Currency, language, the basic type of nation it is
A reasonable population size
An even more reasonable total army size, 2-5% of the total population basically.
Status of wealth and espionage, I suppose.
Like I said, really basic stuff before looking fully into the nation's lore.
Races
The local/native population of Latoria is predominantly human meaning they’re a majority of the population and are the highest in power at the moment.
Since Latoria has opened itself to trade over the centuries in some of the more trading communities other races ranging from dwarves, elves, beastfolk etc have travelled through Latoria usually as merchants selling items to make some coin.They are yet a small minority compared to the amount of humans living within Latoria.
History
WIP
Culture
Explanation of the nation's culture. Essentially, for my own nations, I tend to have this long list which explains many parts of the general culture; Appearance, Craftsmanship, Traditions, Family, Law, Rights, Entertainment, Views on Slavery, Physiology, Cuisine, Education, and Pets. You don't need a list that extensive, but I do expect effort to be put into what these folks are like, and I do enjoy if you could take it from real world medieval cultures
Military
Overview of the military, it's style of recruitment, organization, and favored tactics. This is where anything you have for your military and what they will field in their campaign can be read up upon.
Government
How the government works and who is in charge of what, basically an explanation of how the nation runs itself and who is in charge of what province or who is responsible of what task. No government needs to be perfect, and it can be as cruel or incompetent as it needs to be for your story.
Religion
A Polytheistic religion dating back to the foundation of Latoria, it involves the worship of 12 different Gods/Goddesses. Most of them either rule over something found in nature such as animals and plants, or in emotion such as wisdom or anger. Latorias people consider these Gods to be all powerful and must honor whichever one is appropriate for whichever specific occasion takes place, an example being that soldiers tend to pray to Militaurus for a victory in battle or sailors pray that Atlantus shall guide their ships through his oceans. Names of the 12 Divines Kalleus-God of the Skies/Mankind Atlantus-God of the Seas Herocles-God of Heroism/Strength Helius-God of Sun/Light Militaurus-God of War/Victory Promechanus-God of Smithery/Fire Necronus-God of Death/Judgement Eranerva-Goddess of Time/Wisdom Amazonis-Goddess of Hunting/Animals Lunara-Goddess of the Moon/Darkness Isseus-Goddess of Fertility/Harvest Celenus-Goddess of Celebration/Wine
Helius has recently become a popular God amongst the twelve divines. His domain is over the sun and light yet he’s become recently worshipped by soldiers more than the war god Militaurus, even the current monarch of Latoria Titus Basileus favors this deity as he prayed to him during his battles. Some rumors say he is a member of the cult and part of the reason why Latorias flag has been switched to a golden sun.
Isseus is one of the twelve divines the Goddess of Fertility,Parentage and Marriage she’s commonly worshipped during the practice of marriage, recently she has become quite an influential figure to the people of Latoria for reasons that are more mysterious unlike Helius’s cult.
Economy
What resources your nation has, what kind of economy it uses, what is the lifeblood of the country itself? What are the trade and tax policies of the nation, who handles taxes, and what resources are best (or worst) exploited? Information on imports and exports will also go here.
Territory
A local map will go here, with provided information on cities, terrain features, and information on local states will go here. The bare bones minimum for this section will require general information on local territory.
Terrain
Lay of your nation's land and internal states, along with information on any beasts and horrors which prowl it. I've mentioned monsters and horror before, but this isn't exactly fully necessary. The more important information is on important landmarks and their relevance for the nation.
Factions
Information on internal factions such as rebel groups, internal political groups, mercenary companies, secret orders, public orders, religious orders, and other relevant factions and guilds.
Characters
This is a page where you place personal information on known rulers and characters likely planned to end up in the RP. Characters don't have to be fully associated with the nation, but do have some association. Any character can be placed here. Just no god modding or weird shit.
@Nate1008 (1) My general limit on race is that it cannot be convoluted, the focus needs to really be on culture. If its a race which is just a complex mess, i'd have classified it as weird for instance. Just tell me the concept and i'll look it over.
(2) Depends on the magic? I'm not certain what you mean by new magic type.
(3) You can find a full list on limits to magic, its rules, and lore in the IC's zero post.
* A nation devoted utterly to the “King who is most High”, a Mage-King of an Angel’s Lineage, with a Crown containing the souls of all of his predecessors. * A doomsday cult that wishes to create a god via mass suicide to remake the world into heaven. * A knightly order that drives out evil wherever it is found with great enthusiasm and zealotry. * A nation propped up by magical and divine power. * A Feudal Kingdom of a great lake in the west. * Wealth: Middling to Poor * Population: Average * Army: 1-5% depending on noble cooperation, seasonal harvest, and other extenuating circumstances. Usually around 1% for an offensive venture, but around 5% when the Kingdom itself is under threat. * Magical Talent: Excellent, but mostly bound in Enchanted Artifacts created over a long period of time. Disregarding that, there are very few magi in El’Akim and so it would be “Poor”. * Espionage: Excellent
Humans are around 90-95% of the populace, and the remainder are small minorities. General treatment of minority groups in El'Akim is poor.
Humans (Islander Lounattar)
Normal humans, with no abnormal characteristics. Generally have a Levantine (Middle East near Lebanon/Palestine) appearance. Most common in Sanctum. Ruling class of El'Akim for the most part.
Humans (Shoreman Lounattar)
Normal humans, with no abnormal characteristics. Generally have a Levantine (Middle East near Lebanon/Palestine) appearance. Most common in Longshore. Almost as prevalent as Islanders among the ruling class.
Humans (Riverman)
Normal humans, with no abnormal characteristics. Generally have a Mediterranean (Greek/S Italian) appearance. Common in Westriver, Southriver, & Cedarwood. Not necessarily second-class citizens, but their influence is mostly limited to the Westriver & Southriver.
Humans (Marchers)
Normal humans, with no abnormal characteristics. Generally have a Andean (Incan/Peruvian) appearance. Most common in Eastmarch. Not necessarily second-class citizens, but their influence is mostly limited to the Eastmarch.
Humans (Woodman)
Normal humans, with no abnormal characteristics. Generally have a Germanic (German...) appearance. Not necessarily second-class citizens, but their influence is mostly limited to the Cedarwood.]
Elven Exiles
Elves, stubbornly clinging onto whatever they still have in the High Kingdom. Most common in the Westriver. Has absolutely no representation among the ruling class.
Goliaths
Goliaths, living their lives quietly in the hills away from prying eyes. Most common in the Eastmarch. Has almost no representation among the ruling class.
Goblins
A pest for the High Kingdom to dispose of. Most common in the Westriver. Has absolutely no representation among the ruling class.
Summary:
The Lounattar were one of the first victims of the Muha Empire, for their land once lush and green was turned into a hellish landscape of flame and ash by the last Archon’s vile machinations. They migrated north for reminders of how their lands used to be, rather than what they are. In their moment of weakness, they were enslaved by the Empire. For many years the Lounattar toiled in mine and field for cruel masters.
Until one day, the great prophet of the Lounattar broke their chains, and led them on a great exodus eastward. Upon the isle of a great lake, he would make the Sanctum of his people. Guided by divine vision, the prophet set the destiny of the Lounattar into motion. The Lounattar would labor forevermore to create a better world from the burnt ashes of the old.
For the first few hundred years of the Kingdom, the Lounattar would struggle against their neighbors, and the land itself. But then an era of peace dawned upon the Lounattar, but some may describe it as stagnation. The magic of the High Kings has its costs, leading them to be stubbornly stuck in their ways. The High Kings have prioritized the completion of their divine mission over earthly glory, and so their centuries old schemes continue for generations...
First Age: Slavery, then Exodus
Long ago, during the Dawn of the First Age the Lounattar lived in a land they called ‘Eden’. It was a lush land of endless abundance. The Lounattar lived freely in this paradise for many years, until the Alaz’varkutez ‘broke’ the world. The bountiful fruit of Eden turned to ashes, and the land of abundance became one of famine. Thus ended the first chapter of the Lounattar.
The Lounattar learned to live off of the beasts of Eden, and guided them away from their deadly home north, towards greener pastures. The journey was long and arduous, but as the Lounattar say: “the hottest fires forge the truest steel”. Much like Shepherds guiding their flock, wise elders guided the Lounattar toward virtue and strength. But as the Lounattar marched further north, little did they know they marched towards their doom. The cruel taskmasters of Muha enslaved the Lounattar with sword and sorcery. And thus ended the second chapter of the Lounattar.
The Lounattar toiled for many years in mine, field, and home. For many years their minds were dulled by vile sorcery, but the spirit can never be broken. Abraham, a house slave to one of the ancient Magi of Muha, learned much in secret. Possessed by divine power and arcane knowledge, Abraham led his people to freedom. And so the Lounattar began an orgy of death and destruction upon the Muha, as was ordained by heaven. Once divine justice had been satisfied, the Prophet Abraham led his people east. And thus ended the third chapter of the Lounattar.
Second Age 0-324: Dawn of the First High Kingdom
For seven years, the Lounattar journeyed eastward across land and sea to their chosen land. Ordained by heaven, they cleansed the lands they traveled of demons and worldbreakers, and found their home upon the isle of a great lake. This would be their Sanctum. Here is where the fourth chapter of the Lounattar would begin.
Abraham, the Great Prophet, Possessed by Heaven, Breaker of Chains, Shepherd of the Lounattar, was crowned the First High King of the Kingdom that is Most High in the seventh year of the second age. Abraham knew the destiny of the Lounattar was to remake the world into a divine paradise, a New Eden. And so Abraham took many steps to ensure destiny would come to pass. Abraham had a vision of a god, a true god that could reforge the world. And he knew what must be done.
He forged a great crown of pure gold to hold the souls of the High Kings, for a god is forged from the souls of mortals. Souls intertwined with the same virtue and divine destiny, he reasoned, would form the god who would remake the world and deliver the Lounattar from evil. After many years, Abraham passed peacefully in his sleep, and his son Herod would take reins of the Kingdom.
Herod the Conqueror ascended to the throne in the year 28 of the Second Age. Guided by his father’s wisdom, Herod ruled the isle of Sanctum for many years. Until one day, an elven warlord by the name of Shavanna raided Sanctum with a mighty host to avenge her sons and daughters. Guided by destiny, Herod defeated the elves, and cleansed the Longshore of elven filth.
The eastern mountains were always a wild land of half-giants and beastmen, but it was of little concern to the Kingdom that was Most High. This was until the Perkoni were driven out of their homes by the elves, and migrated west. Many times the Perkoni tried to settle on the Longshore, and many times they were driven back by the Lounattar. The Perkoni would eventually settle further west, and thus they and the Lounattar would remain at peace for many years.
Saul the Smith ascended to the throne in the year 222 of the Second Age. A great giant named the Bonebreaker ransacked the town of Neneveh. Few were spared from the giant’s wrath. The town elders made their plea to the High King, and so Saul sent forth his soldiers to slay the Bonebreaker. But the giant’s skin was made of stone, and the swords of his soldiers shattered before the giant’s hide. And so Saul forged mighty swords from the core of a fallen star, embuing the swords with divine power. These “Seven Swords of Saul” were given to his seven sons. The swords cut through the stone hide of the Bonebreaker like butter, and they shone with the brilliance of heaven.
The sons of Saul set forth into the wild lands of the Lakeshore, and drove out the demons and monsters of the land. They made their own fortresses, and swore eternal fealty to their father. When Saul passed, his first son Joshua IV ascended to the throne. Joshua’s brothers had thought themselves his equals, rather than his servants and so declared their own petty Kingdoms.
Second Age 324-500: The Age of Strife
Many years had passed since the Perkoni first migrated west, and both nations had grown in their own way. The High Kingdom had expanded beyond the great lake Nakum, and the Perkoni had expanded far beyond the forks of the western rivers. The Ruhsoi, master of horses, ascended to prominence among the Perkoni, and rode east for new pastures.
The neighboring Kingdom of Westfields had grown decadent and weak from their wealth, and so fell to the Ruhsoi of the west. The High King rallied his armies, and marched west to deal with the beastmen. For many years the Lounattar and the Ruhsoi struggled over these lands, until events to the east drew the Lounattar’s attention. The High King Joshua IV vowed the Lounattar would return to reclaim their rightful lands.
The Guldani, manipulated by a vile elf Elenar Helioseniar. He remembered when the Lounattar were nought but slaves, and so underestimated the Lounattar. The general sent his Guldani clients into the mountain passes unprepared for the fury of Lounattar. The half-giants smashed into the mountain-fortresses of the Lounattar, and limped home beaten before Elenar. Humiliated, Elenar returned his attention to the Guldani.
Beaten down by the half-giants, the High King returned his attention to the west, to the Ruhsoi. They had regained their strength, but the High King was full of prideful arrogance due to his victory in the east. He returned to reclaim Westfield, but his army was broken at the ‘Battle of Stony Brook’. One of the Swords of Saul was even lost to the Ruhsoi, the First Sword to be lost in battle. High King Joshua died from his wounds shortly after the battle, and the Westfield was lost to the Perkones.
A child High King posed an interesting question for the Kingdom that is Most High. Who is to guide the realm? Should it be the High Church, for they are well versed in the way of the divine? Should it be the men of noble blood, who rule the great castles of Lakeshore? Or should it be the Crown itself, embued with the wisdom of a people, despite the child who wears it? The child-king would at times seem possessed by the will of his ancestors, speaking in the tongue of ancient men. The sign from heaven was clear, and so the men of the court yielded to the Crown.
Second Age 501-988: Machinations of the High Kings
As the Age of Strife faded into memory, the machinations of the High Kings continued ever onward. One by one, the neighboring Kingdoms of Man fell to the High Kingdom. Not by sword, but rather by marriage and subterfuge. The High Kings begin the year 988 doing what they always do, endlessly plotting. Perhaps these centuries old schemes will bear fruit? Perhaps not.
Summary:
The Lounattar hail from the deserts far to the south, but have migrated to greener pastures. In the past they depended greatly on their clans in the desert, leading to an insular collectivist culture. The Lounattar believe that the safety and security of their society is dependent on upholding their traditions, and thus they enforce their cultural traditions rigorously, and those who break from the norm are treated harshly.
Summary:
The Lounattar have a mix between a tribal military organization, and a professional army. While each village has its own militia led by elders, the King has his own army drawn from men of the city and zealots. The equipment of the militias is poor as they are self equipped, but no expense is spared for the army of the High King. While the bulk of the army are these tribal militias, the professional army is truly a force to be reckoned with.
Summary:
The Lounattar believe in the absolute divine authority of the High King. They also believe in the divine authority of local lords, who are also descended from the blood of the High Kings. This creates some amount of tension, but in most cases these fault lines are not tested as the High King only enforces complete, and absolute religious authority. This authority is rarely tested by the secular lords, but when it is the rebellion is put down brutally. Otherwise, the High Kings prefer to rule with a ‘light touch’ as far as their vassals are concerned.
Summary:
The roots of Lounattar belief begin with ancestor veneration. They believe that ancestors guide them through everyday life. This belief filters all the way to the top, to the High King himself. However in his case, the guidance is quite literal. The High King wears the ‘Crown of Thorns’, which is infused with the souls of all his predecessors. The voices of past kings guide the High King, and so he is most fit to rule the Lounattar, and guide them. This is how the High Church began, but as time went on, their beliefs evolved.
The second part of Lounattar belief is that the world is filled with suffering. Disease, cruelty, famine, they are all evidence of this fact. According to the Lounattar, the material world is evil. This has several implications for the Lounattar, but the most important is that the world must be destroyed and replaced with divine paradise.
How this is to be done brings us to the third part of Lounattar belief. They believe that god will appear through their King in the “hour of the great ending”, and thus they must all give their lives to join with their High King, and remake the material world into heaven. Foriegn scholars debate whether this can actually be done. Many also debate whether it would be more horrific for the Lounattar to fail, or to actually succeed.
Summary:
The Kingdom of El’Akim has a pre industrial economy. It has a large amount of peasant farmers, a few towns, and a significant minority of sheep-herders. Large navigable rivers and a large lake make travel easier, and thus trade with the nearby Guldani much to the chagrin of more conservative village elders. The cities are moderately wealthy, supporting a fair amount of artisans. While food and artisanal goods are plentiful within the kingdom, metals are scarce, and thus El’Akim is forced to trade with its neighbors for it. Most villages operate under an informal economy based on mutual trust. Villages will usually accept metal coinage from outsiders, but not always.
The city operates on a palatial economy, where the King and his functionaries plan the economy. Resources are stockpiled within the palace itself, and are distributed among the artisans and craftsmen as the King sees fit.
Sanctum: Even when all seemed lost for the Lounattar, their nigh impregnable Sanctum lived on. While the pious Lounattar will ascribe this success to the righteousness of their divine mission, more cynical observers note that the isle is protected by the lake and high sorcery.
This area serves as the center of both secular and divine power of the Kingdom, and thus is home to the capital of El’Nakum. The people of the isle are often known as ‘Islanders’ to the rest of the Kingdom. Sanctum is the most urban and developed of all of El’Akim’s territories, with no wild land on the entire island. The island is covered with farmland and El’Nakum.
Due to the small and isolated nature of the isle, monsters have been almost entirely eradicated here. Longshore:
Longshore serves as the core territory of the Lounattar, and those who inhabit it are known as ‘Shoremen’. Longshore is dotted with several farms off of the lake, with several small villages surrounding the lake, and large fortress-cities on the mouths of rivers. While Longshore isn’t as safe as Sanctum, it remains one of the safest places in the Kingdom from monsters.
Eastmarch:
Eastmarch is a buffer zone between El’Akim and the expansionist Goldrani Empire. It provides some metals and goods to El’Akim, but it’s primary purpose is to protect Longshore from potential giant raids. Eastmarch is under frequent threat from giants and goliaths. Eastmarch is home to the ‘Marchers’, who unlike many of the Lounattar, get by through herding sheep and goats in the hilly terrain.
Eastmarch contains several fortresses economically supported by Longshore, and a few fortresses are in mountain passes.
Southriver:
Southriver contains a river important for trade with the Goldrani Empire, and also a fertile valley. Southriver is one of the more diverse regions of El’Akim, holding Goliaths, ‘Rivermen’, and ‘Marchers’ alike. Southriver also serves the purpose of being a buffer territory against the Goldrani Empire.
Westriver:
Westriver contains a river important for trade with the Holy Empire, and other elven successor states. Westriver has a sizable goblin minority, as well as the few elves still stubborn enough to live in El’Akim. Westriver also serves the purpose of being a buffer territory against the elves to the west.
Cedarwood:
Cedarwood has a few important rivers, but also the most expansive forest in the Kingdom. Cedarwood is almost as dangerous as the Eastmarch, but the Kingdom holds onto the territory for its precious lumber, and its precious buffer zone between it and the north & the Goldrani Empire.
The High Church:
The High Church is the hierarchical organization that directs the worship of the High King, the ancestors, and all of the Lounattar. It’s influence is strongest in the city, but is not unfelt in the countryside. Headed by the High King himself, the High Church is working most actively to fulfill the prophecy of the “hour of great ending”. The High Church also manages the palatial economy of the city, and thus also serves as an army of bureaucrats.The High Church is a large organization, but is wildly effective for its size due to careful management. The High Church is greatly supportive of efforts to centralize the state.
Swords of Heaven:
The Swords of Heaven are an order of warriors hand picked by the High King, and are sworn to his service. They serve as bodyguards, secret police, and elite shock troops. When a village falls to heresy, the Swords of Heaven are usually the first sent in to root it out. The Swords of Heaven are unpredictable fanatics, and while that can be useful for the High King, sometimes it causes problems.
Elder Councils:
The Elder Councils serve as the local administrators of villages. While they are usually in agreement with the High King and the central authorities, this isn’t always the case. The Elder Councils usually oppose new taxes and reforms to centralize the state. Unlike some other factions of the ruling class, the Elder Councils aren’t handpicked by the King, but rather select their own members.
Noble Houses:
The Nobles of El’Akim are directly related to some High King or another, and are the local administrators of great fortresses that dot the countryside. They are generally opposed to Elder Councils, and attempts to centralize the state. They are the aristocracy, and often have feuds with other noble houses in the High Kingdom.
The Court:
The ‘Court’ is filled with nobles that can trace their bloodline to some king or knight. The nobility has a good amount of magi, as many trace their bloodline to the King. While there are only so many magi at once, this makes the Court a faction to be reckoned with.
Cult of the Shining Path:
More or less, missionaries that attempt to convert those of other Kingdoms to the beliefs of the Lounattar. Is not above being underhanded in their methods, and thus serves as a pretty good espionage network as well as missionaries.
Abraham, the Great Prophet
First of the High Kings, the founder of the nation. Began his life as a house-slave to a Magi of Muha, he escaped his bondage and freed his people. He is the loudest voice within the High Crown to accomplish the divine plan of the Lounattar.
Herod I, the Warrior
Second of the High Kings, Herod defended El'Akim from the elves who sought to enslave the Lounattar once more. Usually presses the High Kings for more 'direct' means of accomplishing their goals.
Saul I, the Smith
One of the first High Kings, Saul is the origin point of many nobles' ancestry, for he had many sons. Saul also created several enchanted blades, sharpened by divine power. Under his tenure, the Lakeshore was conquered by the nobles.
Joshua IV, the Knight
One of the High Kings born in the middle of El'Akim's history, Joshua fought many wars. He fought against the Guldani, the Perkones, and occasionally his own subjects. His results were somewhat mixed.
The Vilithan guild is a mass of mages who learn, teach, and practice a dark sort of blood magic. They summon dark creatures, demons, and Cthulu-like horrors from the depths of hell itself. Satanic and insane, they seek to destroy all that they do not control and give the lands to their believed deity known as the "Shigora" in their language, which in English translates to "The Fleshed One". The Vilithan guild consists of humans, flesh horrors, monsters, demons, and other races that began to believe in their cause.
Human Gi'voras Sh'lithan Vi'galan Mis'vilian The vilithian horrors
Once, the Vilithan guild was a small organization of mages. They had lived among other races in peace, and brought prosperity to the lands. Like boosting crop growth and outputs, enriching the soils, bringing life from death, and curing disease, suffering, and pain. However... Their leader was assassinated by an unknown threat. Soon, a new leader started his rise. His name was Vilania. He was a descendant of the former leader, soon to be the new ruler when his father subjugated the throne. However, Vilania was corrupt, dark, and empty. He had no knowledge of magic or power. So he sought it out. He desperately tried. Experiment after experiment, plan after plan. He failed countless times until he found blood magic. He had become obsessed with learning its secrets and gaining its knowledge. He spent a few month learning spells and getting the guild on his side. Soon, he had the whole nation under his command and a large understanding of blood magic.
The Vilithan guild believes in a deity known as Shigora. A blood demon of death, disease, and decay. They worship him, giving him weekly blood sacrifice and on occasions, human sacrifice. The Vilithan uses sacrificial rituals to summon flesh horrors created by Shigora himself. They worship Shigora greatly and would sacrifice their own lives for him.
Vilithan Recruit
The weakest Vilithan military. The Vilithan Recruits are newly picked soldiers to serve Shigora. They wield a metal staff and wear blood red, black, and grey cloaks. They know very little about blood magic spells and how to use them at this stage.
Vilithan Warrior
Vilithan Warriors are the next stage in the ranks of the military. They wield metal spears and wear the classical Blood red and black cloaks with some small armor parts.
Vilithan Knight
The Vilithan Knight is the middle class of the Vilithan military. They wield metal armor with red painted patterns, a metal shield with the Vilithan emblem painted on it, and a longsword.
Vilithan Palden
The Vilithan Palden is the highest-ranking soldier class in the Vilithan Military. They have a high understanding of Blood magic and how to cast blood Palden spells. They wield heavy metal armor with the classical Vilithan patterns, a massive metal shield with the emblem painted on it, and a metal broad-sword.
Vilithan Mage
Vilithan Mages are chosen from the recruits that show promise in magic arts. They are trained in all arts of blood magic to test them so they may reveal their strengths and weaknesses in magic and improve on them. They wear Vilithan Mage cloaks and wield a gifted Vilithan mage staff.
Vilithan Archmage
The Archmage is an advanced mage. They are stronger in magic teachings and learn advanced blood magic to further improve their skills. They wield an Archmage staff that has been enchanted by Shigora himself to increase the wielders casting power of blood magic spells and wear Archmage cloaks.
Valithan higharch mage
Valithan higharch mages know almost every bit of knowledge on blood magic there is. They specialize in the strongest mage spells and some even possess abilities to bend and shift the minds and thoughts of others. They use extremely powerful higharch mage staffs that are enchanted and forged by Shigora and his elite mages and wear higharch mage armor and cloaks.
Valithan Summoner
Valithan summoners use powerful dark blood magic spells to summon monstrous horrors that come from the depths of Shigora's dimension. These mages lack physical strength but make up for it with their ability to pull monsters and creatures from the earth and host summoning rituals that summon very powerful monsters. They wield a Valithan Summoner staff and wear Valithan Summoner robes.
Valithan Chosen
The Valithan Chosen are the strongest of all Valithan. They are rarely recruited, as the task required to become one involves a test of strength, skill, intellect, and magic. Failure of this test will result in death. If they finish, they will be taken through a portal that will bring them into Shigora's dimension where they spend months training. They become personal students of Shigora himself. He teaches them all there is to know and more about dark blood magic in Shigora arts. They return as one of the Valithan high council. The leaders of the Valithan guild. They wield a Valithan Chosen staff and a Valithan chosen dagger and wear Valithan chosen armor and Valithan council robes.
The Valithan government is lead by one leader and a council of Valithan Chosen. There are currently 6 Valithan chosen and the king of the Valithan, Vilania.
The Valithan's religion has been named Val'sigen, and their language has been named Val'sigethisan. They teach blood magic, summoning, rituals, and more. They are highly religious and refrain from using all sorts of weapons that are not used by Valithan culture. They hate other religions and find most stupid and idiotic. They know that their god is real because they have traveled to his plane of existence, seen him, learned from him, and were given his language.
The Valithan guild uses the resources of other nations they have subdued, but regardless, they produce their own resources too. They build farms, breed lots of livestock (Mainly for ritual sacrifice), harvest metals, ore, stone, wood, and other natural resources and refine their own. They also have some resource exploitation from Shigora's plane. This has given them access to powerful, magical resources like blood stone, deathwood, and more.
Map: TBA
TBA
The Valithan guild council
The Vailithan guild
Valithan civilians
The converted
TBA
What do you think? I worked on this for a few hours. Thanks for waiting!
Just a quick reminder for those who may be looking, most of the discussions for this goes on in the discord server where I can answer any questions, comments, or concerns and I am always looking for active people to fill in the map and join in the wide open world. I am also spy on the forum for any PMs if you don't like the discord all that much.
They specialize in capturing and training monsters from within their lands;
Population - 5.6 Million;
Wealth - Moderate; and
Espionage - Moderate.
Races
Колóese (Human) The Колóмна are a hardy northern race of humans who were among the last to be conquered by the Empire of Muha, and the first to throw off the yolk when they sensed weakness. Like humans across the world they come in a great variety of shapes and sizes. The young are virtually useless until they are pre-teens, which results in many marrying before their sixteenth birthday.
Yakov (Dwarves) The Yakov, like the Колóese, are a northern race. They alone among the races in the north managed to weather the storm that was the Empire of Muha. Hiding in their northern mountains they simply made themselves to bitter a pill to swallow and maintained cordial relations with the Muha until they were driven out by the Колóese. Their underground cities are few and located in nearly unassailable locations. It is they who provide the majority of the gemstones, precious metals, and iron to the Колóese.
Anqualan (Elves) A Wood Elven people, they typically stand around 5’7” and have olive skin, and are known for having brown to sometimes auburn hair. Their eye colors range from blue, green, to amethyst, with their facial features commonly being sharp and slender. Unlike Elves of other lands, Anqualan elves live up to 500 years, potentially more if they use magic to extend their life spans. Anqualan Elves physically age until, in comparison to humans, to their 40s, at which point their hair and eyes will begin to lose color, with the eldest having pure white hair and eyes. Anqualans also typically live on the Island of Novyye, and most prefer to live in more rural environments, especially within the forests.
Gsomvrosians (Humans) Standing at 5’9” tall on average, these humans are olive skinned with brown or black hair, only very rarely holding auburn hair. The Gsomvrosians have slender and sharp features, much like the Anqualans, although this is from centuries of interbreeding with them. Because of this they also share their eye colors, which are commonly green and blue, but also amethyst at times. These humans are present throughout much of Southern Novyye, they are the descendants of the Elkadan that traveled north from Zemnalkov and integrated for a time in Anqualan society. They primarily live in the cities, rural villages, and farmlands, serving as a sort of worker’s class.
History
The First Age | The Muha Imperium Колóмна was among the last regions to be invaded by the Muha Imperium. Fighting lasted some eighty years as Imperial troops pushed inland from the coast. With the assistance of the Yakovians, the Колóese stemmed the tide of invasion and, with Imperial fortunes being reversed elsewhere, were able to push the Imperium back. Eventually forcing them to abandon the north altogether. 2nd Age, 1 - 545 | War of the Princes With the Muha Imperium gone, the Колóese fell back into their national pastime, inter-city warfare. The Колóese had long been divided into small Principalities and the War of the Princes began in earnest almost at once. Armies crossed and recrossed the region as the smaller Principalities were swallowed up one by one. 2nd Age, 545 - 660 | Emperor of the Колóese The War of the Princes came to a close with the subjugation of virtually all Principalities by Prince Arto Kalevi Nyberg, who quickly proclaimed himself Emperor of the Колóese. His family would hold sway over Колóмна for 115 years, though none of those years were marked with peace. Fighting continued with the yet unconquered Princes and constant rebellions plagued the region throughout the Imperial reign. 2nd Age, 660 - 830 | Fracturing of Empire The Last Nyberg Emperor was mauled to death by a Vittra as he led his army against the Principality of Mолоток. Nyberg left only a very young son and his army, made up of previously conquered peoples, quickly broke up and returned to their home regions. It took no more than a few months for the newly freed peoples to begin fighting over the remnants of empire. Several Generals loyal to the Imperial family did their best to hold the Nyberg Dynasty together, aligning with the son. The young child, no more than three years old, was brutally murdered by a bodyguard paid to assassinate him. What little legitimacy the Generals had died with the infant and war began anew. With no unifying force, the empire eventually fractured into seven main Principalities and Grand Duchies. 2nd Age, 830 - 900 | The General Peace Amazingly, in 830, a general peace was called. So many lives had been broken and so many people killed that peasants had become a valued commodity and began to vote with their feet, moving to more peaceful regions. Faced with a lack of tax paying citizens, the Princes and Dukes could no longer afford to field armies and the peace was declared in late 830. It would mark the end of any serious fighting among the Колóese up until modern time. 2nd Age, 900 - Present | The Novyye Protectorate In 900, quite by accident, the Колóese received a visitor from the south, a ruler from a city-state on the island of Novyye. The man came looking for mercenaries and allies to support his peoples conquest of the island. The Колóese, their population approaching pre-imperial levels, agreed and dispatched a small army to Novyye. What they found was a land torn between humans, elves, and even a few Goblin factions. The Колóese, led by a fiery redhead known to history as Princeess Jessikka "The Hammer" Aro, swiftly took advantage of the situation and conquered several city-states in their own right. Not to be outdone, the other nobility of Колóмна quickly committed more and more fighting forces until a substantial combined army of Колóese subdued much of the island. Fighting still continues in the south where Anqualan Elves and humans known as Gsomvrosian still cling to seaside fortresses and mountain strongholds.
Culture
Appearance The Колóese have pale white skin and blonde or red hair is common. Men and women are both known to braid their long hair once they are married, younger men keep their hair close cropped, and all men grow beards. Heavy clothing is trimmed with fur and hot springs baths are a popular event. They tend to spend a fair amount of time waging war within their own lands and favour mounted combat wherever possible. Колóese rarely live beyond the age of seventy and their lives can be brutal and short.
Architecture The Колóese pride themselves on their architecture, notable the tall spires topped with onion shaped domes of various colours. Most buildings are built of a reddish brick found throughout the region and, since the collapse of the Muha, castles have begun to resemble fortified palaces rather than brooding fortresses.
Traditions
Kupalo, the God of summer fertility. In his honour people sing songs and jumped over a bonfire. This ritual act has become an annual celebration of summer solstice, celebrating the longest day of the year and beginning of a new year cycle.
Death among the Колóese is a private but simple affair. When an Колóese dies they are said to have gone Back to the Mud. The ceremony completed by members of the deceased's family, involves cremating the body of the deceased before scattering their ashes across the landscape.
In the old days Maslenitsa was for remembrance of the dead. So the burning of the figure of Maslenitsa signifies the deities funeral. But with time the Колóese, longing for fun and entertainment, turned the sad holiday into jolly Maslenitsa with blini (pancakes) - round, yellow and hot as the sun, sledding and horse sleigh riding, fistfights and mother-in-law chatting. The rituals of Maslenitsa are very unusual and interesting because they combine the end of the winter holiday rituals and the opening of new spring festivals and ceremonies, which were to promote a rich harvest.
Family Family is very important to the Колóese. Family blood lines are tied back through generations, often weaving in and out of various ruling families. Even the lowest of the low, the serf, will still proudly claim lineage from some great Колóese house.
While the father is revered in a Колóese Family, the mothers rule is absolute. A son or daughter may not marry without the permission of the mother; a mother refusing a match has become rarer in the past several hundred years.
Колóese families are large, usually boasting five or more children. This is twofold, it assists in chores about the homestead, but also ensures replacements for those who die in battle, or some a myriad of diseases and monsters found throughout the land.
Law The issue of crime is one that has always beset any civilized society and the Колóese are no different. The ultimate rule of law falls to the regional lord who can mitigate or increase a penalty.
An offender must either settle their offence through payment of goods or coin, or fight for truth. This means a person may to chose a champion to fight against another champion in the name of truth. This has led to a unique career for some widely referred to as the Swords of Truth. These individuals travel about offering their services to those in need of a champion.
For the most serious offences, usually where there are other witnesses, the suspect is brought before the aggrieved party and his or her fate voted on by the victims family. Punishments for an Колóese found guilty of any serious offence range from banishment to slow execution.
Entertainment The Колóese adore racing horse racing and wrestling. The two sports are easily the national pastime of Колóмна. Any Колóese can win considerable fame and fortune if they compete well and win.
Plays, dancing, and feasting are generally considered close seconds when it comes to spending time together.
Slavery The keeping of slaves is very uncommon in Колóese history. Since the conquest of southern lands, however, it is starting to become more common. A suitable climate makes keeping them a more attractive proposition; they live far longer.
Education The Колóese speak a language of the name. It is no more difficult to learn than most other human or elven tongues.
All Колóese attend school until the age of twelve, after which they are no longer required to study. The offspring of the wealthy of course have the time to remain in school longer and many go on to study at universities or academies.
The poor can apply to a local lord of funding to attend those same schools, though acceptance is rare, but not unheard of.
Cuisine The foundations were laid by the peasant food of the rural population in an often harsh climate, with a combination of plentiful fish, pork, poultry, caviar, mushrooms, berries, and honey. Crops of rye, wheat, barley and millet provide the ingredients for a plethora of breads, pancakes, pies, cereals, beer and mead. Soups and stews are centred on seasonal or storable produce, fish and meats.
Magic The Brethren of Asya are the primary magic users in Колóмна, focusing on the destruction of an enemy through a focus on death . Contrary to what many people believe, the Brethren of Asya are not Necromancers and have no spells that raise the Undead, nor would they want them. The Brethren of Asya embrace the certainty of death and all other endings, while Necromancers strive to prevent their own ends at all costs.
The magic of Колóмна is the magic of time and the soul, of driving away or destroying the Undead, of causing a person or item to wither and age a decade in seconds, of draining a person of his vitality to empower the casting wizard, of communing with the recently dead, and of ripping a person's soul from his body to leave behind a decaying corpse.
Spells wielded by the Brethren of Asya are, as one might expect, mostly destructive; the remaining spells deal with psychology. The maost dangerous among the, and the hardest to learn, is Drain Life. This spell can target a group of enemy soldiers and essentially age them in seconds.
Military
Recruitment The Колóese armies are levied from the various lords, who are expected to furnish fighting men for the nobility. There is a core of professional soldiers, drawn from all levels of Колóese society, in every region. A least one child from every family is expected to serve as a fulltime soldier. When the time comes to wage war on a larger scale, the Fyrd is called. This is essentially every able bodied person who can be spared.
Колóese peasants are expected to practice from birth with a bow. Their local lord is expected to similarly support them by supplying at least one horse per family to aid in the training of cavalry and horse archers.
Колóese Military Organization Колóese warriors are as varied as their weapons. The only commonality is the presence of a long spear, shield, hand weapon, and their deadly compound bows. Armour is made of padded cloth armour covered by chainmail or scalemail.
They fight in organized groups led by their lord, or an appointed commander. Preferring to shoot from a distance until their enemy is disorganized and chaotic. Once the enemy is scattered and cohesion is lost, the Колóese will press a close quarters attack. If the enemy will not break, there are always the various monsters the Колóese keep within their army. What cannot be broken by arrows, can be stomped into ruin by the savage creatures of the north.
Monstrous Units
The Druzhina Cavalry are arguably the heaviest of their kind, the Колóese utilizing them to brutal effect as a powerful shock force that can literally mow down entire enemy formation in a great, thunderous charge. It is this bold resilience that attracts Колóese to Druzhina -- for it is hard not to respect an animal that will continue to bite and slash even when its brain has ceased to function. The Колóese have tried to capture and break the beasts for mounts since they first encountered the Druzhina -- although for centuries every attempt ended in death or crippling injuries for scores of Колóese.
Khanty Cavalry are the strongest of the Колóese who ride the fearsome juggernauts known as Khanty. Khanty Cavalry are a rarer sight than Druzhina Cavalry . This is mostly due to the fact that Khanty are large and ornery beasts, and are thus quite difficult to tame. Even when broken to saddle, the extreme stubbornness and poor eyesight of the Khanty makes it hard to maneuver them on the battlefield with anything remotely resembling accuracy This means that only the toughest and most determined Колóese can do so.
The Nattmara are a feline species of large, pack predators that inhabits the slopes and caves of the northern mountains. They are predatory creatures that hunt down prey in large hunting packs, their body being extremely muscular, covered in thick fur to survive the near inhospitable landscape, and a pair of large gaping fangs that is strong enough to pierce armour or gore their prey. Although the Nattmara are predators, there are some who have been tamed and used by the Колóese as hunting animals, or companions to their masters. They live in packs and can hunt down prey as big as a Mammoth.
A Nøkken are a hulking four-legged beast that strides the glacier-ridden lands of the far north and the northern mountains. It is a primordial creature that has survived since a bygone era, a time when the entire world was sheathed in ice. However, it has not done so unchanged. Over many generations, the warping effects of raw magic has gradually turned the Nøkken into a walking patch of winter. The Nøkken emanates frost, sending out chilling waves of freezing air that lap around its mammoth hide, slowing all who dare approach the great beast. Special clothing and magically powerful riders are required to survive riding these beasts into battle.
Vittra are massive, horned, woolly beasts endemic to the mountains of the north, that the Колóese tame and use in battle. They are massive beasts of muscle and violence, each many times the size of an average cavalry mount and - if it can be believed - several times as dense. Intelligence is of little import to these great beasts however, for each Vittra is quite literally a living fossil, its skeleton hardened by the same rock as the mountains where it makes its home. As legendary as their hardiness is their belligerence; in fact it is said that a Vittra will take any opportunity to headbutt something to death and trample its corpse into paste. Such is its colossal mass that the impact of its charge is like a boulder plummeting from a mountaintop, a deadly combination of weight, momentum and a bad temper.
Vittra are massive, horned, woolly beasts endemic to the mountains of the north, that the Колóese tame and use in battle. They are massive beasts of muscle and violence, each many times the size of an average cavalry mount and - if it can be believed - several times as dense. Intelligence is of little import to these great beasts however, for each Vittra is quite literally a living fossil, its skeleton hardened by the same rock as the mountains where it makes its home. As legendary as their hardiness is their belligerence; in fact it is said that a Vittra will take any opportunity to headbutt something to death and trample its corpse into paste. Such is its colossal mass that the impact of its charge is like a boulder plummeting from a mountaintop, a deadly combination of weight, momentum and a bad temper.
Giants are not uncommon in Колóмна. They can be found in small villages in the deeper mountains and often prey on humans for food. During times of war however they can be incorporated into an army through payment of food stuffs. They tend to wield large hand weapons and prove very difficult to kill.
Skallagrim are massive, heavily armoured, bears found along the edges of the northern oceans, that the Колóese tame and use in battle. Bristling with heavy blunted claws, sharp teeth, nasty tempers, and capable of incredible violence, each can kill a horse with a single swipe of a massive paw. Raised from cubs, these are among the few non-humanoid residents of the north who are sentient; they can communicate with humans. This intelligence makes them extremely unlikely to allow a rider, though it is not unheard of in Колóese history and lore.
Siege Train Prior to the invasion by Muha, fortifications in Колóмна were little more than wooden palisades with a wooden keep. It was the Muha, much to their chagrin, who taught the Колóese how to build proper fortresses. The Yakovian's taught the Колóese how to bring them down again. The Колóese siege train is a firm mix of humans and dwarves now; it would prove devastatingly effective when the Колóese invaded southward. The various beasts within Колóмна can, themselves, make for fearsome siege weapons and more than a few gate ways have been simply obliterated by an enraged Vittra that headbutted the structure into ruin.
Government
Leadership The various Principalities throughout Колóмна are ruled over by Princes and Grand Dukes. Female rulers are are enough to be remarked upon, though they do happen and the largest faction is currently controlled by Princess Natalya Estemirova of Mолоток.
Religion
The Gods of Колóмна The Колóese believe that the Gods once walked the earth, and indeed, may still be doing so to this day. There is always a spare place setting at every table, no matter how humble, should a god chose to stop in. The gods are viewed as immortal beings who will help those who help themselves, not stooping to assist the weak and corrupted.
Shubina The greatest among the gods is Shubina, Mother of All. She is the awe-inspiring ruler of the Golden Sea, and most revered immortal, who was on an unrelenting quest for knowledge. She is the goddess of war
Evgenia Shubina's sister, Evgenia, is the goddess of beauty, love, fertility, family and fate, is gifted with the power of divination, and yet, is surrounded by an air of secrecy. Evgenia is a very protective mother and so all households look to her in matters of the family.
Rodya Shubina's husband, Rodya, is described as living between heaven and earth. Rodya is the epitome of radiance, beauty, kindness and fairness.
Makarka The brother of Rodya, Makarka, alone among the gods, is known for his bravery, strength, healing powers and righteousness. Soldiers often pray to him as their patron and seek his favour in battle.
Natalka Natalka is one of the most sensual and passionate goddesses. She is also known for being the most wicked among them, often blamed for leading young lovers astray. Particularly beautiful women are said to be direct descendants of Natalka.
Maslenitsa Maslenitsa is the ruler of the underworld. Her namesake is given to a holiday celebrating the dead. She has pale skin and appears to be death-like. She nurtures and houses any who enter her realm. The savage nature of the realm actually tends to make her a welcome guest in any house where someone suffers agony; death is a welcome companion.
Economy
Trade The Колóese have played a prominent part in world trade throughout the ages. Fur and wax products are chief exports from the Колóese market. Other products, such as flax, hemp, tallow, ashes and skins are key articles for the shipbuilding industry, being used as materials for the rigging, ropes and sails. Flax is also an essential raw material for the textile industry. Tallow is used for the manufacture of soap and candles and also in making cloth and leather. Ashes and potash had a variety of technical uses, for example in the textile and glass industries. Skins were the raw material for the manufacture of leather. The products enumerated are a virtual monopoly goods in the north and are regarded as quality goods.
Region
The climate in Колóмна can be much milder than one might expect. Spring, summer, fall and winter each have their own unique personalities. Winters are harsh in the north with summers being shorter, but notably hot at times. The more recently conquered southern regions boast longer growing seasons. In a land as varied as Колóмна, these seasons can be quite different depending on where you live.
The southern regions winters are shorter and milder, while daytime summer temperatures normally range from 15 to 25 degrees Celsius. The air is relatively humid here, making warm days feel warmer and cold days colder. However, even in winter months, snow is rare near any southern coast.
The North has the climate many people falsely associate with all of Колóмна. Winters here are long, cold and dry, with sub-zero temperatures lasting several months. There is also much more snow here. Summers may be short, but temperatures are often a comfortable 15 degrees, with occasional peaks of up to 30 degrees.
Колóмна is a land of spectacular scenery. From towering snow tipped mountain peaks to white sand beaches, there is a place for everyone to visit. In the north the land is a wild and savage place of deep valleys, sharp peaked vistas, thundering rivers, dense forest that gives way abruptly to the ocean and steppe any horseman would love.
To the south, separated from Колóмна by the Great Deep is Novyye, an island conquered in the last hundred years. The climate is far more mild here, the valleys not quite as deep, and the rivers wide and deep. It is a land of plenty and has provided the Колóese with great wealth and prosperity.
Factions
The Principality of Mолоток is the largest and most powerful of the various Колóese states. They cover much of the Western portion of the traditional Колóese territories.
The greatest rival to Mолоток, Varjagŭ holds generous coastal regions and have done well for themselves in foreign trade. The greatest of the Колóese seaports are found here.
One of two middling states at the heart of the Колóese world, the Kŭlbjagŭ region has always produced some of the finest beast masters and monster tamers. While small and few in number, none can argue their impact on the national stage.
Pinned in the centre of everything, tight next door to Kŭlbjagŭ, this region is almost entirely mountainous. The Princes of this region have maintained strong ties with the Yakovia and claim, rightly or wrongly, that they were the only humans never fully conquered by the Muha.
The Dwarven Kingdom associated with Колóмна. Firm allies and traditional suppliers of metals and all things precious, they are in the deepest north of the region. It is rare for one of their kin to be seen beyond the northern mountains, and unheard of them to cross the sea.
A land of rolling hills and generous steppe that ends at jagged rocky shores and the pounding surf of the ocean. This eastern most region is famous for its horse archers, dancers, and fine honey mead. Much of the culture and architecture found throughout Колóмна began here.
A land of islands and savage reefs, it is here that Колóese scholars and mages travel to train and learn. Protected by the reefs, pounding waves, and countless spells, the isolated, and yet stunning, islands make for an ideal and fertile training ground.
Novyye, or "The New Land", is the southern island that fell into Колóese hands over the past hundred years. This new and lush region is still a hot bed of fighting and elven resistance as Колóese troops, fighting under one banner, seek to take complete control of the island. No one Principality rules here, yet.
Characters
Princess Natalya Estemirova of Mолоток Prince Anders Ehnmark of Varjagŭ Grand Duke Pavel Kirill of Kŭlbjagŭ Prince Adlan Khasanov of Rytarĭ Grand Duke Sven Lindahl of Ovdotĭja Prince Igor Domnikov of Kostelĭ High King Rydz-Śmigły of Yakovia Lord Commander Jaako Virkkunen of the Novyye Protectorate
The Valgor is a large tribe of lizard-like humanoids. They are tribal and savage but still partly civilized. They have dominated the small eastern island and have started expanding outwards. They live quite isolated from each other but do form close communities. They are ruled by Valgor Matriarchs, like queens. The Valgor do use steel and metal weapons and armor, but do still wear traditional tribal clothing, weapons, armors, and tools.
Valgor
The Valgor was once at a state of prosperity. They had risen from primal, feral creatures into a working society, but were still leaderless at this time. They harvested resources and discovered many techs like fire and tools. Within a few years, a new Nation was born. Tribal and still savage, the Valgor had dominated their homeland. A few years later, they began selecting leaders. The strongest, fastest, smartest females were chosen as candidates for a title they named "Sathlighan" or "Matriarch" in English. The first Matriarch was chosen and the Nation prospered further. Buildings were constructed and walls were made. Armor was built, metalworking and mines were discovered. The Nation had never been as prosperous as this. However, overpopulation started to kick in. Resources were being overconsumed and food was running out. Prey had started migrating away and the tribe began to ration their food supplies. They knew they needed to expand, so the built a crude fleet of ships and sailed out to sea to find new lands. They sailed west and quickly found the mainland and started colonization. Within a few weeks, new camps and villages were built and migrating Valgor were sent from their homeland to colonize the new world. However, intelligent life was discovered in the new world. The Valgor realized that they might need to fight for territory and race for expansion. They still remain undiscovered, but have sent spies to scout the outer rims of the other Nations outskirts to learn more about them. They might reveal themselves at some point and may start diplomatic action... or war.
The Valgor are tribal, building crude but functional structures, armor, tools, weapons, and more. They are quite religious, but they do not worship gods or greater entities, but they do serve their matriarch. They lay eggs like lizards do and prefer warm climates. They build structures based on their enviromnent, like wood huts and animal skin tents in forests, grass, stick, and animal hide tents and huts, cave houses in mountains and so on and so forth. The Valgor currently have not interacted or have been discovered by any other humanoid races.
The Valgor recruit villagers and civilians into hunters, soldiers, and guards. Valgor quickly expand their territory and hunting grounds and build camps and outposts. Most camps are hunting and military camps that they use to defend their territory and house their hunters near or in their hunting grounds. Hunting parties and guard patrols are consistent, switching between day and night hunter and guard parties.
Valgor Scavanger
Scavengers are by far the lowest ranking military unit. They hunt most of the time, but few can be found on battlefields. They are lightly equipped, but nimble and fast.
General equipment: Bone hunters knife, Bone short-blade, Animal hide rags.
Valgor Hunter
Hunters are scouts and the main hunters in a hunting party.
General equipment: Bone hunters knife, Bone long-blade, Animal hide rags, Light bone armor, crude bow, Bone arrow X10-40.
Valgor Skirmisher
Skirmishers are fast but still moderately equipt. Built for battle, they are elite hunters and main infantry of hoards. They rush straight to the frontlines of battle and slay all the enemies they can to weaken the battlefields and give their allies a better fighting chance. Most Skirmishers die, but the survivors are promoted right away after their first battle due to the amount of bravery and skill required to survive such a fight.
General equipment: Bone long-blade, Animal hide rags, Bone armor plating, Bone light shield.
Valgor beserker
Beserkers are elite infantry and hunting party leaders. They are hard to kill and only the strongest are selected for this position in the ranks. Though not very smart, most are brute sized and have immense strength. They carry massive battle hammers and huge war axes, and wear the toughest of bone armors.
General equipment: Bone broadsword/Bone Waraxe/Bone Battle hammer, Heavy bone armor, Animal hide cloak.
Valgor knight
Knights are one of the strongest infantry of the Valgor Nation. They wear full plate steel and metal armor and wield metal swords and shields. Hardly any of their bodies are uncovered and it is difficult to take one down.
Elites are by far the strongest infantry. Their heavy steel armor and weapons make them a devastating force, and a powerful foe. Built for war, the Elites guard the Matriarch and fight with their knights. They are the lowest ranking soldier that are allowed to command other soldiers.
General equipment: Valgor steel War armor, Valgor steel War Blade, Valgor steel war shield, Valgor banner.
Valgor Hoard Leader
Hoard Leaders command all of the above in their hoards. They lead hoards into battle and are part of the Matriarch council. If a Hoard leader dies on the battlefield, then the whole hoard losses morale and retreats or surrenders.
The Valgor are commanded by the Matriarch and the Matriarch council. The Matriarch is always the largest, smartest, and strongest female in the clan. The Matriarch bloodline does not spread far and many Matriarchs can live more than double the natural lifespan of normal Valgor. The Valgor are divided between ranks. The lowest being the least respected, and the highest being the most respected and followed. Army ranks is not the only ranking system. There are other ranks like Hunter ranks, Civilian ranks, Worker ranks, e.g. There is little to no crime in Valgor society due to free resource collection and trading. The Valgor find it easier to negotiate than fight, and because of this, there is no international warfare. After the colonization of the mainlands, each settlement has divided into new Clans. Rules, laws, ranks, and government is different in each clan, but all are peaceful to each other.
The Valgor are not very religious, but they do have certain restrictions on apparel, weapons, and buildings.
The Valgor produce their own resources from wood to animal hide. They build farms to feed livestock, house livestock, build mines, harvest wood, and more. The Valgor are carnivores however, so fruits and vegetables do not help them. They only grow crops to feed livestock.
Map: WIP
TBA
There are currently 3 Clans of the Valgor Nation.
Ga'vasahn: The first Clan. The Ga'vasahn built the foundation of the Nation, and controls all of the Valgor homeland. Population: 1834603
Sithasgan: The second Clan. The Sithasgan has a different language compared to the other clans, but all Clans understand them and the Sithasgan understand the others. The Sithasgan control a small portion of the claimed land on the mainland. Population: 1662
Kithas: The Kithas is a war Clan. Almost all of their members are military and hunters. They control the largest portion of the currently controlled land on the mainland, and have many small camps scattered everywhere. Population: 279067
TBA
@Slagar Im finished my second prototype! What do you think? I will make changes accordingly if necessary. Thanks for waiting!
=Overview= A Federation of City States ruled over by Kulskiel Goblins and their Burivengi Bugbear minions, Zemnalkov was mostly populated by Humans and Elves until the Goblinoids, collectively known as the Zemnal had invaded the land as a horde of fleets and raiders from the west. Now they rule over the land as City States and leagues banded together under a Federation led by the central leader, the Baskozh. It is a primarily matriarchal society, in which women hold most of the positions of office, and it is mostly focused on expanding through trade, although they have been known to be hostile militarily as well.
-=Ethnicities=-
=Kulskiel= Goblins that barely stand over 4 feet tall, they commonly have greenish yellow skin, and are known to have various dark hair colors, such as black, brown, dark green, and on rare occasions dark blue. Their eyes come in red, green, blue, and yellow, and are highly reflective, making them appear as though they glow, especially in the dark. Their hands have three fingers which bare dark, almost black claws upon them, although these are rarely used. A striking feature of these goblins is that they have small tusks and fangs protruding from their mouths. They are also known for giving birth in litters of up to four, and it is this very fact that they are the largest growing race within Zamnelkov, and are in fact more numerous than the other races. They are also the masters of the land, holding the majority of political power and having created the current government. They are located throughout all the land, although mainly reside within the cities and towns, as well as in the mountains and hills of Zamnelkov. They are considered to be ambitious, devious, and reckless, almost to the point where some even deem them suicidal when they are rallied beyond a certain cause. They are foreigners, having coming to these lands roughly three centuries prior from a land called Stestemya, originally as explorers, then raiders, and eventually conquerors. =Burvengi= The larger of the two goblinoid species, the Bugbears stand on average at 6’8”. Unlike the Kulskiel goblins they have yellowish skin, sometimes bordering on green, causing some to confuse them as orcs. Like their goblin cousins they have tusks and fangs protruding from the mouths, and three fingers on each hand ending in black claws. Their eyes come in red, yellow, blue, and green, and heavily reflect light to the point where they seem to glow, especially in the dark. Their hair colors typically come in brown, black, and red, which extends to their bodies, which are particularly hairy and fur covered. Other than their height and their larger muscle mass, what does set them apart from their goblin compatriots is the fact that they have a bear like nose. Their primary role within Zamnelkov comes in the form of enforcers, soldiers, body guards, and hunter, typically being valued for their brawn rather than their brains by their goblin masters. They commonly live near goblins, but it is also fairly common for them to live in their own villages in the hills. =Anqualan= A Wood Elven people, they typically stand around 5’7” and have olive skin, and are known for having brown to sometimes auburn hair. Their eye colors range from blue, green, to amethyst, with their facial features commonly being sharp and slender. Unlike Elves of other lands, Anqualan elves live up to 500 years, potentially more if they use magic to extend their life spans. Anqualan Elves physically age until, in comparison to humans, to their 40s, at which point their hair and eyes will begin to lose color, with the eldest having pure white hair and eyes. Anqualans also typically live in the north of Zamnelkov in the region of Teriasevo, and most prefer to live in more rural environments, especially within the forests. They are the oldest race to be present in Zamnelkov, once lording over one of the corelands of the Muha Imperium and later their own realm. They have since fallen from grace, many retreating to the woods both before and after the Zamnel Wars. =Gsomvrosian= Standing at 5’9” tall on average, these humans are olive skinned with brown or black hair, only very rarely holding auburn hair. The Gsomvrosians have slender and sharp features, much like the Anqualans, although this is from centuries of interbreeding with them. Because of this they also share their eye colors, which are commonly green and blue, but also amethyst at times. These humans are present throughout much of Southern Zemnalkov, particularly the regions of Gsokevnia and Kremrelvka, they are the descendants of the Elkadan that traveled north and integrated for a time in Anqualan society. They primarily live in the cities, rural villages, and farmlands, serving as a sort of worker’s class. =Varkovnian= Also known as Varkans, the Varkovnians are a rather recent addition to Zemnalkov, having been the native people of the region that the Zemnal call Semelia, and can also be found in the southern western parts of Krenirelvka. They are a dusky olive to light brown skinned people with predominantly dark hair, and thick stocky builds. Those that do live in Zemnalkov are a rural people, living in villages and hamlets in the woods and grasslands of the west. =Elkadan= The Elkadan are the original humans to have settled in the country that is now Zemnalkov, primarily settling its southern lands. They are a mixed people, having pale to olive skin, usually standing around 5’11” on average, and are known for their black hair and blue eyes. They are a minority even among the Gsomvrosians, and most of them live in the very south of Zemnalkov, usually migrating from southern lands. They primarily live in small clan based hamlets and villages spread throughout the hills of Krenirelvka
-=History=-
=The First Age| The Muha Imperium= Much of what is now the eastern lands of Zemnalkov was once called Anqualith, ruled by the Anqualans, a race of Wood Elves who had a great respect for the woods, typically living in harmony with it in accordance with the doctrines of their god Pericar. That was until the Muha Imperium came marching through their hills and woods, giving the Anqualans two choices, join them or die. Those that refused, had their forest homes burned and their children enslaved. This would be one of Muha’s first major conquests outside of their home territories, and as both peoples were elves, the Muha attempted integration in one of their first new territories. Given their proximity and elvish bloodlines, the Anqualans slowly but surely became an integral part within the Muha Imperium, becoming one of her core territories the further the Imperium expanded, her sons and daughters fighting first and foremost for the Imperial Crown rather than the forests of their homeland. While the Anqualans still respected their old ways and the forests, they took more and more to the urbanizing ways of the Muha, making them a well developed and stable land. =2nd Age, 1-223| The Fall of Muha and the Elkadan Migration= Despite their loyalty to the empire, the continued corruption and atrocities that had sprung from Muha, against Anqualans amongst many others no less, rebellion had stirred in the heart of Anqualith, being one of the last of its client states to turn on the Imperium. Anqualith gained its sovereignty although this sovereignty would be challenged when the Elkadan, a race of men, had sacked the Muha capital of Muhakim. The Elkadan were not satisified with their conquests to the south, and as they divvied up their conquered land, more and more ambitious clans headed north, into Anqualith, confusing the the Anqualans for the Muha. This began the barbarian invasions that the Regency of Anqualith was ill prepared for, and much of their southern lands were taken by the human scourge, who quickly turned it into a mass of petty kingdoms and dukedoms as they had in the south, no one kingdom remaining large for long due to the gavelkind inheritance laws that the Elkadan partook. This era saw a loss in power and influence in Anqualith, as outlying cities broke off on their own as city states, creating a fractured and decentralized region where the Elkadan and Anqualans shared a tense peace that was typically broken by minor states warring with each other over land and trade disputes. =2nd Age, 234-244| The Olman War of Aggression= Further south, one of the Elkadan realms calling itself Olma, began a campaign of rapid expansion after its king, Pelom the Bold had gathered enough wealth and influence to create an army whose backbone was made of heavy units and cavalry, quickly conquering many of the southern Elkadan realms. This conquest did not stop in the south however, as Pelom wanted to unite all Elkadans under his power, which included those that had created their realms in Gsokevnia, Krenirelvka, and Southern Teriasevo. While the realms in Krenirelvka had been easily conquered, the further and further the Olmans attempted to push into Gsokevnia and Teriasevo, the more difficult the terrain was for their cavalry, and the more and more the Anqualan Elves had joined with their Elkadan neighbors to push off the Olman invasion. This created a deeper bond between the Elkadan and Anqualans of the region. =2nd Age, 244-310| Rise of Anqualan Power= The Olman invasion, while it had left most of Krenirelvka and Gsokevnia under the rule of Olma, also granted Anqualith a great deal of influence as the largest nation capable of standing against Olma. Most of the Anqualan states had rejoined the Regency of Anqualith as client states, and those remaining Elkadan kingdoms that had resisted Olman invasion turned to the Anqualans for protection and guidance, becoming marches under the rule of Regent Protector Naethala Caesthil. This began an age of peace for Anqualith, and their culture and religion of Pericaran spread to the Elkadan, who began to intermarry with the Anqualan people. Pogroms that occurred against the elves in Olman territory ensured that many of these Elves fled to Anqualith, integrating into their society and bringing new trades and greater population. =2nd Age, 312-377| The Olman Wars of Humiliation= As Anqualith’s power waxed, Olma’s power began to wane. To further increase their wealth and power, the Kingdom of Olma under the leadership of King Pelom IV began a new series of wars to expand Olman territory. Their first targets were in the north of Olma, namely the lands of Ok’Va and the remaining Elkadan Marches, now loyal to Anqualith. Pelom’s personally led the campaign into Ok’Va expecting an easy victory, while his Generals invaded the Elkadan Marches. Both campaigns were met with failure, as Anqualith was quick to send her armies south to defend the Marches, and sent warriors and supplies into Ok’Va as mercenaries to aid in their unconventional war. This was further expediated when King Pelom IV was killed in Ok’Va and his successor, Kelvad instead opted to invade the remnants of Muha. Anqualith allied with Muha and attacked Olma in the north as Muha raided the south. =2nd Age, 377-422| The Naethalan Reconquests= As the Olman Wars of Humiliation ended, and the Olman Civil War began, Regent Protector Naethala saw this as an opporunity to fully reconquer the lands that Anqualith had lost for centuries ago. She launched a full on invasion of the Olman lands in the regions of Gsokevnia and Krenirelvka, lands that had once belonged to Anqualith before the Elkadan migration. Too busy with their civil war, and later the Kearig Rebellion, Anqualith was able to fully reconquered the lands the Olma, and in the past, the Elkadan had taken from the proud nation. To further consolidate Anqualith, both the Anqualan Client states and the Elkadan Marches were fully integrated into Anqualith. =2nd Age, 431-488| Rise of the Gsomvrosians= With the Elkadans in the north fully integrated into Anqualith, they began to adopt the culture and religion of the Anqualans, and even began to intermarry with them. This spread humans across Anqualith, and these humans, with some elven blood began to see themselves as different from the Elkadans in the south. This was the rise of the Gsomvrosians, who began to serve as the rank and file soldiers in the Anqualan military, but also began serving as workers and servants, despite still holding the majority population in the south and in Krenirelvka. Their nobility was slowly being replaced by Anqualan nobility, their cities no longer having human lords and ladies within them. To offset discontent in this theme, the Anqualans granted the Gsomvrosians various castles and feudal holdings to rule over, to give them a sense of importance and governance in the land, reviving old human noble houses for this purpose. =2nd Age, 501-542| The Algaenan Decline= Despite the seeming rise to power that Anqualith had under the leadership of Naethala Caesthil, many Anqualans began to adopt their old ways of being more in tune with nature, as they were before the Muha conquest of Anqualith. More and more Anqualans began to leave the cities to live in the woods in more rural lifestyles once more, while the humans tended more to the cities, especially in the south. It was during this era that trade began to falter with the nascent Kingdom of Maradium and the declining Vozinya. Corruption among the nobility was growing ever more common as they believed that no nation in their immediate vicinity could challenge Anqualith, and it was also during this time that mages began practicing darker magics. This coincided with the appearance of Zemnalkov’s most notable monster, Werewolves, who first seemed to have plagued human villages. However the most egregious corruption was when Regent Protector Naethala Caesthil was assassinated during an elk hunt by unknown parties, but most attribute it to Yelsenra Algaenan, who was elected as the new Regent Protect after Naethala’s death. Regent Protector Yelsenra then proceeded to reverse Naethala’s gifting of territories to Gsomvrosians, and began heavily taxing them and in many cases even revoking their titles with falsified charges of treason. To further solidify her position, she granted her family members these titles instead, until her house was the most powerful in Anqualith. With that power, and the support of the more corrupt nobility, she disbanded the Regency and named herself Imperatrix, styling herself as an old Muha Imperator. =2nd Age, 560-604| The Berman War= While the Gsomvrosians were given castles to rule over, and they were the majority in most southern cities and villages, Castle Berman had become a city in itself over the century since it was given to the House of Berman despite the heavy taxations and revocations of titles by Imperatrix Yelsenra. It’s central location within the Regency, now the Imperium, and its production of iron in the nearby hills made it a stopping point for trade, granting it wealth and political power that almost matched the Regency’s capital of Kelsenpolis. This invoked jealousy in the Imperatrix, who in turn, placed heavy tariffs and taxes on the town of Berman. Knowing full well that she could not simply accuse the House of Berman of treason due to their political power, she instead opted to use something more mischievous. Being a Mage herself, and a practitioner of the darker magics some Anqualans had been experimenting with, she had used her sorcery to bind various werewolves to her will. Sending these werewolves to Castle Berman, many of them ravaged the town below while that largest and strongest of these snuck into the castle to kill the Bermans. Unfortunately for this werewolf, Lord Alben Berman had a silver gilded sword forged due to the already increasing werewolf problem throughout the country. Using this sword, he wounded the werewolf, which not only weakened it but broke the hold that Yelsenra held over the beast. Capturing it, Lord Alben learned from the beast that it was Yelsenra that had forced it to attack the Berman family. Outraged, Lord Alben rose the forces loyal to him, many of which involved now titleless lords and their followers, beginning the Berman War. Considered by some to be a civil war, it pitted Gsomvrosians against Anqualans, although many Anqualans that had grown discontent with the corruption in their society had risen up as well. This war would wage for over 40 years, and culminated in the sacking of Kelsenpolis, and the fracturing of Anqualith into various petty kingdoms and city states. =2nd Age, 629-642| The Krenirelvka-Vozinya War= One of the largest of the kingdoms that formed after the fall of Anqualith was the Kingdom of Krenirelvka, which named itself after the region due to its dominance of it. Led by King Akaitos Athleon I, the Kingdom expanded its borders to encompass all of Krenirelvka. However the reign of King Akaitos was short, as he died when his horse bucked he fell off of a cliff path, crashing his head on the rocks below. His younger brother Melodios took the throne, who wanted to prove himself to the nobility of the realm that he was indeed strong and capable. He looked south to the lands of Vozinya, which had become the State of Varkovnia. Noticing their civil war between Republican Forces and the ruling Varkov Dynasty, King Melodios promised an easy conquest, and on the eve of the Republicans’ victory, launched an invasion of the newly revived Vozinya. It was after the initial battles that Prince Zivko Varkov approached King Melodious requesting his aid in reseating him as the sovereign ruler of Varkovnia. Wanting to use his forces to bolster his own, Melodious agreed; However Melodious was arrogant and boasted much to his generals of how he was going to betray Prince Zivko and easily conquer Vozinya for himself. This word spread, first to the soldiers of Krenirelvka, and then to the soldiers of the Varkovs, and then to Zivko Varkov himself. Enraged, the Prince entered Melodious’ tent and stabbed him with a dagger, quickly fleeing. The ensuing chaos created a battle between the Varkov and Athleon hosts which decimated them enough that the Republican forces crushed them in the morning. This defeat left Krenirelvka in a weakened state, as most of their warriors had either died or fled, delving deep into the woods of Varkovnia and the hills of Krenirelvka, many turning to banditry. Without a king and heir, the nobility of the realm quickly divvied up the kingdom between themselves, splintering it apart once more. =2nd Age, 655-676| Zemnal Migration= During Anqualith’s moment of weakness and splintering, a strange new people began landing on their western shores in what is now known as the region of Yahkovy, so named by these new comers. These new comers were a group of Goblins known as the Kulskiel, explorers from a western land that they named Stestemya. At first, these Goblins were nothing more than adventurers and explorers who were unchallenged by the Anqualans of the area as the elves had all but abandoned the urban centers of the region. The Kulskiel named the region Yahkovy, which in their tongue meant Green Mountains, and within a few years, more and more of their kind came, bringing with them the Bugbears called Burvengi. Where they were once explorers, they quickly turned to raiding, as their homeland was a dying wasteland, and many of these goblinoids which came to be known as the Zamnel “The Bastards” by the Anqualans and Gsomvrosians, began colonizing Yahkovy, taking over the ruined and abandoned cities left behind by the Anqualans that retreated to the woods. The first major raiding however took place further west, and further south. Wanting easy loot and plunder, the Zamnel saw the weakness of what was once the kingdom of Krenirelvka, and put the nail in the coffin for those stagnating realms, quickly travelling south in hordes to loot and sack the cities and castles of that hilly region. It was there that the Zamnel also noticed the failing republic of Vozinya, and more ambitious Goblin hordes travelled even further south, sacking the last of their cities and taking the last of their riches, bringing them back north to the new city the Zamnel had founded in the ruins, the city of Pekevdorog. =2nd Age, 679-743| The Zamnel Wars= With riches coming to Pekevdorog from the south, the Zamnel hordes and pirate captains has founded a rather anarchic city. Up until this point they had been primarily been ruled by pirate captains who organized their fleets, but now they had a land that provided food and water to them, supplies to build a civilization, and their gold and silver, as well as the weapons and armor they had looted from the southern lands granted them new opportunities. The captains and admirals agreed that to maximize their gains, they needed an organized force to fully conquer and subjugate the lands. These lord captains cast the first vote for a War Master, one that would lead them in war and conquest, and the first of the War Masters was Sivona Eilvankon. It was Sivona that realized their unrestrained looting of Krenirelvka and Vozinya made those lands undeveloped and useless to rule over, and so instead she looked east, beyond the mountains to the Anqualan heartlands of Teriasevo and Gsokevnia. This was the beginning of the Zamnel wars, as War Master Sivona led her Goblinoids hordes not only north around the Yahkovy Mountains, but through them as well, these goblins digging tunnels and exploring through caves that had long been ignored by Elves and Men. Many of the city states and petty kingdoms to the east created alliances and leagues too late, as the more lands that fell to the Goblin horde, the more nails were hammered into the coffin, until finally it was Goblin banners that flew above the cities of Teriasevo. =2nd Age, 744-750| The Rise of the Zamnelkov Republic= After the successful conquest of Teriasevo and the last vestiges of the Anqualan and Gsomvrosian territories, the Zemnal had quickly gone about making claims for their own territories, taking the cities to forge their own realms. Initially, these nascent realms were sovereign and independent, but Warmaster Sivona feared that being as splintered as the people they had conquered would jeopardize their position in their new home, leaving them vulnerable to exterior conquest, as the Anqualans and Gsomvrosians they themselves had conquered. Calling a meeting Sivona brought forth the idea to keep these conquered realms united in a military capacity as an alliance. This was accepted by the newly self appointed Geruks, the rulers of the new city states, to maintain control over their newly conquered subjects. The ensure control was had, the position of warmaster would be elected from among the Geruks every 10 years. However, the centralization of the Grand Duchy of Muoarma to the south was of great concern to the Geruks, who formed into the Liga Baninik, and so a new meeting was called that reformed the rule of Warmaster to not only be the highest general of the Liga Baninik but also to grant it more responsibility of ensuring continued cohesion between it, but most importantly also granting the title the responsibility of dealing with foreign powers diplomatically. Over time this position became known as the Baskozh, and the Liga Baninik formed the Zamnelkov Republic. =2nd Age, 811-813| Krechma’s War= With the title of Baskozh being formed, the title of Warmaster was reduced in standing to that of the Baskozh’s chief military advisor, holding the responsibility for fielding the armies of the Baskozh and maintaining them. It was during this era that a bugbear named Krechma was named Warmaster for Baskozh Kelyeta Ehzvanponitz near the end of her 10 year term. When her term had ended, Aniyavelpi Ernvanov was elected as Baskozh by the Liga Baninik, and while she kept much of the Baskoncil from her predecessor, she also enacted a law that formally barred non Goblins from voting on a Baskozh or even on a Geruk, hoping to solidify Goblin rule over the conquered Anqualan and Gsomvrosian populations. This however did not sit well with Krechma, who quickly assassinated Aniyavelpi with the aid of her own bugbear guards. This caused many of the Geruks to raise up their armies to arrest Krechma for his treason, however as many of their own soldiers were Bugbears, many of them deserted and rallied to Krechma, as this new voting law was very clearly a slight against their king despite their long service to the Kulskiel. This strengthened Krechma and weakened the Geruks that opposed him, and after a quick war he defeated the Geruks that he had deemed “rebellious”. While the newly elected Geruks had elected Taniyana Khmechogan as the new Baskozh, Krechma went off and crushed the various rebellions started by Anqualans and Gsomvrosians that saw this as an opportunity to escape the yolk of the Zamnel. The newly appointed Baskozh Taniyana made an amendment to the election law with Krechma over her shoulder that permitted both Goblins and Bugbears to vote for the Geruks and the Baskozh. =2nd Age, 830-841| The Dradark War= Having coming from the dying lands of Stestemya, it would only be a matter of time before the word spread of the Zamnel’s success in these new eastern lands. Another race from their homeland came, the Dradarks, those that had once ruled over and driven away the Kulskiel and Burvengi. The Dradarks came to be known by another name by the Anqualans and Gsomvrosians however, who called them Hobgoblins. When these hobgoblins appeared, they came first as explorers and scouts, but in a panic the Kulskiel Geruks had them executed to prevent more from coming. Some of them escaped and returned to Stestemya however, and not before long, A horde of ships invaded the region, being led by their own Warmaster, Zarkhan Kurrich, who was quick to attack and sack the city of Evekna and then march his way further north to Pekevdorog, where smaller armies led by his trust generals went further south into Krenirelvka, and others sailed around, engaging Zemnalkov fleets and eventually landing of the eastern shores of Teriasevo. The initial years of the war did not go well as more and more armies poured in from out west, and more cities were occupied, which in turn made the Dradark more bold. With their arrogance came ambition, and the Dradark went even further south than Zamnelkov, to invade the lands of Ok’Va, Varkovnia, and Muoarma, viewing the native realms as weak. They were entirely unprepared for this however, as when they entered Ok’Va, they were bogged down by their swampy terrain and guerilla tactics. Viewing Ok’Va as a waste of time and resources, they instead opted to invade Muoarma instead, although were surprised by a fully prepared army, which made great use of their heavy cavalry against the hobgoblin threat, pushing them back northwards. Likewise, in Zemnalkov, the Hobgoblins were facing loses trying to conquer goblins and elves alike, who used hit and run tactics and were hard to route out of their hills and forests, despite being able to handedly conquer and occupy the urban centers. With a great many of their forces having been repelled and decimated in failed excursions into the south, and the dwindling of their forces in Teriasevo, the Zamnelkovians regrouped, catching Warmaster Zarkhan’s main force by surprise. While the battle was bloody and the Zamnelkovians were outnumbered, their ambush worked heavily in their favor and Dradark force was almost entirely obliterated. For the next several years, the war boiled down to a war of reconquest and clean up until the last of the hobgoblins were repelled or captured. Those that were however were brutally executed, a punishment that would send the message that the Kulskiel goblins would never again be conquered and ruled by hobgoblins. =2nd Age, 943-946| The Conquest of Semelia= With the fall of Vozinya and the rise of the nation of Mertvi Zhyvi, the area that once belonged to Vozinya known as Semelia had become split off from the rest of Vozinya, and had descended into a relatively powerless land with no central authority, being made up almost entirely of villages and hamlets, with the once prosperous port city of Shevanevo, which fell into disrepair, becoming a disheveled town, and the trade city of Kazimzek, which had been sacked by the Goblins nearly two centuries before, becoming a shadow of its former self, little more than a ruin filled with squatters that had become a ramshackle trading port. Despite being decentralized it was able to maintain its sovereignty, with the two towns of Kazimzek and Shevanevo effectively serving as city states that unified against exterior threats. However those threats were usually little more than bandit kings and warlords, or the occasional powerful monster threatening the countryside. Nominally their relation to Zemnalkov had been cordial yet wary due to their prior conquests and of course, sacking of Zovinya. The two towns had mostly done peaceful trade with Zamnelkov, however when pirates began coming out of Kazimzek to raid Zamnelkovian coasts and merchant ships, this could not stand. Baskozh Hjaneela Voskeron, wanting to expand her influence and bring the Semelian lands under Zemnalkov’s fold, used this as a pretense for war, and so personally led the invasion of Semelia. The war to occupy the two towns was relatively quick, however conquering the surrounding countryside proved to be difficult leading to three more years of hunting down militias and torching resisting villages. When the majority of the people surrendered, the question of how to manage conquered lands and integrate them was brought forth by the Liga Bananik, as they did not want these conquered lands falling under the jurisdiction of the Baskozh and granting the title more power. Instead the Liga Bananik voted to create a system of Oblasts, which would be ruled jointly by three Geruks, who would rotate out of ruling them every five years.
-=Culture=-
=Appearance=
-Physical Appearance- Despite variation the races of Zemnalkov, many of them bear similarities in their personal appearance. For instance, most Zemnalkovians, regardless of their race typically have longer hair, with the males commonly wearing the hair on their scalps in buns and topknots while letting the bottom of their hair flow freely. Beards are not entirely common as the only race that can grow a full, thick beard are the Bugbears which is rarely done, as both Gsomvrosians and Anqualan men grow thin beards that result in goatees and sideburns. Despite this, both Anqualan and Gsomvrosian men have thick hair, and Anqualans in particular commonly style their hair into dreads. -Clothing- The people of Zamnelkov, while they hold differing cultures in various forms, typically have similar themes to their clothing as with most other things. Much of Zamnelkovian clothing follows the theme of being baggy, long clothing that can be easily wrapped around, and worn in layers. These clothes are typically made from wool, although linen is also commonly used for undergarments, especially by the poorer classes. The Upper classes typically wear wool and velvet. Regardless of gender, typical clothing includes a long tunic which is often layered over other shirts, loose baggy pants, leather shoes or boots, and an overcoat or vest. These vests typically have embroidery and threading on them, a fairly common practice in Zemnalkov. Another common staple of Zemnalkov clothing are cloaks, scarves, and mantles. Bugbears, being covered in much more fur and hair than the other races, typically wear less clothing, and most commonly expose their arms and legs, and being a more warrior oriented people, also typically wear some form of light armor, commonly a leather cuirass or gambeson. For around the waist, Goblins and Bugbears typically will wear leather belts, where as the Anqualan elves and Gsomvrosian Humans will typically wear sashes, which in turn are being adopted fairly quickly by the former, especially their upper classes. Other common accessories come in the form of daggers, which most people carry around both for self defense and as a fashion accessory. -Cosmetics- Cosmetics, particularly make up, is a highly sought after industry in Zamnelkov, particularly by the females of both the Kulskiel and Anqualans. Cosmetics in Zemnelkov consists of fairly typical makeup, lipstick, eyeshadow, blush, and anything that can cover up or remove blemishes and imperfections. However one style of cosmetic that is used fairly frequently is the use of paints to draw simple designs and patterns, a tradition adopted from the Anqualans. One of the most popular forms of makeup with this incorporated are the “Anqualan Tears” which are two stripes coming from the lower eyelid and crossing down towards the cheeks, typically the same color used for eyeshadow. Another typical style, usually among Kulskiel females, is a straight line from their hairlines down to their chins in the middle of their face although the color varies. -Jewelry- Jewelry is a fairly common sight in Zamnelkov, especially among the Kulskiel and Burvengi, who are a rather vain and greedy people, and love nothing more than to collect material things such as jewelry. As a result, jewelry of all sorts can be found readily among even the common folk, the most popular of which are rings. The materials used, as well as the intricacy varies on the social class of the wearer. Most commoners use iron or silver for their jewelry, which usually are barren of gemstones. The gemstones that are most commonly used however are Garnet, Topaz, Jade, and Amber, with the most cherished gems being Opal and Amethyst, with Opal especially being desired, not only for its beauty but also because of the belief that it is magic in a physical form. Other common types of jewelry are nose piercings of various sorts, and due to the Kulskiel, Burgvengi, and Anqualans all being long eared races, ear jewelry as well that often go beyond simply piercings. As the Kulskiel and Burvengi also have tusks and fangs protruding from their mouths, so it isn't entirely uncommon for jewelry to be present on their tusks as well. -Hygiene- The people of Zemnalkov consider themselves fairly civilized, and they view hygiene as an important part of being civilized. That said however, most commoners only truly clean themselves once a week, typically bathing at a local river or heating up a barrel of water to wash themselves in. Wealthier classes typically have bathtubs, with those that can afford servants typically having them fill and heat the bath for them. Within more urban environments however both social classes typically bath more often especially due to the presence of bathhouses which are not only opportunities to clean oneself but also to socialize. Other common hygiene is the use of grooming kits, usually combs and tweezers, made from various materials depending on wealth. The cleaning of teeth, especially among Kulskiel and Burvengi, is fairly popular, especially due to the fact that their tusks and fangs jut out of their mouths.
=Traditions=
-Gender Roles- Zemnalkov is a very much a matriarchal society, stemming from both Zemnal culture and Anqualan culture, with Gsomvrosian culture adopting heavily from Anqualan culture. While there are few laws that separate the genders or restrict them to certain roles, there are many things that are taboo culturally and each gender is expected to act within a certain manner. Women for instance, are held to the stereotype of being capable leaders, intelligent scholars, and skilled craftsmen. Men on the other hand are seen as strong workers and warriors. Gender roles within the household dictate that men are expected to do the cooking and the more physical tasks such as house repair and cleaning, whereas females are expected to do things such as tailoring, bookkeeping, and raising the children. In terms of professions, men are expected to go into more physical fields such as lumbering, mining, farming, building, whereas females are expected to go into more specialist roles such as shopkeeping, tailoring, smithing, carpentry, alchemy and banking. The most notable roles in society that men are very rarely allowed to hold are those of government officials and clergy, unless it is of a faith in which it is necessary for men to hold the title of priest. That said however there are many gender neutral roles within Zamnelkov society, particularly the roles of fishermen, hunters, and soldiers. Both genders are allowed to become soldiers, and there is no real social stigma against either becoming them. -Burial- The people of Zemnalkov typically bury their dead rather than cremating them, believing that cremation will damage the spirit of the deceased. In such burials, the deceased are typically wrapped in some form of cloth, which kind being dependant on social class. Poor classes typically wrap their dead in linen while wealthier classes will use velvet, or even silk. These dead are then buried within a coffin and entombed in a cemetery, which are commonly carved out of caves or built underground. Wealthy families will typically build an entire crypt and tomb for their family, so that each generation will eventually be added to the family crypt. The Zamnel try to bury their dead as quickly as possible as they are of the belief that if one leaves a corpse laying above ground, then evil spirits will possess the corpse and raise it as a vengeful undead that will strike at any living creature. -Festivals and Holidays- One of the largest holidays practiced in Zemnalkov is the holiday of Sonurasat, which occurs near the end of Autumn, which is a large festival in the center of town where games are played, food and pastries are eaten, and beer and vodka is drunk. This festival usually last for five days and is to celebrate the last harvest before winter, although sometimes local officials and lords will extend it for a few more days if they are wealthy and have the food to spare. Another fairly popular holiday is Idish Padu, although is only celebrated the Kulskiel and Burvengi, as it celebrates the Zamnel conquest of what is now Zamnelkov. This is usually a one day affair where everyone takes a day off and celebrates by drinking and eating finer food, although in the past this holiday used to involve parades and festivals, although these were toned back when it caused anger and unrest in Anqualans and Gsomvrosians. -Hospitality- The manner of hospitality experience in Zamnelkov can vary greatly depending on which race one approaches. Kulskiel Goblins are usually quite well mannered, being friendly and inviting to others, especially strangers, as they have an innate desire to socialize, but most importantly to learn about strangers and how best to get something from them in return. For this reason Goblins are fairly open to inviting others into their homes and will readily offer food and drink, and despite Goblin homes being cramped and filled with other Goblins, they will readily offer a bed as well. However, it is not uncommon for strangers who accept such an offer to “loss” a few of their belongings by the time they leave. Burvengi Bugbears on the other hand are rather indifferent of outsiders, and take a more honorable approach, and will offer food and water to strangers only if asked. They only do these things because it is expected of them, however they can be fairly boisterous and friendly, especially with other bugbears and goblins. Anqualan Elves are by many considered to be the least friendly; they very rarely offer anything to strangers unless they give something in return or are truly in need. Anqualans are typically reserved and guarded around strangers, and will only really offer good manners once they get to know them and feel comfortable with them being in their communities, in which case they are fairly polite and well mannered. Gsomvrosians take a great deal after the Anqualan, and are typically reserved in their dealings with strangers although are much quicker to accept people into their communities. They are fairly well mannered and polite and will become friendly and open to others fairly quickly.
=Religion=
-Place in Society- Religion, while in many places is very important, it isn’t so much in Zamnelkov, at least not politically. Religion very rarely influences politics, and Zamnelkov is a fairly tolerant society when it comes to faith, as it is seen as a more personal matter rather than something that should get involved with the state. Most Zamnelkovians merely pay lip service to their chosen faiths, however the most religious of people can typically be found among the Anqualans, who take their religion of Pericaran fairly seriously. -View of Priests- Much like with the view on religion as a whole, Zamnelkovians do not pay too much mind to priests until it is time to attend church, otherwise most of them pass them in the street as they would any other. That said, priests do typically hold a fair among of respect among their laity, and hold enough power that they can organize a church than can support and fund each priest of the faith in the realm. -View of the Gods- Gods are seen as more of an afterthought for most Zamnelkovians, something to give lip service to and pray to every now and then, especially in times of desperation, but mostly because of tradition. This is because to most Zemnalkovians the Gods don’t seem to interfere in their day to day activity unless they actively participate in their religion the way priests do. This is not to say that the Zamnelkovians do not respect the gods or have little faith, but rather they don’t waste their time worrying about the gods unless they require something or there until it is a holy day to pay tribute to them.
=Family=
-The Family Unit- Zemnalkovian families, especially goblin families, are typically quite large due to higher birth rates. Zemnalkovian families are based mostly around the women of the family and the families themselves are clan based due to their size, with a large family of a few dozen living with each other in the same building or neighborhood. The women in the family, especially the mothers and grandmothers wield the most authority, with the eldest being the most respected. Goblin families specifically are very democratic, due to being born in litters, no one goblin is made an heir or inheritor, but rather the entire litter is, who then most employ a form of democracy in their decision making, although the females of a litter usually get more say. Whoever is voted for will be the leader of the litter, and will typically act as the inheritor or manager of their family’s wealth and property, and it is their litter that will be the heirs. When a family grows too big, the extended branches are expected to move out to another home to establish their own clans. -Marriage- Marriage among the Zemnalkovians are fairly typical with the exception of the fact that women are the dominant force in marriages, not only because they are allowed political power and in most circumstances own the property, but also because women are allowed polygomous marriages. Females are allowed multiple husbands, but not vice versa. Marriage is also restricted between the races, although this is more taboo than law, although humans and elves specifically seem to break it more often than others. The reason for marriage can vary, it can be done for love, but it can also be done for financial and political reasons. It is for this reason that intermarrying between different social classes is also typically frowned upon, especially by the upper class. -Pets- The most common pets used in Zemnalkov are cats, as Zemnalkovians prefer smaller pets such as cats, small to medium sized dogs, and ferrets. Goblins especially like smaller pets as they are more manageable for them. Cats are especially liked due to their ability to hunt pests, although dogs are more often used as companions, guards, and hunters. Bigger dogs are typically used more for hunting and guarding, and large war dogs are even used as mounts by Goblins.
=Slavery=
Slaves are a relatively rare sight within Zemnalkov, as they are seen as unnecessary and by some seen as an evil practice, and are only really purchased by the wealthy who typically use them more as personal servants and assistants within their homes, rather than as cheap labor. Those that do buy slaves en masse for cheap labor are usually seen as desperate or even on the edge of poverty for resorting to slave labor rather than fair and paid skilled labor. Most slaves as a result come from purchasing them from foreign lands, rather than any breeding or raiding programs that other nations might use. However, most Zemnalkovians have an aversion to beastfolk and so rarely make use of them as slaves.
=Food=
-Kinds of Foods- Most foods in Zemnalkov are rather hearty and thick foods, most of which make use of potatoes, onions, carrots, beets, and mushrooms. Mushrooms especially are a staple in Zemanlkovian dishes, commonly being used for sauces and in soup. Pork and Beef are the two preferred meats, and are commonly minced and ground for use in other foods or to make meatballs, although various kinds of fish are also popular. Staple Zemnalkovian foods are kebabs which usually uses beef and potatoes, stroganoff which is a thick creamy sauce made from mushrooms and filled with beef that is typically put over other foods such as pasta and rice. Borscht is another popular food, being a beet soup filled with potatoes, onions, carrots, and meats, with another popular soup being potato soup, which is also usually loaded with onions and meat. Two more popular foods are Dumplings and Pirozhki, both of which are made out of dough and filled with minced meat, onions, and mushrooms, with Pirozhki being the larger of the two. More common and less intricate foods are typically various types of bread, steam potatoes and carrots, as well as mashed potatoes. -Eating Habits- Zemnalkovian eating habits are based around eating utensils, with a knife and spoon being the two most commonly used tools for eating. Plates and bowls are typically wooden with middle class and upper class families using ceramic and eventually pewter for their wares. However, depending on the food, eating utensils aren’t typically used, especially by poorer families, who will use their hands to eat things such as Pirozhki or kebabs. Bread slices can also typically be used as a plate for solid foods, and is also typically eaten with soup as a makeshift spoon. Zemnalkovian families are typically all over the place when eating, as they can be large, and so they dont bother all sitting at the same table, but will remain in the same room as eating dinner or breakfast is seen as a social gathering. Servants and slaves however are kept separate and away from the family when eating. Guests however are reserved a seat at the main table when invited to eat.
=Entertainment=
-Music and Dance-
Music is fairly prevalent in Zemnalkov among all races, as it is not something that is restricted, and in fact is played by many people as both a hobby and a profession. It is not unusual to hear many people playing music at festivals, taverns, parties, and even at home. Music comes both in the form of singing and instruments, with most instruments being stringed such as lyres and lutes, with more specific ones being the Gusli and its Qanum counterpart, as well as the Tanbur and Balalaika. Another very common instrument that is used is the jaw harp, due to its small size and ease of transportation. The music that is played is usually quite energetic, as Zemnalkovians like to have fun when playing music and is typically accompanied by dancing. Dance, much like music, is a common sight among Zemnalkovians, and is seen often in taverns and at local events, although the type of dance differs between social classes, with upper classes typically performing slower and more “refined” dances, as wilder more fun dances are seen as wild and uncouth, something the lower classes perform. -Games and Sports- Most games and sports are competitive in nature, with many also requiring some form of physical capability. Common sports and games include archery, which is by far the most popular, wrestling, hammer throwing, axe throwing, and games such as football where two opposing teams try to kick a leather ball into another post. Another popular game played mostly by the upper class is the “Palm Game” in which an interior court is used with a net in the middle, in which both opponents will smack a ball onto their opponents court usually with the palm of their hand until their opponent misses. Some versions of this game use rackets instead with a smaller ball. Many of these games are also often open to the public or held in public places for audiences to watch as a source of entertainment. -Stories- Story telling doesn’t hold any particular place in the hearts of the Zemnalkovians, especially not the goblins or bugbears, as they are not typically too concerned with the past or made up tales, although do enjoy hearing more fantastical tales from bards and travellers in taverns. Stories seem to be more important to the Anqualan Elves and Gsomvrosian Humans, who use them not just for entertainment but also to impart morals and teachings in them, and so many of their stories often revolve around characters doing something wrong and being punished for it. What really excites people however, especially those outside of the urban areas of cities and towns, are travelers who bear news of the realm and outside of the realm, and so strangers and travellers are typically asked several questions when coming into town. -Socializing- Socializing is seen as a very important activity, and is done nearly every day, with many local events often incorporating socialization, especially at festivals and town meetings. Socialization takes place nearly everywhere in Zemnalkov, with more urbanized areas such as cities and towns harboring bath houses which are one of the most popular areas to socialize in, with other popular areas being town squares and taverns. Gossip is one of the favored forms of socialization among Zemnalkovians, although other popular forms involve the hosting of parties and feasts, especially among the middle and upper class who can afford to host such events. -Performance- Performance, such as acting, poetry, and acrobatics, are quite prevalent within Zemnalkov although at varying degrees especially based on social class. In urban areas, theaters are common, but these are mostly used by middle to upper class, in which they observe more “cultured” performances such as plays, acting, comedy shows, and poetry. The more common forms of performance however come in the form of street performers and circuses. Circuses are very popular and harbor various sorts of performances, such as acrobatics, juggling, sword swallowing, and animal tricks, with some of the more daring circuses having captured monsters on display.
=Language=
Due to being a conquered land ruled by foreigners, the people of Zemnalkov dont speak only one language, rather there are two main languages, and a few minor ones spoken by minority ethnic groups. The two main languages are Mogdroma, the language of the Goblins that came with them, and Anqualan, the language of the Anqualan Elves which is also spoken by the Gsomvrosian humans. Both languages are spoken equally although in different contexts. Anqualan is mostly spoken by elves and men, as well as in more rural areas, where as Mogdroma is spoken by the goblinoids and is usually spoken in more urban environments, and as the official language of the government. -Mogdroma- The language of the Zemnal Goblinoids, it was originally the language of the Dradark Hobgoblins that had ruled the Zemnal but is now a commonly spoken language among all people of Zemnalkov, which uses it as the official language in all government documents and proclamations, and any one that is in office must be able to speak it fluently. It is a harsh and flemy yet melodic sounding language. -Anqualan- The Anqualan language is an old language, and while the majority of Zemnalkov are now goblinoids, the language is still heavily spoken, mostly as a native language by the humans and elves, but also as a second language by the goblins and bugbears, sometimes even as a first language depending on how rural they are. It is a smooth sounding language that makes use of rolling Rs and Xs. -Varkanian- Varkanian is primarily the language of the Varkovnian people that are located in the western parts of Zemnalkov, in the region of Semelia. It is its own language, although its written form is based off of Anqualan, and the two langauges have some borrowed words. Due to Zemanlkov also bordering Varkovnia, it is not uncommon for those closer to the border to speak it as a secondary language.
=Craftsmanship=
-Wares- If Zemnalkovian craftsmanship can be summed up into one word, it is extravagance. To Zemnalkovians, displays of wealth translates to power and status, and so much of Zemnalkovian craftsmanship in their wares, whether it be weapons, armor, jewelry, or clothing, is made for appearances, usually made ornate and detailed with precious metals and engravings. This is not to say however that they disregard the functionality of their wares, and in most cases, Zemnalkovians items are sturdy and functional, although it can often be clear that most such items often sacrifice their capability of being considered masterwork or excellent in function, in exchange for aesthetics. -Architecture- Zemnalkovian architecture is a mixture of varying different styles, having become a mix of Anqualan, Gsomvrosian, and Kulskiel architectures. However, this mixture has allowed there to be common features on modern buildings, particularly the use of stone and geometric shapes, particularly octagonal shapes for towers and walls, with the use of arches being prevalent. Another prominent feature in their architecture is the use of domes on the top of their towers and roofs, particularly hemispherical and onion domes. Most such buildings are also made for their sturdiness, and one of the most pronounced features of Zemnalkovian architecture, especially those buildings of wealthier families and cities, is their use of color in their bricks and roofing, and most importantly their use of copper and in rare cases even gold to cover their domes. The architecture of more common buildings such as houses however follow similar principles albeit made from more common materials. In cities and towns, houses are made of stone and take after the stockier builds of wealthier buildings, being sturdy and made to last, although features such as towers and onion domes are typically rare on houses. The more rural a settlement gets, generally the worse or cheaper the construction of houses and public buildings are, using more locally available materials. This means that the more rural areas typically with become making their homes out of wood rather than stone. Architecture can also vary greatly in terms of what race is living there. Most buildings, particularly homes, while large on the exterior, their interior can be relatively small due to the prevalence of goblin influence, making it uncomfortable or even impossible for larger races to dwell in. More public buildings on the other hand are built to be large both to impress and show wealth, and also to accommodate medium to large races. Another common feature, particularly when goblins and bugbears are involved, is the use of underground and cave homes, where they will dig in or carve out homes into the earth, or even expand downward from their surface homes. With goblins this is most popular, and even more difficult for medium to large sized races to enter due to how cramped and clasutrophobic they can become. This is particularly used in the countryside, which is not only a stylistic choice, but also defensive in nature to ward off invaders larger than the goblins. -Art- Art is heavily prevalent in Zemnalkov, as to most it is a sign of wealth and status. The forms of art however is varied, with the most common form of art being sculpting and painting of frescos. Sculpting comes from both Anqualan and Kulskiel influences, as the Anqualans already had a love of stone sculpting and wood carving, and typically carved stone to reflect forestry and trees, while the Kulskiel are already skilled masons and sculptors due to their belief in their religion of Tamashverja, which necessitated they carve statues of their gods. However, painting, particularly frescos has become popular, although are only found in the homes and establishments of the upper class and within government buildings. Paintings on canvas are generally seen as artwork for the middle or even lower class. Most art is made by professional artists, and it is seen as more of a luxury skillset, mostly to be used to make busts of upperclassmen where other cultures would paint portraits to immortalize them.
=Psychology=
-Mannerisms- Zemnalkovians, with the exception of the Anqualan Elves, are a generally expressive people in their movements, typically moving their hands, and heads while conversing with another, although the Anqualan Elves while being restrained with their body movements while speaking. Regardless of this Most Zemnalkovians despite their race will be quite expressive with their voices and laughter, and it is very common for them to imitate the voices of those they are quoting or gossiping about in characterizations. They are also not afraid to stand relatively close to those they speak to, especially among Goblins, and they do not shy away from touching others, usually on the shoulders or arms. It is because of this that Zemnalkovians are not shy about their greetings either, which among strangers typically involves a handshake, or in more formal settings, kissing the hand, while among friends and family, the elder Zemnalkovian will kiss the forehead of their younger counterpart as a sign of the younger’s respect to the elder of the two. This practice was originally Anqualan although has been adopted by all the races of Zemnalkov. -Value- Materialism is one of the most accepted parts of Zemnalkovian culture, particularly among the goblins, which often paints them as being excessively greedy. Zemnalkovians are very much possessive of their belongings and theft is taken as a very serious crime, although their greed and desire for more material things means that theft is also the most common crime. This can also translate into territorialism concerning property, and land disputes are fairly common among Zemnalkovians. Currency and jewelry in particular are highly valued, with one of the greatest goals in society is to acquire more of it to both progress in social and financial status. -View of Outsiders- The view of outsiders by most citizens is often one of neutrality, as Zemnalkovians don’t particularly care about foreigners nor see any reason to drive them away. At worst they are viewed as strange, alien, and as nuisances, while at best they are seen as potential allies and friends, or people to exploit for either profit or political purposes. This can often paint the view that Zemnalkovians are manipulative and deceptful, which in many cases can be true. -Goblin Herd Mind- Kulskiel Goblins are known for a unique psychological trait, sometimes known as Goblin Craze, it is a form of herd mentality in which goblins’ confidence and willingness to take risks increases the more goblins are around them, especially if they are trying to accomplish the same goal. This comes from a sort of strength in numbers mentality, which can often result in Goblins being suicidal in their pursuit to achieve their goals. This can most often be observed in battles, where Goblins will attack their enemies almost relentlessly and willingly sacrifice themselves for the case, as long as there are other goblins around them doing the same thing. Fight a goblin on their own however, and they will quickly run away, as there are no other goblins to bolster their confidence.
-=Government=-
=Overview= The Government of Zemnalkov is a democratic one, to an extent, more specifically it is a Republic, and more importantly, a Federation of Republics. The land is made up of various city states and their surrounding territories, each being a sovereign realm that pledges its military and economic strength to the Republic while maintaining their own governments and laws. The government of Zemnalkov is split between two major bodies, the Baskozh and their =The Baskozh=
Current Baskozh- Veedan Hasmukich Meaning Chairman, Chancellor, or even Doge, it is the successor title of what was once the Warmaster. The title of Baskozh, much like the Warmaster title, is an elected one, and is the central ruler of the Republic. However, the powers of the Baskozh is limited to foreign and military affairs, holding the responsibility of how the Republics treats with foreign powers, as well as organizing and commanding the military. She is also held responsible for maintaining order and cohesion between the various realms of Zamnelkov. Unlike most other sovereign rulers however, the Baskozh only rules for 10 years, unless re-elected. The Baskozh is also not allowed to meet with or open letters from foreign leaders without members of the Baskoncil and Liga Baninik present, who keep the Baskozh under surveillance. The Baskozh is also paid only moderately, and most of the wealth they wield and display is typically from their already wealthy families, and also from lucrative trade deals. However the treasury from which the Baskozh draws from is from a tithe paid by the Geruktures Powers- Holds the power to command and raise armies to defend Zemnalkov and its interests. Holds the power to assign citizens of Zemnalkov to the Baskoncil, which includes the appointment of Marshals to general the armies of Zemnalkov. Holds the power to hire mercenary companies such as Kondotyri. Holds the power to meet and deal with foreign sovereigns and their emissaries. Holds the power to invest in construction projects across Zemnalkov. Holds the power to deal with rebellions across Zemnalkov, including Geruks with the majority approval of the Liga Baninik. Limitations- Not allowed to become Baskozh, while in office as a Geruk, if so, they must abandon their Gerukture Office to become Baskozh. Not allowed to hold property or territory in foreign realms. Not allowed to meet with or open letters from foreign leaders unless in the presence of a Geruk or a representative of the Liga Baninik. Not allowed to remove a Geruk from office without the unanimous vote of the rest of the Liga Baninik. -Rule of Election- A Baskozh is elected every 10 years, after which the prior Baskozh is expected to vacate the office in Pekevdorog with all of their possessions that they brought with them. Only a land owning Goblin or Bugbear is allowed to run for the office, although they do not need to hold any position of office within any of the cities. The actual people who do vote however must also be land holding goblins and bugbears, and elves and humans, or truly any non goblinoid is not permitted a vote. There are no term limits but it is unusual for any one individual to hold office for more than two or three terms. -Baskoncil- The Council and bureaucracy of the Baskozh, they are her aids and agents, carrying out her will across the Republic. They are made up of marshals known as Maresals, for military purposes, ministers to aid in the governing of the land and the city of Pekevdorog, and in a less official capacity, spymasters, as well as general advisors. Most of the Baskoncil is appointed by the Baskozh herself, rather than these positions being elected into their positions. They act as her court, and any citizen of Zemnalkov is allowed into the position, even non-goblinoids, which is typically the highest position humans and elves can gain within the republic.
=The Liga Baninik=
The Liga Baninik is the core ruling body of Zamnelkov, although it is not a united one. The Liga Baninik refers not to a government body, but rather the institution that makes up the federation, the various sovereign realms that have joined Zamnelkov. The Liga Baninik is founded on the simple principle of the mutual benefit militarily and economically for all participating members, although not all realms within Zamnelkov are full member states. It does however have the power to hold meetings and vote on various issues that would affect all members of the Republic. Typically, anything they vote on must have unanimous support of all members. Such voting can be about any aspect of the Republic, whether it be to remove the Baskozh, reform part of the government, or declare wars or blockades against foreign nation when the Baskozh refuses to do so. -Geruk- Meaning Duke, or Prince, they are the individual rulers of the member states that make up the federation that is the Republic of Zamnelkov. Much like with the Baskozh, they are a position that is elected into power every 10 years, and can only be voted into power by property owning Goblins and Bugbears, and are typically elected from the more influential families of the ruling city. They hold the authority to dictate laws within their own territories, hire their own mercenaries and city guards, and in times of war, are permitted to raise militias if it is necessary. This can all be done, as long as it does not go against the unity and cohesion of Zamnelkov. -The Teslencha- Also known as the Meeting or the Gathering, the Teslencha is one of the most important and cherished parts of government, at least by the common people, as it is the forum in which they make their will known to their Geruks. The Teslencha is a meeting within the town square or town hall, in which the Geruk his court is present, to both listen to and discuss the issue brought up by the people of the city, who gather there to bring forth their ills. This is usually done at least once a month, but the most important part of the Teslencha is the mechanism through which the citizenship can vote, not just on the next Geruk but also on policies and actions that the Geruk must enact. While only land owning Goblins and Bugbears can vote, any one that lives within the city as a citizen can bring forth their opinion or issue, or even motion for a vote to begin. -Division of Governorship- Geruktures: Geruktures are the realms within Zamnelkov that are full member states and thus are bound by its laws and responsibilities to the Republic. However they still hold their own local governments that harbors its own laws and customs. Associates: Associate States are states that are not full members within Zamnelkov and so are not bound to its laws, however likewise they are unable to vote on the Baskozh nor partake in any meetings of the Liga Baninik. Associates are typically states that have allied with one or more Gerukture, which in effect allies them to all of them. However, one important aspect of this arrangement is that the associate must come to the aid of any Zamnelkov Gerukture even if it is not the one they had initially allied. Associate states are also typically expected to become trade partners with Zamnelkov as well. The leaders of these states are usually Geruks, although they are not considered Geruktures in the sense of Zemnalkov’s government Oblasts: Oblasts are conquered territories and are therefore neither Geruktures or Associates. These states have not yet been fully integrated into Zamnelkov, and are jointly ruled by at least three Geruks from Geruktures, which rotates every five years.
=Laws=
While Zemnalkov is a federation of various governments and city states that are able to determine their own laws within their borders, there are various common laws that have been set and voted on by the Liga Baninik. Most common laws are fairly standard across most realms, such as no killing, stealing, raping, or fraud. Most other common laws however have more to do with the Liga Baninik and the Baskozh, rather than laws pertaining to the common citizen. For instance there are the laws that forbid a Gerukture from leaving the federation that is Zemnalkov unless the Liga Baninik is in unanimous support of them leaving, while five judges are present to determine whether the Geruture is leaving under the proper legal reasonings. -Justice System- The Zemnalkovian justice system revolves around the use of judges in trials. They take place in Justice Halls, usually a court within an urban settlement such as a city or town, and dependent on how large or powerful the city is, it can be its own independent building or part of the town hall. Within these courts will be five judges, who most often are either goblins or bugbears but in some rare cases have humans or elves among them. These five judges will hold trials where they will examine all the available evidence against the accused to determine their guilt or innocence. However, rural towns and villages very rarely have such a court, and so must often transport their criminals to the nearest settlement that does to be judged. This can be a long and arduous process, bringing the criminal, the evidence, and witnesses to these courts, so it is also common for the nearest judges to travel to the village of the crime instead. However, due to the fact that most Judges are goblinoids, most human or elven settlements will often not report these crimes and will settle them themselves, both out of fear that the goblinoids will judge them poorly and unfairly but also in the case that the accused is a goblinoid and receive lenient punishment. These fears are not unfounded as such things do happen on occasion. Common punishments typically involve imprisonment, confiscation of property, outlawing, or exile, sometimes all of them or some of them. Punishments like torture and mutilation are also commonly used, especially against crimes committed against the government. -Magic Laws- Magic is not necessarily a restricted art nor is it viewed with fear or superstition, but rather it is seen as a science that makes ones heavily privileged. That being said however, the Zemnalkovian governments recognize that innate power and threat that comes from magic, and so ensure there are certain laws in place to ensure it will not be easily abused. One such law, for instance, is that any crime committed with the use of magic will be punished twice as harshly as some one not using magic. Often times this can result in execution or long term imprisonment, in which case the prisoners are often gagged or in more extreme cases have their tongue removed to avoid spell casting. No one in Zemnalkov is particularly forbidden from casting spells or using magic, although due to the rarity of it and the power it brings, spellcasters must be registered with one of the arcane universities, so that the government can keep better track of them. Those that are found casting magic and not registered almost always have their tongues removed and are flogged.
=Rights=
-Citizenship- Citizenship within Zemnalkov is one that requires a great deal of paperwork, which is fortunate due to the amount of bureaucracy present. Citizenship is awarded to all that have been born in Zemnalkov, although there are varying forms of citizenship that one can bear, ranking from First Citizen, Second Citizen, Third Citizen, and Slave. Citizenship was proven in a variety of manners, most typically through reputation and relationships. For instance, the daughter of a First Citizen would very clearly be a First Citizen, and would be known to be such by her community. Each Gerukture also takes a census every five years, which they also use to record everyone’s citizenship, which in turn is given to the Baskoncil in their use to determine citizenship on a national level. The use of birth certificates is also prevalent and used by the government, albeit is optional for parents, but if they do sign up for a certificate it must be within 30 days of the newborn’s birth. One can also request a citizenship grant, which is a small seal that proves the holder’s citizenship. The penalty for fraud in citizenship is often death due to how serious the Zemnalkovian take their citizenship. -Rights and Responsibilities of First Citizens- First Citizens are the people that have true citizenship, being fully capable of voting and participating in all levels of government within Zemnalkov. However, the caveat is that only land or property owning goblins and bugbears are allowed to be First Citizens, and they are expected to learn how to read and right and in many cases required to participate in government. While many First Citizens are upper class in status, not all first citizens are, most being middle class, with some being lower class. -Rights and Responsibilities of the Second Citizens- Second Citizens are Goblins and Bugbears that do not own land or property, but also humans and elves that are property owning, typically landed nobility. They are not permitted to vote in the elections, although they are allowed to participate and vote in the Teslencha, and are also allowed to participate in most forms of government, being able to pick up lower offices and in some rare occasions higher offices. -Rights and Responsibilities of Third Citizens- Third Citizenship is limited to Humans and Elves that are not land owners, but also to goblins and bugbears that have been shamed and disowned, typically because they are convicted criminals or are unable to prove their citizenship of higher levels. It is typically this level of citizenship that foreigners gain when they apply for citizenship in Zemnalkov, which often requires they live in the same city for at least five years and pledge their loyalties to the city and then Zemnalkov. Third Citizens are not allowed to vote in elections or in the Teslencha, although they are allowed to attend the Teslencha and bring forth issues and ideas. They are also allowed to attain lower offices in government but never allowed higher offices until they achieve Second Citizenship. Third Citizens are not allowed to own or carry weapons larger than a dagger unless granted permission by a Marshal, often in the form of a deed. -Rights and Responsibilities of Slaves- Slaves are the lowest class in Zemnalkov although are typically a rare sight. They have no rights to any form of elections or participation in government other than acting as servants and aides to government officials. That said however slaves in Zemnalkov enjoy a fair amount of rights that protect them, such as their owners being unable to kill or abuse their slaves, or even steal any items the slave might own. Slaves are expected to be paid a small wage for their work and must be clothed, housed, and fed by their owner. Should a slave misbehave or refuse to work, their owner can bring forth and accusation to the court where they will decide if the slave has been lazy or disobedient, and if found guilty the master has permission to punish the slave, which can range from a simple beating to cutting down their food supply to even imprisonment. -Ownership of Property- Property in Zemnalkov is any item that can be purchased, inherited, or potentially sold, and the Zemnalkovians are a very materialistic people and so they hold their property dear to them. That said, anything that is property in Zemnalkov is available for purchase, and there are very few items that are banned or illegal. Ownership of weapons is prevalent and there are no weapons that are necessarily illegal, other than Third Citizens and Slaves not permitted to own weapons larger than daggers unless approved by a Marshal. However, more important properties, like land, buildings, ships, and businesses are required to have a deed of sale and sufficient paperwork to show that the person that has purchased them does indeed own them. -Gender Rights- There are few laws that forbid certain genders from doing certain things, however there are plenty of taboos, particularly since Zemnalkovian culture is primarily Matriarchal. For instance, while there are no real laws forbidding males from running for government office or owning businesses, it is heavily frowned upon and the establishment will commonly try to halt any attempts. The females also typically have all property and political influence transfered over to them when they are married to a male that would have such things.
-=Military=-
=Federsiya Ormiya=
Also known as the Federal Army, it is both the standing army, and the navy of Zemnalkov. It is not under the control of the Geruks, but under the control of the Baskozh and her generals, the Maresals. The Ormiya is responsible of the defense of Zemnalkov and is broken apart into various smaller armies led by the Maresals so that they can more easily cover Zemnalkovian territory or garrison cities and keeps. When they need to be mobilized for war however they will meet and the most senior of the Maresals will lead the entire army while the lesser ones will serve as captains for their companies. -Recruitment and training- The vast majority of recruits for the Federsiya Ormiya are Goblins and Bugbears, with most Goblins being volunteers from the cities, although many goblins are also often conscripted from the countryside in times of need. Most volunteers are enlisted a foot soldiers, with only wealthier goblins that are able to afford their own equipment and animals being enlisted as elites. Bugbears on the other hand are typically born into the army as a sort of warrior class, being raised from childhood by their parents to be warriors. Because of this, they are typically among the more elite warriors, and given equipment by the Federsiya Ormiya. Other races such as humans and elves do not typically join the Federsiya Ormiya, due to not being allowed to, although the higher one’s status, the more likely they are allowed to enlist. -Payment- The soldiers of the Federsiya Ormiya are salaried meaning that they receive payment of coin. This payment comes bi-annually, so twice a year, with the wage usually being moderate, although the amount of payment varies on one’s rank or unit type. For instance, soldiers from wealthier families are paid more due to the maintenance of their equipment being higher. -Units-
Goblin Piotan- Standard infantry, they are staple frontline units, being medium armored and carrying large shields and spears, with sabers as their sidearms. They are typically used to hold the line while more specialized or heavier units attack from the flanks or reinforce them. Otherwise, they use their large numbers to overwhelm the enemy. Goblin Halberdiers- More versatile soldiers, Goblin Halberdiers, as the name suggests, use Halberds and polearms as their primary weapon, using sabers as sidearms. They are heavily armored to make up for their lack of a shield and are used primarily to flank enemies or deliver heavier blows from behind the shields of linemen, but they are fully capable of fighting enemies, even those larger than themselves, on their own. Goblin Crossbows- Due to the small size of Goblins, they cannot utilize longbows, but can only use crossbows or shortbows. Because of this, crossbows are favored by goblins due to their ability to have a lot of power and range behind them, more so than shortbows. They are lightly armored and will commonly carry a saber as a sidearm. Goblin Riders- Goblin Riders are cavalry units that are medium armored and carry with them spears and lances, as well as sabers and small shields in case they need to fight on foot. Being such small creatures however they do not ride on horses, rather, they ride on specially bred war dogs called Sobataks. Bugbear Bardiches- The shock troopers of the Federsiya Ormiya, the Bardiches are Bugbears that use, as the name suggests, the Bardiches weapon, a poleaxe type weapon that they use to deliver heavy blows against their opponents, to crush through shields and armor alike. They are moderately to heavily armored and commonly carry broadsabers or axes as side arms. Bugbear Shieldbearers- Heavy infantry, these Bugbears are covered in armor and carry large kiteshields, and wield broadsabers, maces, and hammers. Their role is to not only hold the line but to make a heavy push into enemy forces. As a result, they are typically a vanguard unit or use to reinforce their weaker Goblin Linemen cousins. Seaguard- Marines, Infantrymen that serve within the naval portion of the Ormiya, they are the primary soldiers that are stationed on ships, unlike the sailors that merely maintain and pilot the ships. They are fully trained to fight on both ships and land, and due to their experience fighting in close quarters, they are considerably hardier than regular soldiers on land. They are commonly equipped with medium sized shields, wear light to medium armor, and commonly use maces or sabers.
=Kondotyeri=
The various mercenary companies found throughout Zemnalkov, they are commonly used throughout the realm, often being hired by individual Geruktures to be the armies and guardsmen of the various city states, as well as smaller companies being hired by the individual families as house guards. However in times of war they are hired to supplement the Federsiya Ormiya. It is also fairly common for Kondotyeri to travel to other lands to offer their services. -Recruitment and training- Recruitment into a Kondotyeri company varies company to company, although most of them are no different from businesses or other career choices where their recruits voluntarily join the company in exchange for the promise of profit. Most companies give their recruits moderate training, as to most it is simply a job as most companies end up taking contracts for guard duty for the cities or for wealthy families. Unlike with the Ormiya, the Kondotyeri companies are not shy about hiring any race that is willing to join them, and so commonly will have all races of Zemnalkov in their forces. -Payment- Kondotyeri companies are paid by their captains, who set their wages, and who are in turn paid by their employers and contractors. Typically these companies are paid in coin, although the wages can vary from company to company. Some pay better than the Federsiya Ormiya, some pay worse, some only pay with the prospect of looting and raiding, while others turn to little more than banditry or thievery. -Units-
Monster Hunters- Rogues- Guardsmen-
=Soytifna=
The Soytifna are the various auxiliary forces within Zemnalkov that commonly supplment the Federsiya Ormiya in times or war, or are the local militias and guards of villages and towns outside of the cities. Most often they are the are militias and knights of the Gsomvrosian Humans and Anqualan Elves, typically remnants of the days before the Zemnal Goblinoids conquered what was once Anqualith. The Anqualans in particular have maintained most of their armories and martial arts, that they typically train to their own prospective warriors. Much in the same way, the Gsomvrosians have maintained the tradition of Knights amongst their nobility, a tradition adopted from the Olmans when they had ruled over the Gsomvrosians. These traditions and warriors are tolerated by the Zemnal rulers due to them filling niches that the Federsiya Ormiya does not. -Recruitment and training- Recruitment and training varies among the Anqualans and Gsomvrosians, however most of them -Payment-
Tamashverja, also known as the Stone Faith, or the Stone God Belief, is the primarily religion brought over by the Kulskiel and Barvengi. It is a primarily totemist pagan religion, that believes in the Stone Gods, an endless horde of disembodied spirits or gods that cannot take form or interact with the world unless they are bound to a physical being. In the case of the Tamashverites, they believe that by carving a large stone into a totem of sort will attract and awaken these spirits into gods, thus giving them consciousness and names. This means that each city, town, and village has their own unique gods, and no one priest knows all of the gods, however there are popular gods who will have totems carved in the image of the first totem, which the Tamashverites believe will extend their spirit to the new totem as well. Because of this, Tamashverja bases itself around cults, with each settlement having a cult to a certain god. Tamashverja is also a syncretic religion, and they will readily adopt foreign gods into their pantheons, as they view their teachings as just being peculiar to that specific deity or deities. =Deities=
-Sykryn- The Rat God, Sykryn is the god of Rats, the Earth, Stone, Dirt, the Downtrodden, the Weak, The Masses, and Ambition. He is the most popular of the gods to be worshipped primarily by the Kulskiel, who see him as their patron father, having supposedly guided them to the lands of Eae’t. He prizes those that he considers the underdog and those that are great in number and must work together to achieve their goals.
=Afterlife=
=Pericaran=
Pericaran is the religion that worships the deity Pericar, the god of nature, and was primarily worshipped by the Anqualan elves, although has since spread to the Gsomvrosians and to the Kulskiel and Burvengi. It comes in two schools of thought, however, both considering each other heresies. First is Orthodox Pericaran, the original, and Sravdan Pericaran, also known as Sravdanism, which was adopted when the Anqualans were conquered by the Muhakim. Both have core tenants that both believe, primarily that one must respect nature and its danger and beauty, as well as being self reliant and strong, that one should be capable of hunting and surviving on their own, as well as moderation, as taking too much from the land can damage it. They also shun otherworldly things such as demons and to a lesser extent angels, viewing them as unnatural, which can at times extend to magic users. Orthodox Pericarans however believe that the followers of Pericar should be in harmony with nature and never to dominate it, and so believe they should live more rural lives, and that cities and civilization are against Pericar’s will. =Deities=
-Pericar- God of Nature, Storms, Hunting, and all things Wild, as well as Community, Ruralness, Protection, and Sisterhood. Pericar is neither male nor female, and can appear in either form, and often appears as a humanoid dressed in pelts, their face concealed by a stag skull. They are not known as a caring god or benevolent god, as nature is neither good nor evil, and they value strength and self reliance, yet also the ability to care for others, and demands that their followers respect the wilds and beasts of the land.
=Afterlife=
-=Territory=-
Picture Here =Yahkovy=
=Fauna=
Lycanthropes- Lycanthropes, also known as the beast cursed, or weremen, are creatures that are half man half beast, with a devious bloodlust and desire to devour humanoid flesh above that or animals. No one quite knows where they come from, or whether the first Lycanthrope was first a Lycanthrope that spread its curse, or a human that was made into a Lycanthrope. They are one of the most common forms of monster found throughout Zemnalkov, and come in many forms, such as WereRats, WereBears, WereBats, WereCats, and, the most common and feared of them all, the WereWolf. There are considered to be two types of Lycanthropes, True Lycanthropes, and Cursed Lycanthropes. Cursed Lycanthropes are those afflicted by the curse, and may not even be aware they have been cursed, but change to their monstrous form during certain times, such as full moons, and lose all control of themselves, often plaguing their home villages. True Lycanthropes however, are those born into the curse, and are fully aware of it and are in full control of when they change shape. However, the curse afflicts them differently, as their mind is that of the beast no matter the form, making them insidious and bloodthirsty creatures that will trick and infiltrate groups and communities to better hunt their prey. Barghests- Believed to have come to Eae’t along with the Zemnal Goblins, the Barghests, much like Lycanthropes, are insidious creatures that are known for their shape shifting abilities, although the Barghests hold much greater control over their power. Their natural form is that of large black furred wolves or hounds, although they are capable of changing shape to that of a humanoid of their choosing, and are experts at infiltrating humanoid societies and masquerading as them. The greatest threat they pose however comes from their ability to pick up traits from those they devour, which often leads them to devour specific targets, usually great warriors, heroes, leaders, or in some cases mages, which grants them their power and knowledge over magic. It is their ability to gain the power and skills of their prey that makes the Barghest one of the most dangerous monsters. Rusalka- Wendigoes- Skin Walkers- Blifher- Dryads-
=Flora=
=Teriasevo=
=Fauna=
=Flora=
=Gsokevnia=
=Fauna= Werewolves- =Flora=
=Krenirelvka=
=Fauna=
=Flora=
=Semelia=
=Fauna=
=Flora=
=Cities=
-Pekevdorog- Also known as the city of Copper, it is the acting capital of the Zemnalkov republic both because it holds the palace of the Baskozh, and the Hall of the Liga Baninik, where the Geruks of the Republic hold their meetings. It also harbors the palace and castle of the Geruk of Pekevdorog, as the city remains its own Gerukture despite the presence of the Baskozh. Pekevdorog was the first city of the Zemnal Goblinoids, having been built upon the ruins of the Anqualan city of Altavasium, which was abandoned in the region due to the popularity of Orthodox Pericaran causing the elves to leave. Since then the Goblins have incorporated the ruins into their own city, often repairing the more impressive buildings, and eventually adding their own with their own architecture. It is known as the copper city due to the amount of copper that has been used in the roofs and domes of the wealthier districts, giving the city a copper shine from a distance.
-=Magic and Education=-
=Magic= Magic is not entirely a common practice in Zemnalkov but it is also not one that is hated or frowned upon as it might be by other cultures. It is seen as a gift and a curiosity, both because it held some religious significance for the Anqualan and Gsomvrosians, but also because the Zemnal Goblinoids view it as an avenue of power. It is because of this that magi are their own social class of high standing, and they commonly serve as advisors or members of councils or even politicians themselves. They are such an established class that it is common for the major cities to harbor universities and academies dedicated solely to the learning of magic, and they actively seek out those with magic potential. The magic itself that is practiced in Zemnalkov comes from two different schools of magic, the first being Zemnal magic, which is based more on destruction and war, and so typically makes use of more arcane and fire based magics, where as the Anqualan school of magic is based more on natural magics that are based around nature, so typically earthern and elemental magics. The vast majority of magical learning derives mostly from Anqualan teachings however, something the Kulskiel goblins readily picked up on. =Education=
=Sciences=
=Institutions=
-=Foreign Relations=-
=Military Alliances=
=Specific Agreements= Varkovnia- Trade Deal between nations to permit merchants and movement between realms in exchange for mutual recognition of sovereignty over respective claims. Allowance of mercenaries to be hired from Zemnalkov by Princezna Czermak. =Good Terms=
=Bad Terms=
-=Trade and Economics=-
=Industry=
-Agriculture- Zemnalkov has a fairly successful agricultural industry that is fully capable of feeding is population, growing a variety of crops, that are mostly food crops. The most common of these crops are potatoes, carrots, cabbages, and onions, although beets and mushrooms are also commonly grown. Wheat and Rye is also grown, although it is predominantly grown in the region of Krenirelvka due to the warmer and flatter climate, and so the grain must usually be shipped across Zemnalkov. Rice is also grown to a lesser extent, although this is only really grown in the wet environments of Gsokevnia, which is also in turn shipped across Zemnalkov, although mostly remains in Gsokevnia as a local food. -Domestication and Herding- There are many domesticated animals within Zemnalkov although most of them are farm animals used for various things. The most common farm animal is the sheep, although they are primarily used for their wool rather than their meat. Likewise, chickens are also common but are very rarely eaten as they are mostly used for their eggs, and only wealthier people eat chicken regularly as a sign of social status. Pigs and cows on the other hand are commonly used for meat, although cows are also used for their milk and thus also cheese. Other animals, particularly dogs and cats are also heavily domesticated, with cats being used as both companion animals and as pest control. Dogs are used for companions, but more commonly are used as guard or hunting animals, with the Sobatak breed being used as both warhounds and as mounts by Goblins. -Hunting-
=The Turjhits= The Estate of Burghers, the Merchant Class, and city dwellers =The Burvoks= The Estate of the Burvengi Bugbear Clans =The Dvoyanstar= The Estate of the landed nobility the exist in the more rural parts of =The Khaldukun= The Estate of the Mages, Wizards, and Sorcerers =The Kiroskym= The Estate that is the common folk, particularly those living in more rural environments
-=Notable Characters=-
Veedan Hasmukich
Appearance Here(Optional) Birthdate- 965 Race- Kulskiel Goblin Sex- Female Occupation- Baskozh of the Zemnalkov Republic, Magister of the Artzvol Academy Background- An accomplished Sorceress of the Haskumich family, Veedan Haskumich is a native of the city of Artzvol where her family enrolled her in the Artzvol Academy, where she studied various magical subjects, particularly monsters, which has always been something of interest to her. Her speciality with monsters and her family’s banking experience allowed her to successfully be voted as Baskozh in 996, to tackle the growing monster problem as well as revitalize the Baskozh’s treasury. She is said to be humble and determined, as well as wise beyond her years. However, rumor has it that she that she performs cruel and sadistic experiments on monsters and beasts alike, and she has been known to dull out harsh punishments on criminals.
Resdiy Selahuvk
Appearance Here(Optional) Birthdate- 974 Race- Burvengi Bugbear Sex- Female Occupation- High Maresal of the Federsiya Ormiya Background- The closest friend of Baskozh Veedan Hasmukich, she is also her most efficient enforcer and put in place as High Maresal to continue her loyalty to the Baskozh in a more official capacity. She was once a monster hunter, and was frequently hired by Veedan to capture monsters for her research, although this relationship has since turned her into her bodyguard and closest military advisor. While she is certainly cunning and skilled in battle, many claim that she is also an imbecile in any matter outside of it.
Aldawu Hasmukich
Appearance Here(Optional) Birthdate- 969 Race- Kulskiel Goblin Sex- Male Occupation- Minister of Secrets Background- Husband of Baskozh Veedan Hasmukich, he was a treasure hunter who fancied Veedan and so would commonly shower her with treasures, primarily jewelry he had found. This eventually turned into a more serious relationship when she sent Aldawu out to find more magical items, and his usefulness to her has seen to it that he was made Minister of Secrets, essentially a spymaster, and archivist.
Due to some recent departures, I’d like say that we are still looking for some new roleplayers, all are welcome. Please contact me or join our discord for more information.