned before the Cethosi King and answers for her complaints. She is locked in his dungeons on charges of disloyalty to the Cethosi people and crown. Like-minded nobility is cowed and continues to support the war. Her youngest son, Loanost Faenar, is empowered over the clan, though a regent loyal to the crown reigns during his young life.
1520-1522 CE: Tirana Faenar perishes in the dungeons of the Cethosi Crown. Historians debate the year of her passing to this day, though her remains indicate a death from blunt force trauma to the skull and ribcage.
1535 CE:Loanost Faenar succeeds the regent to rule Ishanadar. The war with the Empire begins to intensify beyond skirmishes and pirate actions. Faenar petitions the crown for a pardon from the Conscription to war, arguing that Ishanadar has the wealth and resources to build a great armada, capable of defending the isles from invasion. The King of Cethos accepts this proposal.
1543 CE: The Great Armada is completed. One-third the size of the entire Cethosi fleet- from the greatest warship to the lowliest fishing vessel. Loanost Faenar presents the fleet to King Cethos as a token of his loyalty. King Cethos accepts the fleet and orders Loanost Faenar to crew the vessels himself.
Loanost is taken aback by this request. To crew the fleet will require every man, woman, and child aboard Ishanadar to answer a call to the waves. Ishandar would be left empty and they may still not have enough hands to set sail. Moreover, it gives credence to rumors that King Cethos will soon attempt to invade the Empire.
1544 CE: King Cethos commissions a great invasion of the Imperial City of Ilium. Forces from every island answer the call to battle. A war that began as little more than a coordinated campaign of piracy begins to resemble a true barbarian invasion. The Faenarians use their great fleet to move many soldiers to the mainland and support the attack on the city.
1546 CE: Ilium withstands the siege under the leadership of Princess Dissaria and the Cethosi are forced back to the isles. The noble families are left weakened. King Cethos conducts a purge of the nobility to ensure he will not face rebellion for the disaster. Loanost Faenar is recalled to the Home Isles to face the same purge. He refuses the call, citing the impending birth of his child. King Cethos is openly defied by his most powerful vassal and he does not have the soldiers to bring him to heel, fueling harsher crackdowns on those families that did answer the call.
1548 CE: Emperor Hektor of Kratoris prepares a punitive invasion of the Cethos Isles. Those legions not actively engaged on the Empire's frontier are summoned to Ilium. Princess Dissaria is given command as a test of her ability. King Cethos calls the banners of the nobility to resist impending invasion and slavery. The noble houses are decimated from decades of intermittent warfare and the purges after the attack on Ilium but answer the call, conscripting their remaining peasants.
King Cethos orders Loanost Faenar to put the Great Armada to sail in defense of the isles. Loanost Faenar recognizes that he commands the largest assembly of warships in the isles by far, and that the entire nation is being mobilized to fight. His clan will be thrown into battle first, but the ships will not be crewed by soldiers but by his peasants. If he fights, his people will die. If he refuses the call, the Cethos will be conquered. He answers the call, but continues to slowly mobilize.
June, 1548 CE: King Cethos leads the Cethosi armada into battle with the Imperial Expeditionary force. Every seaworthy vessel takes to the waves in defense of the homeland. Imperial Marines land on the island of Gonala to establish a base of operations and supply depot. A palisade is erected and command center built. Cethosi conscripts will battle legionaries on the shores here until the battle's end.
King Cethos continues battling the Imperial ships daily. Loanost Faenar arrives to battle with his entire people in arms, anchoring behind the King's flotilla. King Cethos demands Faenar lead the armada in a great charge toward the heart of the Imperial navy. Faenar responds he will lead his people to battle at his own pace, challenging King Cethos to attack with his remaining professional soldiers. King Cethos promises to raze the isle of Ishanadar, leaving none of his subjects or family alive on its shores if Faenar does not immediately enter the battle to save Cethos. Faenar's reply is disputed, but apocyrpha holds his reply to the King's messenger to be "The King's threat has already been carried out. There are no Cethos left alive on Ishanadar. They are all here with me." Faenar gives the order to take sail and leave. The clan of Faenar never again returns to the Cethosi isles.
July, 1548 CE: The Battle of the Isles is ultimately inconclusive. Cethos maintains its independence when the Imperial fleet abandons the campaign due to lack of sufficient fresh water supplies. The number of dead Cethosi is incalculable- modern scholars debate whether it may be classified as a genocide. The Cethos do not attempt to attack the Empire for generations. Princess Dissaria is hailed as a hero for her defense of the Gonala palisade and she cites the weakness of the Imperial Navy for preventing the ultimate victory. While she is lauded publicly, Imperial histories claim she begins to suspect there is a whisper campaign to smear her reputation in secret. From this point onward, she begins to demonstrate questionable mental stability in private.
1549 CE: The Faenarian flotilla island-hops for months, searching for a land capable of supporting the many thousands of Cethosi aboard the ships. Hundreds are lost to storm, disease, battle with pirates, and deprivation. A portion of the flotilla disputes the leadership of Faenar and breaks off from the fleet under Tirala Yinan, striking out to the east.
1550 CE:Loanost Faenar encounters the Rahuri in their Outer Isles while his peoples' ships begin to founder and wreck within the Great Mithril Reef. Rahuri ships guide the fleet safely though the reef and to landfall in the Outer Isles. The Isles cannot support the many thousands of Faenarians on the waves, but an effort is made to repair the ships, nurse the worst of the Faenarians back to health, and spirit them onward to the Great Island, Loa Nota, where they can find some succor.
A Council of Caciques is called by the Rahuri to discuss the appearance of these visitors while the exiles are permitted to disembark and tend to their sick and wounded. Loanost Faenar orders his people to remain within their vessels while the council deliberates the fate of the Rahuri. The Council of Caciques debates for days, listens to the story of the Faenarians, and considers their own position on the waves and how such a great fleet may challenge them. Faenar, his children, and his captains are summoned and interrogated by the council regarding their ultimate intentions and what would be expected of the Faenarians in order to find succor and homes in the isles.
An accord is struck, called The Great Compact. This Compact will become the basis of the Faenarian Constitution, and its opening declarations are as follows:
- The Faenarians must swear never to raise arms against the Rahuri.
- The Faenarians must swear never to abuse the hospitality of the Rahuri.
- The Faenarians must pledge to be accepted into a household of the Rahuri, binding them to the people of the isles as family.
- The Faenarians must pledge to share their catches, spoils, and discoveries with the Rahuri.
- The Faenarians must hold no kings or claim of rulership over the Rahuri people. The Scions of Faenar may hold a place of privilege as the living embodiment of this pact and command their own ships and people in battle.
- This list of pledges may be added to by the Council of Caciques as they please, so long as a Council is called to the Home Island where its additions may be added to by the Council in full view of the Rahuri.
- The Faenarians shall hold a place of brotherhood within the tribes, and shall be accepted as equals among them.
- The Faenarians shall be entitled to hold all property they brought with them on their exodus as their own.
Loanost Faenar consents to this arrangement. His family is given the title of Autocrat by the Caciques, a living embodiment of this pact among the tribes and his people. He formally titles his people "Merfolk" after creatures of Rahuri mythology to cut ties completely with the Cethosi isles and as a sign of his willingness to integrate with their new hosts. The fleet disperses to the rest of the isles, though the majority of the Merfolk remain on Loa Nota and begin to construct The Coral City. The first Merfolk artisans discover the orichalcum deposits within the volcanoes of Loa Nota and begin experimenting with its use, creating what is now known as "Water Glass." Sheets of crystal forged in the pressures beneath the waves, the glass holds the appearance of shifting waves. Baubles- from liquor decanters to mirrors- are forged using this technique and begin to be sold elsewhere.
1551 CE: The Breakaway Fleet limps to the shores of Luminaria. Tirala Yinan and her followers are accepted among the Luminarians and establish Yinan Province, integrating with the nation over the next ten years.
1558 CE: The Rahuri Isles are stricken with famine, with many believing the Merfolk are to blame for the scarcity. Loanost Faenar approaches the Caciques with a proposal: His people will crew their vessels again and launch a trade mission to the Shah of Kera-Bijan to bring back food and crops. The Caciques consent to this and the fleet is launched to the mainland.
The Merfolk come to the court of the Shah with Rahuri tobacco and Merfolk Water Glass to trade for grain, fruits, and meat. The trade is established and the people of the isles return to a time of plenty and building.
1560 CE: The Shah and his wealthiest Satraps increase their demand for Water Glass, and begin to trade gold and luxury goods for it rather than just food. The Merfolk are invited to establish a settlement in the north of Kera-Bijan, Locha Noa. The colony helps to ease the burden of feeding the Rahuri in the home isles while enriching the Merfolk. The wealth is brought back to the home isles.
1565: The Linana Clan of the Rahuri announces that they are dissatisfied with the changes brought by the Merfolk and the rapid growth of the Coral City. The Rahuri Civil War begins. Loanost Faenar decrees that no Merfolk should fight in the war, holding to the decree of the Caciques not to bear arms against the Rahuri- if the Rahuri decide to expel their people, it will be honored. He secretly orders his lieutenants to fortify Locha Noa as a new homeland. Merfolk quietly evacuate the isles and settle in the new city in greater numbers.
1568 CE: The Steppe Tribes of Kera-Bijan attack Locha Noa, hoping to pillage its wealth. In cooperation with the levies of the Shah, the attack is repelled. The Merfolk replace the crude palisades with shaped coral walls in a great undertaking. The work will not be complete until 1574. The Glass Bank is founded in Locha Noa to handle and take account of the material wealth of the Merfolk in this time of upheaval. The bank is so named because the bank charter is signed within a Water Glass workshop, and the wealth of the people stored in its Warehouses.
1569 CE:The Rahuri Civil War ends in defeat for the Liana clan. They are welcomed back into the family of the Caciques as wayward brothers rather than rebelling tribes, and the Merfolk are invited back to live in the Coral City in safety.
1573 CE: The Rahuri and Merfolk launch joint trading expeditions to establish relations with the old world. One fleet heads far to the East, another West to make contact with the Kratorian Empire. Their holds are filled with Water Glass, tobacco, pepper, silks, and sugar, along with soldiers and marines to defend the ships.
1574 CE: The Westerly Fleet makes contact with the Kratorian Empyreum. The vessels surrender their cargo in a sign of goodwill, and a diplomatic conference is held with the Admiral of the fleet, Ritana Faenar, daughter of Loanast. Guarantees are made toward good intent and customs houses are established in the coastal cities of the Empire. Sugar, Tobacco, Water Glass, and Silk flows freely into Imperial ports. Rum soon follows (much to the dismay of captains of all stripes in the Empire).
1578 CE: The Easterly Fleet makes contact with the Merfolk of Yinan Province in Luminaria. The Admiral is overjoyed to find their wayward brothers and sisters, but troubled by their peaceful, almost fanatical subservience to the Luminarian way. Suspicion of a magical compulsion breaks out amongst the crews. Persuasion fails to bring the merfolk home to the Isles. Armed attacks and kidnappings take place, but the Merfolk of Yinan resist. The Easterly fleet splits in two- one half returning to the Isles to report what has been discovered, one half remaining off the coast of Luminaria, operating as pirates to try and "liberate" their kinsman.
1589 CE:Loanost Faenar perishes on a shark hunt. He is entombed within the great vaults of the volcano beneath Loa Nota, along with other Rahuri Caciques. Ritana Faenar succeeds her father as Autarch of the Isles.
The Easterly Fleet is subjugated by the Luminarian Navy. Its Admiral taken prisoner and their ships beached. Diplomatic envoys leave for Faenaria seeking reparation for his acts of piracy and kidnapping, but also peace.
1590 CE:The Bank of Glass moves its headquarters and Wealth to the Coral City. Representatives of the Imperial Marble Bank begin making the voyage to the home isles to assess the true wealth and capability of the institution. The two begin sharing theories on practices of wealth management and record keeping, leading to an informal friendly (if competitive) relationship between the two. The Marble Bank introduces wealthy imperials to the Glass Bank, contacts that the Faenarians would otherwise never interact with. The Glass Bank opens an official vault for the Emperor and Empress. Sentimental items are stored here, but the security of the vaults compared to those tainted by the bitter politics and corruption in the Empire leads to greater cooperation.
The Luminarian delegation arrives. The Caciques and Ritana Faenar accept their requests for peace and pledge to discipline those who remained in the trade fleet, claiming no knowledge of the extent of their actions. Historians dispute this, citing the return of half of the fleet years earlier. Some argue that Ritana was unaware of the extent of the piracy and attacks, other that she hoped to extend Faenarian control to the isles off the coast of Luminaria.
Ritana consents to allow the Merfolk in the fleet to be subjected to Luminarian justice, though the Rahuri ask that their people be returned to the isles. The Luminarians consent to this request.
1600 CE: Princess Dissaria becomes Empress of Kratoria. She begins her reign by announcing grand expansions to Imperial art, architecture, and armies- paid for by taxes on the Senate and Primarch households.
1604 CE: Members of the Imperial Senate open accounts in the Glass Bank to secretly stow wealth for their families out of reach of the Mad Queen's tax increases. Back channel communications are established between the Marble Bank, the Faenarian Customs Houses, and the Glass Bank to facilitate the transfer of wealth outside the view of the Mad Queen.
1611 CE: Princess Athena of Kratoria is born.
1632 CE: 1632 CE: The Bank of Glass begins to finance regular trade fleets. Enormous treasure armadas begin to set sail monthly, banding together to share supplies and fight off pirates and sea monsters. Many of these treasure ships head to tried and tested ports, like those of Kratoria, but others exhibit an adventuring spirit and head into the great unknown.
In late summer, one such treasure fleet makes first contact with Sidarid fishermen. The clansfolk are stunned by the creatures of myth aboard the ships. Despite the language barrier, the fishermen manage to lead the fleet towards Glenmagar, from where the young Bhaenrhig Parhaigen ruled Sidara. The language barriers were soon traversed, for an Arwyndyn who knew the Cethosi tongue was quickly found. The young Bhaenrhig and many Sidarids were stunned by the craftsmanship and luxury items that the Faenarians brought. This would mark the beginning of the first phase in Faenaro-Sidarid trade. The Faenarians enjoy a near-monopoly on imports and exports (limited in nature as those naturally were at the time) for some time. Despite Anvegadian attempts to disrupt this trade and newly-forged relationship, trade and commerce between Sidara and Faenaria would continue uninterrupted until the Faenarian Banking Crisis in the Isles decades later.
The initial encounter, short-lived though it was, would have a lasting impact on Sidarid approaches to business and trade, and would contribute to the the Sidarid Enlightenment of the eighteenth century and the eventual creation of Clan-Companies.
1641 CE: Princess Athena rises to a formal position within the Imperial Court. She accompanies a goodwill delegation to the Isles of Faenaria, renewing vows of friendship between the two nations. Ritana Faenar and the Caciques receive her on the Home Isles. Formal discussions about trade policy and taxation are secondary to the relationship established between the two. Ritana and Athena begin a long written correspondence, some of which survive to this day- many have been transcribed, most notably those by the Imperial historian Horus under the title "On the power of Queens and the State." Topics range from monetary and military policy to cuisine critiques and political maneuvering.
1651 CE: The Kratorian Civil War begins in the outer provinces. Primarchs and Senators rally around Princess Athena as a figurehead to resist the actions of the Mad Queen. Alliances, territory and allegiances change regularly. Only the increasing brutalities of the Mad Queen keep the war raging.
1662 CE: Wealth from trade to Kratoria dries up as the civil war drags on. The Bank of Glass releases more and more wealth from the vaults in an attempt to alleviate the economic downturn. This triggers runaway inflation in the isles that affects Kera-Bijan. Faenarian gold and silver from this recession has been traced to Etresna, the Sidarid Isles, Luminaria, and even as far away as Uruk.
1663 CE: The Caciques call a council to deal with the continued economic fallout of the opening of the Vaults. Citing the original pledge of "Sharing Spoils" established by the original council of Caciques and Faenar, they demand an input on monetary policy and ownership of the Bank of Glass- it becomes plain for all to see that the Caciques will attempt to seize the bank outright. Ritana Faenar rallies her own supporters and prepares a counter offer. The Isles have been held together for a century under an informal policy of "two races, one family." She proposes the creation of a nation state akin to Kratoria, Kera-Bijan, and Luminaria.
The wealth of the Bank of Glass will be managed directly by this new Nation rather than any one race or people. The merfolk will continue to build and crew warships in defense of the waves and their trade, while the Rahuri will raise armies to defend the islands and administer justice themselves. The Merchant Compacts of the trade fleets petition for a second, private institution to manage risk to their own personal ventures- establishing the original Coral Exchange in a beachside rum tavern. Ritana asks that the new nation be formally titled Faenaria, as a pledge from the Caciques toward their own good faith. The Caciques consent to these arrangements.
The Caciques assemble in the great hall of the Palace of Faenar to hold debates, counsel one another, and give consent to actions by the Autarch on the waves. The Rahuri 'Vanata, Banker from Coral City' is elected the first Cacique of the Vault to manage the wealth of the Glass Bank and set monetary policy. Vanata counsels that taxes should be raised to remove coins from circulation and employ citizenry with a program to build a new fleet for the nation's navy, replacing the original Coral Shaped vessels the Merfolk took to sea on.
1670 CE: Monetary records mark a downturn of inflation; scholars mark this as the end of the Faenarian Banking Crisis in the Isles.
1691 CE: The Kratorian Civil War grinds to a halt with the threat of Etresnan intervention. Kratoria lies in ruin, the Mad Queen still commands the heart of the Empire while Athena's core army remains intact. Neither side can feed or pay its soldiers in adequate numbers. A delegation of Senators and Primarchs smuggle the remaining wealth of their households out of the Empire aboard a Faenarian trade fleet and makes their way to the isles. They offer up the wealth of ancient Imperial Households as collateral. They request formal loans from the Glass Bank to finance the war effort and purchase arms, supplies, and mercenary companies.
The Caciques call a council as there are fears that the money requested could trigger another Banking Crisis, much less war and invasion of the isles. The debate is settled by rules of the Glass Bank's charter. The Primarchs agree to accept a reduced loan from the bank "for personal use" while the remainder of their funding is secured through the Coral Exchange. The loans appear as nothing more than a refinancing of properties and investments in Kratorian Villas. The Primarchs return home with a treasure fleet to carry their funds to Princess Athena, along with an aged banker Vanata, First Cacique of the Treasury, long since retired from her position at the head of the Glass Bank. Vanata assists in the disbursal of funds alongside members of the Marble Bank to prevent rampant inflation.
Mercenary companies and merchant caravans begin to converge on the Rebel encampments, hearing that there is coin to be had. By the turn of the year, the IVth Legion finds itself being paid in barter goods. They will desert their post and declare allegiance to the Princess.
1692 CE: The Mad Queen continues to lose soldiers as the rebel provinces enjoy a return to prosperity. Ilium falls to the rebellion after a popular uprising.
During the summer campaign, rumors circulate in Loyalist cities that Faenarian Customs houses are actually great repositories of gold and silver, hidden from public view. There is debate among historians whether the Mad Queen actually believes these rumors or used them as a pretext to punish the Faenarian Glass Bank for aiding the Rebellion. Loyalist troops seize the Faenarian customs houses and confiscate their goods and coin. Merfolk and Rahuri are killed in anti-Faenarian pogroms while the Summer Trade Fleet is attacked by the Imperial Navy- nine of the twenty-seven ships are sunk, five are captured, and thirteen are forced to retreat, eventually finding their way to the Sidarid Isles for aid and reconstruction.
The Anvegadian Military-Governor Whiteforge, known as the Cannon-Forged Governor, was by this time old and ailing, not entirely in control of Sidara. The more politically intuitive and fiercely intelligent young Rhig Aenfys had managed to run rings around the old man, while deluding him into thinking of Aenfys as a pliable and loyal puppet. The Faenarian fleet is welcomed at Baena's Bay and every help and luxury that could be afforded them is provided. This proved an excellent opportunity for Sidara to re-establish relations with an old friend and secretly study Faenarian ship designs to improve upon the fleet they were building right under Anvegad's nose. Once the Faenarian vessels were repaired and their sick and injured had been cared for (those that were not beyond saving, of course), they are sent home laden with gifts and messages of friendship and goodwill. Due to the events that followed, the newly rekindled relationship could not, unfortunately, be maintained.
By Autumn, the Summer Fleet returns to Loa Nota. The Caciques call a council of war. All signs point to an eventual victory for Princess Athena, though there is a debate about how long that victory will take to win. An aged Ritana, nearly one-hundred years old, asks for permission to sail the Golden Fleet in defense of the Merfolk and Rahuri. The Caciques vote 17 to 8 for war. A messenger departs for rebel territory, carrying a message of intent:
- Faenaria will soon enact a blockade of the Mad Queen's coastline. Any ship flying her banner will be boarded and their cargo taken as a prize. - The Faenarian fleet will engage the Mad Queen's ships where practical and attempt to sink the Imperial Fleet. - The Faenarians will attempt an invasion of two coastal cities, opening up a new front. - Any territory, prisoners, or ships seized by the Faenarians will be administered under Rahuri Law, but will be returned to Princess Athena or one of her loyal Primarchs.
The Golden Fleet embarks on a punitive expedition at the start of winter, lead by the Rahuri Gidall, Warleader of Loa Cana. Gidall engages the merchant compacts to arm their own ships and harass Loyalist vessels. This marks the first sailing of the Privateer Fleet.
1693 CE: The Golden Fleet arrives off the coast of Kratoria and begins its campaign in support of Princess Athena.
1699 CE: The Mad Queen is deposed by Princess Athena. Popular legend in Faenaria has it the Queen died after drinking a draught of mercury and orichalcum in an effort to attain otherworldly power. The Faenarian occupation of the Imperial coast ends.
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1865 CE: Etresna and Kratoria enter a conflict with global ramifications. Kratorian Senators approach Faenaria with requests to join the war on the waves. Yarana Faenar, knowing that he does not have the support of the Caciques to enter the conflict, offers mercantile contacts to help fund the Kratorian Empyreum.
1867 CE: Etresna engages in a program of land seizures, infrastructural development, and population transfer on the Nine Isles it conquered from Sidara. These 'undeveloped' lands that Etresna seizes are in fact clan lands. The Etremaden do not understand this, and the subsequent outrage from the local population as well as the Sidarid government is not given much notice. Sidara begins aligning itself with Kratoria, contacting Faenaria for support in its efforts to build-up for a liberation war, and attempts to woo Uruk's favour by investing in its arms and heavy industry.
1868 CE: Yarana Faenar again approaches the Caciques behind closed doors to woo them for the votes to war. The Coral Exchange, normally his chief political sword and shield, has been much diminished by the war on the waves. The Glass Bank and trade with Kera-Bijan is singlehandedly buoying the Faenarian economy. The peril of Sidarid being conquered and the Clan Companies being wiped out with their debts unpaid causes no end of stress among the bureaucrats and politicians.
The Caciques vote 14-11 to abstain from war. However, a clandestine money-funneling program begins unloading Guilders into the Sidarid Isles, helping them to finance the creation of a modernized military. At the same time, the Coral Exchange merchants begin cashing in their Etresnan government bonds and private stocks in a mass selloff. Loans are called in. Credit is constrained on the mainland. The initial effect of this on Etresna is negligible. Etresnan hard currency makes up for this loss.
1873 CE: Sidara's navy and armies are fully prepared to join Kratoria in its war against Etresna, and Sidarid technological support and economic investment means the Uruk military has developed rifled weaponry and more modern war tactics.
The Faenarian Caciques are carried to war in a 13-12 vote in the Assembly. The Golden Armada sails to the coast and begins a policy of containment of the Etresnan fleet. Etresnan industry begins experiencing a Credit Crunch as more and more businesses cannot obtain secure loans from the Glass Bank or the Coral Exchange. Etresna experiences stagflation. Despite the fact that their military is fighting off no less than four superpower-class nations (and winning on several fronts), popular support for the war begins to erode.
1876 CE: The Kera-Bijan trade route experiences a downturn in demand. The Faenarian Coral Exchange experiences a collapse. At the same time, Etresna goes from a Recession economy to a Depression. Preliminary peace talks begin behind the scenes as the financial contagion spreads beyond Faenaria and Etresna.
1877 CE: The Etresnan political class sues for peace with the Fourth Coalition. The Etresnan military is deployed to quell bread riots in several cities, while in others they are greeted as heroes with great parades and celebrations.
The Sidarid Isles are reunited and whole once again.
To add: - Faenarian interactions with the Sidarid. - Resolve the Luminarian Interactions with the Eastern Fleet. - Anvegad civil war: How did the gold find its way to Faenaria?