Imports: Food Sea Food Working/Military/Farm Animals (to a small extent, mainly to experiment with using other animals) Precious Metals Civilian Vehicles
Exports: Anglonian Horses (strong all-round working horse with exceptional strength) Fleet Horses (fast horses with less strength, but better stamina, used as transports/transportation and racing) Eireinian Pegasi (1 or 2 sterile pegasi traded to nice foreign leaders, otherwise UKAE holds a 'monopoly' of them) War Machines (quite recently, and mainly to Southern Verdasou) Small Arms Exotic/Luxury Goods Wood
Having industrialized only in the later half of the last century, many would think that the UKAE would be a bit behind, or have just caught up. But it is not as simple as that. Instead the nation has advanced certain areas at the purposeful expense of others. Their knowledge and abilities are up to date, they have vast factories and docks for civilian, army, and naval use. But the nation is resistant to vehicular modernization: horses and pegasi are used almost exclusively outside of the military due to both their versatility and people having bonds with them. In the military, there is still an overwhelming amount of horses, though a transition from traditional cavalry to mounted infantry and powered armor cavalry has taken place. The government sees no reason to change how things are. Horses mean a more mobile army, literally down to earth populace, more fuel to the military, rougher roads that would hamper invading forces (except for the few roads that the UKAE uses for its own tanks), the list goes on. The main problem with this concept is that the horses are best suited for the UKAE and surrounding territories, prompting development into quality naval vessels, and trucks that would take over transportation duties overseas. Also large tracts of land have to be dedicated to providing for horses, which prompted, especially in the aftermath of the explosion, foreign human food importation.
Unique Technologies (the more exotic or interesting stuff your nation uses or has come up with):
Talisman-men: Soldiers equipped and trained to pass messages between magical/spiritual slips of paper. More reliable than radio, depending on only a man instead of a man using a radio, and no risk of hearing messages wrong, while still being instantaneous. Though not the most powerful weapon on the field, it is not only common in the UKAE, but can only be found in it. Its possible to strike deals where talisman-men are traded to serve in other nations, but even if this does happen they will never reveal how they do it, only serve. There are rumors that something magical/spiritual physically prevents them from revealing their techniques to foreigners.
Powered Armor Cavalry: In this day and age, mounted infantry is as far as you can get with horses on the battlefield, and in some cases not even that. And for a nation with such a long history of horse culture, that wasn't going to cut it. Enter Powered Armor Cavalry, or PAC. PAC units armor the horse and the rider, with armor that is not only protective enough to shrug off some small rounds, but powered with spiritual energy -concentrated spiritual energy, called spirit cores, that are inserted into the armor like a little gas tank- that not only relieve some of the weight of the armor, but actually improve the speed and performance of the wearer. Overall cheaper than small tanks, more maneuverable, and reliant on food and precharged energy instead of oil, it is safe to say that there are a very large number of these in the army. With the trade off of not being an actual tank, PACs, when equipped with the right weapons, make very good modern day cavalry, especially for taking care of infantry and tanks. Due to their weight, they are harder to transport overseas than normal mounted infantry.
Primary Species: Human Population: 20,422,845 Human 17,654,321 Horses 6,543,210 Pegasi
Culture: Horse culture is extremely prevalent in the nation. Not only does each family have a horse, but many families have multiple horses, or even personal steeds. Every part of the horse is enjoyed by the people: the personality, the convenience, being in nature, and horse milk, blood, and meat. Horses are in fact one of, if not the definitive reason why Anglonia and Eirein could successfully unify. It is often said that a Anglonian/Eireinian is only half a man without his horse, but equal to two men with it. Horses come up in conversation as often as mentioning friends or hobbies do. When a Anglonian/Eireinian is far from his horse, one of the few things that can make him feel comfortable is to be out at sea, where the openness of the oceans parallels the openness of the steppes. The sky as well is open, even more so, but it is romanticized less often than the steppes or seas, and has led to a relative lack of aircraft use.
Religion and Other Beliefs: The main religion centers around one god, Uldan, he who birthed the universe into creation, and his son Glonchaun, a telepathic centaur being that reminded people the true, deep value of humans and horses, and even a look into nature itself.
Location/Territories: Dark Green in the southwest.
Climate: A mix of tropical and sub-tropical, flat/grasslands and forests, along with the greater part of a mountain range. Despite many being directly descended from nomads, a group that is not associated with tropical climates at all, the people and horses are well adapted to the region.
Military: Royal Union Army- Mounted Infantry and PACs form the backbone, with foot soldiers, medium tanks, artillery, and AA making up most of the rest. Horses, coupled with some trucks, fulfill the transportation necessities. Royal Union Aerial Army- Aware of the UKAE's lack of focus on aerial warfare, the Aerial Army puts its efforts towards air superiority, and as such there are a decent amount of fighters and fighter-bombers, and multiple different types mainly depending on speed, maneuverability, altitude, and durability, but few if any of other types of aircraft. Seeing an airship in the UKAE is as common as meeting someone with the same birth month as you. The Aerial Army is part of the Army. Royal Union Navy- RUN is what you should do upon confronting this Navy. Although perhaps not the most innovative, there is both quantity and quality to be found, enough to rival other naval powers. There is a preference to subs, destroyers, and light cruisers due to their versatility and speed, but the Navy is not opposed to having a few battleships and aircraft carriers. Royal Union Aerial Navy- Taking off from both the coasts and carriers, the Aerial Navy is made up fighters and torpedo bombers. The torpedo bombers are mediocre at best, but serve well to distract and sometimes score a hit on enemy fleets. Royal Union National Defense- A large branch, divided into the Royal Union Coastal Guard, and Royal Union Home Defense/Militia. Notably divided between these divisions are large, powerful coastal artillery guns. The Home Defense mainly deals with preparing for an invasion of the UKAE penetrating inland, while the Coast Guard is mainly there to help anyone having ship troubles near the coast, or is overboard or about to be and needs water rescue.
Magic Prevalence/Usage: The people do not believe they use magic, and believe the word sounds fake, but instead believe in spirituality, power of the soul, and connectedness to the earth and nature. They call it Inner Ability This spirituality is not mingled with technology like how many others use magic, but instead used completely on its own. For the common man, they might channel it to increase their physical abilities, or use it on their horse if its starting to tire out, if the person is strong enough to even use it in the first place. There are some other uses, but few are notable. In the military the uses increase: superior communication system, shotgun-like blasts of energy, prolonged survival underwater, etc. Whatever the ranking of UKAE's magic is in the world, it is probably one of more straightforward and intimidating. Depending on what direction the government takes, magic use has a chance of declining, but quite unlikely due to the populace not believing their Inner Ability is magic.
History/ Background Info: Hundreds and hundreds of years back, Anglonia and Eirein were enemies that would fight tooth and claw to gain an advantage over the other. They formed their separate alliances and conquered separate nations, but still fluctuated between unfriendly rivalry and war. One of the main alliances was that between the fierce but outnumbered Eireinians and Southern Verdasou to counter Anglonian aggression against its neighbors. It was only in the past century that relations began to slowly cool, and an easy peace fell upon the land only in the last few decades. With the hardship of the decade of ash blanketing every inch of the flat grasslands, Anglonia and Eirein made the huge leap of unification. Now, however, the nation is at a crossroads. The two nations are still quite separate, and though people are citizens of the union, there are vastly different laws in each nation. They are different kingdoms, even in name. Some argue that an even stronger monarchy is needed to solidify a powerful leader, while others advocate for a parliament to represent both nations fairly, while still more suggest a shift towards the far right to boost united nationalist, and a somewhat notable but very small few suggest a shift to the far left.
Nation Relations (Can be as simple as a brief two line summary for your neighbors):
Southern Verdasou- Formally an old alliance between Eirein and Verdasou to counter Anglonian aggression, in more recent years relations have smoothed out between all three nations, and with the formation of the UKAE, there exists a friendly rivalry and healthy trading partnership between the two nations.
Elyr and Acrad- The UKAE is one of the nations that facilitates and guards trade between the two nations in exchange for payment. Intimidation of would-be attackers and individual cases of defending merchant ships are on the table, but the UKAE is not required to get involved in wars.
Flotilla- First physical contact involved a police officer (mounted, of course) finding a Flotilla citizen who was digging through a UKAE dump. Relations only deteriorated from here. The more that was learned about the Flotilla, how incredibly restrictive and brutal they were, how unconnected to nature they were (living couped up in airships), and how they sold people into slavery, the more the government felt torn between shunning these sky nomads and helping them get past their old ways and settle down on land. The latter was chosen, and lasted a very short time, before the UKAE realized the Flotilla could not be converted nor persuaded to change anything major. In response, Ula-Williamson I drew in a deep breath, calmly exhaled, and peacefully demanded that the unnatural sky scum were to never be within UKAE airspace again. There is some talk going around about what kind of force the UKAE would use if there was a airspace violation by them, but considering most of the UKAE's planes are fighters, it would be much easier to shoot them out of the sky than figure out a way to safely send people up into the Flotilla.
Work in Progress sheet. Very WIP. I have done some edits.
Flag: Nation Name:Hsir Confederacy Type of Government:Republic Head(s) of Government:Speaker Angor Economy (Main imports, exports, industries, etc.): Imports:Wood, Meat, Leather, Cotton, Sugar, and Fish Exports:Heat Crystals, Precious Metals, Ice, and Stone Industries:Mining, Metal refinement, and Underground Farming Unique Technologies:Heat Crystals and Cores Heat Crystals:Quartz crystals charged with fire magic that when stimulated by electrical current produce light. The crystals can be recharged with fire magic when it runs out but every subsequent recharging increases likely hood of the crystal shattering. Cores:Intricate metal cylinders that act as heat source for heating, and cooking primarily. They are charged by fire magic and sort of like a magic battery. Due to durability of being metal they can be recharged much more then Heat Crystals. Primary Species:Ragors Population:67 Million Culture:The Ragors have always had a mistrust of outsiders and that has lent the Hsir Confederacy to rely on isolation. If a idea or technology from outside mountains is discovered the Hsir are ready to determine if it is useful then incorporate it if beneficial. The alphabet used in Hsir Confederacy is that of the native dwarven population of mountain that are long extinct and the spoken language has many dwarven words. Hardwork, family, tradition, religion, and fearlessness are trademarks of the Hsir Confederacy people. Every home has a shrine dedicated to prayer and multiple generations will live in same home together. Religion and Other Beliefs:The religion in Hsir Confederacy is ancient having first developed in ancient jungle home when the Ragors were tribes. It is rooted in darkness and death worship with pit caves greater then 300 meters in depth seen as great holy sites. The ancient creation myth of the Ragors is that they simply rose from the darkness. Darkness is seen as something that is protective and safe. The shrine in each home dedicated to religion is a room that is without any lighting. The death worship is more so death isn't seen as a large negative. Souls of the dead will simply join ancestors in the darkness where light does not touch. The great holy sites that are deep pit caves are seen as where one can commune with spirits of ancestors. Location/Territories:Karakus Continent largest mountain range Climate:Mountain Military: Due to the topography of mountains Hsir Confedercy call home the military is primarily ground forces. The ground forces divided into three groups within the Hsir. First are the armored divisions which operate artillery and tanks of the Hsir. Secondly is the infantry which rely on the third group motorized for transportation. The motorized section of ground army also have many civilian roles which them being in charge of maintain the network of train based transportation that run above and in the mountains. Second most numerous portion of military are the wyvern riders. The geography of Hsir Confederacy has made development of any airports difficult so instead wyvern are still ridden for air combat. A wyvern will usually have a rider and then another on the back with a high caliber rifle. In the past mages would also ride wyvern and through them casting magic the wyvern could breath fire but its a dying skill not actively trained anymore. Lastly the Hsir have a very tiny handful of ships meant mostly for protecting what little trade does come to port. The ships are poorly maintained and mostly meant for show as the real defenses on coast are artillery and other static defenses. Magic Prevalence/Usage:Magic is part of life, every individual of the Ragors species can use magic. Without magic the Ragors would of likely never been able to live in the mountain range. The magic that average member of Ragros can wield is simple fire magic where they can channel its energy but not preform a spell like creating actual fire. True mages are distinguished by having wings and are capable of great magical feats like summoning fire out of thin air. History/ Background Info:The Hsir Confederacy was founded 8 years ago after the great cataclysm rocked the world. Old trade routes to various nations and city states in mountains dried up causing mass famines. To avoid total collapse of civilization created by Ragors the mountains were forced to unite into a confederation. The name Hsir was chosen as the ancient holy city of Hsir was chosen as the capital. Some estimates put the deaths from famine in the millions. (Very WIP) Nation Relations (Can be as simple as a brief two line summary for your neighbors): Isolation has served the Hsir Confederacy well in solidifying its power. Trade relations have been kept minimal, especially with Hastur where the border is almost closed completely. Immigration into the Hsir Confedercy has been outlawed since its formation. However is a desire for more trade to import resources not within mountains so the Hsir are open to talks with neighbors except for the Hastur.
There are still holes to fill in my sheet but I basically satisfied the requirements for the Friday app. @Skepic
Name: Fenizia Dominiqua dell'Dio (Phoenix Dominion of the Sun, often abbreviated as Fenizia/Fenice) Government: Constitutional Monarchy (transforming into a theocratic-military junta) Head of the State: Maestralto Vettorio da Vigo (regent) Dominant Species: Calavenyr (Sun Elves) Population: 55 million
Previously a great power Fenice had significant ambitions with influence in several portions of the Othea. Their momentum came to an abrupt halt when the supervolcano Vesvius erupted, covering most of the main islands in a thick layer of ash. Losing their capital and nearly the entire royal family Fenice is at the brink of collapse yet still intent on retaining their former status.
History
TBA
Territory
WIP
Fenice is an empire with its domain stretching across the globe. Their mainland Fenizia consists of three islands: Albator, Falcola and Yelinor. Used to be an abundant land with nearly 90% of the Dominion's population the supervolcano reduced most of these into borderline unlivable wastelands. Even the neighboring island of Giazol bathed in dense ash, although its inhabitants of hardy trolls managed to survive. Even after the catastrophe Fenice retained considerable control over the Verronto Sea with a couple of territories held near the shores. As far as the Western continent goes Fenice has two major holdings in Firoir (North) and Kazatrea (South), the latter currently being the largest agricultural region of the entire Dominion.
Demographics
Fenice is an empire ruled by the Sun Elves. Their magical prowess and overall positive attitude defines the nation. Only a decade ago they made up the majority of the Dominion but after the catastrophe they are forced into a minority rule of only 47% of the population. The second most common race are the humans, of course. Forest elves also compose a respectable portion of around 5%. Trolls suffered great loses during the disaster but thanks to their fertility and massive government aid their numbers are steadily growing back, their strength and resilience finds great use within the Ashlands. With colonies nearly everywhere it could be said that Fenice has minorities of nearly every species from Othea.
Fenice has a state religion and it's called Dionism, named after the Sun. It celebrates the Sun and views it as an abstract meaning for all that is good in life. Dionists are taught to revel in the daylight and despise darkness. This of course goes beyond just celebrating the day, to a Dionist the Sun symbolizes enlightenment, revelation, cleanse and purity. They also view fire as an extension of the Sun and respect it accordingly. Although they similarly accept other sources of light. While in theory religious freedom is allowed (since the 18th century) in practice Fenice offers considerable benefits to Dionists and has various restrictions on the temples of other faiths. That being said Dionism is flexible and accepting of other dieties. In order to quickly assimilate other beliefs they allow these religions to be part of Dionism. They retain their traditions while also adopting Dionist system, gradually becoming similar to the main Dionist faith. As such there are dozens of sub-variants to Dionism, even a type that outright denies the existence of god. This so-called Atheist-Dionism is gaining traction among various Fenician thinkers. Altogether it can be said that over 95% of the empire is practicing some form of Dionism. The leader of this faith has the title of Genitrix and always assumed by a woman. As the symbolical Mother of all Dionist she commands considerable influence and growing sway over the politics.
Government
Fenice is technically a Republican Dominion, a form of democratic republic turned constitutional monarchy ruled by the Imperator. While the duty of the Imperator is somewhat ceremonial in effect he or she has almost complete control, only delegating his authority to various ministers and the Senate. The Senate itself is democratically elected although validated by the Imperator. In turn the Senate has the right to accept a new Imperator among the heirs. Unfortunatelly the current Imperator is only 10 years old, born not long before the catastrophe. Until Imperator Bonaccorso Dietto de Alberinis is of age (20 years) he's under the tutelage of Vettorio da Vigo, Maestralto (Grandmaster) of the Phoenix Order of Holy Knights (Ordine Sacro Fenicio). Thanks to that and the dire times the military is gaining steadily in influence, threatening to turn Fenice into a military dictatorship. Since Vettorio is a regent and not the Imperator the Senate is powerless against him.
Magic
Sun elves are gifted with magic from birth and thus magecraft is part of their everyday lives. Neglecting that the errant magic energies are bound to result in health complications and random accidents. Sun elves regularly channel their powers to some purpose and this lead to a fruitous industry of enchanted household items. Fenice used artificial lights run on Solarite centuries before the invention of lightbulbs and if you show them a lighter they might laugh at its flimsy design compared to their magical firestarters. This does not lead to technological leaps but does result in the average Fenician having more conveniences than others.
True to their religion Fenice is almost enamored by the element of fire. Also dubbed as the plasma element they excel in magically producing or controlling heat energy which can be channeled to various utilities, usually with Solarite as the medium. Fenician Blaze Masters are known for their dreadful destructive potential in battle although at home they are more often viewed as weirdos. In truth sun elves view magic as a tool, an utility. They view it as a gift and rejoice in its use yet don't feel particularly empowered by it. Thus Fenice had rather limited emerge of mighty magic users with agendas and delusions of grandeur. It is just not something in their culture.
Economy/Industry
Fenice used to be powerful merchant nation and its wealth lead to early industrialization. Yet unlike elsewhere Fenice approached industry in moderation, unwilling to sacrifice their beautiful landscape for more output. This didn't stop them to create massively successful industries and they certainly had less reservations from exploiting territories outside their mainlands. After light industry flourished Fenice focused their efforts on steel, became known not for the volume but the sheer quality of their production. Fenician metallurgy is still sought after in many parts of Othea. Given their overall obsession with fire and other energetic events they quickly adopted steam and gradually other types of engines. Turbines in particular are Fenician inventions, although the original required the cooperation of fire elementals to function. Of course magical enchantments in both the production and the function of the goods is standard in Fenice. Electricity itself was understood in Fenice but treated like a curiosity rather than something practical. It took decades of rapid development in the field for Fenice finally deciding to adopt electric devices and they only really began using lightbulbs in the last 10 years.
Of course in their recent history the event with the single greatest impact to their economy is the supervolcano catastrophe. Half their entire population dead, 80% of the mainland covered in ash. Even after massive restructuring Fenice only has 40% the industrial capacity compared to 1927. Fenice's once prosperous light industry is in ruins and since the government focuses on rebuilding their heavy industry first it continues to erode. Agriculture is restructuring but still insufficient to sustain as many as 55 million men. The treasury is bleeding away money at record rate and it's unknown if it could be stopped before the Dominion goes bankrupt. Yet outwardly Fenice maintains a strong front, presenting its best side.
Also referred as sun-metal it takes the form of faintly glowing crystal with the ever changing color of fire (when refined). Usually found in areas with volcanic activity Solarite has the capability to store light and heat radiation and also transfer it rapidly given the right impulses. It's a convenient energy medium and modulator material with plethora of potential uses. Fenice of course doesn't have monopoly over Solarite yet given their expertise and already extensive industry they hardly have any competitors in the field.
Nation Relations
As a major power with presence all around Othea Fenice often invokes polarizing opinions. Their ideologies are also strong enough to provoke this. Fenice views magic as an absolute good and evaluates others by their capacity to it. Their theocratic stance in the enlightened world is also somewhat controversial. They also used to be opponents to overindustrialization, although their stance weakened considerably. In addition several countries have territorial claims to the Dominion which of course provides tension if not outright hostilities. On the other hand making enemies also resulted in them making unlikely allies to which Fenice makes full use of.
- Volsinii Empire: Fenice abused the Volsinii civil war for territorial gains while also providing support to the elven side. The occupied territories were put under elven leadership and treated humans like secondary citizen. Both garnered resentment from the now human-dominated Volsinii. Although elvish elements still provide partisan support and many of their important people fled to Fenice.
- Hastur: The great empire shares many ideologies with Fenice yet the two nations focus more on their differences. This is partially thanks to Fenice's approach towards Hastur as a bounty, a land to exploit. After their near-collapse 10 years ago Hastur struck back and now provide non-stop trouble.
[to be continued...]
Military
Fenician military is sworn to protect three things: the emperor, the senate and the Dionist faith. While there's a state army in effect they are often split up between Fenician militant nobles who treat them like retainers. Thus even above these three the soldiers tend to be loyal to their Lord and his/her family. All lords own "castles" that are mobile fortresses while also acting as their living quarters while in action. These "fortresses of war" (rocca di guerra or roguerra in short) can take the shape of armored trains, air cruisers or most commonly giant naval vessels. This keeps Fenician army constantly on the move with a complex yet flexible line of logistics to maintain it. This is the natural evolution of their fighting style adopted for securing territories as the first priority while requiring relatively small active forces. Indeed the Fenician military focuses on quality of soldiers over the numbers, although recent events lead to a rapid expansion of their forces.
Infantry Fenician infantry unites the style of old and new. Their soldiers wear high-quality steel armor to protect the vital areas while altogether adopting modern equipment. This is partially due to their traditions and appearances but also because of the value in each soldier. They consider armoring up troops cheaper than training new ones.
- Carbina Modello 24 "Rombo": Self-loading carbine firing 6x60mm cartridges using a 24 round helical magazine hidden within the stock. The gun is relatively compact yet features a long barrel and has great accuracy thanks to the high velocity projectiles. Rombo carbines need proper care and do not tolerate amateurish handling. Their choice of magazine also forces soldiers to carry extra ammo in "quivers". The 6mm rounds are too light to propel grenades but Fenice developed a rocket assisted version that can reach over 100m. Like every service rifle the Rombo has a solar bayonet which is activated by the user's magic to create a semi-solid blade of searing light.
- Franchii 19M "Contesa": The most popular variant of Franchii's series of sporting pistols. It has a relative bullpup design allowing a longer barrel in a more compact package. It can accept various magazines available both in tubular and helical style. It's originally chambered in the long 5x40mm Franchi cartridge but can also accept the newer 5x30mm Auto cartridges more popular for military pistols. Due to its cost the 19M is mostly found with officers.
- Franchii 28M "Fulminare": A simplified and cheaper version of Franchii's sporting pistols, accepted for military service. It fires 5mm Auto rounds that are light but posses great velocity (for a pistol) and its helical magazine can hold 25 rounds.
- Scioppo Modello 29: Submachinegun chambered in 5mm Auto issued for assault troops. It has a top mounted helical magazine available in 50, 100 or even 200-round variants. The reinforced barrel and action allows sustained fire and the heavier variants can be considered ultralight machineguns designated for fire support alone.
- Revelioni L.Mtg.F. 21C: Belt or magazine fed light machinegun which uses helical chambering to allow phenomenal rate of fire. It can fire 1440-1800 rounds per minute but due to safety concerns it's limited to only semi-auto and 6-round burst. The underlying theory is that the rapid spray of 6 rounds allows more likelihood to cause damage but this also limits the gun's usefulness at close range or anti-air.
- Franchii Modelo 11: Heavy machinegun chambered in the same 6x60mm round as service rifles. It has a rather standard blowback mechanism and rugged design that allows 600RPM. Like its designation implies the M11 is a bit heavier than more modern machineguns, in the excess of 15kg without the tripod and ammo belts, thus more frequently seen in fortifications or as vehicular mounts.
- Lancirazzi Modello 32 "Pugilo": Versatile rocket projector used both as mortar and direct artillery. It launches a 60mm rocket that can reach 3km indirect and 400m in direct fire mode (though accurate hits are only guaranteed at 100m). Intended for fire support and to storm bunkers, the latter is accomplished by solarite-enhanced warheads (thermobarics). The launcher is light enough to be carried by one man and can be broken up into two pieces for easier transportation.
- Solancini Modelo 23 "Purgatio": Compact flamethrower containing volatile fuel and a solarite-assisted pumping system. The weapon is relatively heavy but effective in the right situations and has the reach up to 40 meters but most effective at 5 meters or less.
Armor Fenice has long cavalry traditions and this is continued after the development of tanks. Fenician armor development focused on mobility and versatility over protection and thus the concept of Cavarmato (roughly translated as "knight armor") was born. While standard vehicles play a significant role the frontline combat is taken by versatile walkers that can also fold their legs and traverse like a tracked vehicle. With speed, all-terrain capability and relatively modest weight these Cavarmati are rather popular in Fenice, allowing mobile fortresses to ferry them anywhere they want. Cavarmati like many other Fenician technology are imbued with magic. In this particular case the engine and machinery is inhabited by a living fire elemental which provides assistance in operating the vehicle. On the other hand fire elementals are temperamental creatures and only accept people worthy to be with them.
Name: Cavarmato Modello 1934 Genera C Height: 4.17m (maximum in walker mode), 2.5m (tracked mode) Length: 1.87m (walker mode), 2.95m (tracked mode) Weight: 7.2 metric tons Top Speed: 18 km/h (walker mode), 45km/h (tracked mode) Armor: 7-24mm Armament Options: 14mm Machinegun (60-round helical magazine) 30mm AT Gun (necked down 45mm case and uses elongated APCBC rounds) 60mm Howitzer (elongated shell, comparable to 75mm howitzers) Secondary Armament: Franchinii M11 or Revelioni L.Mtg.F. 21C Crew: 2 (knight and their paige)
-Neusian -Grand Overseer of Usoma -Kedican is the 4th Grand Overseer of Usoma, nicknamed The Ready for recent handlings of food shortages across the country. His wealth, prestige, and young age has made him considered a successful ruler so far, and he often keeps a small retinue of personal servants, advisers, and councillors in his care. His great modiviation is to grow Usoma into a truly modernized country, one in which will one day surpass its neighbors and become a power on the world stage, an ambition which is only stopped by the concerns of the Wrad, Tribals, and new social factions which have propped up.
Ivory Fur Iron Stone Winter Cloths Winter Supplies Coal Ship Supplies Magic Foci
Northern Industries Usoma is home to a number of native industries, most of them expanded and exploited from Kevian, Okan, and Tusab economies. While fishing and whaling is the more traditional industries, Neusian cities provide almost everything else, having large factories and workshop districts which help Usoman life continue. Normally, these facotries are built together, so a factory which may produce tools may also be close to a factory which processes sheet metal. Usomans hold high value to recycling and replaceable parts, and the trade goods they produce often reflect this. Usomans tend to produce an abundance of ship supplies. Interestingly, one of the more successful industries in Usoma is controlled primarily by Usoman Wrad, who fund their tireless research by creating and selling magical foci on markets. Dependence Taxation There really isn’t a obvious currency in Usoma, with most cities and towns having their own currency system. Instead, the universally accepted currency are ‘dependence tokens’. These tokens are spent on food and the ability to shelter within the cities, and if someone runs out or is unable to pay, they are likely to be thrown out. The government at the end of every year produces more tokens and distributes it amongst the people in the city, and bring a couple tokens back every half year as proof of work ethics and dedication. Ever since being introduced back into the world, dependence tokens are often used as barter, even though most Usoman merchants keep bags of other currency for trade since it's more likely most foreign merchants do not look favorably on the metal tokens. Usoman Trade Usomans did not have a real means of interacting with the outside world only until recently, and most of the cities of Usoma were built over the only civilizations who would trade with them. Trade is often only conducted within the ports, within trader enclaves which allows foreigners to stay but are often on the short end of supplies. Most Usoman traders are encouraged to stay and trade within Usoma, with overseers fearful that they will leave for foreign shores and never return. Usomans are normally gullible with trade, and tend to do poorly with most transactions due to their culture and history. Trade often is very simplistic between Usoman cities, trading one train of supply at face value for another for the needs of survival or for comfort. While most trade goods are legal, addictive drugs are brutally cracked down upon by the Militia.
Unique Technologies
Wightpower/WP-33 The Wrad control the monopoly that is Wightpower, a form of enhanced coal with very strong, and extremely deadly, magical properties which glows with a pale blue light when burned. WP-33 is used in many more advanced materials and in some weapons. The magical coal is slow burning, and when touched or interacted with, it can swiftly and suddenly freeze, poison, and necrotize living flesh which is why only the Wrad handle it. When used as fuel in engines, they can create powerful freezing auras which bite through even winter cloths, or if handled correctly, can be used as strong fuel which can last for hundreds of years. The process of making WP-33 is mysterious but also dreadfully slow, and often requires loads of coal to make a single piece.
Primary Species Kevian (Human) -Kevians are a pale skinned people which dwell as a native human culture which is dominant in the north. Kevians, due to having lived in the harsh lands which is Usoma for so long, have adopted a very basic and tribalistic lifestyle dedicated to survival in the cold wastes. However, intergration policies have essentially made them a second class people despite being a very heavy majority, but are above the role of slave. Kevians hold no love or affinity for the Neusians, whom they view as cruel, weak, and decadent with their coal engine cities and walled settlements. Kevian is a divided culture, with hundreds if not thousands of sub cultures based around smaller tribal groupings. Neusian (Human) -Neusians are the face of Usoma despite having the smallest percentage of the population, which dwell primarily in cities. Being white, but not as pale as Kevians, they are a people dedicated to living and profiting from their northern burrows. Neusians are deeply connected to Usoma but do not consider themselves a happy or superior people. Most Neusians are very authoritarian minded due to their nation’s history of dedication through organization, and due to their mistreatment of most non-Neusians who dwell in their society. Neusians themselves value both survival and organization, and most are culturally are very experienced engineers.
Population -35 Million -Kevian (63%) -Okan (9%) -Wildar (9%) -Tusab (8%) -Wrad (6%) -Neusian (5%)
Okan (Beastfolk) -Okan are a small peoples, only about 3’5 feet tall at best, and have a strong resemblance to sea otters in both appearance and in phycology. Okan have thick fur and can swim with gliding motion in the open water, and are thus very much a coastal people. Okan are emotionally very playful, curious, and have very pacifist in their beliefs. Okan are culturally very familial and were the most advanced society in what is now Usoma, their destroyed cities were made the bedrock of current Usoma cities. Most Okan are now mostly slaves or servants, used mostly as fishers which feed the cities themselves.
Wildar (Beastfolk) -Wildar are large creatures, around 7’5 feet tall on average, resembling a cross between wolverines and bears. Wildar are thick furred and are nearly immune from most arctic conditions, and are immensely strong, known to hunt large predators or food and furs regularly. Wildar are by their own nature immensely pious, deeply distrustful, and are arch enemies of most races in the Usoma. Culturally, Wildar are nomadic, their tribes mostly travel between groves and are more likely to fight amongst themselves unless a common threat destroys a tribe or threatens their balance. Usoma often raids the tribes for slave labor, mostly used for construction or heavy labor.
Tusab (Beastfolk) -The Tusab are the most humanoid of the Usoma Beastfolk, but not by much comparison. They resemble Walruses with humanoid features, having legs and arms which are proportionate to their already very heavy bodies. Tusab have large tusks, and much of their body is made of flubber which keeps them well conditioned for their arctic home. Tusab are culturally a martial tribal society, with mostly coastal settlements which they hunt penguin, seal, and whales. Tusab are very closely related in culture to the Kevians, their people however are much less reliant on warm cloths and the Tusab are far more likely to raid and challenge their ancient enemy, the Wildar, in raids. Tusab however have a fatal condition in which when one of their peoples become overly stressed or is put into a heated room, they are likely to overheat and swiftly die. Due to this condition, Usoma is authorities are more likely to hire out Tusab tribes as whalers, unless technology or magic allows them to get around their fatal condition, then otherwise their fate is much more similar to that of the Wildar.
Wrad (Undead) -The Wrad are a mysterious and disturbing race of wraiths which specifically dwell in the middle country of Usoma, amongst many stone ruins and within small enclaves. Little is known of them except that their physical forms have long since perished, and only visible by black cloaks and silver armor which ‘bind them’ to the world. As Wraiths, Wrads are immensely gifted mages and even more experienced necromancers who ‘procreate’ by corrupting others. Those of the highest skills in their magic grow stag-like horns and become rulers amongst them. Wrad thrive off arctic temperature and rarely leave their undead homes. Culturally, Wrad often tend to live solitary lives through intense study, and live in a strange stuck loop which dwells between a medieval peoples to modern urbanites. Usoma employ many Wrad as mages for their gifted magic, as the Wrad have only ever been diplomatic with the Usoma government.
Culture
Appearance Usomans are in a constant winter wasteland, and are always at any time well clothed for such conditions. It isn’t abnormal for Usoman commoners to wear two sets of winter coats. Most Usoman dresses have lamp lights attached to them, making it easier for them to be spotted, which can be critical during a devastating snow storm. Usomans are not known to bathe well, nor shave, and tend to grow long and unkept beards and hair. Commonly, most Usomans are typically very fit, with very limited if eradicated signs of obesity. Due to how little most outsiders see in most Usoman dress and common wear, its considered both weird and a sign of wealth for a Usoman or outsider to go around their city in little more than common suits or comfortable clothing. Craftsmanship Usoman cities are very tight nit, well insulated, and are made with very limited resources. Due to the climate they survive in, Usomans are near religious in their demands for organization, and will accept nothing less in both their building and craftsmanship. If a resource can be saved, then the Usomans will take it. Buildings tend to be made from a splash of different materials, with Kevian settlements often made from seal skin and whale bone, and more advanced Neusian cities made from local stone, wood, and metal. Usomans value neither quality nor quantity, but they do favor cheap and replaceable goods over ornate or half broken equipment. Rifles, tools, and artifacts made in Usoma tend to be of average quality and is made specifically to be resistant to arctic temperatures. Traditions Usoman traditions is a blend of the Neusian and Kevian survival tactics which had helped both cultures survive. Usomans rarely if ever bury their dead, but still are uneasy with abandoning bodies. Usomans will instead use a old Okan burial system, often throwing the dead into the sea and letting thme sink to underwater graves, where their remains can be used as fish bait. Usomans do not marry as much as simply declare partnership, with any rituals revolving around love often being very limited. Usomans of Kevian descent tend to go on long hunting trips which can last years, which partially acts as spiritual journeys to explore their homeland. Most Beastfolk who live as slaves often lose their culture and are caught up in the general Usoman culture, but they hold more intricate, but yet still basic, traditions from their own people’s past. Family Usoma is a cruel place, which can quickly kill if one isn’t careful. Due to high mortality rates regardless of growth or healthcare, Usoman family life is not one to be desired. Most are contained to small families, but concepts such as bloodlines is quickly lost, and is more based on simply who lives within the same apartment. Slaves, neighbors, and vagabonds living in the same space can be considered ‘family’, with a high emphasis on adoption. Usoman family units favor bright and best, and are very quick to abandon cripples, weak, and dumb. It isn’t uncommon for children, especially cripples or mentally challenged, to be simply thrown out of their homes. Ideas of kinship usually only survive in richer residences and amongst very familial Beastfolk communities. Rights Usoma is a deeply authoritarian society, with rules and laws which directly influences most lives and commands them like pawns. The idea of ‘rights’ is a laughable notion, but it doesn’t mean Usomans do not look for it. With Usoma being a ordered society, there is a racial hierarchy with the Neusians solely at the top, and everyone else being little more than slaves. Usomans treat their women with equality, but there is limitations to certain fields for Woman, such as soldiering. Due to beliefs that complications with sex and pregnancy can greatly impact units abilities to fight, woman are normally barred from the army, but many serve in supportive roles. Homosexuals, atheists, and those of differing religions are tolerated but are discouraged from speaking publicly. Those who oppose the government are persecuted harshly. Laws Laws in Usoma are protected by a group of local Militia, and each city has different militias, with different rules attached to them. While some practice due process to the letter, others are cruel and corrupt in policy. Most city centers have makeshift public halls which act as courtrooms in which defendants often have to defend themselves from the fury of the Militias, and if proven guilty, crimes can range from permanent enslavement to slow and torturous execution. There are two favored methods of execution, one in which victims are given only their undergarments and are tied to frozen posts outside the city; and another in which they are dunked into a waist high water pit with frozen temperatures. Phycology Much like how Usoma is a cruel and brutal place to live, so are the Usomans a cruel and brutal peoples. Neusians and Kevians both consider themselves a superior peoples for having survived in the frozen hell, and are both proud (in very different ways) of the success of building civilization here. Usoma’s long history of defeating the non-human peoples has paved a way to a general belief of the inferiority of Beastfolk and Undead, a opinion shared by many Beastfolk slaves. Usomans are not however very proud that they feel very debased, feeling almost unbelonging to the world, and while there are lands clearly with warmer climates, they are far too attached to the nation they built. Many also are overly proud and stubborn, mostly brought on by propaganda. Entertainment Believing themselves pragmatic, the Usoman culture is very reliant on pub life which revolves around cheap liquor. Pubs become centers of many forms of culture, being large and expansive structures dedicated to all avenues of entertainment. Brothels, pubs, theater, music centers, all is seen within Usoman tavern. The only thing not found in Usoman taverns is bloodsport, but fighting pits are especially prevalent amongst military camps. Most Usomans, if asked, tend to enjoy ranging out in the cold, hunting and sledding in the free cold air. Education Education is a bit of a tricky issue which has its ups and downs, and is entirely dependent on the city. Most cities don’t have dedicated education centers, as most teaching is done between parent and child, or between master and apprentice. Since most children end up in their caretaker’s career, it's a issue which isn’t fully explored. However, the richer coastal cities do have universities and school systems, which specialize in engineering fields, military history, and political pragmatism. Educational elite however are very ill trusted by overseers, and normally it is teacher unions who end up forming powerful political factions which prop up issues. Slavery Slavery was adopted very early in Usoman history as a means of dealing with the native Beastfolk. Most if not all non-humans within Usoman society are slaves, being branded on the cheek with the city’s symbol, given a rope loop as a collar with a metal tag for identification attached to it, and are housed in special enclaves or are chained to their work benches in order to do gruelling work hours. Personal servitude amongst slaves is preferable, but is extremely rare. Most slaves, depending on their race, are divided amongst different labors. Okan are used for fishing, farming, cooking, and mundane tasks. Wildar will be used in heavy construction and heavy labor, and are sometimes joined by Tusab if they somehow are bought and do not die within 24 hours due to heat stress. The only race not ‘truly’ enslaved are the Wrad, who are often given their own specialized enclaves to aid in unique technological research, and are more or less treated as allies by some cities. Individual ownership of slaves is very rare, often only reserved for the richest, and for merchants. Slaves are never sold, but they can be bought if there is another nation selling. Food Arctic living doesn’t often do well to the most balanced diets, especially to those who do not have a great deal to go on. Most non-humans have very simple diets, often consisting of meat or fish, with some winter berries. Human cuisine is however at least cooked, often lacking in spices. As depressing as the food is, Usoman policy often demands quick and cheap meals, so most cuisine is often limited to soups. Only the very rich tend to buy outlandish food from other nations, and there is always a high demand for better food from the more richer cities. It is a stereotype that Usomans will cannibalize, a rumor which is very clearly false. Transportation Cities do not have a means of transportations outside of walking and hiking, and in the honest truth often is that any form of transportation in Usoma is underdeveloped. Snow vehicles are at best used for military purposes, usually with reinforced snow treads with plow attachments. The fastest and most effective way to travel is either by skiing or by sledding from place to place. Several cities are connected by a cable system which allows quick transportation of goods and people, but most outline outposts and settlements can only be reached via long hikes. Banditry amongst these routes are very high, especially with threats from Wildar raiders who steal supplies and eat Usoman scouts. Language Neusian language is a very odd mix of their old language with Kevian coastal languages, giving them a very gutteral speech. The main language is Neusian, but there is several ‘secret languages’ used by the rich, overseers, and military officers. The Wrad’s ancient and dead language is taught by local Neusian military officals and is used by their language corps for coded messages, since the Wrad language is by all means considered mostly dead and kept by the Wrad themselves. Beastfolk languages are often in the hundreds in terms of dialects, each Okan civilization having had their own language which is still practiced even to this day. Pets and Companionship Pets are considered rather wasteful if they aren’t being used for a specific purpose. Cats and dogs are preferable pets for Usomans, with cats hunting rodents, and dogs being used for hunting. Usomans will not think twice with eating their pets in times of emergency, an unfortunate reality. Beastfolk, oddly enough, keep very specific pets pending on their race. Tusab will nearly always keep domesticated penguins and tamed polar bears, Okan tame sea otters and seals, and Wildar tend to herd wolverines. While slaves in Usoman cities are not allowed to keep pets, this rule is overlooked by fishing guilds who keep Okan, and tend to even supply Okan with sea otters and seals to train to help herd fish into their nets.
The Shadowed Faith
Religion The Shadowed Faith is a northern religion which descends either from the Wildar or Wrad, no one is truly sure, but nearly every pious man in the north knows and worships the pantheon of gods there. Usoma does not have a strong religious bias, and many overseers themselves and higher officials are cynical at best, and rabid atheists at worst, but many often see value of religion in their society and thus allow them credence. The faith is often considered incredibly occultish due to their often secretive and morbid rituals, and communion with outworldly forces. Very little is known about the faith, even to most of its practitioners, and there is certainly no sense of unity amongst its followers. Gods There are three primary gods in the shadowed faith; Azan’ag, Ishala, and Zuuldrick. Azan’ag, the father of the gods, is depicted as a wraith itself which covers itself over the whole of the world, a god of peace, afterlife, death, finality, and magic. Ishala is the goddess of winter, healing, and is considered the mother of civilization and a caring god. Zuuldrick is a war god, often depicted as a monstrous sea crustacean, worshipped as a god of blood, destruction, reckoning, war, and justice. All three gods are never depicted as evil or having malus towards mortals, but the gods are often demanding and just. In spite of Azan’ag being the chief of the gods, most Usoman clergy favor Ishala and her schools of magic. Beliefs The Shadowed faith is a form of religion which is very meditative on the philosophy and purpose of life, and many general beliefs resound in such ways. Shadow worshippers do not believe in persecution unless harm is directed towards them, but they are not outside of pacifist by any means. Shadow worshippers believe they are always being punished in a mortal way, and the only way to achieve peace is by following a path of honor, truth, and glory. Those who die are said to be taken by either of the gods and is often pending on their death. Azan’ag is said to visit those dying and brings them to the peaceful Beyond Lands, a place of sleeping souls who live beneath warm trees and the sun. Those taken by Ishala are said to see a bright light and had lived innocent lives, such as children and young soldiers, and are taken to her winter forest palace where they dwell with their families. However, those who had done wicked things or were direct worshippers of Zuuldrick are taken to his watery home beneath the abyss where they serve him in eternal fighting and dying. Rituals Ceremonies are mostly rare for those who practice the shadowed faith, but rituals do exist. Services are often very personal, where the local shadow shaman will help with a birth and cover houses of newborn pious families with pine cones and ashes for protection against evil spirits. Warriors who wish the gods blessings also visit shadow shaman's for guidance and drugs to aid them if they are killed. Sacrifices are not openly practiced except by free Tusab clans who primarily worship the god Zuuldrick, sacrificing prisoners and slaves for his favor. When children grow into adulthood, it is expected of them to make a journey to the lair of a shadow shaman and receive the gods guidance along with advice from their blood ancestors. Shadow Shamans Those who are gifted in magic become shadow shamans within the shadowed faith. Slave or free, peasant or noble, any who show signs of early magic give their children to shadow shaman's to train as new shadow shamans. Shadow shamans live in poverty and are reliant on the food and aid of others, but their services in both ceremony and magic is worth the effort. Despite being looked on as necromancers, most shadow shamans use differing forms of magic which ranges from hydromancery to the arcane, necromancery is more or less considered a known but ill used art. Shadow shamans who set off beyond communities to practice their arts become necromancers, and are considered more or less outcasts rather then heretics. Liches The most powerful and skilled shadow shamans are called by their gods in dreams to make their journey into icy wastes on spiritual hikes. Those who return become Liches, ascending beyond death and becoming masters in the the arcane arts. Liches are not considered enemies as much as they are powerful beings who roam the land of Usoma and occasionally aid them, but their aid is often rare and reserved for the truly pious. Liches are however incredible masters of necromancery, and often hold themselves up in isolated ruins to continue their studies. Liches are regularly known to be both stupidly unhelpful or vague on most things, even with basic questions, and those seeking their immortal advice often leave far more confused than when they first asked. Horned Wrad are Liches by some extent, at least those who had retained their physical frozen bodies before having become wraiths. Temples Most temples of shadow worshippers are homes to the shadow shamans, and act as burial grounds for them as well. Most temples are teepees in which lay the remains of shadow shamans who had served in the community, revolving around a fire. Those who enter are said to commune with the dead and receive their advice. More modern temples are more like shrines, dedicated to Ishala, are located in the Usoman cities which act as homes for their priesthood.
Territories Color: Dark Green imgur.com/Oy9nBM7 Capital City: Ugolanbrav Cities: Tenmarnan, Sigrad, Ghustbov, Okadius Tusab Major Tribes: Bloodtusk, Bloodaxe, Wrecktusk Major Wildar Tribes (Nomadic): Greycloak, Whitecloak, Blackcloak, Whitemane Major Wrad Settlements: Cirul’olfa, Taga’suga
Climate Usoma is a arctic wasteland made up primarily of snow laden hills, several tall mountain ranges, and a vast expanse of snow, ice, and protective forest groves scattered throughout. Wind chill can easily go down to -40 degrees, making much of the land hardly hospitable, but certain mountain ranges and coastal areas block out this hellish weather, making life much more bearable. Much of Inner Usoma is utterly impossible to thrive in, even for hardened races immune to the brutal cold, some temperatures around the Wrad ruins can go far below negatives, and blizzards are a regular occurence.
Military
Recruitment Due to the extreme authoritarian mindset of Usoman government, finding recruits for her armies is a easy enough task. Most citizens who do not have jobs outright are drafted quickly, mostly coming from Kevian background. Officers gather armies in a almost medieval style, often going between outposts and city districts to collect conscripts and bring them to the barracks to organize into a effective unit. Only richer cities have more disciplined and permanent armies, and even then, most of those are made up of elite militias. It is expected on some level that all Usomans know how to use a gun and to survive in the cold arctic tundra, with yearly training sessions mandatory for all citizens since the age of 12. Only the elderly are truly exempt from military duties, and slaves, women, and even prisoners often used in support roles and camp duties. Organization Usoma has a small population, and as such, the Usoman army is very small, disorganized, and is more adopt at facing far more passive threats then real armies. Having had no real threat besides themselves, the Usoman military core is made primarily of small elite units, and to conserve on ammunition, most units are more likely to be trained for accuracy. Usomans pride themselves on their elite winter units, and are commanded equally by proud officers, which is more of a curse then a boon. Usoman officers are well known to be cruel, ambitious, and stubborn. Usoman armies are divided amongst how many units a single city can field, not including local militias. In desperation, Usoman cities will hire out Beastfolk mercenaries, medieval troops who rely on tribal tactics. Infantry
Usoman Marines The most basic infantry supplied by Usoman armies are the Usoman Marines, which are armed with rifles and brown overcoats. Marines are trained alongside White Guard as support units, and are supplied more or less for holding defensive positions. Usoman Marines are armed typically with large knives, used officially for hunting and chopping up meat on the move, and unofficially used for close quarters combat. Usoman White Guard The White Guard is the elite forces of Usoma, keeping their barracks within the richer cities. White Guard are granted white coats to camouflage into the arctic tundra, and are granted long range rifles and are trained for sniping and ambushing. Most White Guard units are armed with skis, along with having a usually a number of explosives and tools on their person. White Guard are used primarily for assaults and quick skirmishes on the open arctic snowy hills. Usoman Grey Cloaks Grey Cloaks are a secondary elite force used primarily for defense, identified by their long grey cloaks and iron armor. Grey Cloaks carry machines guns and handle most heavy equipment, Grey Cloaks belong to a special caste of scouts and marines who primarily handle Wildar, both in terms of bounties and capture. Due to their dangerous profession, most Grey Cloaks are allowed higher access to more advanced equipment, and it isn’t uncommon for overseers to grant them anti-tank rifles to help in their hunts. Wrad Black Guard More like allied mercenaries, Wrad wraiths have no real love for modern equipment, but when called upon to help fight for Usoma, they are seen from time to time as a elite unit upon the battlefield. Wraith infantry often tend to keep equipment more similar to that of marines, but they use magic to enchant their cloaks and weapons. Being hit by Black Guard bullets can have the infliction of necrotic poisons or freezing wounds. Black Guard, being wraiths, are also very durable but are thankfully rare.
Armaments
Scouting Sleds Most units of Usoma get around both their arctic home and the battlefield on powered sleds, which allows them to not expend energy or time on reaching their destinations, but it also allows them to drag along supplies with better ease in the arctic wastes. Trek Gunner Treks are large covered infantry vehicles designed to go onto the snow and ice, being light enough to crash into it and heavy enough to act as armor. Trek Gunners have machine guns or bunkers attached to them, allowing them to fire on the move, more useful for fighting the hostile forces of Usoma. Wendigo Tank Only one kind of tank is produced in Usoma, the Wendigo Tank. Wendigo Tanks are light tanks with heavier than normal armor, heavy insulation, and a very light gun. Wendigo Tanks have a large plow on both their front and back, allowing them to shovel heavy amounts of snow. Wendigo tanks are not very fast for light tanks, but are often used in defensive strategies. Usoman general tend to hide tanks underneath snow and camouflage them with white sheets. Mortar Teams Artillery teams are a common sight amongst Usoman armies, both on the defensive and on the attack. Mortar teams are often commanded by groups of marines, and are guarded by trenches or pits. Trek Gunners will sometimes gut space for a more mobile mortar team, but it greatly sacrifices their mobility.
Navy Usoma supports only a small, but very important, fleet. The richer Usoman cities have their own war ports where several more modern ships had been bought and outfitted with proper gear which allows them to dredge through the arctic coastline with ease. These ships are used primarily for defense of their ports, and is used to help protect fishing lanes from Tusab raiders and their vast fleet of ships. War Mages
Arctic Magi Of the military mages, the Arctic Maji is the most useful. Arctic Maji are priests of Ishala and thus command primarily powerful hydromancery and healing magic. Arctic Maji conjure waves of freezing water, can bind frozen elementals to their whim, and animate snow golems from the frozen ice around them. Outside of battle, they can spend their time healing many minor wounds and sucking away frostbite from soldiers. Most armies employ at least one Arctic Maji for the medical capabilities and to even lessen winter snows in Usoma to help drive the army forward, or make hellish conditions for their enemies. Osulan Occultist Occultists are members of an elite inner circle of warlocks dedicated to the god Zuuldrick, selling their immortal souls for his powers. Occultists outside war are researchers and elites, but are conscripted for their dark magic prowess. Occultists can conjure beasts from the sea, summon madness upon enemies, curse lands with dark magic, and perform dark rituals to summon forth evil spirits to manipulate the reality around them for a short time. However, the use of these powers is usually very limited, and can very quickly backfire. While an occultist can turn the tide of a battle with his magic, it can also spell doom if misused, resulting in the utter annihilation of the Usoman army. Wrad Herald Wrad shadow shamans and Liches who join the ranks of Usoma come in their own special variety known as Heralds. Heralds ride upon undead steeds of fallen polar bears, and wield medieval weapons enchanted with only the most fouled magic. They conjure powerful freezing magic and necromancery, very much capable of decimating small units single handedly and raising them as their slaves. Heralds are thankfully as rare as Wrad infantry, and their presence only inspires fear. Heralds always bring forth entire armies
Magic Magic is heavily used and is well accepted in Usoma society, and the darker forms of magic such as necromancery and blood magic has been tolerated, even though many are sickened by it or simply do not know how prevalent it exists within their country. The Shadowed Faith and its practitioners, despite being bound to necromancery and it’s dark arts, and their friendly relationship with the Wrad, Usomans do not interact with these elements often, and if they do, they don’t always really mind it. On some level, every race and peoples in what is now Usoma has interacted with the dark magic of the Shadowed Faith, and most do not flinch at the sight of their morbid arts. Magic is yet still deeply distrusted by high society, and is regulated on some level by local overseers.
Wrad live in specialized towers and centers which they perform their dark arts to produce WP-33 and craft magical foci, materials, and create defensive rituals for the Usomans. Usoman Wrads keep their undead servants and themselves locked within cryogenic haunted towers which allows them produce their heavy industries and aid in town management. These Wrad are separate and considered traitor by their fellow Wrad who live within the great ruins, and have a strong loyalty to the Usomans. However, the Usomans deeply distrust the Wrad, but dare not act out hostility towards the wraiths.
Limitations of Magic While the power of dark magic and necromancery sounds on paper to be grandoise in it's design, there are large limitations to it. Magic to Usomans is exhausting, the more power one puts into spells and rituals exhausts them quickly and if unprepared, can ultimately kill the mage. The dead in Usoma are many, but finding the bodies and using them is a different issue all together. While for the Wrad this task is simple, not every shadow shaman summons undead minions, simply due to the fact that even in a culture where necromancery is accepted, it remains taboo and rarely used. Only the hostile Wrad kingdoms will use necromancery on a grand level to bolster their economies and armies. There is also yet another danger, which is the miscast of spells. Spells always have a chance, especially the blood magic of Zuuldrick, to backfire horribly upon the caster and their allies. Powerful summons can quickly turn on their masters, conjurations of sudden madness can instead inspire bloodlust and courage, and so on. Due to these limitations, magic is used only in hard or desperate circumstances and with a great deal of care. Younger apprentices are simply forbidden from being put into armies out of fear their wild conjurations can quickly turn a victory into a defeat.
Schools of Magic
Necromancery Necromancery is the school of animation of what was once living, such as raising the dead into wraiths, revenants, and skeletal beings. Necromancery is also the school of communing with spirits, or using them to aid in various tasks. Just as necromancery is used to summon a small hoard of undead workmen or soldiers, so it can be used to haunt and empower ghostly engines and devices. Hydromancery Hydromancery is the magic school directly associated with water, and thus those who practice hydromancery can manipulate about any source of liquid and water to a reasonable degree. Dark Arcanic Dark Arcanic is a powerful, but also poisonous, magic school. Dark Arcanic is a necrotic school of magic, allowing those to combine shadowy magic to burn enemies, teleport, or create bubbles of protection. The school is similar to other arcanic schools in spellwork, but their magic uses a shadowy form which occasionally poisons its user over time. Plague Plague is a very rare spell school found in Usoma, but it does exist amongst practicing shadow shamans. Plague spells manipulate viral infections and deadly plagues, either moving them, improving them, or removing them. The latter is far more used then the former, making those who use it excellent healers. Frozen Frozen schools is the magic school, as the name implies, the school of lowering temperatures, summoning blizzards, and conjuring ice. Lunar Lunar magic is a rare magic school, which while it does sound arcane, Lunar magic in Usoma correlates with rune making and the night. Lunar magic is used to empower objects to work better during the moon's cycles. Lunar magic is also used to conjure beams of burning light during the night at enemies, but the magic is only known to the Wrad Heralds who use runic magic in their weapons. Blood Magic Blood Magic is the primary school of magic for occultists and the priests of Zuuldrick. Blood magic uses a large variety of magic, which is empowered by blood or uses blood in some capacity. Blood magic can be devastating, but its use is risky and devastating to the long lived. No undead being uses blood magic and is blocked from using it. Conjuration Conjuration is a magic school of conjuring beings from other places beyond reality into the known reality. The more powerful the summon, the more taxing it is, and even then most summons require special rituals for them to remain under someone's control. Far Sight Shadow shamans practice a magic school of far sight, or the ability to see into the future and have true sight to some degree. Far Sight is a double edged sword, much like conjuration, because what is seen in the future may not be the same series of events.
Undead and Summons
Skeleton (Undead) The long decayed dead are easily frozen in the arctic lands of Usoma and thus are often prime candidates for apprentice necromancers to dabble in. Skeletal warriors are fragile, frail, and easy to overcome for most peoples. Skeletal beings are less likely to retain intelligence unlike Revenants, and thus are not relied on for most purposes. Using skeletal warriors are however very good for most infantry positions if tolerated, due to the rare instance of them crumbling being shot from afar. Dark Ranger (Undead) The ritual work for dark rangers is a terrifying one, requiring a great deal of materials to make. Dark Rangers are skeletal beings who can 'glide' between shadows, capable of small forms of teleportation so long as a place is dark, and fire ranged weapons from a distance or stab their enemies in the back. The functionality of dark rangers makes them more like constructs then undead, being very methodical in their movements and targets. Revenant (Undead) Revenants are frozen zombified humanoids raised into undeath, retaining much of their own intelligence at some level. Revenants are incredibly durable and survive in frozen terrain, and become the common footsoldiers for most Liches and Necromancers. Due to their ability to retain intelligence, they are enslaved by magic to do military and civil tasks. Most Revenants decay very slowly due to Usoma's weather, and the spell work put into retain their internal temperatures at freezing. Ice Golem (Construct) Ice Golems are constructs, summoned into the world by hydromancers, from ice and tundra. Ice Golem spellwork has two known levels, sudden and long lasting. Sudden ice golems are short lived, often melting away eventually or decaying over time, and are typically haphazardly made from different chunks. Long lasting ice golems on the other hands are made over several months of dedicated spell work to keep their temperature magically secure to prevent decay. Regardless, these tanking constructs pound their enemies with icey fists. Wendigo (Fae) The strongest Liches are known to summon into the world horrors known as Wendigoes, horrifying stag-like creatures which walk on their hind legs, are constantly decaying, and have massive rending claws. They are summoned into the world by Liches in times of battle and death, and disappear when the fighting ceases due to their nature. Some Wendigoes may stay for long periods of time, but they view the physical world as 'barren' and 'lacking', and prefer to return to their own realm. The creatures in physical combat are durable and can rend armor with ease, but their secondary effects are most terrifying. Wendigoes constantly emit a aura of undeath which slowly but surely raises the dead around them into their service, and their aura also emits a powerful blizzard which engulfs those around them. Outside of battle, they eat the dead and others ceaselessly in everlasting hunger. It is known that Wendigoes tend to be immensely cruel, corrupting pregnant women with their blessings to turn their children into strong cannibalistic creatures, sharing long life and stag horns, along with a natural gift of necromancery. Most of these abominations do not last long out in the real world, and are called Yul'Wendigo. Spawn (Fae) Those who commune with the god Zuuldrick sometimes can conjure into the world unearthly semi-aquatic horrors known as Spawn, the children of Wrad. Spawn are abominable creatures with the head of a hermit crab, the legs of a goat, the body of a fish, and wings like a bat. These very strong and fast swimming horrors are often in a constant state of bloodlust, attacking anything within sight with rending claws. Spawn are much however like a two edged sword, and can just as easily turn on it's summoner and their allies. Spawn do not truly stop fighting till they are either dead or 'appeased', which is usually a demand of blood sacrifices to appease their 'father' and the submission of the community, and the death of the summoner who summoned it. Those who peacefully negociate with it are rewarded with endowed strength and a cure for their diseases. Humanoids who can go toe to toe alone with Spawn are often spared by them, and are offered 'gifts' by them to bring them into Zuuldrick's bloody embrace. Ghast (Undead) Ghasts are ghostly beings which are bound souls, normally passively made by necromancers due to their power and rituals. Ghasts are whispering spirits who commune in places of strong death or intense anguish, granting advice and curses alike to those they deem fit. Ghasts are immortal but otherwise powerless except for those who directly harm their 'homes' from within their sight. Those who are cursed by them become haunted, with the ghasts attempting to kill them by turning them to madness or weakening them to the point where they can be possessed. Wraith (Undead) Wraiths are undead beings who's soul had become attached to the world, and must rely on a set of cloths or armor to give them a physical form. Without this form, the wraith will decay and die, and are otherwise completely invisible to the naked eye. Wraiths are powerful beings who cannot be harmed by normal weapons, and are inherently gifted in magic. Wraiths also retain nearly all of their intelligence, but their personalities are gone completely. Wraiths can range in power and in skill, but those who were able to retain their old physical bodies often become corrupted by their magic, taking on a almost warped appearance, and also are gifted with a more powerful form of magic. Ursa (Fae) Priests of Ishala and Zuuldrick are known to conjure spells of the Ursa, powerful ursine spirits which dwell as guardians in the arctic north. Ursas are powerful, durable, and fast ursine-like beasts which are conjured by shadow shamans in desperation to defend communities, but at a considerable price for the shadow shaman's own life. Ursas are nearly resistant to most forms of physical weapons, and can conjure arctic mists to hide their movement. Ursas will guard communities, families, and cities if need be until they are truly defeated, and will stay with these communities forever. Ursas often provide boons to these peoples as well, conjuring schools of fish during times of famine or chasing away other predators and summoned horrors when they prowl the community. Ursas are the hated enemy of the Wendigo and deeply despise them, and will often attack them on sight. Ice Witch (Fae) Ice Witches are fae horrors which are conjured by Liches for the rare purpose. Ice Witches resemble blue, beautiful, women of various humanoid races. These creatures can provide much, bending what they need to to provide a reasonable wish granting fulfillment, but they come at terrible prices. Ice Witches often require blood to perform their rituals, specific blood in fact. If a Ice Witch is displeased, they have full reign to take one's soul as their own, and their magic is on par with that of Liches. These cretans tend to live for long periods of time in caves and ruins when summoned, preferring to 'gather' from local communities. However, due to their nature as trouble makers and soul stealers, often providing haphazard wishes, they are hunted down by nearly every race when given the chance. Liches are the only ones known to summon them, and even then most do it out of desperation.
History
Okan City States The first civilizations in what is now Usoma were normally nomadic tribes and tribal settlements along the coasts, but only the Okan seemed to build civilized walled cities and traded with the outside world. Wrad attacks on the cities were constant, and the Wildar, Tusab, and Okan joined forces to defeat the wraiths and drive them back into the inner arctic. In the later age, humans arrived in steady droves and began to live among the northern settlements as a tribal people, becoming the Kevians. The Kevians grew rapidly in number and settled much of the land and disrupted the land’s balance. Attempts to drive them out failed, and their culture settled close in relationships with the Tusab. First March From an unknown nation, a large force of colonists with impressive technology landed in what is now Ugolanbrav and set up camps, seeking to exploit the huge fur and ivory trade in the region. The colonial government started as only a few settlers and missionaries, but soon grew to be populated with merchants, hunters, and craftsmen. However, a federation of Okan cities began making demands of the colony, and some high nobles raised armies to claim the human settlement, and the assaults on Ugolanbrav failed due to bad weather. Believing their city threatened, their parent nation sent in a massive amount of reinforcements to the colony and began laying siege to several Okan city states and destroyed them, and took many of their people as captives. When Tusab and Kevian armies of tribals were raised, both forces met in the Battle of Ikar Pass, where a chokepoint prevented Usoman forces from being overrun and protected them from the weather, and wiped out the tribal army. The colony expanded further, and its successes in battle granted the colony further prestige and immigration. Seperation At the height of the colony’s power and the start of it’s industrialization, the colonies were hit by a sudden blizzard which blocked off all trade routes and overland passes, trapping the Neusians inside the winter city of Ugolanbrav. Wide spread disease, famine, and rioting led to the colony’s near collapse, and only the intervention of a very strong handed militia saved it from total annihilation. Unable to break through the ice caps which blocked trade, and likely abandoned and thought dead, the colony dedicated itself to their own survival and began building barriers and using available resources to survive the arctic land on their own, while keeping their own civilized society. Yet, drastic actions made generations of Neusians more authoritative, barbaric, and cruel as they became more aggressive towards their tribal neighbors who harassed them in their weakness. Only a strong fortress and guns kept the tribal armies at bay. Survival Over the course of several generations, scraps of new technology trickled into Usoma as the survivalist cities expanded under new overseers. With no real access for trade, a demand for total population control and organization transformed their society. In desperate need for new bodies, the Usomans began kidnapping and integrating Kevian tribals and using enslaved beastfolk to work their cities. Day by day was a need for survival, but their tactics did work and allowed them to survive brutal snow storms that would have otherwise wiped out their society. Having long since forgotten their old faith, the Usomans brought the faith of the natives to their own people to access their use of magic, and send out explorers back into the open world to bring back new technology and attempt to keep contact with the open world. After many failures to re-establish relations with the world around them, the Usomans had simply given up and spent their resources expanding their own cities and fighting off tribal raiders. Okan-Marcher War Ugolanbrav did not openly seek expansion, but under Overseer Tomas Brokov, the Usomans looked enviously at the Okan city states which had remained neutral during the first march. Facing a supply shortage of food, which the Okan could fix, the Usomans attempted to negotiate with the Okan. However, the envoys sent to the beastfolk were attacked by Kevian ambushers allied to the Okan city states, and survivors placed the blame on the Okan themselves. A army was gathered in Ugolanbrav and marched on the remaining Okan cities and decimated them. However, the walls of these cities were kept up and repaired, and the Okan people were not butchered, but rather enslaved. Many of these Okan city states were repurposed as new Osoman cities. The end of the Okan cities saw the Okan reduced to a slave race, a fact not forgotten by the Beastfolk tribes. The White War Several years after the Okan-Marcher war, a federation of Tusab, Wildar, and Kevian tribes united under the common purpose to drive out the Usomans and restore the Okan cities. The war was a utter disaster for the federation, as during this time, democratic movements and religious zealots had planned to rise up against the authoritarian overseers but were instead silenced by the invasion. The tribal armies, while brave, were slaughtered by superior guns and tactics of the Usoman troops, who employed their first White Guard units to assault the tribal sieges and successfully prevent the destruction of their cities. Pushing back the tribes was costly and the victories ended up being futile. The same new authoritarian pushes enslaved and butchered prisoners, only enhancing the binding of the tribal federation to keep fighting the Usomans. While ultimately victorious against the tribes, the Federation remained a large and real threat and a major rival of the country. Defense of Sigrad Sensing weakness, shortly after the White War, the Wrad summoned their own host and began raising dead to destroy the city of Sigrad and were nearly successful in purging it. The Wrad’s undead host met weakened and injured troops, and their fresh hoards of undead were very close to overrunning the city. Yet, stubborn and suicidal bravery won out and the line held against the vast undead push on Sigrad, which was able to call for reinforcements. Several elite and experienced armies surrounded and crushed the Wrad forces in a close battle below the city, and killed a Horned Wrad with the aid of the legendary Arctic Magi, Kulvin Byr. After success in the defense, the society became ever more paranoid and ever more enthralled beneath the hand of the overseers who declared the victories. Any sign of disobedience was swiftly removed, and the new influx of slaves from the captives of the White War gave a large economic boost to their country for years to come. Second March Many years later, after a large scale industrial revolution which transformed and greatly expanded Usoman cities and societies, the country became comfortable enough to challenge the Northern Federation for full control of the territory. Under the leadership of Overseer Kulban, several combined armies of Usomans destroyed the major outposts and groves of the Wildar and all but annihilated the last free holds of the Kevians, and brought both into slavery. Kulban used diplomacy and intrigue to crush the federation rather then his already impressive military might, using spies to sow distrust between the Tusab and Wildar who were natural enemies. The second march ended in victory and the federation was disbanded. Usoma was formally remade into a more unified country under Kulban, and quickly asserted himself as Grand Overseer in Ugolanbrav. The Wrad Civil War During the midst of the second march, the Wrad had begun a mysterious and little known civil war which broke their entire civilization in half. A faction of Wrad challenged their king over political and religious issues, and of the two major Horned Wrads who rebelled, only one and their followers escaped a purge of their cities. This group fled, in desperation, to the Usoman capital of Ugolanbrav and demanded sanctuary. Overseer Kulban banished the group and nearly chased them out, but the group found safety within the city of Okadius, who’s overseer became intrigued by their magic and profited from their crafts. The Wrad rebels became the Usoman Wrad and were accepted slowly over time after Kulban’s passing, and eventually became a regular sight amongst the richer cities. Reintroduction Only recently did the eternal blizzard which blocked the sea and land routes to Usoma become heated and explorers began to go beyond their cities to rediscover the world. Their first contacts were limited, but they quickly reinvigorated trade and relationships with the outside world, trading their huge supplies of coal, fur, and ivory for new technology and trade goods. Unwilling and unable to expand, the overseers have retained a neutral position with the world, but many looks to warmer climates with worry and envy.
Nation Relations Universally, the Lands of Usoma is deeply uninterested with the affairs of other nations, normally being dedicated to their own survival, but the warmer world has been a fascination in spite of propaganda presented by the government. Usoma is not at all hostile, and instead, are very often interested in trade and technology of others. Usoman leadership is always looking for a way to increase comforts of home so their people do not leave for warmer lands and outright bar immigration to other countries.
Economy Flotilla has a completely different economic system from the rest of the world because of their limitations. For example, there isn't an official form of currency. Due to small spaces, the people of Flotilla value have to barter items to others within the Flotilla and outsiders. Even without a currency system, the government saved various types of currencies as payments to other countries for refueling and stocking up on valuable supplies. However, they were known to also barter with other countries whenever possible. They were sought after because of their crafts along with exotic goods, machinery, and electricity.
Unique Technologies Civilian Airships are airships that are completely different compared to military airships. It was thanks to advancements in airborne machinery that it was possible to construct airships designed for farming, housing, or industrial.
Primary Species Humans
Population 1.5 million
Culture In the eyes of the government, foods, medicines, and things people took for granted were deemed luxuries. If the government has proof that a person was being wasteful, then they were exiled and placed in jail until they were release. Prisoners were often traded into the slave market if nations had one. If nations abolished slavery, then they usually were released them into the public. Laws are some of the strictest in the world compared to other nations due to their situation. Criminals found guilty of felonies were usually sent to death by firing squad or pushing them off of the airship. Exile depends on the crime and context of said crime.
Religion and Other Beliefs Most of the citizens didn't believe in God or any religion while the government officially accepted all kinds of religions.
Military Airships made up almost the entirely military for the country given that they lacked any land or water for a proper military and navy. Their organization was divided into three different groups: Scouting Fleet, Civilian Fleet, and Heavy Fleet. The Scouting Fleet made sure that the entire Flotilla was safe by scouting ahead while they also request docking permission and permission for their Flotilla to float above their city. And they also secured passage and diplomatic ties before entering another nations airspace. Then, there were the Civilian Fleet. Their purpose was to house the civilians while providing them with food, jobs, and places to trade. Often enough, you saw all of them in one civilian airship; however, large scale farming and industry have their own civilian ship. And finally, there were the Heavy Fleet. They were the navy and only main source of protection for the entire Flotilla. People saw the strongest ones surrounding the capital ship, which housed the Assembly.
However, there were the Flotilla Marines tasked with naval-infantry and police operations. The citizens saw them as the police force that were trained to handle invasions if the enemy boarded their ships.
Magic Prevalence/Usage Magic users were forbidden because of their uncertainty and the risk of accidentally blowing up an airship. Usually, they were exiled from birth; however, it was the case that they were traded off to Elyr.
History/ Background Info The formation of the Flotilla began shortly after the volcano erupted and covered much of the world in ash. Fearful that a government collapse was on the way, the high-ranking military officials and the influential wealthy class gathered to discuss plans of leaving before chaos took over. With their airships ready, the respected military and the remaining wealthy class abandoned their nation and decided to live in the skies until things on the ground calmed down. But it took a while before that could happen.
The wealthy tried to overthrow the military and failed. As a result, they were either executed or traded off into the country with slaves. Thus, they were granted access to their docks for refueling and stocking up on supplies. Eventually, they went on to build several more ships with the supplies given designed to be farms and houses for citizens. And the stories of flying cities began spreading across the world and people wanted to join the Flotilla. It was when the Assembly announced that people can join the Flotilla only if they give them gifts like resources, technologies, and even airships.
Nation Relations Since Flotilla don't have any borders and land, they kept logs of trading with several nations throughout the world. The Divine Empire of Hastur was their first official trading partner and the only nation that had an active slave market. With an agreement agreed upon, the Flotilla sends their prisoners to become slaves from Hastur in return for.... While they traded their magical people away to Elyr. (also need to talk)
This'll be finished later, but for once in my life I'm going to drop an unfinished application. I have to go to work, but I'm leaving this for review and input since it's clearly a Work in Progress.
Type of Government: Autonomous Anarchist Confederation
Head(s) of Government: Nominally there are no individual heads of the government due in part to the national structure. But the general ruling body is the Federal Caracal below which are a network of local municipal caracals; or popular assemblies formed on a direct democratic basis in the form of an open town hall. Between the local municipalities and the Federal Caracal are confederations of differing caracals openly working among one another to achieve a common local or national objective or goal. The Federal Caracal in this respects acts largely as a mediating body elected from local steering committees, or the executive councils of the local caracals with the power to set agendas, though not make active decisions by themselves.
Parallel to the federal system of local councils is the National Liberation Army comprised of effective militias which lends to the military structure of the Republic. Granted however active servicemen or women of the armed forces are barred from civil service until they leave the army. The presiding commander is Commandant In The First Leoman Exlocaca.
Federation of Industrial Workers (Federas Palal Manufacturel) - The 'national' union of industrial workers and craftsmen in the confederation.
Economy: The predominant industry in the Republic has been agriculture and agricultural products based around banana or coconut plantations and coffee in the interior mountains. But in other regions there is a vast raw material extraction in the high mountains. Industrially, the Republic relies mostly on cottage industry though prior to the Revolution there had been efforts to develop a modern industry that has since been seized by the national labor union.
The industrial labor unions control the industrial manufacture of gods and resource extraction and is itself comprised as being an alliance of mostly autonomous but mutually supportive unions within the larger union. The agricultural output has likewise by unionized under the auspices of far more localized unions of ranchers, farmers, and plantation workers. The production of and use of the labor of any of the members is decided by the members themselves.
Unique Technologies: Qualomaxtiti - Or an AutoGyro, a primitive helicopter primarily used to move supplies or persons over the rain forest.
Primary Species: The Jaguateca are the primary natives of the area. Though since their revolution they have openly accepted the dissidents or emmigrants of other nations and there's a growing population of foreign residents adding to the cultural milieu of the confederation.
Population: 38 million.
Culture: The origins myth of the Jaguateca have it that the first of their race was made from the darkness of the jungles when the panther god jumped the young girl in the forest. And as the god bit into her neck she drew a knife and cut the throat of the god. As both lay in a dying embrace the magical blood of the panther god intermixed with the blood of the girl as it was swept down the mountain rivers where it watered the roots of a mango tree. The magical blood, drunk from the roots of the tree imbibed in the fruit the magic of creation and as the fruit grew and ripened it dropped to the forest floor and split, giving birth to the first Jaguateca, half human and half feline.
Due to living in a state between man and animal the Jaguateca people revere both the animal world and the human world and lived for centuries in a kinship between the two. Their naturalistic, paganist ways recognized an innate spirituality in each thing in the natural and artificial world that heightened their spiritual and materialist connection with the world. As the eons wore on this believe developed further as as a sort of pluralistic world view.
While globalization of trade and empire eroded many of the orthodox beliefs and destroyed much of the old ways in colonization, the innate pluralistic approach has remained as they began to absorb in time new ways and new ways of appreciating their ontological perception of the world.
The Jaguateca are principally egalitarian sexually and don't believe in clear distinction between the capacity of man or woman and that all souls are fundamentally the same. As such there's no gendered difference in the activity of man or woman. Owning a pet is unheard of, because of the same logic and anything that might be considered a pet has historically been allowed to move about the community as it will. Prior to colonization marriages were open relationships, although this conception of marriage does not exist in the more urban locations. Child rearing is also in itself a communal affair, with an early life emphasis on not just the parents themselves but the entire extended family before the whole of the community.
Religion and Other Beliefs: Jaguateca orthodoxy holds a purely pagan world view, though there has been some syncretic mergers with outside religions has they have come and go. Principally there if reverence to the parent gods, or guardians: the Panther Father and the Water Woman or Padro Pandero and Madri Aquadeico. Otherwise, many other facets of the natural or created world are observed as having a special spirit of their own and the belief is to handle all in respect.
Water of all things is given the highest respect, since in their tropical homeland the rainy season can send torrential rains which can threaten entire community, especially those in the mountainous highlands where flash floods are common. The act of flooding is spoken of as being a reenactment by nature of the fight in the river when the blood of the human girl and panther god was played out.
Location/Territories: Island 26
Climate: The archipelago that makes up the confederation is a diverse range of biomes. From the large island of Santo Gran split by its dormant volcanic mountain, separating the wet northern half from the drier and cooler southern half. The outlying islands are also likewise rich and fertile tropical islands whose climates made for prized plantations.
Military: Magic Prevalence/Usage: History/ Background Info: Nation Relations (Can be as simple as a brief two line summary for your neighbors):
Head of Government: Lady Marie Ira II representative of the division of Rina, Governor General of the National Legislative Council Aran Cerang, Prime Minister of the People's House
Economy: The Commonwealth’s chief exports include iron and silver ore mined in the nation’s mountains, although the amount exported has been steadily decreasing in favour of more sustainable ventures. Other important industries include the agricultural sector, which mostly produces spices and paper. There have been some attempts to create a larger tourism sector but the results have been mixed. The Commonwealth often imports food, glass and other raw materials.
Unique Technologies: The pride and joy of the Ocrese Commonwealth is the Grand Railway. The Grand Railway is a large railway network connecting every town throughout the country. It travels at high velocity, powered by magically augmented engines. The network has been equipped with large underground tunnels that go through the mountains.
The railway tunnels are also connected to the war bunkers. This extensive system of bunkers that could shelter the majority of the population should the country come under threat. In addition, some of the trains have been outfitted with artillery that could be sent as a defence in times of war.
Primary Species: Humans, Goliaths, Half-Goliaths, and a notable Orc minority
Population: Approximately 13.5 million people
Culture: The people of Ocreau had to learn to survive in the arid rain shadow of the mountains that make up most of the country. This lead to the formation of many festivals and rites designed to bring about good harvests. The climate also encouraged the use of many different spices in Ocrese cuisine, several of which were considered to be so valuable that the tribes fought over their sources long ago. The people value resilience and an even temperament. There is a strong focus on family and on the local surroundings.
The most common spoken language is Ocrese, which is a creole of the old languages of the human settlers and the languages of the Goliath. Orcish is often spoken by the Orc minority in the south.
Religion and Other Beliefs: Many of the religious Ocrese combine the beliefs of various world religions with traditional local customs, forming a hybrid belief system with a basis in the world religion but festivals and customs from indigenous sources. Several still adhere solely to these customs which encourage the worship of spirits at shrines, many of which are centuries old.
Location/Territories:
Area no. 20
The country is split into 17 divisions, with the capital of Ereaux being located in the division of Rina which is in the mountains.
Climate: The climate of the Commonwealth is generally dry and arid, with the eastern coast having a warm climate with lower than average rainfall. The land near the base of the mountains is fairly fertile and is fed by snowmelt. The mountains get quite cold, with the highest mountains having permanent snow caps.
Military: The Commonwealth has a decent defensive force with several static and mobile defenses. Remnants of fortresses built during the warring states period have been retrofitted to serve as more modern bases. These are mostly found near the coast as the largest inland border is protected by mountainous terrain.
The army consists mostly of infantry with support from armoured vehicles built using the iron found in the mountains. Although the army is hardly the most advanced on the continent, it makes up for it with training and discipline.
The navy has been built up over the centuries as sea trade was vital to the fledgling Commonwealth. The nation has been investing in warships and its coast guard. It also has a large merchant navy. The navy has been researching aerial combat, but not much has come of it so far.
Magic Prevalence/Usage: Magic in the Commonwealth was once viewed with awe, many magi would act as village elders and would be vital advisers to the ancient leaders. The local magics are druidic in origin, focussing on nature and spiritual magic. Now, magic is regulated by a government ministry in an effort to keep the peace in the country. It is taught by schools, many of which are publicly-owned. Despite this, magical abilities are still fairly rare and those with them are greatly respected.
Magic also plays a role in festivals and rites, and is used to bring about several different effects. For example, a rite might be used to encourage a good harvest or to drive away evil spirits. Traditional talismans are also used as sources of easily accessible magic.
History/ Background Info: The lands that are now called Ocreau were once inhabited by 10 different Goliath tribes. These tribes were mostly confined to the mountains and were largely isolated to the outside world. Not much is known about this period as much of the Goliath’s oral history was lost to the ages. It is widely believed that these tribes lived largely separate from each other. Archaeological evidence suggests that there when the tribes did meet, it often ended in bloodshed.
Centuries later, the first human settlers arrived in Ocreau. The humans mostly settled the coastal wetlands as these provided convenient sources of food. It wasn’t long before the two peoples met each other. Old writings made by the humans suggest that while many of the Goliath tribes were open to trade, there were a few that fought the humans over land.
This period of history continued until the founding of Qae, the first Ocrese city-state. The first warlord of Qae rose up and conquered the surrounding tribes. Qae was soon followed by other states, ushering in the Warring States period of Ocrese history. During this period, the first Orcish settlers appeared and formed their own city state in the south of the country. Approximately 21 states were formed during this time.
This period ended with the formation of the 17 modern states. The end of the warring states period forged three uneasy alliances that would shape modern Ocreau. The first alliance was under the division of Qae which controlled the northern mountains. The second was under Rina, which controlled the southern mountains. The third was under Mar, which controlled the central coast.
These three alliances were constantly trying to undermine each other, but there was very few outright wars between them. Each knew that a war with its neighbours could spell the end of their de facto state. The three was finally unified into the Commonwealth of Ocreau with the leadership of Ira of Rina. Ira saw the power of the neighbouring countries and saw that only a unified Ocreau could hope to survive. As the warlords of the constituent divisions and the leaders of the alliances saw the expansion of Fenice and worried that it threatened to take the lands upon, they met in the city of Ereaux and forged the Commonwealth.
The Commonwealth was officially formed 150 years ago with the founding of the National Legislative Council, which took a representative of each of the states (now called divisions). All of the divisions elected their representative democratically, while some still retained ancient dynasties.
Although the eruption initially had little effect on the Commonwealth, other than some trade disruption, the following years of ash-induced darkness had a devastating effect on the agricultural industry. The government set out drastically subsidising farms and reforming agricultural laws so that they would not starve. The famine did cause a drop in population and some of the more agricultural-focussed divisions required grants to prevent bankruptcy.
Once the ash cleared, the agricultural industry began to recover and Ocreau saw a boom in the spice industry. Lady Maria Ira II, who is distantly related to Ira of Rina, became the 71st Governor General of the Commonwealth 2 years ago.
Nation Relations:
Ocreau generally has little interest in the politics of the nations around it, except when their decisions have effects on the Commonwealth. They generally take a somewhat defensive approach, but will trade quite happily with those around them.
Republic of Acrad: Ocreau is aware of the Republic’s existence and wishes to pursue trade deals with them, mostly in oil.
Andria: Ocreau is interested in trade with Andria.
Republic of Avalia: Ocreau trades in spices, and as long as Avalia wishes to buy spices then relations between the two will be favourable. Ocreau has recently shown some interest in the uses of Hydrium.
Divine Dominion of Fenice: While Ocreau generally wishes to trade with the Dominion, they are wary of their territories around the globe and privately disapprove of their acquisitions. Some Ocrese fear that Ocreau may, one day, become a colony of the Dominion
Divine Empire of Hastur: The Hasturian religion has a few followers in the Commonwealth and Ocreau tends to remain silent on matters of the Emperor and the Empire. It is wary of the sheer size and strength that the Empire wields. There is some trade between the two.
So before I set about working on my application again I wanted to say here that last night while working I had the thought that: wait, everyone's nation claims seem to be too big for their population. Assuming the Great Expanse doesn't expand further beyond and all the deleted stuff is just more water than the Pacific and the total landmass of this world is proportionally far smaller than Earth (given if it were, I'd expect things to be far wetter and the massive desert in Karakus would be far smaller; if not non-existent or in some strange semi-state where it becomes a desert for only a few months of the year because the ground water got sucked up by the plant life and now it's all waiting for a new rainy season with possibly northern winds bringing wet - cool - air back. Or if the air currents lead from the south the southern mountain chain there would just funnel everything north and it would probably just being an even larger grass lands region.
I also know this is pretty late into things to point out, probably would have been best pointed out in an interest check phase because really the thing I'm worried about more is the relationship between nation sizes vs populations. A lot of the nations here at play have populations roughly corresponding to European countries at roughly the same time in history. And assuming this world is a loose 1:1 analogue (plus or minus a few thousand or so miles) then a lot of the countries on the map take up immense space, but with populations as low as France close to the mid-century. I determined this by overlaying a map of the Earth over top and scaling it and stretching it to match the proportions of the given projection of the fictional world and making shapes the shape of and size of existing comparable countries and moving them around. And a lot of y'all got nations the size of Europe itself.
This may not seem like a big issue but it raises a pretty major plot hole, in my opinion. Disregarding the volcanic eruption that sets the scene and we're in a period of this world's history where by the scale of these countries alone, and their over all low population density they might actually be pretty much economically independent, materially: they don't have to do anything but grow their populations. They're small enough in head count - most of them - that I imagine the forests could recover from the volcanic eruption at a rate faster than the timber can be exploited. There's a lot of open land so the population can easily expand internally.
The only thing that might be an issue materially speaking is when a country wants something that can only be found outside of itself. But because the potential for production of that may be so high and the demand for any of it so low the relative costs of that would render these commodities very cheap.
Ideologically speaking, anything like ethnic cleansing like in the Dwarven Volkish state could be answered simply by... said people walking a few miles away. Bjergavjern being just over six Nazi Germany's in 1939 (With the Sudentland, Austria, and Germany itself, the bit in Lithuania it had excluded) tall and maybe one and a half wide on a population just over Nazi Germany's population at the time. The Republic of Acrad would be in an even weirder situation being as best as I can estimate: twice the size but a little over quarter the population, not counting non-citizens; and assuming the state is accidentally more Fascist than the Dwarven fascists then I can only assume that there may be more non-Acradians than Acradians and those people can just move to another corner and exist as their own independent nation.
I raise these concerns in part because I do intend my nation to be post-colonial and I kind of want this to be better defined. Either the existing countries get cut down to be more proportional for their populations so I find it difficult to believe they're developed nations when an over all density so low. Some of these can be easily divided into thirds and work for their population, even after a cataclysmic volcanic event.
The other alternative would be to have drawn internal boundaries to mark where internal colonies of sorts would be, meaning anyone not of the original peoples. That way the borders can remain the same and all that'd need to be done is editing the populations counts of each nation by adding a zero.
Border-wise also a lot of these countries don't look like they're empires that collapsed but empires that managed to hold on and not sub-divide when the state itself couldn't hold onto things spread so far apart as they are. So to be even more reasonable to the story provided by the RP I'd really argue for greatly reducing the size of all of these countries.
Ironically, Encoded is probably the closest to the truth and if they want to keep to just 13 million it wouldn't be unreasonable to split region 20 in half.
I'd prefer to discuss this in Discord, as I prefer to use voice talk to discuss these things, as they take far less longer and its a easier to have a proper discussion. Its also the place where the vast majority of discussion for this RP happens and contains some important info, so I'd highly recommend you join the server.
I'd prefer to discuss this in Discord, as I prefer to use voice talk to discuss these things, as they take far less longer and its a easier to have a proper discussion. Its also the place where the vast majority of discussion for this RP happens and contains some important info, so I'd highly recommend you join the server.
You're also not going to get anything out of me in a timely manner there either. So this is going to be the best place to do it. Both of us can type. So the both of us can lay out our respective cases in a proper time and where I don't need to risk getting caught at work settling RP business.
You're also not going to get anything out of me in a timely manner there either. So this is going to be the best place to do it. Both of us can type. So the both of us can lay out our respective cases in a proper time and where I don't need to risk getting caught at work settling RP business.
@TheEvanCat Yes! Tell me which NPC you want and get an NS up when you can! Be sure to join the Discord for important updates and discussions.
@Dinh AaronMk Well, to be blunt, this map was made over a weekend and I just made it and used it cause I thought it looked cool. I put a little effort into climate and geography so that people would be constantly spawning new mountain ranges and what not with NS descriptions but aside from that, this a pretty laid back RP where people can go nuts with fantasy ideas of a particular flavor dieselpunk. We got massive flying cities, airship fleets, dwarves, elves, blood sacrificing squirrel people and more. If you're game for that, then welcome and I'll take a look at your NS and get your claim on the map.
If you want something more deliberate and realistic, then this might not be for you. You're welcome to stay or go.
@SkepicI was looking up at spot 20 but I do have ideas for it. Not sure if that’s locked in on who/what lives there or what the backstory is besides it’s a plot of land.
@Dinh AaronMk Well, to be blunt, this map was made over a weekend and I just made it and used it cause I thought it looked cool. I put a little effort into climate and geography so that people would be constantly spawning new mountain ranges and what not with NS descriptions but aside from that, this a pretty laid back RP where people can go nuts with fantasy ideas of a particular flavor dieselpunk. We got massive flying cities, airship fleets, dwarves, elves, blood sacrificing squirrel people and more. If you're game for that, then welcome and I'll take a look at your NS and get your claim on the map.
If you want something more deliberate and realistic, then this might not be for you. You're welcome to stay or go.
I can deal with the climate. I'll put a lid on that. But more important is how the nations here are laid out and how there's a disconnect between them and the advertised plot. So it'd be a good idea if things started being carved up to reflect that since so many are so vast. Or if they want to be vast, their population is probably spread so thin that they're practically all just rural economies.