Change looms. The world is marching on a new era. Revolutions, societal upheaval, technological advancement, and more seem to fill the world. From the ice cold arctic tundras in the north to the humid tropical jungles of the equator, in the great steppe and the vast mountain ranges of the east, within the subjugated and defiantly independent lands of the new world, change is poised to strike hard and fast. The two great empires, of Quat’i Al-Qarikha and Grakaisaran Imperpulau Anyueva, millenia old rivals, teeter on the brink of war. Around them, the lesser powers both great and middling watch eagerly, desiring to enrich and empower themselves in the ensuing carnage.
In this NRP, you play as a nation of your own creation. This is a setting with heavy historical inspiration, but no direct parallels. The best term for the setting is schizotech - this is a world wherein an orderly column of line infantry exchange musket fire after being ferried across the nation by train, while steam-powered drydocks assemble great first-rate ships of the line to rule the seas. While not to the same extent as my other NRP, this, direct comparisons are to be avoided - as a nation taking inspiration from the likes of China or Peru may boast technological capabilities that exceed the greatest of European powers at the time. Vast empires with vast populations, deep history, and so on. That said, this is not a map painting simulator, and if you want to conquer the world, I fully understand, but this is not a Total War or EU4 game and such should not be your driving goal.
Individual nations are player created, with randomly rolled stats serving as a guideline upon which you should build your nation.
This is a world with by now some decently well established lore, and I encourage you to speak to me and the other players about how your own nation fits into it!
Technology is a bit of a giant anachronism, but the most technologically advanced nations could be said to be in a position around the early 1860s, with railways, steam powered industry, and more making their way into the big time. The major exception is military technology - which has lagged behind, and will at the beginning of the RP resemble that of the Napoleonic wars. As the RP progresses, it will catch up with the rest of technology as rifled muskets, minie balls, improved artillery, and more make their way into play.
I invite those interested to join our Discord server and get to know the players already in! This RP will hopefully begin early March, and I hope you enjoy it!
Rules
Use common sense.
Don't game the rolls.
No godmodding, powergaming, etc. You get the point.
What the GM and Co-GMs say, goes. Please don’t push things this far. I don’t like having to put my foot down but I will.
No meme nations (why do I have to make this a rule?)
Don’t be an arse.
Name of Nation:
Territorial Claims:
Species:
Population (total and by species):
Culture and Society:
History:
Economy:
Army:
Navy:
Traits:
Foreign Relations:
Rolls: (Rolled by GM in the Discord Server. Just ping me, and I’ll roll as soon as I’m able.)
Societal Development:
Technological Development:
Economy:
Land Power:
Naval Power:
Arcane Sophistication/Religious Strength:
Other:
Religion has been a vitally important aspect of life for nearly all of history - and in this RP it is even more crucial, being central to the performing of magical acts. Religions in this RP fall into two broad categories - Elder and Gestalt. These terms reflect both the nature of the gods or pantheons they worship and the ways in which their followers pay homage.
Elder gods are ancient, primordial beings, having existed long before the emergence of life as we know it upon the world and possessed of natures wholly Eldritch and unable to be fully comprehended by mortal minds while retaining what we might call sanity. They are heavily influenced by the works of HP Lovecraft and such, and while many of them are not actively malevolent as his creations were (some may even be more benevolent in nature), they are inscrutable, powerful forces that exist on a level of reality far beyond that of mortal ken. However, they do have their ambitions and goals, esoteric and incomprehensible as some of them may be, and will grant knowledge of the workings of the arcane and more in exchange for service and devotion. With this knowledge, a nation can construct magitechnological devices and works to further their goals. Elder god religions are recommended for those who are not only familiar with the writings of HP Lovecraft and other contributions to the Cthulhu mythos, but who prefer the slower, more definite and permanent nature of their magic.
Gestalt gods are those new ones formed by the collective minds, thoughts, and spiritualities of their followers. They are myriad and varied, ranging in power as widely as they do in their nature. Being an innately ‘human’ construct they follow mortal morals and whims, and are much more in line with the nature of various historical deities of a humanoid and personified nature. Gestalt gods, being of a wholly different make and nature to their Elder counterparts, likewise interact with their followers and the universe in a wholly different manner as well. Instead of conferring upon their followers the knowledge of the cosmos and the arcane, for such knowledge is beyond them too, they utilize the collective might that makes up their being to bend the laws of the universe to their whim - or more accurately, to the whim of their followers. Magical power and capabilities of such beings can wax and wane rapidly and drastically as the size and strength of conviction of their following grows or shrinks. With this power, a nation can call forth works of the divine to suit their ends, instead of constructing the elaborate and dizzyingly intricate works of those nations following an Elder god. Gestalt religions are recommended for those players wishing to create gods and religions more heavily inspired by the culture and mythology of our own planet earth, are unfamiliar with or do not like the work of HP Lovecraft, or prefer a more ‘traditional’ means of working magic as an inscrutable force of the arcane.
Magic, in this world, is significantly different from that of most fantasy settings. In most settings, a mage conjures a fireball in his hand from the ether and propels it at the enemy - that is not how it works here. Imagine the magic of the world as a shallow puddle with the breadth of an ocean, covering the entire world, but not ‘deep’ enough to allow much more than low level cantrips, or a telepath to communicate with others. But within this puddle there are spots that could be considered ‘low lying’ - where the magic of the world collects and concentrates, manifesting physically as a crystalline material that can be mined and processed, brimming with the magical energy of the world. These magical crystals can be used as power supplies for the magical works of those nations advanced in the arcane or possessed of a powerful god, a machine to cast bolts of lightning or launch balls of fire for those of great sophistication, or a contraption to draw water from the earth or a stone circle to communicate at great distances for the middling. A nation’s magic roll is related to the prevalence and size of these ‘hotspots’ - determined by the magical reserves roll. Just as with material resources for a nation dependent on tech, the supplies of this crystal are crucial for the war effort of a nation dependent on magic.
Magic is performed and learned of through two primary routes, through communion with an Elder god to learn of the ways of the universe through their revelations in exchange for some service, or through prayer and devotion to a Gestalt god to gain their intervention in the working of magic. As explained in the section on religions, the ways in which different peoples will use these capabilities vary widely. Those following an Elder religion rely upon what is essentially magitech, imbued with its nature through myriad means of channeling and shaping the forces of the universe, in much the same way that electronics or mechanical devices must be carefully manufactured and arranged for all of their components to function together. Those who follow a Gestalt religion will invoke the power of their god, and, provided sufficient crystal is available and the faith has the power to do so, the desired effect will be worked through the divine intervention of the deity in question.
For example - to draw water from an underground aquifer:
An Elder worshipping people possessing the relevant knowledge will construct a device reminiscent of a pump, perhaps covered in various runes to focus and channel the power of the arcane, which when supplied with crystal, performs the work of a pump and mechanically pulls water from underground through a hole drilled through the rock.
A Gestalt worshipping people will, provided sufficient crystal is available to power the ritual and the faith is capable of the task, assign a priest to call upon the intervention of the god. The god will then act, and the water in the aquifer may be transported into an awaiting reservoir, cast into the sky to fall as rain, or so on.
Those learned in the ways of magic’s use are known as mages - almost anybody can become a mage, as the use of magic is for the most part a matter of learning and applied technique, rather than any inborn attributes.
There are other means of supplying magic in the field, but these are costly. The sacrifice of living beings, for instance, - dozens or hundreds - can create enough energy with the turmoil of death to supply magical devices for a limited time. This method is widely abhorred in much of the world, and those seeking to use such means with any frequency will find themselves similarly shunned.
Magic’s use, however, comes with a darker side - one that can and has spelled doom for many civilizations and empires before. Excessive extraction of magical crystal can lead to depletion of the magical field in the area - ‘dry’ spots can occur, and should action not be taken to dramatically lessen or outright halt crystal extraction, calamity can occur. There is always ample forewarning - magically sensitive individuals will experience splitting headaches and full body pain, for instance. A basic (and somewhat silly) visual guide can be seen here.
Should such a calamity occur, it will become immediately obvious. At the point wherein the depletion reaches a critical point, the very landscape will begin to change. Earthquakes, volcanic eruptions, vast lightning storms, and all manner of natural disasters are likely to occur, greater than any recorded on earth in living memory. The land itself will turn fallow, life becomes twisted, corrupted, a shadow of its former nature as universal forces unknown to the living crash into the mundane world. Such land is tainted, and for the first centuries at least the land will be unlike anything of the natural world. Warped abominations will prowl through toxic streams, plants and animals molded into new, perverted mockeries of life, unable to live outside of the hostile, abnormal conditions that gave rise to them. The only mercy is that those who created such conditions rarely live to see the worst of them. To survive, let alone remain sane and uncorrupted within such land is all but impossible, and it can take a millennium or more for the area to truly heal.
Magic is a flexible system - but it is far from omnipotent; and with great power comes great responsibility.
And now, a brief explanation of the rolls, tech trees, and other aspects of the sheets.
Your rolls are a guideline for your nation, and they serve as an upper limit. If your roll is large, but you wish to go smaller, you are welcome to. With your rolls, you can subtract a total of ten points from wherever you wish and redistribute them elsewhere. Additionally, you can choose any two stats within a roll to swap - changing fertility with land area, for instance. However, to increase a stat from 19 to 20 will require the use of two points, in order to prevent minmaxing and to reflect the significant jump in capabilities from 19 to 20. Likewise, decreasing a stat from 20-19 will yield two points.
Stats can be increased in game. Players wishing to increase their stats must make a post describing in at least some moderate detail the events and efforts of their nation to begin this process - be it gathering the wisest heads in the land or plundering lost forgotten cities of old lore, posts need not be in excruciating detail. This post may even take the form of a direct message to myself with a bullet point list of actions if time is short. The GMs will then roll a d20 to determine the success of these efforts. Increasing a stat has four tiers, to advance in tier the roll must equal or exceed the current value of that stat, if a 20 is rolled you may even advance multiple tiers at once. Once finishing tier 4, the stat is increased by one.
Your Land Area: This roll determines the amount of land you have under your sway. It covers how much of the map is under your control.
Your Land Fertility: This roll dictates the suitability of your land for your people. A low roll may be host to a harsh climate (natural or artificial) difficult to inhabit, it may have soils that yield small crops or those inedible to your people. Conversely, a high roll will have rich, fertile soil and a climate that lends itself to habitation by your people.
Your Army: This roll dictates the size of your nation’s land forces, and the level of training and sophistication of your land forces. A nation with a large army roll is likely capable of raising powerful forces, numerous, well trained, and well equipped.
Your Navy: This roll dictates the size of your naval forces. In addition, it represents the sophistication, extent, and other facets of your marine infrastructure - dockyards, drydocks, ports, and so on. This roll does not solely determine the quality of your warships or ability to field advanced designs, as these are also tied to your economy and technological development. A nation extremely high in all of these may well be fielding fleets of early steam ships.
Your Economy: Your Economy is a representation of the wealth of your nation. It stands for the money your people hold, the amount you import and export, and to some extent how connected with others your nation is. A nation with a high economy is able to fund and finance more expensive works, and can maintain a war for considerably longer periods of time.
Your Societal Development: Societal Development represents the sophistication and development of your nation’s culture, civilization, and governmental structure. It is essentially the difference between a country with bustling cities and intricate systems of trade and taxation, and a collection of thatch roof villages loosely controlled by a reigning warlord.
Your Technological Development: In contrast with Societal Development, Technological Development represents the sophistication of techniques, tools, materials, and equipment available to your people. A more technologically developed nation may field a train network, steam powered industry, and will likely be on the verge of or in the midst of an industrial revolution.
Your Magical Reserves: In this, Magic is not powered by an unseen ethereal force - but by a physical, tangible object. An iridescent crystal that goes by many names is the physical manifestation of magical energy that permeates the universe. Its scarcity varies greatly throughout the world and the universe at large, and this roll dictates the reserves of crystal you have available.
Your Arcane Sophistication/Religious Strength: In this world, magic is a potent force but a tricky one; it requires intensive study to understand and requires expert training and meticulous technique to harness - or a powerful and numerous faith to bend reality to its whims. It is better described as “the Science of the Arcane” rather than “Magic” for those of an Elder bent, and as “Collectively powered works of the Divine” for those of the Gestalt. Capable of impressive feats when properly used, a magically potent nation can create massive contraptions to unleash a ball of flame upon their foes or invoke their god to cast lightning from the sky, or more mundane uses - a trained individual can communicate remotely with a similarly trained individual in a manner akin to a radio (range dependent on the power of the system) or water can be drawn from deep underground aquifers.
Every single stat is an important one, not to be overlooked and ignored.
Traits - The Traits of a nation are miscellaneous additions outside the base rolls and tech tree system. A nation can have up to five different traits. Traits must carry a trade off past the first one, or be countered by another trait with negative effects. Traits can confer a number of effects, such as bonuses or other effects upon your militaries, populations, climates, or other elements of your nation not touched on by other mechanics.
Your traits can carry some flexibility with your rolls, but nonetheless they are still constrained - for instance, a nation with a fertility score of one may not have a trait that describes their land as being a bountiful nation of plenty. An example trait, for instance, may reference an age old warrior culture and boost the morale of their armies, ensuring that flight is only a possibility in truly dire circumstances.
Battles will be decided in two ways. Battles between player nations, where the two players have agreed upon the story they wish to tell require no GM involvement, and can be written in whatever style chosen. Battles between a player and an NPC nation, or between players who disagree on the outcome of the battle, will be decided by rolling. Players will describe the actions they wish to take, and dice will be rolled to see if that action succeeds or fails, with bonuses being applied based on relevant stats. The exact details of the battle will then be written according to the players’ desires, in line with the results of the rolling. This is for multiple reasons - to ensure a way to break stalemates while remaining fair and impartial, to prevent immediate steamrolling of NPCs, and because the element of uncertainty and randomness adds some excitement!
Land Area sizes: 1 up to Lebanon in size (4000 mi²) 2 up to Denmark in size (16,000 mi²) 3 up to Ireland in size (32,000 mi²) 4 up to Bangladesh in size (50,000-60,000 mi²) 5 up to United Kingdom in size (90,000-100,000 mi²) 6 up to Japan in size (140,000-150,000 mi²) 7 up to Thailand in size (190,000-200,000 mi²) 8 up to Turkey in size (300,000 mi²) 9 up to Ethiopia in size (400,000-430,000 mi²) 10 up to Assyrian Empire in size (550k mi²) 11 up to Iran in size (630,000-640,000 mi²) 12 up to Almohad Caliphate in size (850,000 mi²) 13 up to Song Dynasty in size (1,200,000 mi²) 14 up to Seleucid Empire in size (1,500,00 mi²) 15 up to Tibetan Empire in size (1,800,000 mi²) 16 up to Achaemenid Empire in size (2,100,000 mi²) 17 up to Ming Dynasty in size (2,510,000 mi²) 18 up to Brazil in size (3,200,00 mi²) 19 up to Canada in size (3,800,000 mi²) 20 up to slightly below Qing Dynasty in size (5,500,000 mi²)
NPC nations are nations controlled either by the GM or players that create them, intended to serve as flavor, flesh out the region, and provide a rich playground for our greater powers to frolic in. NPC nations have stats much the same as our own nations do, rolled by me, the GM.
In place of a tech-tree system, as in other RPs and in my own older NRP Takanis, you will write up a description of the capabilities of your nation in the selected fields below and append this to your nation sheet below under the “Capabilities” section. I will give you feedback and guidance on it. You will write a description of your capabilities for the following stats:
Societal Development:
Technological Development:
Economy:
Land Power:
Naval Power:
Arcane Sophistication/Religious Strength:
Technological advancement will be a matter of good writing, and if I or a co-GM decide that something is to our distaste, we will inform you.
And with that, I welcome you to this land - troubled though it may be, and await your own entry into the great games of war and politics that will play out!
Name of Nation: The Empire of Reborn Luminescence or the Empire of Achik Territorial Claims: This is a complicated subject and for many years the historians of the Empire of Achik have sought to compile archives about the actual extent of the empire. From ancient maps to forgotten texts that now lie in the ruins of the ancient libraries and palaces of the Achik Empire. All of them deep within the territories of the two most powerful nations of the globe and also the sworn enemies of the empire and its ruling dynasty. Much was indeed lost with the great scorching a catastrophic event that leads to the fall of the empire.
Species: This is not a complicated subject at all, during the time of the empire. The great Achik didn't have the same diversity in terms of intelligence races as other continents. Instead for a long time, the continent remained dominated by humans or at least the parts where the Achik governed didn't have a sizable majority of non-human species to compete with, however, this didn't diminish in any way the lack of cohesion between groups and nations previous to the unification of great part of the empire's land borders in posterior times. After the great scorching and the conquest of the continent by the eastern empires, most of the population of Achik settled around the capital and since then they have remained a human majority with few minorities due to the isolated nature of the remnants of the empire.
Population: 119,174,022
The demographics of the empire are also simple, while the empire is not by any means a small nation it has a high-density population living within its territory. The results of decades of industrialization and agricultural revolutions that basically revolutionized and have forever changed the population dynamics within the country. Most of this population is concentrated in the valleys of the empire in the highlands of the empire, where once nature and man coexisted together as one. But that time has been lost forever and the era of machine and man have begun in earnest in the empire of Achik.
Culture and Society: A complex culture yet a mix of the old and the new. Achik can be considered by many as an equalitarian society, however, many believe that this is not due to a development in social and economic equality but rather a matter of necessity in the empire of Achik. For, when the great catastrophe struck the empire and the invasions from the easterners continued, every arm was needed to maintain the empire afloat, sometimes even kids were conscripted into the army for the sake of having numbers on their side or whatever numbers they could muster against their ever-expanding and growing neighbors.
This is equality is certainly reflected in today's society. Where both men and women have access to education and most importantly are not differentiated for military conscription. Thus one can see men and women in the battalions of the impressive military of the Achik Empire, a policy that only helps increase the numbers of soldiers within the military but also its expense. This said it is not far fetched to see women in positions of power both within the military and the bureaucratic apparatus of the empire. Although vestiges of the once patriarchal society still remain they are very well hidden within the fabric of society and only a good observer may be able to spot them.
In regards to isolationism and foreign policy, the Achik can be considered to have had a huge cultural shock with the better-equipped armies of the great powers who once conquered and colonized the entire continent. This cultural shock hasn't faded off and rather has been used by the more populist elements of the empire to try and get the empire on war foot and the mentality of being alone in the world against the colonizers and imperialists. This mentality has also solidified the power of the empire into few hands, a government that was already quite absolutist and centralized now turned into the hands of generals, who seek to impose their revolutionary ideas on the empire and abolish the monarchy.
This new faction that has arisen in the empire has turned away from the theocratic and virtuous ideals of the ancient empire. The men who once worshipped the sun as a sacred god now see religion as superstition an obstacle to the restoration of the great empire of Achik. The emperor, a young man who hasn't grown up to be a full man yet is controlled by the council of five. The five most powerful generals in the empire, people who with their charisma and leadership have managed to divide the army into various cliques
In economic terms, the empire has adapted quite well to the surplus of an industrialized society and on its own is a rightly powerful nation. Railways and schedules have both transformed the mindsets of the workforce of the Empire bringing them together as a sort of collectivized mind that seeks to follow rules and attend work schedules for the sake of being part of the larger society and thus receive the safety net that the state guarantees. It is important to remember that the empire was even before the great catastrophe and the fall of most of the empire, a collectivist society to the extreme. Where the state-managed production to a high degree and thus society as a whole learned that way and albeit it was one of its biggest strengths it was also one of the worst weaknesses. For when the state bureaucracy collapsed during the great catastrophe many villages and cities were left without bureaucrats to govern it, without orders to follow and without leaders to lead them through the harsh times ahead. Many of these territories that lost imperial control fell apart or were integrated into the colonies of the easterner invaders.
Albeit a weakness as said before, it is one that the Empire is not willing to go away with. It is part of the culture and the cosmical vision of the people of Achik cannot simply do without. Thus the collective nature of the Empire must be recognized if one wishes to fully understand the empire of Achik, this collectivization can be defined in the totalitarian nature of the state. The state controls production, demand, and policy. Rights to citizens are not given but rewarded to those who belong to the system. Thus one may say there isn't a pinch of salt in democratic terms and it remains true. The only meritocracy and contacts can get you forward, either be the best of students or be well connected enough to be given a good position in the bureaucratic machine.
As such, the industrial sector is also controlled by the government. National corporations and companies dominate the market, the surplus is distributed amongst the populace but wealth mostly goes to the bureaucrats and army officials, the rest get enough to live and a little bit more. The standard of living is relatively well enough and above-average just not by much. However, the main difference lies in the social services and safety net available to those within the country. Unemployment is considered to be only temporary and as such, one will still receive payment for a certain amount of time until they are reassigned to a new job. Retirement exists within the country and worker's rights are somewhat recognized and protected.
History: The constant of civilization applies all the same to the empire of Achik. For once, the empire of Achik stretched through a large portion of the continent and yet its origins were as humble as that of any other nation in the world. For Rome is never built in a single day, the Achik as they are called now was once but a small ethnic group at the foot of the great mountain range of Biraq. A mountain chain that goes from north to south and separates the east from the west, and also serves as a natural geographical barrier for what used to be the Achik core territories.
While one cannot skip through the process of unification and conquest of the Empire of Achik, it is also important and even more so to go straight to one of the most eventful eras of the Empire. For it is at the same time one of the least recorded and most mysterious eras of the Empire. An important piece in the puzzle in the history of the Empire of Achik. Many believe that the lack of records is due to the invasions and civil wars that took place during the era of the fall of the Empire. One can never be too sure though and archeologists funded by the state apparatus continue their work in far off and foreign lands, more often than not in secret and without alerting the colonial authorities of the neighboring nations. For it is believed that they would hamper any attempts at recovering the lost artifacts and history of the empire, at the same time, these archeologists sometimes double as spies for the imperial army and as such are well rewarded for their services.
Well back on track, a couple of hundred years ago the Empire of Achik was going through a period of consolidation, a period of renewal if one must say of establishing the Empire as the new status quo in the entire region and in the hearts and minds of the common people. This was by no means an easy process and rebellions sprouted through the territory constantly, the emperors, however, didn't falter at all. They could not and would not falter in their holy mission and mortal ambition of conquering the world for the sake of glory and wealth. Nonetheless, it was at this exact that time that the invasion fleets from the east began to make an appearance in the empire. Sacking and razing to the ground many port cities of the Empire, the navy of the Empire didn't have any way to fight against the cannons and superior shipbuilding of the easterners and just like that the trade networks of the empire were disrupted. Attempts but without the surplus of food from the south and the exchange of raw materials at a large scale. The empire's cogs began to grind to a halt.
The people began to distrust the capacity of the central government to solve their problems and the promises of integration of the seemingly invincible easterners began to be more tempting with each worsening report at the imperial court. Unable to solve these problems the brother of the Emperor, Amaru the great began plans to overthrow his incompetent brother and once again bring about an earthshaking change to the empire in order to save it from the claws of its enemies and plotting subjects. The plan, however, didn't work as intended. They failed to eliminate the emperor and the managed to take control of the northern half of the empire and force Amaru and his generals to the south, where they began to fortify themselves in preparation for a counter-attack.
And a counter-attack came indeed, one supported by the weapons of the eastern sultanate. Guns and cannons were put against the spears and bows of Amaru's soldiers and without any further support he was defeated, however, in the minds of the followers of Amaru the betrayal of the Emperor would ever be forgotten as he had sided with the eastern barbarians and indeed picking their side would cost him his life later on, as they imprisoned and then executed him, replacing him with a puppet emperor for the northern half of the empire, thus bringing under their control most of the empire's population and resources. Leaving Amaru in an even worst position than before now that the armies of the eastern sultanate began to pour into the border.
Only the great plague would put an end to the sultanate's attempt at conquering the rest of the empire of Achik. For the easterners were seemingly struck with disease and their number began to die off in great numbers, just as entire cities of the Achik empire began to be decimated by plague and disease at a rate never before seen. For many, this was considered to be the end of times and perhaps for the pride of the empire it would have been better for it to be that way, but it wasn't end for civilization all by collapsed in the empire. Entire regions falling under the control of local authorities, warlords, adventurers from the east and the like. Truly, this was a time like no other. Where the great empire of Achik was at its weakest and it would remain so for centuries to come, only staying alive in an isolated corner of the second capital of the empire. The city of Tuqay and the single province of the empire to retain a semblance of civilization and stability. All thanks to the rule of Amaru, who had since then been crowned emperor of whatever ashes remained of the empire.
For the next century or so, the empire would be conquered and colonized by the eastern powers. Achik being left alone only due to the sheer poorness and ferocity of its inhabitants who refused to leave their mountain dwellings at the hands of the eastern barbarians. This would remain true even in centuries to come but also the path of change was coming to the empire, a path that would lead them once again towards a path of glory and a power height that had never seen before by a native empire in the continent.
It was only in the last century that the empire standing and inherent power began to change dramatically. For many economics and even historians, this will remain a strange era for the isolated empire of Achik turned itself from a mostly agricultural economy to an industrialized one in a matter of a single century. Many questions how this even happened, how the inefficient structure of the Achik and the low technological level of its nation lead to an industrial revolution all on its own and the answer is hard to answer. For they are different stories being told by three different persons, from the foreigners, the state government and the imperial archivists. Although, that last one is not so well known due to censorship and suppression of information.
The foreign answer to the industrial revolution that took place lies in the fact that the Empire of Achik was never truly isolated, moreover they continued to trade through their border with the colonial nations, most of which were composed of mostly native inhabitants rather than colonists thus making it easier for them to trade and thus technology slowly but surely diffused to the Empire and then through central planning, the Empire of Achik was able to achieve the unthinkable and rebuilt their nation around the industrial sector and revolutionize both their economy and technology to a higher level than had ever been seen before. For many, this is the most accepted argument.
The state government, however, believes that it had nothing to do with trade. Rather, it was the innovation of the Achik and the discovery of lost ancient texts that made it possible to rebuild the empire's technological superiority through sheer inherent superiority to the Achik's race. Of course, this is the propagandized version of the story and not a single foreigner believes in it. But it served to exalt the imperial's pride and dignity to the masses and through that make them support the more militaristic policies of the new government and factions in power.
The Imperial Archivists though tell a mix of both stories, while the Empire's may not have a large size compared to its larger neighbors it had everything necessary to conduct an industrial revolution, all the basic natural resources and more at the reach of its most simple miners. Diffusion of trade also had a lot to do with it, but most importantly it lies in the defection of engineers from Quat’i Al-Qarikha, some of them persecuted due to their liberal beliefs, who found no better place to hide than in the Empire of Achik and through it was possible to revolutionize industry at a national scale, and the rest is history.
Nowadays the empire is ruled by Amaru VIII, a young ruler barely over fifteen who is controlled by the army's council of five. The five marshalls in charge of the Imperial army and the ones who wield the real power around. This is a change from times past, for the empire was usually ruled by the emperor and the emperor alone. It was an absolutist regime, where the head of state wasn't only the emperor but also its religious head. Its contact with the Gods and thus a divine individual who was deserving of worship. Now, he is just a puppet of the generals, who studied in imperial military academies both national and foreign, learning of the ideas of nationalism and liberalism. Learning that their empire and their government was nothing more than a corrupt system serving an emperor who did nothing for the nation. It was time for a change, through political intrigue and intimidation, the generals managed to pull forward a change in the regime. Replacing many bureaucrats with sympathizers to their cause of revolution and militarism.
They see in the future of Achik, a great one as the fires of war spread to its rivals. They see a unified and powerful nation back on track to claim its birthright and proclaim a reborn empire in a sense. One that is lead by the ideals of the unified nation and that unification can only be achieved through strength towards its enemies. For while many wish it was now, the nation of Achik remains surrounded by their access to the sea hampered by a lack of trade and the supreme naval dominance of its neighbors. For many, Achik is still just a backwater nation trying to play it big for its populace, that continues to demand more and more as their levels of education continue to rise and their standard living doesn't seem to rise with them. As most of the centralized planning has sent resources to an oversized military with over a million standing soldiers more millions that can be conscripted into the army. All of them wearing the bright uniforms of their empire, the bright colors of gold and a deep red. The colors of pride and blood.
While the army prepares to stockpile ammunition, weapons, and cannons. The populace continues to live under the control of the military junta that truly governs the country, taking sons away from their families and sending kids to the factories so that rifles and muskets can be put on the hands of its soldiers. It seems that for this regime, the word "enough" doesn't exist and some have begun to believe that the junta has lost the sight of reality. Whether it remains true or not, and that their dreams and illusions can be crafted into existence remain unknown. All the people know is that clouds of war are gathering and that is it time to prepare and say their goodbyes.
Economy: The industrialized economy of Achik relies on self-sufficiency, much like the old empire of old, nonetheless, they still trade with the outside world but to a lesser degree to the levels of trade of other nations. As a planned economy, the economy is pretty much centered around the needs of the state rather than that of the people and while famine isn't a problem, the lack of consumer goods for the people is certainly appalling for foreigners, who learn to make do with whatever there is available or is handed out by the state.
The state uses currency as a way to measure things more properly but at the same time, they also assign prices to various consumer goods sometimes fixed sometimes not. Depending on the type of good and the demand for it. As such, this type of economy relies heavily on a bureaucracy capable and willing to manage a considerably amount of numbers, and as such, the number of accountants and economics is quite high for the state sector. All of them balancing data and making sure the numbers remain in the right places, of course, with a slight accepted margin of error.
The most important method of transportation is the train, without those steel and iron beasts. It would be impossible for the economy of the Achik empire to function properly and as such, junctions and railways connect the empire and can be seen in all corners of the empire covering it in steel and wood. One can easily travel from one corner of the empire to the other through the train and this has facilitated the mobilization plans of the army.
Army:
The army is a well-disciplined force, vast and with logistical support that covers various necessities of a field army. From engineers, surgeons, hospitals, nurses, wagons, fortifications. Railway construction amongst others. Currently, the empire has 1,000,000 of its subjects in the military, with a high officer to soldier ratio so that the army is well lead and properly organized at all times. As such, it is no surprise to see imperial academies compete with universities and the like to get the most recruits for the army, offering nice bonuses and salaries for officers in some cases even higher than those in the civilian sector. This as a part of a militaristic policy of the council of the five who currently control the empire.
The empire is divided into two theaters if one may say. The northern and southern theatres. Each tasked and preparing for a possible invasion at all times, either from the southern sultanate or the southern colonists. Either way, their vast numbers are surely more than enough to deter any invasion and as such, plans of invasion are now being drafted all of which included massive armies crossing the border and the logistical side needed to supply said armies with ammunition and food. Food is the most important, as such, recently the engineering department has been getting a lot of people assigned to it. For it is planned for railway engineers to build railways for trains as fast as possible during army advancement into enemy territory. To supply them well enough.
The soldier's empire has a nice mix of infantry and cavalry. Leaning mostly on infantry rather than cavalry, depending on the terrain more cavalry regiments are assigned to a particular region than others. Elite units are non-existent and as such, soldiers are evenly spread for their ability throughout the empire's military. Not diminishing the capability of a single regiment but neither concentrating them into stronger regiments.
The army believes it can easily reconquer the lost territories of the empire through the superiority of firepower and numbers, though, many still want to see in action all that the military command has planned. Many believe that the Empire of Achik may not have another chance at reunifying its lost territories, so all advantages are needed to defeat the two largest powers in the world.
Navy: The navy of the empire of Achik is below average, even sub-par for some and it is no wonder, the empire never saw the seas as a domain they could compete for. At least not yet, they have yet to build a large enough navy and most efforts are focused on the shipbuilding of merchantmen. Trading ships, gunboats, frigates and the like. Never larger ships, too big and too slow to escape possible enemy ships. Thus it is no wonder that the navy is somewhat left behind, small ships meant to protect the coast are non-existant most of the ships of the navy are mostly meant to raid other ports and then leave as fast as possible. This is the doctrine of the Achik Empire on the seas.
Traits:
The land of the Rail: Not in any other country one has seen the level of railway construction and the marvels of engineering than in Achik. Trains run on time, freight is transported as incredible speed and even the mountains aren't a problem if one must build a railway through them. As such, the economy of Achik is highly interconnected and so is its people, allowing for more dynamism, low transportation costs and higher capacity for mobilization of armed forces.
Foreign Relations: -Quat’i Al-Qarikha and Grakaisaran Imperpulau Anyueva both hated.
4/21/2020 Update: Did some revamping and added more elements, still a WIP barring word of the DM.
Name of Nation: The Sovereign Order of Bannerets
Territorial Claims: Assorted Garrison-Monasteries established within willing nation-states.
Species: Slight Human majority throughout, Volyudki form the Grenadiers' chief majority, but representation of any known species can easily be found.
Population (total and by species): Approx. 500,000 total, no clear percentage breakdown beyond slight human majority.
Culture and Society: A sovereign military order founded on monastic traditions and beliefs that "True Honor and Skill Comes from Blind Warfare." That one can only truly prove their martial prowess and military acumen by fighting anywhere and everywhere, without care for political disputes or international bickering. As such, they operate as a unified independent diplomatic and military entity, leasing military forces to governments and private individuals in exchange for the right to establish Garrison-Monasteries and acquire necessary supplies, trade goods, financial subsidies, and useful services. Only those wholly dedicated to this cause are admitted, to ensure true transparency between the Order and their contractors and the sovereignty and survival of the Order.
History: The Order's history stretches back several hundred years, to more feudalistic times when national militaries were far more disjointed and decentralized, and protection for civilian travelers was almost nonexistent. The Order of the Bannerets began as an affiliation of independent knights and men-at-arms, who owed allegiance to no lord or ruler, and sought honor in battle and protecting others.
These warriors would band together under the ideals of perfecting martial tradition, while fighting for anyone and everyone who could afford their services. The Order's early history was as a coalition of loosely-aligned equestrian houses and traveler's posts, connected more by a shared code of honor and heraldry than by any bureaucratic structure or chain of command.
However, as the world grew and advanced, and ruling powers became more able to afford standing armies, the role of the Order had to change. They quickly reformed into a highly regimented, disciplined organization, centralized and on the cutting edge of advancements.
No longer was the Order of the Bannerets' existence defined as a band of lordless knights and soldiers, instead they became strictly defined by their founding philosophy, the Code of Blind Warfare, and a strict regimen resembling a blend of military command and training, and ascetic and monastic lifestyles.
Striking deals with various national bodies great and small, the Order of the Bannerets began to found "Garrison-Monasteries", all-inclusive compounds within which their soldier-monks lived every waking moment not spent in service to a contracted power.
Economy: The Order's economy is utterly linked to their contractual payments and obligations. Their leasing of forces finance their needs for supplies, goods, services, and payment for their Garrison Monasteries and their troops. This is both a blessing and a curse, as it allows them greater flexibility in income sources, but also puts them at risk of suffering a serious blow in the event of a major source of income being destroyed or cancelling their agreements.
Army: The Order's military structure resembles a blend of a highly disciplined modern army, and ancient monastic and ascetic traditions recognizable the world over. Their recruits are drilled in the arts of both military conflict and in acting as guards and escorts for individuals and locales of great importance, but are also disciplined into eschewing much of the trappings of wider life, recreation coming in the form of distinct festive celebrations and individual hobbies and interests. In terms of formalized unit composition, there are four distinct deployments offered to contractors.
The Banneret Guard: Small retinues and individuals whose training and drills prioritize escort and guard duties, whether those be in service of an individual, a location, an organization, or a patrol route. These men and women are no mere garrison force, however, and have devoted their lives to ensuring the safety and protection of their charges to their last breath, with outsider speculation suggesting they train in the very actions they seek to thwart. Only the most disciplined and well-performing of the Order's troops are permitted into the ranks of the Banneret Guard.
The Banneret Skirmishers: These forces make up the bread and butter of the Order's military deployments. Drilled to act a vanguard force, these units chiefly deploy in skirmish line formations, acting as light infantry and harassing forces, and opening up ground for the main attack from their contractor's forces, or possibly other Banneret units. These units are generally favored by contractors who don't wish to deploy their own forces in such roles, or seek quality auxiliary screens to their main forces.
The Banneret Grenadiers: First and foremost assault units, these are the best infantry fighters the Banneret has to offer. Their drills and training condition them for the harsh conditions of close-quarters fighting and violent siege assaults. More candidates for the Banneret Guard are drawn from these units than any others, and this plus their dangerous combat role makes them the most expensive units to lease from the Order.
The Banneret Dragoons: A holdover from the equestrian and knightly heritage of the Order, these units operate as mounted infantry, using their steeds as rapid transport before deploying into skirmish line formations to engage the enemy. Given their very specialized deployment style, they're generally leased to those who hope for a quick campaign or coordinated strike against a weak foe, and thus need quickly-deployed forces at their beck and call.
Navy: The Order's naval capabilities are solely based on what contract arrangements can be formulated and organized, meaning it is directly linked to their buying and negotiating power. It is not uncommon for contracts to stipulate that the leasing nation or entity must provide transportation for the forces they lease to the location they're needed. The Order's forces are also not suitably trained and outfitted for serving as Marine Infantry, and thus contracts requesting such are generally overturned.
Traits:
Lines of Communication: The Bannerets have devised a means of communication between their Garrison-Monasteries that allows messages to be sent via a mix of electronic wiring and light-based optical signals which are then transcribed into text by a typing device upon arrival. Referred to as "Transwire Mail", this system is currently kept close to heart by the Bannerets, as it allows communication to travel across the continent far faster than by courier.
Without Nation or Ideology: The Sovereign Order of Bannerets believe that real battle can only come from being willing to fight for anyone or any cause, and so they offer their services as career soldiers to such. The entire organization's design is built around this, with all members being capable field troops beyond their daily duties to the order. The only requirements for joining are a willing mind and a capable body. Members are welcome from any nation, race, gender, or religion, and individuals from across the known world can be found within their ranks.
The War Economy: Although the Bannerets can and do offer their services as guards and escorts for individuals and private businesses, their lifestyle comes from warfare, and it is easily what they rely on. War, both the threat of it and the active fighting of it, keeps the Order alive, and without it, they would quickly need to restructure or disband.
The Army Without Borders: The Garrison-Monasteries that serve as the homes and encampments of the Bannerets are both a blessing and a curse. Their existence as independent land makes establishing contracts across the known world in multiple locations at a time a cinch, but it also means they have no unified core territory to return to in the event of disaster or tragic loss. Contracts negotiated by the Bannerets often specify that if the home Garrison-Monastery of the contracting units falls under risk of danger, the units will withdraw to defend it, even if it means a breach of contract.
Ignoble Warfare: While the history and namesake of the Bannerets are intertwined within the historical cultures of nobility, knighthood, and equestrianism, there are members within the Order's higher command structures who feel that the darker side of warfare is just as important as the side fought upon the field of battle. Rumors abound beyond the walls of the Garrison-Monasteries that the Banneret Guard, elite troops trained to act as bodyguards and personal honor escorts, are trained in the arts of spycraft, assassinations, and kidnappings in order to understand exactly how to prevent such techniques. These rumors claim that those in training are contracted out illicitly in order to fulfill these tasks in real situations to test the full resolve of the members.
Foreign Relations: The Yuukoman Principality - The Order's headquarters is located within the capital city of of Yuukoma, and the nation's histories are interlinked, with the Bannerets' history protecting those unable to fend for themselves linked to the Yuukoman Uprisings
(Swapped Tech of 1 with Magic Dev. of 20) Land Area: 1 Land Fertility: 12-2=10 Social Development: 18 Technological Development: 20-2=19 Land Power: 17+1=18 Naval Power: 5 Economy: 16-1=15 Magical Reserves: 1+9=10 Magical Sophistication: 15-5=10
Societal Development: The Order's internal power and social structure will likely shift away from the current mindset linked to monastic philosophy and noble heritage, and begin to resemble more of a traditional military mindset, but still linked to the idea of service to warfare without nation or ideology.
Technological Development: The Order's current specializations in skirmish and assault troops, as well as escort and guard duties, will likely lead to technological developments benefiting asymmetrical and unconventional warfare, while their developments off the battlefield will likely focus on reducing the issues of long-distance transportation and communication.
Economy: The Order will likely to begin selling their technological advancements as an extra means of cashflow, and should their current level of membership and Garrison-Monasteries become unsustainable, downsizing and consolidating to a new central location will likely be a must.
Land Power: The Bannerets will likely continue to service their contractors as skirmish and asymmetrical warfare specialists, devising new and unique tactics and strategies to remain at the forefront of this side of the battlefield, while the faction who seek to endeavor into the darker side of conflicts will likely to expand their offers of international espionage.
Naval Power: The Order's lack of naval focus will likely continue, as they seek out other means of circumventing this issue in an effort to emphasize their focus as primarily supplemental army units.
Arcane Sophistication/Religious Strength: The Order's irreverence towards a universal religion or usage of magic will continue as normal, with such topics still being left to the discretion of individual members.
Name of Nation: Most Hallowed Sovereignty of Luchmeyern Species: Luchmeyer: As their cousins the Owcans, the Luchmeyer straddle the line between physical and arcane. Unlike the Owcans, however, the Luchmeyer were not made with fine craftsmanship to exude grace, but rather were forced into their form by sheer power and built for strength. They were made of the same clay that was found on the banks of the rivers, and were then imbued by the same divine spark that brought to life all the living creatures of the world. Luchmeyer, due to the circumstance of their creation, are a massive, towering species, reaching on average 275 centimetres, with some reaching as high as 300 and as low as 240. They are similar in form to the Owcans, they having a shared creation, excepting that the legs of the Luchmeyer are hyperproportionally thick, in part due to their larger size. While Owcans live long lives of 100 consistent years, Luchmeyer were built en masse, with more variety between each form, and may exist for anywhere between 35 and 45 years on average. Furthermore, their greater size means more energy is output at any moment, and thus they must sleep for about 12 hours each day. Their genes, due to their nature, are hypercompatible with those of other peoples, but the impurities within them result in low fertility rates, which may only be maintained by the possession of many partners. Owcan: See Owca Humans
Population (as of last census; census data not completely accurate): Total: 49,672,651 Luchmeyer: 24,836,325 Owcan: 8,278,775 (≈10% free) Human: 12,418,163 (≈30% free) Other minorities: 4,139,388 (notable: Yuukoman, Lasagnon, Chevoiere)
Luchmairisch culture is as complex as it is long, and as long as it is storied. Legends tell of a time when the world was created of primal matter, and gods lived among their creations. It is from these origins that the Luchmeyer were born, moulded from the wet earth itself like statues from clay. They were given the spark of the divine, given flesh and blood and most importantly, the power of leadership, and, if the stories are to be trusted, tasked with keeping the world in order under their rule. The Luchmeyer see themselves as a greatest superior species, naturally more inclined to leadership compared to their peers in sentience. Furthermore, it is the rightful and just path for the Luchmeyer to extend their noble cause to the far ends of the earth, by as violent a means as is necessary for all the creatures of the earth to recognize their rule. To this day, the Luchmeyer work towards this goal, piece by piece, life by life, in search of that ultimate end.
To achieve this end, the Luchmeyer, in ancient days, participated in the practice of pillaging, sailing on far shores via thousands of longships to land and raid the villages of other sovereignties. The practice was so widespread on the coasts of Owca that the Owcan peoples make up a majority of the population of Luchmeyern, usually in the position of a serf in service to a Luchmairisch lord. For the Luchmeyer, the act of raiding was seen as a demonstration of strength, one of their highest virtues. Wealth in the Luchmairisch tradition is still measured in two capacities, those being land and serfs. Any Luchmeyer who is dispossessed of any serfs were seen as weak and unfit to rule, which in some circles holds up today. The practice, in the modern theatre of Luchmairisch society, is regarded as rather quaint and provincial, though not barbaric. The princes in the Circle of Ostbeag, however, are loath to give up this way of life, and the goddess has not yet forbidden them from continuing.
In deciding the fate of the serf, a Luchmeyer might consider keeping the serf, and their potential labour output for themselves, or feeding the serf into the complex and weblike system of feudalism that dominates the Luchmairisch way of life. A serf, being the property of their capturer, may thus be gifted to either a Luchmeyer's vassal or their liege lord, both of which one might have multiple of. It is expected, in fact, that when raiders return home with their share of serfs, that as much as half of it would inevitably be given as tribute upwards through the system, which itself is rather loose and prone to alteration due to a great many factors. From Thane to Rider to Baron to Margrave to Herzog and all the way up to the grandiose Elector-Princes, a serf could be kicked through all the various courtesies, honoraries, and titles to the dreaded Goddess of the Luchmeyer herself.
The goddess is the center of the Luchmairisch world, the primary object of their worship. She exists as the focus of all Luchmairisch culture, and indeed, as perhaps the foundation upon which Luchmairisch life is built around. Her influence stretches down to little details, such as their day cycle, and all the way up to the machinations of her closest advisors. When she awakes in the morning is the definition of the beginning of the day, whether the sun is high in the sky or yet before the horizon. Her waking is marked by the ringing of the bells, wherein her palace would ring a massive bell at the top of its highest spire, the sound of which would be carried into neighboring manors, and would theoretically radiate out to the furthest corners of the kingdom. By the strange and powerful laws imposed upon her by the hands of fate, she is possessed of the strength of ten Luchmairisch riders, already very strong in their own right. Her skin cannot be pierced by any known means, and her bones neither bend nor break. Furthermore, her body does not respond to any poison she ingests. She is widely thought to be immortal, with only the ten elector-princes of the realm knowing otherwise. Indeed, the fact of the goddess' mortality is the best kept secret in the whole of Luchmeyern, and lest their entire society collapse, it had best stay that way.
Yet, even in the heartlands, the goddess' rule is under challenge by improper beliefs. Centuries of rising and falling waves of heterodox thought crash like waves against the bulwark of the faith, punctuated by periods of military conflict, of elector against elector, some even daring to raise forces against the armies of the goddess. By far the most influential of these was the Invisiblist controversy, which has taken root in the marches of Luchmeyern and threatens even the ecclesiarchy with its massive presence. Invisiblists were the result of long syncretism with neighbouring cultures harbouring their own faiths, which have been mixed with that of the traditional faith. Invisiblists believe that the gods of the other peoples of the world, rather than being dead, have instead been rendered invisible, and thus still worthy of worship from the living. The Großochener in the east had a habit of rejecting the industrialization of the modern world, and the Untaflußer in the south would occasionally set a few serfs alight in rituals to appease the volcano god of the Murdakeets. No matter how many missionaries the goddess would send into her marches, or how many heretical archpriests she sentenced to the most gruesome of deaths, the Invisiblists never seem to be completely stamped out.
Indeed, Invisiblism is of particular contention within the free corporations of the sovereignty. Noble lands are protected under the Edict of Witslenberg, decriminalizing but not allowing the worship of other entities by landowners secondary to the goddess herself. The various corporations within the realm, on the other hand, have always been a hotbed of religious and societal conflict, and the elevation of a corporation into the status of a free corporation merely turned the societal troubles up. A corporation, most usually, is created when a collection of degans with limited serfs between them would form a collective settlement, pooling their serf labour together into the formation of a shared land bond, and then petitioning a lord for a grant of land. Corporations are generally ruled as a council of equals among the degans, choosing between themselves their leader in time increments. A corporation may then be "freed" by the goddess herself, the which they may transcend their feudal contract with whatever lord granted them land and become subservient only to the goddess herself. Their relative autonomy in an already autonomous nation results in a flurry of new ideas and concepts being created within, and indeed, some far too radical to be accepted anywhere else.
Freedoms, however, are few and far between for the Luchmairisch people. Society was, as ever, a complex web of privileges, subservience, and rule. The common Luchmeyer is possessed of a liege to serve, serfs to rule over, and a faith to keep to always. The fortunate ones would be granted an estate in the country, with fertile land to farm and fertile farmers. The less so must reside within the courts of their liege, or worse, wander the land in search of one. For most of them living outside the domains of the free corporations, that would have to be enough.
The dawn of Luchmeyern is considered to be the first day of the first year of the goddess' birth, some three thousand five hundred years years ago. In reality, such a statement is rather vague and ill-definable. The earliest mentions of Luchmairisch history are indeed found in texts dating back three and a half thousand years, but these texts are disparate, coming from a great many peoples, tending to contradict each other or reference events there are no other records of. As many as fifteen great tribes were known to have existed in the area which today is core Luchmairisch land, each one purporting to be ruled by a sole god or goddess. It is immediately evident that even in these early periods, the Luchmairisch religion's key components are recognizable, suggesting either a shared cultural history, or extensive cultural diffusion among the various tribes. However, these tribes were as well possessed of their own superstitions and rituals, many of which are still preserved today in local practice.
The first definitive texts regarding a unified Luchmairisch kingdom are predicted to have come from the 18th century pre-BR. However, even these are very contradictory, and still shrouded in myth. Nearly all primary sources from the period recall a legend of eight chiefs meeting in a congress and swearing loyalty to "the rightful and only god of the Luchmeyer", soon after destroying the remainder. As to whether this god was Olblautter, Sentralander, or Innarlander, nobody can say. The sources are vague on the matter, perhaps intentionally so. Further readings show extensive tinkering with magic around this time, and mining the
Economy:
The army, as most of the Luchmairisch wings of government, are yet steeped in the traditionalist view of the people. The organization of the army was certainly trapped in legacy systems of the feudalistic age, and even in the modern era of professional armies. The power of the Luchmairisch forces are in large part split into hundreds of tiny constituent parts, usually in service to a lord or a priest. Merit certainly holds more sway in the modern army than centuries in the past, but the practice of promotion by merit is still relatively inflexible. Ultimately, the most effective way of climbing the ranks is via a land grant.
It is generally considered that the army is organized, albeit unofficially, into three wings. The first, and officially, the only representative army, is the Land Warriors of the Sovereignty, assembled by a cobbling together of the forces of the nine elector circles, as well as the militia of the free corporations in times of emergency. However, the clergy fields its own forces as well, under the banner of the Shield of the Holy Path, comprised exclusively of Luchmeyer. However, the most powerful of the three is undoubtably the Order of the Goddess' Own, the only fully professional wing of the army, in service directly to the goddess alone. Mercenaries supplement the army compositions of all three wings, but most are considered to be under the direct patrimony of the goddess.
Landwehr: The landwehr is the most commonly occurring unit far and away in any Luchmairisch army, at least those consisting of Luchmairisch stock. A landwehr is drawn most commonly from the landless Luchmeyer of the "degan" class, usually a resident of a corporation or in the court of their liege lord. Landwehrs are uniformed in a white tunic, accented in orange, as well as either orange tights or stockings. While landwehrs are generally expected to provide their own sword, they are issued with a musket, affixable with bayonet. Landwehrs are considered generally untrained or as an unwilling participant in battle, owing to their swifter training process, but it is these bodies who serve on the front lines of an engagement.
Huskarl: The huskarl is more mobile and generally more experienced than their landwehr counterparts. Unlike the landwehr, which fought exclusively in tight line formations and occasionally bunched columns, the huskarl is trained in a variety of formations, including cavalry squares, spread ranks, and of course, line. A formation of huskarls are generally positioned in front of a formation of landwehr, and thus would be the first to engage an enemy rank. Thus, the more crucial rank of huskarl is generally assigned on the grounds of merit. Huskarls may be recognized by their orange tunic, covered by a white tabard, and their sky blue tights or stockings.
Liebgarde: The liebgarde is the most prestigious of the infantry units, yet it is also the most variable, for many exceptions exist to the stereotype. Liebgarde are hand picked by a noble officer, generally from the huskarls but not uncommonly from the landwehr, to serve as elite shock infantry and in dire situations to protect their liege lord. Thus, there exists a lesser standard of merit than in the huskarl ranks, though this is usually not the case. In addition to the training received by the huskarl, the liebgarde is also specially trained to fight in close quarters, and are characteristically equipped with a set of glass grenades, as well as a rifled gun. Liebgarde have the privilege of wearing a sky blue overcoat over a white tunic, with orange tights or stockings.
Jager: The jager is a position usually reserved for minority races, but also assigned to Luchmeyer who have been stripped of their nobility, a common punishment for crimes. The people who make up this unit are usually human or Owcan, who have been converted to the faith of the goddess, by force if necessary. Commanders are usually distrustful of the loyalty of jager units, and often in history rightfully so, and thus jagers are as well accompanied by a regiment of huskarl behind them, specially designated "kommissar" units. Jagers serve the role of harassment and skirmishing, in which capacity they would serve alongside the huskarl, and in emergencies, are usually tossed into the middle of combat to buy time for some other formation's advancement. Their clothing is irregular, but they are marked by a woolen orange cap.
Reiter: Landed degans are granted the unique right to request an aurochs from their liege lord. With this right comes a class of soldier called the "reiter", elite heavy infantry hearkening back to a time of knights and chivalry. Reiters are unmatched on the battlefield in the category of weight. A very heavy Luchmairisch soldier, garbed in a set of armour so thick it can block a bullet in certain circumstances, astride an aurochs of similar outfitting. These cavalrymen are the terror of line infantry, crashing into the flanks and rears of a formation like a scalpel through flesh, hacking with swords. Without question, the Luchmairisch reiters are the most able cavalry force in the world.
Uhlan: Reiters, though impressive, are expensive to maintain, and are thus fielded sparingly. Far more common are the uhlans, a lighter alternative. Uhlans are given a proofed cuirass and helmet, but are otherwise dressed in the manner of a liebgarde. Their aurochs' are not usually barded. Rather than a sword, uhlans are granted a very long spear, that would serve similarly well in an engagement against infantry. The spears are long enough, theoretically, to poke at an enemy's cavalry square without charging head on, and sturdy enough to push enemy riders from their saddles, but this is too often not the case. Spears, in the end, are rather frequently replaced.
Hussar: In the necessity of scouting and harassing, the hussar takes their position on the battlefield. Unarmoured and granted the uniform of the huskarl, hussars are usually given relatively free reign in both duty and dress. Hussars, generally, would take this opportunity to doll themselves up as much as reason would allow, adding accents to their uniform in garish colours and sporting a hat far too trendy for the battlefield. Hussars are most often equipped with a sword of their own providing, which serves as another object subject to their vanity. Hussars are also equipped with a carbine gun, and are expected to be able to shoot at enemies from the back of their aurochs. Disciplined hussars are few to come by, and thus are a prize each noble officer seeks to obtain.
Tragen: The tragen are another wing of soldiers granted to minorities, usually jagers who have proven their loyalty in battle. A tragen is a unit led by a small set of kommissars, redirected from the reiter forces, and are otherwise staffed by aurochs each carrying three or four jagers. In a battle, the tragen would ride forwards, advancing quickly into a more advantageous position, and then dismount, serving afterwards as jager troops. Tragens, as a mark of their loyalty, are uniformed in sky blue caps instead of the usual orange.
Artillery: Artillery is perhaps the least developed of the Luchmairisch army, generally consisting of irregular compositions and sizes. Some cannons have the dubious honour of being centuries old, and their barrels are frequently cracked with use. Luchmairisch artillery is unusually heavy, fielding balls of anywhere between 18 pounds at the lightest to just over 30 pounds. The goddess keeps within her personal retinue a unit of howitzers with a calibre of over 100 pounds, for the purpose of intimidating forts into submission.
Navy:
Traits:
Foreign Relations: Yevrahza Continental League Burned Order Confederacion Angelica Empire of Yuukoman Chevoiere Legue Commonwealth of Rodynsha
Enemies: Kingdom of Cogaidh Imperyivka Volstranlyudkovka Communes of Iethus Qarikha Anyueva Confederation of Dastria Republic of Astalia
Rolls: Land Area: 16 (S) Land Fertility: 10 (+3) Social Development: 15 Technological Development: 6 (S, +2) Land Power: 19 Naval Power: 17 (+2) Economy: 10 Magical Reserves: 4 (-10) Magical Sophistication: 13 (+3)
The flag of Eisengard. The silver background represents iron which is the backbone of the Eisengard economy and gives the nation its name. The maroon cross represents the Posdal people. The eagle and the crown over the center of the cross represents the crowned ruler of Eisengard being the protector of the faith.
The Kingdom of Eisengard
Gott mit uns
Motto of house Merkkellorne and the nation in general. Meaning 'God is with us'.
Territorial Claims:
Species: Eisengard's population is split predominantly between Humans from the Luchmeyer mainlands and the native Lasangnon (which translates'jungle people' in their native tongue.) The Lasangnon people are predominantly six feet tall (1.8288 meters) on average and generally bulkier in body mass than most Humans. Most of the Lasangnon's body is covered in fur aside from the palms of their hands, the soles of their feet, their backside and their faces. The color of their fur are mainly reddish brown or black in color. They have better senses of hearing and smell than most Humans. However they are not as agile and does not have the same endurance when performing physical labor.
Population (total and by species):
38,161,345 in total
15,100,000 Lasangnon
21,100,150 Humans
2,061,194 Others
Culture and Society: Eisengard is always infamously known as a 'church with an army'. The Church of the Holy Posdal was established from the local beliefs of the natives. Posdalism takes it root word from the term 'posdal', meaning 'messanger' in the tongue of the Assai people. Assai merchants took their beliefs to the coastal islands of the south and with them their religion. The Lasangnon people eagerly adopted the till the arrival of the Luchmeyerian colonizers. Over the centuries, the upper class of Eisengard would come to adopt it in secret. Posdalism eventually became the state religion when the self-proclaimed king Ferdinand Otmar seceded from the Luchmeyerian empire. Aiming to further distance the new kingdom from its mainland roots.
Posdalism has become even more vital to the state in passing century after the creation of the empire. Though the king holds absolute rule in the realm, his influence runs down to the clergy before it reaches the common man. Officer Universities are also maintained by a shared control of the church and state. The army has armed clergymen, responsible for any number of religious activities as well as raising the morale of the common soldiers.
The church itself is led by the three Posdals. The Posdal of the Mother and the Posdal of the Son are chosen by a diet of Cardinals who choose from among their numbers who will take the positions. The Posdal of the Mother
History: Eisengard started a small duchy founded in -, --, 1003 by Jarl Hiltrud the Mad. Her title a result of her brash actions and short temper.She was known for her brave charges against the enemy and her vigor for battle. Jarl Hiltrud was reccorded to have have chased off curious Lasangnon tribals that wandered near her starting colony. One major Lasangnon chieftain, Datu Saripada, was the first to wage war on what he saw as brazen intruders. Jarl Hiltrud would defeat numerous war parties and would come to defeat the cheiftain himself at the battle of Roteswasser during -, --, 1003. Datu Saripada's village was taken over by the jarl and a quarter of the defeated lasangnon were butchered, the rest taken prisoner or subjugated. Several Datus would follow in declaring war against the Luchmairish invaders and their Human associates. The colony was only seen fit as a small plantation of local opium plants and cash crops during its first few years. However under the rule of Hiltrud the Mad's son, Jarl Harold, several prospectors discovered valuable iron reserves crisscrossing the country. A great mining boom enveloped the country. Turning the small duchy into a heavily populated mining territory. Thus the Duchy would recieve its name. Eisengard, the realm of iron.
The next 200 years have seen Eisengard faced off and traded with neighboring jarls. Switching fueds and alliances with each generation. The twisting and shifting wars and trade pacts lured many mercenaries to the region. Turning the Realle sea into a luxurious oportunity for freelance soldiers and marines. The situation became chaotic for the traders who were mostly Human. They were forced to hire additional sentries for their trade ships. It caused major discontent with the merchant-class who were rising steadily in power. In -, --, 1203 Jarl Otwin appointed a prominant Human merchant to oversee domestic affairs while he focused on his skirmishes with the duchy of -----. This merchant was Ferdinand Merkkellorne. He was given the title of kolonialmarshal, allowing him govern the day to day operations of Eisengard. He seemed to be a loyal servant of the jarl and the jarl's guards and spies never found any reason to suspect him of treason. However Ferdinand had secretly been building alliances with the Lasangnon natives. He had spent a considerable amount of time studying their culture, customs and religion. He hired liasons to make contact with notable Lasangnon community leaders. In -, --, 1203 Ferdinand would gain their trust by secretly converting to Posdalism with several prominent Lasangnons as witness. In the coming months Ferdinand along with his Lasangnon planned to overthrow Luchmeyer rulers of the isle.
However Ferdinand's plans were placed in peril during -,--, 1204. One of Ferdinand's Lasangnon allies, Bastian Hartmann was arrested by the local authorities for suspension of treason.
Economy:
Army:
Navy:
Traits:
Foreign Relations:
Rolls: Land Area: 11-5=6 Land Fertility: 13 Social Development: 10 Technological Development: 20-6=15 Land Power: 11+6=17 Naval Power: 11+3=14 Economy: 6+2=8 Magical Reserves: 14 Magical Sophistication: 14
The Confederated Cities of the Dastrian Sea or the Dastrian Confederation
National Motto:
One Banner, One History, One Nation (91 DE - 103) Culture, Strength, and Glory (103 - 420) State of the Sea (420-479) Dastria Stands (479-)
Capital: The City of Dastria
Head of State: His Grace, Arrigo Cancalo, Premier-Elect of the Confederation, Selected of the People, Protector of the City and People of Dastria, Representative of the Sea-Saint Marcinea
Head of Government: His Excellency, Marcio d’Casta, Grand Chancellor under the Premier-Elect, Governor of The Bank of the City of Dastria, Hereditary Titled Governor of the Glass Isles, Patriarch of the House d'Casta
Territory:
The Confederation claims areas all around the Dastrian Sea as its core territories. These are referred to as the National Territories.
Areas under Dastrian control near the homeland are known as Confederated Territories. These territories possess some autonomy and have some political representation.
The Confederation also maintains numerous small colonies and concessions as either Confederated Territories or as Colonial Possessions.
The City of Dastria, Calia Island to the southwest, the Glass Islands to the northeast Dastria is the beating heart of the Confederation, center of all its trade and administrative activities.
To its southwest is the Island of Calia, where the Treaty of Calia Island was signed. Calia is also home to the headquarters of the National Integrated Command of the Carabinieri, the main military force of the Confederation. It also serves as home to the Western Home Fleet, guarding the entrance to Dastria from those who would harm it.
To the northeast are the Glass Islands of Casta and Castina. These islands are the center of the National Territories’ industrial capacity. These islands are also used by the banks as storehouses for the vast wealth they have collected.
The City of Listra, the City of New Alkadion to the north Listra is the Confederation’s second-most important city, once home to a kingdom rivalling Dastria in dominance over the Dastrian Sea, the city now stands as its partner in protecting and promoting trade in the Dastrian Sea.
The City of New Alkadion is a minor city to the north of Listra, once the mythical Shining City of Alkadion, home to the Elder Gods. The old city was destroyed in a calamity known simply as the Sundering
The City of Sazalla Sazalla is a major trade and military port of the Confederation. An age ago, this was where the legendary explorer Edante Cancolo settled with his Fleet of Forty. Today, it is an important stop on westbound journeys as tolls are paid here for passage through the Cancelli Islands to the west.
The City of Ravelia Ravelia is a far-flung trading port of the Confederation. Compared to most cities in the Confederation, Ravelia is small and its surrounding areas are very sparsely populated. Furthermore, there are very few native Dastrian humans in the city, being unsuited to the harsh northern climate. The city holds power over northern trade routes to the New World, serving as a major supply stop.
Demographics:
The National Territories arThe Confederation’s national and confederated territories are composed of two dominant species - humans, and squid-human hybrids known as the Ikalman.
The humans of the Confederation’s heartlands are formally known as the “Alkan” after the Shining City of Old Alkadion. It is said that the Alkan originated from Alkadion and spread out in the aftermath of the Sundering. They are generally of lean builds, tan, brown-eyed and black of hair. They are slightly shorter than the average human, but also more nimble. Many Alkans refer to their ethnicities by their home city, though there are few physiological differences between them.
The Ikalman are squid-like humans (or humanoid squids) that are considered a separate biological species from humans, being unable to bear live offspring with them in all but a few rare cases. Their body structure is somewhat comparable to squids, with a head, and a set of eight arms about the length of a typical human leg with suckers along their entire length, and two, longer, tentacles. Unlike the squids they resemble; however, Ikalman are unable to remain in water. They are noted to have terrestrial respiratory systems consisting of air-breathing lungs in their “heads” and take in air through their mouths. Their skin; however, needs to be perpetually moist. Public water pools are located in all public spaces in Dastria where they slip in to remoisturize. Furthermore, they are significantly more intelligent than squids, able to communicate and intelligently interact with humans. In fact, they as a whole may be more intelligent than the human species. This intelligence; however, is compensated for with their relative physical weakness as their soft bodies are unsuited to combat or menial labor. Within Dastria, the Ikalman are afforded equal rights. The Ikalman; however, lack mouths, and are forced to communicate through clicking their beaks.
The colonies are largely composed of their native populations, with a small ruling elite from the National Territories.
There are two important non-human minorities present in the Confederation; however. The first of which are the Drowned Listrans.
The Drowned Listrans are an extremely small population of mermen, once a powerful civilization coexisting with the Alkadian Empire, and later the Listran Hegemony until the Sack of Listra. The destruction of the temples to the Old Gods appears to have driven a significant majority mad, or at least antagonistic to humans. Some; however, particularly those who worshipped the Savior on the Seas retained their loyalty to Dastria. They also retained the ability to communicate with, and to an extent, “persuade” their less amicable kin.
Today, the Drowned Listrans maintain small populations clinging to the Glass Islands and the ruins of their once-proud city near Listra. Small numbers of deranged Drowned Listrans still wander the eastern fringes of the inland sea, occasionally attacking fishermen and merchants. Meanwhile, the subservient Drowned Listrans are employed by the banks, hiding and guarding their vast fortunes in vaults beneath the Glass Islands.
There are rumors; however, that the Dastrian Navy has invested a significant amount of resources into weaponizing the deranged members of the Drowned Listran population.
The third non-human minority are Golden Men of the Candari Wastes. The Golden Men are an enigmatic people who migrated from beyond the desert wastes of the north into the south until they reached the north coast of the Dastrian Sea. Their people, though mysterious, are considered a vital part of Dastrian society, existing outside of the rigid social hierarchy. Their martial culture produces hardened warriors that are vital parts of the Dastrian military. Their culture also places a premium on resource management and thrift, making their mindset of great worth to the navy and the banks alike.
Population (total and by species):
? as of 490 DE
33% Alkan Humans
37% Ikalman
10% Golden Men of the Candari Wastes
2% Drowned Listrans
18% Varying ethnicities in the Confederated Territories
~23,000,000 in the colonial possessions
Government:
The Confederation is formally ruled by the Premier-Elect, styled His/Her Excellency the Premier of Dastria and its Confederation. In reality; however, the Confederation’s day-to-day affairs are run by the Grand Chancellor of Dastria.
The legislature is known as the Citizens’ Assembly and is composed of an upper and lower house. The upper house is the Titled Chamber, where “titled citizens” of the National Territories (pre-existing nobles, prominent hereditary merchant families, large landowners, notable citizens) possess a seat. Due to its nature, its population fluctuates while actual power resides in very few within the chamber - the titled lords and merchants. The lower house is the Freemen’s Chamber, composed of representatives elected from the Confederated and National Territories.
The lower house is mostly for show; however. Though it was once a powerful assembly, the rising power of the Titled Citizens led to the election of the first Grand Chancellor and the collapse of the Freemen’s Chamber.
The Lower House elects the Premier-Elect from among its own to a ten-year term and the Upper House elects the Grand Chancellor for life or until he is deposed by a vote of no confidence.
The Freemen rarely produce any meaningful discussion, as the number of Freemen in the chamber makes creating a consensus nigh-impossible. There are; however, some powers reserved to it. Taxes (but not tariffs) must be approved by them, the creation of new colonial territories is under their purview, along with votes of no confidence on the Grand Chancellor (though very rarely).
Ultimately, the Premier-Elect is a figurehead representing the (free) people of the Confederation. The Premier; however, has the theoretical power to unseat the Grand Chancellor.
Colonial Possessions are unrepresented in the Citizens’ Assembly. Confederated Territories possess autonomy, with their own local governments left intact. The National Territories are directly administered by the Confederate Government.
There are many places that the Confederation’s history could start - the founding of Dastria, the Uprisings of 1 Undame 103, the Treaty of Calia Island, the Voyage of Cancolo, The Civil War of 479 or the Dastrian Catastrophe of 499. This history; however, will be comprehensive. To be comprehensive, this history must go far to the east of the Dastrian Strait.
This history begins where the Shining City of Alkadion ends. For whatever reason, around 700 years ago, Alkadion collapsed in the Sundering and dispersed the Alkan People all throughout what would become the Dastrian Sea. One group settled nearby, founding the City of Listra. Another group settled far to the west, beyond the great seas of sand and into the gates between two halves of the world. There was founded the City of Dastria.
The two cities grew and prospered, taking advantage of their positions in shipping lanes, becoming naval powers all the while. Rival naval powers. After a series of wars, the City of Dastria was occupied and placed under the rule of the Listran Kings. For decades, the Dastrians toiled under their new monarchs until a revolt drove the Listrans from Dastria. The leader of the revolt was declared the First Premier of Dastria, and from then on the Dastrians foreswore monarchy, pledging to never be subject to any kings or foreign powers again. This year was declared the first year of the Dastrian Era, 1 DE.
In the subsequent Listran War, the City of Listra was sacked and its naval empire was shattered. The City of Dastria fully dominated the area over the next century. Then, in 1 Undame (Month 1) of 103, popular uprisings in Dastria, and the restored city of Listra created a common Citizens’ Assembly. By 106, the Citizens’ Assembly seized control of both cities, effectively uniting them. All other polities in the Dastrian Sea joined soon after and by 181, the Confederated Cities of the Dastrian Sea was organized by the Treaty of Calia Island.
In the chaos of the new nation’s birth; however, Luchmairisch raiders attacked and occupied several islands once held by Old Listra, making them some of the first colonies of their nascent colonial Empire. This single move would begin centuries of confrontation between the Luchmairisch and the Dastrians on the high seas.
For a time from 103 to 313, the Freemen’s Chamber was able to exercise authority equal, if not superior to the Titled Chamber. The Premier-Elect originally held the powers now given to the Grand Chancellor and the Freemen were able to strike down laws passed by the Titled.
This; however, came to a head in 314, when war broke out between the Freemen and the Titled. For 13 bloody years, war raged across the Dastrian Sea. Then, in 327 peace was signed, restoring the status quo. The Freemen’s political power only declined after this; however.
One prominent Freeman, Edante Cancolo, fled Dastria along with several prominent Freemen to found colonies in the west and escape the turmoil in the cities in 330. This mission led to an era of expansion for Dastria and, while the Freemen were busy finding new lands, the Titled slowly seized power. Prominent Freemen families, too busy in the race for colonies, earned the ire of their fellows.
In 377, the Freemen’s Chamber voted to conduct a military expedition against the Elves of Eidolon. Preparations were immediately set into motion. In the following year; however, several prominent Freemen funding the expedition were assassinated.
With the Freemen in a panic, they attempted to redirect the backlash of the assassination toward the Titled Citizens. When they attempted to arrest them in 379; however, the Titled resisted and a civil war broke out as the Titled retreated to Listra. Four years later in 383, the Titled marched troops into Dastria and proclaimed one of their own Grand Chancellor. The Freemen surrendered, their rights to assemble and elect the Premier intact.
In 420, the first Grand Chancellor died and another was elected, securing the reign of the Titled.
Peace and expansion persisted until the year 499, when a crystal vein to the northwest of Dastria was over-exploited and rebounded, triggering the Dastrian Catastrophe. An earthquake and the ensuing fires and tsunami ravaged the western half of the city. In the end, thousands were killed and the nation still feels the wounds of its past. With Listra possessing the only major crystal resource in the Confederation, the Citizens’ Assembly was finally forced to incorporate Listra as a National Territory of Dastria in exchange for their crystal supplies.
Today, Dastria stands once more. Shaken but steady. As the nation enters the sixth century, the Dastrian Lion stands ready to face whatever threats may come.
The Premier-Elects of Dastria
Marrici “the Great” Cavialo (1 DE - 39 DE) Antoni Cavialo (39 DE - 42 DE) Riana Cavialo-Adante (42 DE - 59 DE) Enrico Adante (59 DE - 60 DE) Teresa Risalla (60 DE - 89 DE) Ursula Cosanova (89 DE - 91 DE) Isana Cavialo (91 DE - 103 DE) Orman Sigea (103 DE - 106 DE) Arman Sigea (106 DE - 110 DE) Marrici II “the Last” Cavialo (110 DE - 145 DE) Forsana de Leon (145 DE - 169 DE) Forsana II de Leon (169 DE - 190 DE) Forsana III de Leon (190 DE - 193 DE) Forsana IV “the Last Lion” de Leon (193 DE - 199 DE) Anton Risalla (200 DE - 210 DE) Marena “the Wise” Cancolo (210 DE - 250 DE) Enrico “the Old” Primera (250 DE - 257 DE) Rico “Pirates’ Bane” Sigala (257 DE - 260 DE) Arollo della Blanca (260 DE - 270 DE) Rico “Pirates’ Bane” Sigala (270 DE - 300 DE) Orman “the Fool” II Sigea (300 DE - 303 DE) Marrici “the Undaunted” del Sol (303 DE - 310 DE) Orman “the Fool” II Sigea (310 DE - 314 DE) Marrici “the Undaunted” del Sol (314 DE - 317 DE) Arrigo “Dastriano” Cosanova (317 DE - 320 DE) Elena “the Coward” Cavalleri (320 DE - 330 DE) Elisa del Sol (330 DE - 349 DE) Anton Pariana (349 DE - 360 DE) Ricardo Cavalleri (360 DE - 377 DE) Marcelo Rivera (377 DE - 400 DE) Antonia Cavalleri (400 DE - 413 DE) Feridad Castarra (413 DE - 440 DE) Edoa della Blanca (440 DE - 452 DE) Mario Luna (452 DE - 460 DE) Pristina Covo (460 DE - 480 DE) Triano Luna (480 DE - 499 DE) Anton della Blanca (499 DE - 500 DE) Arrigo Candalo (500 DE - )
The Grand Chancellors of Dastria
Isabella “the Gallant” d’Casta (377 DE - 390 DE) Mario Sigala (390 DE - 399 DE) Antonio Luminare (399 DE - 413 DE) Fernan Luminare (413 DE - 415 DE) Tresarrio Macete (415 DE - 456 DE) Marco Luminare (456 DE - 471 DE) Mario II Sigala (471 DE - 475 DE) Ursula “the Wise” d’Casta (475 DE - 481 DE) Primera Macete (481 DE - 485 DE) Renato “the Great” Macete (485 DE - 499 DE) Pedrico Luminare (499 DE - 500 DE) Marcio d’Casta (500 DE - )
Economy:
Dastria’s economy is largely dependent upon trade. Its advantageous position at the most convenient passage between east and west and its ability to impose its will upon all ships passing through have encouraged Dastria to dabble in, and eventually become a major player in international trade.
This environment has led to the development of mercantile companies, the largest of which being the state-owned Azienda Popolare del Confederassione, whose Merchant Marine doubles as the reserve support arm of the Dastrian Navy. Its association with the Confederation Government; however, makes it inflexible with regulations and makes it subject to foreign policy. Its board is also composed of members of the Freemen’s Chamber, subjecting it to further government oversight.
The second-largest mercantile company is the Societa Mercantile, based in the City of Listra. It is much freer in its dealings and less subject to government intervention. It is; however, heavily connected to the Titled Citizens and is widely rumored to be receiving illegal aid from the Confederation Government.
Financial institutions are also well-established in Dastria. Merchants in need of safe places to deposit their money has encouraged the development of vaults, which evolved into banks. The four largest of which - The City Bank of Dastria, The City Bank of Listra, The Bank of the People of Dastria, and The Bank of the Blessed, being rich enough to possess their own highly trained private militaries.
Dastrians also specialize in glass-making, though the industry is concentrated on the islands of Casta and Castina to the northeast. Dastrian glass is legendary for its clarity, lacking the color impurities present in others.
They are also famed for their ship-building. A combination of a strong naval tradition, advanced facilities and vast wealth allows Dastria to be a primary source of cheap, quality ships in the region.
Army:
The Dastrian land forces are small, especially when compared to their Navy. The Confederation has no standing army, instead using fleet-based Marines for land operations. The organization that may best be known as a land force is the Carabinieri - a small, well-trained gendarmerie present in the major cities of the Confederation. They are mainly used to maintain order within the cities, and to defend them during sieges.
The Dastrians also possess a second police force - the “Le Forza di Banca” otherwise known as “Le Forza”. This is an organization numbering less than five thousand men originally tasked with transporting money from bank to bank, and guarding the banks. Over time they evolved to become involved in anti-counterfeiting operations, and chasing down and imprisoning debtors. It is even rumored that Le Forza has become the state espionage service and also serves as a secret police in the service of Titled bank-owners.
Army Organization:
The Dastrian Land Forces are organized as follows:
The Carabinieri
National Integrated Command (HQ in Dastria) The Dastrian Guard (Dastria) 1st to 5th Dastrian Guard Battalions (1,000 Guards each) 1st to 20th Light Infantry Units (500 Light Infantry each) 1st to 10th Light Reserve Units (500 Light Infantry reserves) 1st to 20th General Reserve Units (500 Irregulars each) The Calia Island Guard (Calia) 21st to 30th Light Infantry Units (500 LI) 21st to 30th General Reserve Units (500 Irr) The Glass Island Guards (Casta) 31st to 40th Light Infantry Units (500 LI) 31st to 35th General Reserve Units (500 Irr) Confederated Territory Command (HQ in Listra) The Listran Guard (Listra) 1st to 5th Eastern Guard Battalions (1,000 Guards) 41st to 45th Light Infantry Units (500 LI) 36th to 45th General Reserve Units (500 Irr) The New Alkadion Guard (New Alkadion) 46th to 50th Light Infantry Units (500 LI) 46th to 50th General Reserve Units (500 Irr) East Colonial Guard Command (HQ in Sazalla) The Sazallan Guard (Sazalla) 1st to 10th Colonial Guard Battalions (1,000 Irregulars) The Eastern Mobile Reserve (Sazalla) 10th to 15th Colonial Guard Battalions (1,000 Irr) Northern Colonial Guard Command (HQ in Ravelia) The Ravelian Guard (Ravelia) 16th to 25th Colonial Guard Battalions (1,000 Irr) The Northern Mobile Reserve (Ravelia) 26th to 30th Colonial Guard Battalions (1,000 Irr)
Full Breakdown: 5 Dastrian Guard Battalions 5,000 in total 5 Eastern Guard Battalions 5,000 in total 10 Light Reserve Units 5,000 in total 30 Colonial Guard Battalions 30,000 in total 50 Light Infantry Units 25,000 in total 50 General Reserve Units 25,000 in total Total 95,000
Le Forza di Banca The City Bank of Dastria Group Grifone (500 Guards) Group Drago (500 Guards) The City Bank of Listra Group Avvoltio (500 Guards) Group Falco (500 Guards) The Bank of the People of Dastria Group Incendio (500 Guards) Group Acqua (500 Guards) The Bank of the Blessed Group Fede (500 Guards) Group Verita (500 Guards)
Full Breakdown: 8 Groups 4,000 in total Total 4,000
Army Command:
The Carabinieri as a whole does not fall under a single commander. The organization as a whole is subject to orders from the Premier-Elect. These powers are rarely exercised; however. True power is wielded by the Prime Adjudicators of each Guard Command. He is elected by and from among the commanders of each City Guard. City guard commanders, in turn, are appointed from Guard Battalion commanders by the City Councils. In the absence of Guard Battalions, the non-reserve units’ commanders may be appointed. Each of the Prime Adjudicators are required to report to the Grand Chancellor once every year.
Le Forza as a whole does not also fall under a single commander. Le Forza, in fact, is less a single organization and more a collective name for the four banks’ security forces.
Navy:
The Dastrian Navy is subdivided into three fleets: The Home Fleet, The Eastern Fleet, the Colonial Armada, and the Confederated Merchant Marine.
The Home Fleet is tasked with guarding the Inner Sea and enforcing the Dastrian Toll on all ships passing through the straits. The fleet is composed mostly of galleys and galleases. The Home Fleet galleys are built for speed to catch up with ships carrying fugitives, failing to pay tolls, or otherwise commiting crimes within the inland sea. The Home Fleet is also composed of blue-water sailing ships for protecting the western fringes of Dastrian Territory from coastal pirates. Here, the Home Fleet is composed and functions similarly to the Eastern Fleet.
The Eastern Fleet holds jurisdiction over the eastern Dastrian Sea, in the tight waters and islands near Listra. It also holds jurisdiction in Alkadion Bay and the eastern ocean. The fleet is primarily tasked with defending from pirate incursions from nearby Luchmeyern settlements. This fleet is composed of heavily armed sailing ships focused on attacking with heavy firepower.
The Colonial Armada is a vast fleet distributed throughout the Dastiran colonial possessions. These ships are a common sight along most maritime trade routes, which they regularly and heavily patrol. Their ships are sailing ships built for speed to lure and escape from attackers. Heavily armed ships are left in reserve at ports, ready to be used for heavy attacks. Most ships in the fleet carry a complement of Marines, some ships are specialized troop transports.
The Confederated Merchant Marine is a fleet of cargo ships handling the transport of cargo by state merchants across the colonies and territories. The Merchant Marine is not used for military affairs. They may; however, be enlisted into the regular navy upon the Premier-Elect’s order (one of their few remaining powers) to serve in offensive operations as warships or to transport troops and marines.
Navy Organization:
The Home Armada (Dastria) The Western Fleet (Calia Island) First Rate 3 Second Rate 5 Third Rate 10 Fifth Rate 15 Sloops 10 Galleasses 5 L. Galleys 15 H. Galleys 10 The Inland Fleet (Dastria) Third Rate 5 Fifth Rate 10 Sixth Rate 20 Sloops 10 Galleasses 5 L. Galleys 50 H. Galleys 35 Bomb Ketches 10 The Eastern Fleet (Listra) First Rate 2 Second Rate 5 Fifth Rate 10 Sixth Rate 10 Sloops 10 Galleasses 15 Bomb Ketches 10 The Colonial Armada (Ravelia) First Rate 15 Second Rate 20 Third Rate 25 Fifth Rate 40 Sixth Rate 50 Sloops 50 Galleasses 20 Light Galleys 10 Heavy Galleys 5 Bomb Ketches 5
Full Breakdown:
Class Count Crew Guns & Marines Rated First R 20 18,000 2,000-2,240 Second R 30 22,500 2,700-2,940 Third R 50 32,500 3,200-4,200 Fifth R 75 31,500 3,750-4,050 Sixth R 80 16,000 1,600-2,400 Sloops 80 10,000 1,920-2,400 Unrated Galleasses 30 7,500 Light Galleys 75 7,950 Heavy Galleys 50 10,600 Bomb Ketches 25 2,500
Naval Command:
Unlike their land forces, the Dastrian Navy falls under a much more centralized chain of command. Their institution itself is a core element of Dastria, sometimes even rivalling the civilian government for influence.
The very lowest level of organization in the navy is the ship. The lowest rank aboard a ship is the deck-hand, informally recruited adolescents serving as menial labor aboard ships. Above is the sailor-enlist, a formally registered member of the Dastrian Navy. Next are the ship-masters such as the quartermaster, gunnery command, the deck-officers for each deck of the ship, the chaplain, among others. Above them all is the Captain.
Captains are selected from ship-masters who have served for at least six years aboard a ship in any capacity. They are assigned ratings according to the ships they man, from Unrated to First Rate.
Ships are organized into squadrons, three of which (rear, van, and center) are organized into a Commandery under the command of an Admiral. An Admiral is at least a Fourth Rate Captain elevated into a position of command. A varying number of Commanderies then make up a Fleet, all under an officer known as the First Admiral.. There are at least five fleets in the Dastrian Navy - the Inland, Western, Eastern Fleets and at least two fleets under the Colonial Armada. The number of fleets varies, especially in the Colonial Armada which is frequently recomposed.
The larger bodies known as “Armadas” - Home and Colonial, are led by Grand Admirals manning First Rates. The Home Armada does not usually function as a single body; however, in times of necessity, the First Admiral of the Inland Fleet is named Grand Admiral of the Home Armada. The Colonial Armada is organized under the command of a Grand Admiral who reports to Dastria once a year.
The civilian government wields control over the navy through the Office of the Provost-General under the Premier-Elect. The Provost-General must be a retired Grand Admiral sworn to uphold the Confederation’s civilian interests first. Their actions; however, are subject to review by the Council of 20, an assembly of 10 Freemen and 10 Titled.
Together, the Provost-General, the Grand Admiral of the Colonial Armada, and the First Admirals of the Eastern, Western, and Inland Fleets are known as the College of the Admiralty, the true supreme authority in naval affairs.
Culture and Society:
Dastrian Culture is marked by a paradoxical love of freedom and order. Nowhere is this best embodied but by the Golden Book of Dastria, the book holding the names of all the Titled Citizens of the Confederation. In its front page is inscribed “Anyone may write, but nothing is erased”. The book contains the records of the most privileged class in all Dastria, with power equal to the nobility of kingdoms but the ink of a pen is all that is necessary to edit it. Many Titled families from times long gone claim to have originally claimed their status by an ancestor sneaking into the Golden Book’s vault and quickly writing their names into it, a fact attested in some cases by messily scrawled and often misspelled surnames.
Dastria’s paradox is also embodied by the strict social hierarchy maintained ever since the oldest days of the Confederation. For centuries, citizens have been divided into Freemen, and the Titled. Mobility between the two is possible; however, it is only possible once a year, at the end of La Fiera, when long, disorderly lines line the National Registry where records are kept, and only the most dedicated remain to the end. There is; however, a limited number of positions, and all applicants to become Titled are heavily scrutinized. The process itself is also considered prohibitively expensive by many.
Within the Freemen Class itself, there are several divisions - Artisans, Students, Sailors, and the like. Each has their own outfits, and even etiquette as prescribed by law. The most notable Freemen subdivisions are the Navali, Vetrai, Soldati, Leoni, Burocrati, and the Emerito. The Navale are Freemen in service to the Dastrian Navy who are granted a yearly pension by the government. The Vetrai are the glass-blowers of the Glass Islands who also receive a yearly pension and are a hereditary class. The Leoni are members of La Leoni del Mare, the Dastrian marines, which is also a hereditary position. The Burocrate are civil servants who staff government positions. Finally are the Emerito - former Navale, Soldati, and Leoni who served until rendered incapable by injury or old age and awarded for their distinction in service. The Navale through Burocrate are respected members of Dastrian society, and often allowed to request for pensions. The Emerito; however, are an extremely special class. While the Navale through Burocrate are granted special consideration in annual entitlements, the families of Emerito are granted Entitlement once a slot is opened by the National Registry.
In their society, there is little to no discrimination based on gender, or sexuality. Most Dastrians consider themselves bisexual from birth, with little reservations as to who or what they fall in love with. Women are also afforded equal rights as men in this society, considered equally able to go on business ventures, to man a ship, and to serve the Confederation equally. Humans and Ikalman live in relative peace and consider one another equals, if not complementing parts of a single whole where humans do the hard labor, and provide physical protection, while the Ikalman provide their minds in service of the whole. There are; however, notable limitations on the Ikalman - they are discouraged from service in the Carabinieri, but are somewhat encouraged to join the Navy. Humans are also themselves discouraged from entering the financial sector where they face heavy competition from the Ikalman.
Religion:
The Dastrian state religion, as mandated by the Treaty of Calia Island, is the Cult of the Sea-Saint Marcinea, Successor of the Old Gods, Patron of the Waves and Wind, Protector of Dastria, and, as of 391 DE, its Sole Primarch.
Worship is centered around the eponymous Sea-Saint Marcinea, regarded as the successor of the Gods of Salt and Sea. According to state doctrine, Marcinea controls the sea and wind currents upon which the Dastrian state relies. Worship entails mass prayers in local temples, the largest and most central of which being the True Mausoleum of the Sea-Saint in Dastria.
Marcinea is regarded to exist in three inseparable forms - the Evangelist, the Defender, and the Adjudicator, each representing the three values of unity, valor, and justice.
Marcio the Evangelist is said to represent the unity of Dastrian ideals throughout the Confederation, spreading the word of their religion and ideals throughout all their holdings, and all the world. The Evangelist is the patron of the sailors braving the wind and tide to connect the natio. Marcia the Defender represents the nation’s unwavering solidarity to protect its lands. Marcia is the patron of the Leoni del Mare, protectors of the confederation. Marci the Adjudicator is the protector of fairness and justice in the Confederation. Marci is an enigma, working in long, complex schemes spanning decades but ultimately bringing justice. The Adjudicator is patron of merchants and bankers, but also of the common people. In all its schemes, the Adjudicator will always favor the Citizens of the Confederation in the end. The Carabinieri take the Adjudicator as their patron, as protectors of order and justice in the myriad cities of Dastria.
The Sea-Saint is also regarded as father and protector of the Ikalman. According to legend, the first Ikalman were born as the product of the human Sea-Saint and the child of a Sea God in the form of a squid. The children born were considered affronts to nature, and an offense to the Sea Gods. The Sea-Saint was cast from the heavens, his mate slain, and their children banished from the waves but cursed to be forever drawn to it.
Historically, the cult itself was an offshoot of the many polytheistic cults of the Alkadian Empire. After its fall, most of the cults relocated their headquarters to Listra. The Dastrians; however, united themselves around the minor cult of the Savior on the Seas, Marci. The cult; however, was apparently crushed during the Fall of Dastria, when Listran troops looted the old temple to Marci and returned sacred relics to a Listran temple in an attempt to establish religious dependence.
The citizens of Dastria; however, kept the cult very much alive, using it as a symbol in the build-up toward the last Listran War. Soon, the resurgent cult and the Dastrian independence movement were synonymous as cries of “Return the Sea-Saint!” resounded throughout the Listran Hegemony.
The Last Listran War resulted in the return of Marci’s relics, and the elevation of the Savior Marci to Sea-Saint Marcia of Dastria. The Listran temples were subsequently looted and utterly destroyed, as the Sea-Saint had apparently made its superiority above all the old gods clear.
Traits:
The Banks and Le Forza di Banca
Dastria boasts an impressive network of banks within its myriad territories, allowing for a variety of advantages to its merchants and those of other countries who are willing to accept it.
Furthermore, the banks possess a security force - Le Forza di Banca otherwise known as “Le Forza”. Le Forza originally served as the bank’s security guards but have since evolved, taking on a small fleet to guard shipments of valuables between branches, collecting debts, and becoming the unofficial espionage service of the Confederation as a whole.
Provides economic and relations bonuses to countries that accept a Banking Deal with the Confederation. All banks also conduct espionage within their locales.
The Dastrian Canal
A tiny 15km stretch of land once separated the Dastrian Sea and the west. After many years and many used-up crystals, the City of Dastria linked two halves of the world by the wind and waves.
The Dastrians have taken full advantage of their position since, imposing tolls on all those who would enter the canal and providing services and trade to weary travellers.
Allows ships to pass through the Dastrian Isthmus. Provides economic bonuses to anyone who holds the City of Dastria.
Stado di Mare - State of the Sea
Dastrians’ relative inexperience in land wars and long maritime history have allowed them to grow a large maritime empire stretching from one hemisphere to the other. This experience on the high seas also gives them a strong shipping and shipbuilding industry. Their reliance on the waves; however, forces their settlements and colonies to cling to it for dear life, leaving them with weak raw resource production but also giving them incentive to industrialize.
Justifies and limits the sprawling sea-clinging colonial empire. All Confederate cities are specialized as harbors and/or shipyards. Incentivizes industrialization. Demands a strong navy to maintain.
The Dastrian Merchant Marine
A vast maritime and mercantile empire requires a powerful force to move goods from place to place. This is the work of the merchant marine. Every day, immense ships full of goods set sail, moving from place to place in the Confederation. The merchant marines bring the Confederation’s wares from harbor to harbor, bringing wealth to their homeland. Sometimes; however, they bring far more than wares. In times of desperate need, the Merchant Marine is expropriated by the Confederation Navy and used to transport troops and weapons.
Allows for goods to travel from one harbor to another relatively quickly and safely. May be called upon at times of great need to supplement the navy’s strength
Leoni del Mare - “Lions of the Sea”
In lieu of a powerful army, the Dastrians maintain a vast fleet capable of projecting soft power where needed. This soft power is supplemented by the small but efficient Leoni, the Dastrian Marines, specialized in dealing quick amphibious strikes.
Former: To Greatness, with Honor Current: One Heart, Ten Thousand Spears (Often shortened to "One Heart")
Capital City: Hautmont
Territorial Claims: Astalia is located between the Quat'i Al-Qarikha territory to the south, and the Tsardom av Kinier to the north. It considers all land in the space in-between to be within its sphere of influence. It also claims several small islands and territories, mainly to serve as naval repair and resupply docks.
Species:
Human (~83%)
Eosauri (~11%); a species of bipedal and warm-blooded reptilians. They live longer than humans, 110 years on average. Physically, they are slightly smaller, less endurant and for the most part weaker when it comes to brute strength. However, the shape of their legs and the added balance of their tail makes them very fast over short distances. In addition, they adapt to low levels of light more easily, being able to see clear as day in all but the darkest of nights. They have a similar diet to humans, at the notable exception of a strong intolerance to any kind of dairy products.
Other (~6%); Most notably Yuukomans, Volyudki and Tanwyrs, as well as significant numbers of escaped slaves from all horizons who come to take refuge in Astalia. All are welcomed, on the condition that they enlist for the mandatory military service that applies to every Astalian citizen.
Population (total and by species):
Total: ~31.438.000
Human: ~26.093.500
Eosauri: ~3.458.200
Other: ~1.886.300
Astalians take pride in what they consider a refined culture and philosophy, as well as the most advanced society in the world according to them, and there certainly is an argument for this if one takes a look at their government and its two main components.
The Senate is comprised of the noble families who took part in the civil war on the revolutionaries' side. Senators propose, discuss and vote laws. Among them, two consuls are elected for a period of five years. The consuls are the executive part of the government, delegating positions of power like governors and naming generals and admirals. They are considered to be the supreme commanders of the army, and it is customary for one of them to lead troops on the field in times of war while the other takes charge of civilian duties.
The Citizen States is an assembly created to keep the Senate's power in check. Its members, the People's Heralds, are not aristocrats but rather elected representatives of every Astalian district, which are defined areas in the country designed to be representative of a certain amount of citizen. Thus, there are always several districts in big cities, each electing their own Herald, while several villages combined may elect a single one. The People's Heralds approve or reject the Senate's decisions by majority votes, and if a strict majority is reached can outright veto a Consul's decision, although this is a very rare occurence.
Astalia is living through a period of unprecedented cultural activity. Philosophy and biology treaties, both written by Astalian authors and from around the world, are collected and copied to be displayed in massive public libraries, along with fictional stories and tales of legendary heroes. Professors share their knowledge in prestigious universities, while the clerical orders work diligently in their sacred mission to uncover the secrets of the universe with the guidance of the gods.
The most notable characteristic of the Republic's society is the importance of the rule of law. A human aristocrat's voice does not weigh any heavier than that of an emancipated Yuukoman slave in a tribunal. Corruption, as inevitable as it is, is ruthlessly stamped out when discovered. The punishment for any official found guilty of corruption or dereliction of duty is the same as for deserters: death. This allows Astalian citizens to enjoy a much higher degree of freedom than the world's average.
Yotethri, God of the Sun, War, Justice and Bloodshed
Cnagh'vha, God of the Moon, Greed, Malice and Knowledge
Bhyrri, Goddess of the Sea, Health and Sickness, Death and Travel
Ycthaaghas, God of the Earth, Life, Cycles and Doom
Vh'ethr'ithe, Goddess of the Stars, Madness, Torment and Power
The Astalians have a peculiar approach to their religion, considering it more study than worship. Their gods are primordial beings, neither good nor bad, as much susceptible to be destructive as they are to be benevolent. Those are not creator gods but rather eldritch entities residing beyond time and space, but powerful enough to manifest themselves in certain aspects of the material universe, which have been assigned to them by the priestesses to the best of their ability.
The Astalian clergy, if such a name can be applied to the priesthood, is exclusively female. The reasons for this ancient tradition are nebulous, and few find it appropriate to question it. There is no hierarchy among the priestesses, as they hold no power over eachother or the common people. Their mission is to get into contact with the gods and their world, studying its powers and energies with rituals and incantations. Then, they dispense this knowledge to all who come to their temples. The vast majority of Astalians go to their local temple at least twice a week, as they believe that their souls will be sent to the realm of the gods upon death. These runes, rituals and incantations are as many tools to be used in their following existence as a hammer and nails are in life.
The priestesses also provide spiritual peace and comfort to their communities, and also frequently accompany armies to tend to the wounded. They are beloved guides and teachers, while also viewed with a certain degree of uncomfort. Such knowledge comes at a price, and they are often afflicted with short moments of madness. They might randomly start giggling for no apparent reason, or stare at a particular point in space for a dozen minutes or two. Sometimes, they experience terrifying hallucinations and nightmares that are difficult to appease. For this reason, they are held in high respect, with a hint of fear by the rest of the population.
Half a century ago, the Astalian Republic was known as the Astalian Kingdom, and a far cry from what it is now. Its origin can be traced back some 800 years in the past, when the original Astalians, driven from their land by a barbarian horde, invaded from the south, subjucating and integrating the local people into their society. They recieved help from the Eosauri who had been pushed into the forests by the previous human kings, and so they were granted the right to live in the new Astalian Kingdom.
A long period of relative prosperity followed. Astalians had no particular ambitions for large-scale expansions. Instead, they focused on cultivating the land, waging the occasional war against their northern neighbors. In a few centuries, Astalia had expanded to its current size. The once wise and benevolent kings became inept and vain. Power slipped more and more into the hands of local lords, and while the king technically had authority over them, he did not use it.
Lousy aristocrats began to start petty skirmish wars against other nations and even sometimes among themselves for their own gains. The "Cursed Dynasty", as the kings of this time are now referred to, neglected the matters of the state. The aristocrats abused their power, and the population suffered as the country declined. This continued until another war happened, one unlike the previous ones.
The Volyudki came from the East, crushing an entire army in a single battle when they invaded. As they stood at the brink of destruction, the Astalians came together once more. Every man, from 15 to 60, was given a pike, musket or sword, while the women toiled day and night in the workshops to produce blades, bullets and powder. The rate of casualties forced the ruling class to promote officers from the ranks of common soldiers instead of restricting it to aristocrats. At this time, the country united for its survival.
The Volyudki invasion was turned back, at a tremendous cost both in lives and on the economy. The Astalian common folk, who were now armed and seasoned veterans, were reluctant to give up their weapons and return to servitude. In this period of turmoil, some aristocrats and rich citizen started thinking on some new and revolutionary ideas. Enlightened ideologies started to spread like wildfire, and it was clear that a rebellion was about to happen. Some nobles saw it as an opportunity to overthrow the king and place themselves at the very top.
Two years after the end of the Volyudki invasion, Astalia descended into war again, a civil war this time. Half of the noble families rebelled against the king, and many of those loyal to the throne saw their own troops desert to join the rebels. The combined rebel forces were led by a skilled and charismatic general named Thibald Carrel. He was already a hero from the previous conflict, and although he was an aristocrat, he was unusually close to the men under his command, who in turn trusted and respected him.
Carrel won a few decisive victories that broke the last of the remaining royal troops. But as his soldiers stormed the royal palace, the rebellion was already fragmenting. A portion of the rebel aristocrats sought to fill the power vacuum themselves, and were plotting for this purpose. However, Carrel would not have it this way. He immediately stripped the nobility of their privileges, including himself, and created the Republic. With virtually the entire nation's army behind him, no one dared protest. The aristocrats who had rebelled would be allowed to form the Senate as a governing body, but their power was to be kept in check by an assembly of elected officials.
In the years that followed, Astalia underwent considerable changes. Thibald Carrel, as one of the first two consuls, worked with a host of lawyers, philosophers and common citizen to write the Code of Law that was to shape the Astalian Republic into what it would eventually become. Today, the Astalian Republic has recovered from these events and has turned towards the wider world. Its army is stronger than it has ever been, and the Astalians can now envision greater ambitions beyond their borders.
The Astalian economy is supported by its agriculture. Over the years, forests have been cleared, swamps drained and irrigation canals digged to exploit large parcels of fertile land. The country's yearly production is enough to feed its own population and stockpile for future needs. While the quality of the soil is sufficient for the needs of Astalia, it is not suitable for large productions destined for exportation.
Instead, the Astalians tend to their forests with great care. Astalian wood is fit for heavy-duty construction such as ship-building, which leads to the ability to construct their own ships and export high-quality timber in times of peace. Timber constitutes one of Astalia's main exports.
The country's industry prospers thanks to the vast number of iron and coal mines which feed both of the civilian and military factories' insatiable hunger, leading to further exports of high-quality steel and weapons. On windless days, a cloud of smog floats above the Republic's most industrial cities, rising from the chimneys of dozens of manufactures.
Trade is an important matter, and Astalia is by no means an isolationist nation. Their main imports are copper, lead, textiles and spices, which are delivered in massive quantities either through land caravans and railroads, or to the country's several port cities.
Albert shook his hat, patting dirt off it with his gloved hand. The last enemy barrage had landed awfully close; two of his bodyguards were dead, torn to shreds by shrapnel or round shot. The brigadier put his hat back on, turned his horse and galloped down the hill's slope followed by what was left of his escort. The enemy gunners had adjusted their aim; time to relocate.
"They're taking the bait", he shouted over the gunfire. "Call Toussaint back!"
Albert's aide blew into a high-pitched horn. Soon after, the light rifles regiment that had been skirmishing with the enemy infantry retreated with haste towards the Astalian battle line. Albert held a weak flank and had suffered heavy casualties. He was outnumbered and in an unfavorable position, slowly retreating towards the swamp. If his brigade was to end up being pushed into it, they would be done for. On the outer flank, the cavalry that was supposed to counter the enemies' had broken away from the fight and ran.
Or so it seemed. Albert was conscious of how vulnerable his position was. He appeared weak, hesitant and timid. An irresistible bait.
The enemy cavalry was in sight, charging towards the exposed Astalian flank. But as they were closing in, two companies of lancers and a regiment of chasseurs emerged from the forest, intercepting the enemy and crashing into them on the side. As they retreated in disarray, pursued by the lancers and under the chasseurs' fire, a rider brought a report to the brigadier. An audacious captain from the chasseurs regiment diverted his company from the charge against the enemy cavalry and attacked the farmstead held by enemy skirmishers, successfully taking the elevated ground. Excellent news.
The enemy line was still advancing out of its defensive position, and Albert sent a messenger ordering the horse artillery to position itself at the farmstead at once. They would have an excellent line of sight on the enemy infantry, and a bit of cover as well.
"New orders. Tell Deloffre and Pierrat to fix bayonets. Advance and fire. Prepare to charge after the barrage. Brassard will cover the right flank."
The Astalian brigade turned around in a fierce counterattack as the line infantry and grenadiers fired rank-by-rank, advancing towards the enemy line which soon found itself under a concentrated barrage from the farmstead. Their formation was heavily damaged and threatened to shatter. Then, after the barrage ceased, a booming voice rose from the Astalian ranks in an instant of relative silence.
"Forward, for the Republic! Charge!"
The deafening war cry of seven thousand men replaced the sound of gunfire. Albert smiled briefly. Astalia was carving its destiny into this world, and he felt a sense of pride watching his men running towards victory. The marshal had given him a task and he had accomplished it.
He looked on the left. As far as he could see, the two armies were fighting furiously with the rumbling of artillery fire and clouds of gunpowder smoke rising from the infantry formations. Albert spurred his horse and followed his brigade. The battle wasn't over yet.
Sergeant: Commands a squad, with a corporal as second-in-command. [10 men]
Lieutenant: Commands a platoon (5 squads). [50 men]
Captain: Commands a company (5 platoons). [250 men]
Colonel: Commands a regiment (4 companies), with a major as a second-in-command. [1000 men]
Brigadier: Commands a brigade (8 regiments), with a lieutenant-colonel as a second-in-command. [8000 men]
Marshal: Commands a division (4 brigades). [32,000 men]
General: Commands an army.
Law enforcement:
City Watch: These troops are usually equipped with long spears, pistols and helmets, with a few rare musket and cavalry units. Their duty is to keep the peace in the cities, as well as acting as a garrison force.
Gendarmerie: As the City Watch polices the city, the Gendarmerie polices the countryside. Their forces are made up of infantry and cavalry in equal numbers, as they cover much more ground than their urban counterparts. In times of war, their duty becomes that of a military police, maintaining order among other military units, preventing looting and pursuing deserters.
Infantry:
Line Infantry: The bread and butter of the Astalian army. These are the average soldiers, fighting with muskets and bayonets. They hold the line, overwhelm enemy formations with disciplined volleys and bayonet charges; and as the cavalry usually does most of the killing, the line infantry usually does most of the dying.
Grenadiers: These soldiers are professionals, selected for their size, strength and courage. They act as shock troops, storming a position with a hail of grenades and then holding it against anything and everything, down to their bayonets if needs be.
Light Rifles: Where line infantry and Grenadiers act in large formations, facing the enemy head-on, the light rifles are agile, fast-moving troops invaluable for their scouting and skirmishing abilities, able to harass the enemy with precise shots and retreating before a significant response can be deployed against them. They account for the most endurant of the human troops, and the fastest of the eosauri.
Cavalry:
Dragoons: It is more accurate to speak of "horse infantry" when mentioning the dragoons. They mount the slowest horses in the army, using them to get in position then dismounting to fight on foot. Most useful for taking control of strategic positions before the enemy.
Hussards: Armed with sabers, these dashing light cavalrymen are a polyvalent unit, often scouting ahead of the battle and then waiting for any opportunity to engage exposed enemy units. They also have the critical role of protecting Astalian supply lines and raiding the enemy's.
Lancers: The nature of their weapon make the lancers a unit of shock cavalry, designed to punch through enemy infantry and cavalry alike as they take advantage of their weapon's reach, especially when compared to bayonets.
Chasseurs: In contrast to the dragoons, the chasseurs fight on horseback. They are an elite formation able to shoot at the enemy while keeping themselves out of reach, or to close in with a saber charge should the opportunity present itself.
Cuirassiers: This heavy cavalry is a callback from older days. Fast and armored, the cuirassiers are the most imposing men in the entire army, appearing as litteral giants to most. They rely on the sheer terror that a massive charge of heavy cavalry instills in the average soldier to break enemy formations before contact is even made, their thick breastplate granting them added survivability to musket fire as they charge with swords and pistols.
Artillery:
Field guns: Cannons of all sizes and caliber. Used to pound fortifications into the ground and break apart enemy formations, making them vulnerable to other units. Astalian generals are well-versed in the art of artillery battles, concentrating fire from heavy and light guns alike to decimate some foolhardy cavalry unit or blowing holes into well-organized infantry, allowing the discipline and ferocity of the rest of the army to come into full effect.
Gun Wagon: A sturdy wooden cart, drawn by four horses and supporting a revolver repeating 2-pounder gun on a swivel mount. These gun wagons use their speed to get into range and fire 9 volleys of round shot or canister shot in quick succession, then withdrawing before the enemy can shoot back to reload. By design, these wagons are not usable on snow, sand, rough terrain or overly muddy soil. However, in open areas where it can use its speed, this very unconventional wagon can be very efficient.
Mortars: These pieces fire a slow-moving shell high into the air, with the intent of raining fire directly onto the enemy. While the explosive shells can be powerful, this relatively new weapon still hasn't gained the favor of the generals because of its inaccuracy and the frequency at which the shell explodes too soon into the air, or sinks into the mud, detonating with much less force. When it does hit however, the effects are devastating on enemy troops.
Auxiliaries:
Sappers: No Astalian army can function properly without its sappers. Not only do they dig trenches, build camp defenses and clear obstacles, they also act as siege engineers. Other soldiers fight with swords and muskets, the sapper fights with shovel and wood axe.
Franches-compagnies: The nickname "irregulars", while accurate, can be somewhat misleading about the franches-compagnies. They consist of civilian and military personnel recruited into specialized units with a very specific goal in mind. Subsequently, the composition and abilities of said units can and do vary considerably. This is not a unit usually tasked with guerilla warfare, rather infiltration, sabotage and counter-intelligence. Once their task is accomplished, the unit is disbanded and its members return to civilian life or regular army service. Most of the time, their identity remains secret.
Astalian fleets only include heavy ships for specific purposes due to the usual fighting doctrine relying more on light and medium ships. Standard Astalian naval doctrine uses light ships to harass the enemy while keeping out of reach, trying to disrupt enemy formations to isolate their ships. Then, rocket ships are used to burn the enemies' sails, which allows medium ships (ideally third rates) to concentrate on a single foe and attacking in its dead angles, while bomb ketches bombard it from afar. If the enemy fleet has the better mobility, the rocket ships are used to immobilize as many ships as possible to allow the Astalian navy to reposition itself and attack with the wind.
The heavier second and first rates are used as blockade breakers, attacks on enemy ports and other operations where direct assaults or inflexible defense are the only course of action possible, due to the relatively small size of the Astalian fleet compared to other naval powers.
Gunboat
Guns: 3-5 cannons Crew: 10-20
Gunboats are small ships for river and coastal patrols. They are not expected to do any kind of real combat and are certainly not built for it, as they are outmatched by the vast majority of other military ship.
Sloop
Guns: 18 cannons Crew: 62
Sloops are fast and agile ships, held back by a small number of guns. Mostly used as escort for merchant ships, they do not possess the firepower required to engage ships-of-the-line or frigates.
Brig
Guns: 26 cannons Crew: 78
Slightly slower than sloops, brigs sport a much better array of guns. Often integrated into combat fleets as support ships.
Corvette
Guns: 12-26 cannons Crew: 70-82
Corvettes are ships mainly designed for coastal operations. They are designed to include a row of oars into their hull, to be used in cases of unfavorable wind with more efficiency than other sailing ships.
Fifth Rate Ship-of-the-line
Guns: 48 cannons Crew: 130
A well-rounded ship, fast and manoeuvrable as well as possessing decent firepower. A very popular ship in the Astalian navy for its ability to trade blows with bigger ships while being able to get out of trouble quickly.
Fourth Rate Ship-of-the-line
Guns: 58 cannons Crew: 152
Much slower than fifth rate ships, the fourth rates are not favored by Astalian strategists and are almost exclusively used to protect lighter ships.
Third Rate Ship-of-the-line
Guns: 74 cannons Crew: 196
An excellent mix of firepower, speed and agility, these ships are almost always the backbone of Astalian fleets.
Second Rate Ship-of-the-line
Guns: 86 cannons Crew: 224
Slow and cumbersome, the main advantage of the second rate is its sturdy hull that allows it to resist enemy fire for a long time, even concentrated barrages. Still, this ship sees little use as Astalian admirals prefer the more agile third rate.
First Rate Ship-of-the-line
Guns: 106 cannons Crew: 264
Absolute monsters of the sea, these are the heaviest ships in the Astalian navy. They can rip apart light ships with a single broadside and can fight for an entire battle, their massive reinforced hull taking incredible punishment while blasting the enemy with their gun arrays. These ships are incredibly expensive, and thus a very rare sight.
Bomb Ketch
Guns: 12 cannons, 2 heavy mortars Crew: 45
These ships have poor manoeuvrability and accuracy, but the large mortar shells are devastating when they hit enemy ships, blowing holes into the deck and shredding the crew with a cloud of deadly shrapnel.
Rocket Ship
Guns: 2 cannons, 2 rocket racks Crew: 19
Serving on these small ships is often seen as punishment because of the sheer quantity of explosives on board and the very real risk of blowing up if exposed to enemy fire. They are very lightly built due to the rockets having almost no recoil, but they have rigging chains instead of ropes and wetted sails to reduce the risks of fire on board. The poorly accurate rockets are fired en masse to burn the enemy's sails and set fire to their ship's deck, using the longer range to stay out of reach.
Fire Ship
Guns: none Crew: variable
Obsolete or civilian ships filled with flammable materials or gunpowder, set ablaze and rammed into enemy ships. Crude, but effective.
The East Rail Company (balanced trait)
This is the only rail company in Astalia. It quickly monopolized the developping of steam engines, and suffers no competitors. This extremely wealthy and powerful company has been included into the government in a limited way to guarantee its loyalty. However, this means it has a great deal of influence in political matters.
The East Rail Company allows Astalia to produce top-of-the-line steam trains and to build long-range rail networks. The company may interfere with the country's decision-making process to serve its own interests.
The Nanlon Valley Mines (balanced trait)
This valley is where the majority of the coal and iron mines of Astalia are located. These mines are so vast that entire towns have been built just to house the miners, and the largest ones even have machinery powered by rudimentary steam engines.
The Nanlon Valley produces huge amounts of coal and iron. However, due to the abundance of these resources, Astalia neglects prospecting for other ores and minerals.
The Two Years (positive trait)
All male Astalians are required by law to enlist for a two-years long military service at the age of 18. It is also required that they perform military exercises and drills twice a year at their local district barracks. This ensures that the army can draw from a large and skilled manpower pool as needed.
Astalian soldiers are all more disciplined and better fighters than others, even fresh recruits. It makes any Astalian unit a fearsome foe on their own, and even more when a skilled commander uses this discipline to coordinate multiple units.
The State Industry Contracts (balanced trait)
When the governments needs military supplies to be produced, it offers contracts to private factories. These companies compete with eachother to be the one to get these very profitable contracts, rivaling in quality and quantity.
The Contracts raise the amount and the production quality for weapons, ships and trains, and the associated goods like spare parts and ammunition. Unfortunately, such a focus on heavy industry means that Astalia produces very little consumer goods, except for the bare minimum. The Astalians have no choice but to import large quantities of artisan goods, tools, refined materials and more.
The Senate and Citizen States (balanced trait)
The Republic is the fruit of the vision of Thibald Carrel. The government, with all of its procedures and votes, is slower and less efficient than authoritarian regimes in most circumstances. Such is the price for progress.
Astalian decision-making processes take more time for everything, except for dire circumstances like natural disasters, or urgent military matters. However, the fairness of the system ensures higher public order and patriotism.
Name of Nation: The Knights of the God once Revered and now Burned and Forgotten
Territorial Claims:
Species: The Croxen are the ruling species within the Order. They are large and resemble Bipedal Crocodiles, they are approximately 8 feet tall on average and 800-1000 pounds. They are often hunched in appearance and they speak in an odd mix of hisses and language that is very hard to speak and understand. The Croxen can hold their breath for a very long time and are naturally very strong, but they are not great at long distance travel on land, but can swim at a very quick pace.
Religion: The Croxen worship an entity known as The Burned one (his true name lost to time) the Croxen have claimed that The Burned one shall one day manifest and take control of their state and lead them to an age of greatness. The Croxen believe that The Burned one was the one that raised their species into what it is now, from smaller crocodilian creatures inhabiting the regions where Croxen are native. The native wildlife of the Morion region is very prone to change in odd forms.
Population: 40,582,395 Less than 1 million in other species live on our coasts, in what is known as The Free cities.
Culture and Society: The Croxen culture is based around family and competition, the population will often host games of physical might and brawls, and even the state hosts games every year. The Croxen do not marry but they tend to stay together at least until any offspring they had, have reached maturity and they tend to have family gatherings at least once a year if not more.
The Croxen consider male’s and females equal in just about everything, they get paid the same amount and are both allowed to be soldiers, officers and are eligible for the same political roles.
Government: The Croxen are led by a Monarch that is chosen from the previous leaders children through a contest of physical prowess. The current Monarch is King Athrigoa, he is large and brutish upon first glance, but can be very thoughtful and creative when the situation calls for it. Below the Monarch are a great deal of advisors and governors, many of which are related to or are close friends with the ruling monarch, but previous Monarchs have brought foreign advisors into their courts before.
History: The Croxen were a tribal society until relatively recently (being roughly a few centuries ago). The Croxen history only goes back roughly 800 years which is believed to be when the Order was formed. The Croxen tribes were unified roughly 800 years ago after a series of inner conflicts and alliances that has resulted in many years of unity and an almost completely united people. The very few external conflicts in Croxen history have mainly been by accident or misunderstanding, due to the croxen language being very difficult to understand.
Economy: The orders mountains are full of resources such as gold, silver, iron and coal. These vast deposits of resources allow the Croxen to fuel an ever growing industry. The Croxen currently use a gold and silver backed currency officially but many outlier areas mainly deal in traded goods and services.
Army: The army of the Croxen consists primarily of . The Croxen Army is Primarily designed for defence and has many small forts and outposts scattered throughout the territories of the order and a small number within the People’s Union of Rodentia.
Navy: The Croxen navies are relatively small and with less of a focus on ships of the line, and more light ships such as frigates. The Croxen navy only has a handful of heavy ships that are old but very well maintained and updated.
Traits:
Foreign Relations: Luchmeyern: The Order, and Luchmeyern have become necessary allies, due to the gradually increasing anti monarchist sentiments. Though their alliance has been unsteady at times it has persisted. People's Republic of Rodentia: The Order is the overlord of Rodentia but it allows many freedoms towards its subject, and only demands small amounts of tribute for its protection.
The Dastrian Confederation: The New Alkadion Accords- The accord was signed after a short war that ended with the Croxen becoming the overlord of Rodentia. The pact acts as a mix of a demilitarization of the Rodentian-Dastrian border and a regional defence pact.
Rolls: Land Area: 14 Land Fertility: 1+8=9 Social Development: 13-3=10 Technological Development: 19 Land Power: 14+2=16 Naval Power: 10-4=6 Economy: 14 Magical Reserves: 2 Magical Sophistication: 13-3=10
She's a bun in the oven, but she's just about done
The Grand Duchy of Owca
Species:
The native species of Owca are a curious lot. For the most part, they look like regular humans, with a few exceptions. They are short, coming up to maybe 5 foot on average, and very, very lightweight, weighing at most 30 kilograms.Their hair is thick and fluffy, almost wooly, and they have a pair of horns, like a ram, growing out of their forehead. This makes them sound all cheerful and cuddly doesn’t it? Truth be told, there’s something eerie about the Owcans. Maybe it’s the way their skin, as white as milk or as black as a starless night, is as smooth and unblemished as porcelain, or perhaps it’s their cold, glassy-eyed stare that never seems to focus on what they’re looking at, but looks right through it. Some smile a little too wide, others have soft, melancholy voices, like they’ve experienced all the sorrows the world has to offer. Some find them adorable. To others, they’re pure nightmare fuel.
But there is something far more terrifying than the unassuming Owcans lurking in their deepest forests. Owcans call them “spirits”, but they more often resemble the drawings of an untalented child trying to capture something that has been described to them but that they have never seen in the real world. These malformed monstrosities don’t like the whole “civilisation” thing and stay as far away from it as possible, which suits the Owcans fine, since they don’t need some creature rummaging around through their bins. Still, it’s still advisable not to go out at night, since there’s no telling if a particularly brave spirit will decide to sniff around a nearby village when it’s dark.
Owcan legend holds that the Spirits are related to them. To an outsider, the idea that the creepy-cute Owcans are at all similar to the hideous, terrifying Spirits is a dubious one at best, but since no one has actually been able to produce the corpse of a Spirit, it’s a question without a satisfying answer.
Culture and Society:
The Grand Duchy of Owca: nicknamed by some explorers as the Last Land of Myth. In an age where it seems like everything that can be discovered has been discovered, Owca remains an enigma to outsiders, a feature that can be directly related to the locals inexplicable fear of letting anyone foreign into the country. Even on the odd occasion that an outsider is allowed into Owca, what they are allowed to see is heavily restricted to the major cities, with outsiders who leave the cities facing expulsion.
For the brave souls who decided to flout this rule and sneak off to see the mythical realm for themselves, they would have been disappointed with the results. The vast majority of people live in little villages spread out across the country and live simple peasant lives, growing wheat and raising sheep - there are no demonic rituals, no crimes against humanity, no horrendous disasters or anything really that would cause a nation to hide itself away from the world. Quite the opposite: Owca is an arcadian paradise. Most nations would be proud to have such wild and untouched landscapes, and would brag about having fields overflowing with bountiful harvests every chance they got. Why, then, doesn’t Owca?
Part of this comes from the Owcan national character. The Grand Duchy is something of a standout among it’s neighbours, for it is neither as concerned with military might as Luchmeyer, nor as rabidly industrious as the Cogaidh. They desire to have far less of an impact on the world. In the grand game of world politics, Owca would love nothing more than to curl up into a little ball in their corner of the world until everyone forgot they even existed, and yet, time and time again, they are dragged into the middle of some petty conflict between whoever happens to be holding their leash at the time and the one who wants to hold the leash. If they could slam the door on the outside world, they would.
Because of the Cogaidh’s close connection to Owca, they naturally hold a very different opinion of their northern neighbours than the rest of the world. In Commonwealth literature, the typical Owcan is a sullen and serious figure, with a close-minded and conservative view of the world. They are often insensitive and rude, not out of malice but out of simply not knowing how to talk to people. Positive portrayals will make their naivety into something cute, and show them as being simple but clever; negative portrayals will show them as paranoid and fearful, who go through their lives scared of their own shadows, inevitably requiring a big, strong Cogaidh to look after them.
But to outsiders, Owcans are cold, strange creatures. At best, they are eerie and secretive, a race of gothic creatures that would be beautiful if they didn’t send shivers down one’s spine whenever they looked at you. They have a reputation for secrecy, and as such, can be found in clandestine operations all over the eastern hemisphere. Less charitable people see them as a race of gypsies and witches, bringing nightmares and misfortune wherever they go. They’re too quiet. Too creepy. Maybe we haven’t seen them do anything wrong yet, but just look at them! They’re up to something, you just know it!
This would lead to all kinds of assumptions as to why Owcans aren’t very welcoming to outsiders; from an Owcan perspective, foreigners are loud, over-sexed, cock-a-hoop and careless, and they certainly don’t seem to like Owca very much. But it isn’t just xenophobia that makes Owcans so leery of outsiders.
All over Owca, there are ancient forests. Owcans call these “Siuile Baobach” - “Where the Spirits Roam”. These venerable and otherworldy forests grow so thick that the sun cannot breach the canopies, leaving the forest shrouded in total darkness. Spirits dwell in the darkness. What they want, no one knows. Where they came from, no one knows. But what is known is that anyone foolish enough to enter their territory will never be seen again. Owcans know their own limits. Every little Owcan child is told terrifying tales of the lumbering monsters of the forests, and warned in no uncertain terms that they must never, ever, ever enter the forest even under pain of death. It is better to die than to be made a Spirit’s plaything. But foreigners do not know these tales, and those that learn them never treat them as seriously as they should. It is painfully clear that outsiders simply do understand the destructive nature of the region, and mistake honest warnings for challenges, toying with things they don’t fully comprehend and that really shouldn’t be toyed with. Faced with being responsible for dozens, maybe hundreds, of disappearances, Owca has taken it upon themselves to make sure no one ever falls prey to the spirits again.
To this end, Owca acts like a hedgehog, curling up and displaying its spikes to the world in an attempt to get them to stay away. Outwardly, they seem cold, downright mean at times, but that’s only because they’re scared of what would happen if they let their guard down.
Government:
Theocratic Duchy - Owca’s governance is divided into three sections: powers reserved to the Crown, powers devolved to the Duchy, and powers devolved to the Church
As a member state of the Commonwealth, Owca shares a monarch with the other member, Cogaidh. The King or Queen of the Commonwealth represents the nation as a whole, and is responsible for anything that affects the entire Commonwealth. National security, foreign affairs, constitutional matters and international trade are all powers reserved to the Crown.
As part of the Acts of Union, Owca is entitled to it’s own devolved legal system, with its own Duke. Theoretically, the Duke has power over all devolved secular matters. However, in Owca, the line between a secular and ecclesiatical matter is blurry, and in practice, the Duke requires approval from the church to do just about anything. Even the assignment of the Duke is at the whims of the church, and if the priesthood loses confidence in the Duke’s ability to lead, they can force him to step down.
That’s not to say that all of the Duke’s powers are subject to church approval. National defence is very much a ducal power, as is the economy and the use of land. The Duke may assign noble titles to anyone below him, and grant cities a noble charter, giving them the right to elect a mayor.
But the day-to-day running of a nation all falls within the jurisdiction of the church. It is the church that is responsible for educating the children of Owca. It is the church that is responsible for maintaining good health among the citizenry. Outside of cities, the church maintains law and order. When people fall on hard times, it is the church who feeds them and clothes them while the nobility try to find them work. The average Owcan is far more likely to take his disputes to the local parish, rather than to secular courts, and the church retains the right to form a militia independently of noble approval. Despite what the law is on paper, the church is what holds the true power in Owca.
Religion:
The native religion of Owca is known as Owcaffyd, literally “Owcan Faith”. This ancient faith ranks as one of the oldest continuously followed religions, and as the name would suggest, is entirely indigenous to Owca.
Ancient Owcan legend tells of their creation. Once upon a time, all of Tir Naomh was inhabited by spirits. These creatures were possessed of incredible power, power that made even the wisest mage seem a fool in comparison, and one of these spirits was called Rhiant. Rhiant was a relatively minor spirit, a benevolent but lonely figure. She wanted nothing more than to make friends, but Spirits are not renowned for their friendly nature and conversational skills, and she knew that she couldn’t just wander out into the open to find a fledgling race to befriend. So, if she couldn’t find a friend, she would make them.
The result was the Owcans. For a short period of time, Rhiant was overjoyed with her creation, and immediately set about trying to teach them everything she knew. But alas, her happiness was not to last. Other spirits, jealous that Rhiant had created something so beautiful, immediately tried to poach them away from her. Whether the other spirits wished to supplant Rhiant as a mother figure to the Owcans or desired something far more nefarious from the little creatures is not established, though the legends are very clear that the Spirits had no desire to kill the Owcans. Whatever it was, it terrified Rhiant. She knew that her creations would not be safe in the forests, even with her watching over them, and realised that they would be better off if they were somewhere safer. They were exiled from the forest for their own safety, to make a life for themselves on the outside.
Owcaffyd is based around the reverence of Rhiant, and encourages those who follow it to live as close to Rhiant’s rules. These rules are simple: since all Owcans are technically brother and sister, they should treat each other as though they were one giant family. Loyalty to Owca is expected implicitly and crimes of treason are treated as religious offences as much as civil offenses. In fact, any offense from Owcan to Owcan is treated twice as harsh as offences from non-Owcans to Owcans, since they all violate religious laws, which non-Owcans are not subject to.
The faith also holds marriage in extremely high regard: harems and concubines are not legally recognised, widows and widowers cannot remarry, knowing someone intimately outside of marriage almost always results in a shotgun wedding, and, most brutally, cheating on your spouse is a capital offence.
Speaking of capital punishment, the method they do this by is very, very Owcan. No self-respecting Owcan would sully their hands with the blood of the people they see as brothers, even if they are filthy adulterers, and conventional methods of punishment are simply too brutal. Rather than murder the poor fools themselves, Owcans instead send them to “walk with the spirits”. Blindfolded and with bound arms, the criminal in question is sent into one of the spirit’s forests, never to be seen again. Exactly what the spirit does after that, that isn’t Owca’s concern. So long as the criminal is dealt with, that’s good enough.
Owcaffyd isn’t technically monotheistic. Rhiant is not the only deity by any means, nor is she the strongest. She’s not omnipotent or omniscient, and she’s responsible for neither the creation of the world nor its destruction. She’s not even the only spirit depicted as being wholly benevolent. What makes Rhiant distinct is that she’s the only deity who is worshipped by the Clan, while others are simply acknowledged. When an Owcan offers something to Rhiant, he does so not for any perceived gain as he would with a less important spirit, but out of gratitude.
Because they aren’t monotheistic and worship of Rhiant is based on her motherly status, not out of any deistic compulsion, Owca is open to other faiths and makes no attempts to proselytise to outsiders. The religion is completely compatible with any faith that believes there can be more than one creator figure.
History:
No one knows exactly when Owca came into existence. Every surviving history of the region seems to mention Owcans already being there, and Owca’s own records are so shrouded in myth and legend that it’s impossible to tell what’s truth and what’s fiction. What is known is that Owca is a really, really old nation; possibly the first ever. Part of the problem is that ancient Owcans had such little knowledge of the world around them that it was entirely possible that someone claimed overlordship of them and they never knew.
Territorial Claims:
Owca shown in green, with its Commonwealth partner Cogaidh in blue
Economy:
In keeping with the theme of “Owcans refuse to advance”, Owca’s economy remains agrarian and feudal. All land is owned by the Crown, which is parceled out to various lords and religious figures for administrative purposes. Nobles then rent the land out to the smallfolk, who are free to keep whatever they make in exchange for a small tax-in-kind. Serfdom has long been abolished; all peasants are free.
The vast majority of smallfolk are agricultural workers. The soil in Owca is famously rich and bountiful, and it is incredibly easy for even a novice farmer to start a successful farm. Most children learn their trade from their parents, or occasionally from a trusted adult in the village - it is rare for Owcans to leave the villages they grew up in, except to marry someone from a different village.
Most agricultural workers are divided into two categories: the crofters on the borders and in the Highlands, and the cottagers in the heartlands and lowlands. Crofters own small plots that are exclusively theirs to use, and live in very small, highly dispersed communities, often not even having access to a post office or church. They are responsible for their own wellbeing. When things go well, they are not obligated to share their fortunes, but when things go poorly, they have few people to turn to for aid Cottagers, however, live in larger villages and towns, and hold important areas like wastelands, fields and pastures in common. All cottagers in a community are entitled to a share of the produce of a field, after it has been taxed by the local lord, and may do with this share what they please. Cottagers rise and fall together; it is not any one individual’s efforts that yield good results, but the collective effort of the entire community.
Since the union with the Cogaidh, Owca has been in a monetary union with them, and has lost the right to mint their own coins.
Army:
Owcans are not well suited to the front lines. They’re small and light, and being strong for one’s height doesn’t necessarily mean one is strong full stop. But that doesn’t mean they don’t have a place in the Commonwealth’s armies at all. With their rural upbringing and homesteading skills, an adventurous Owcan makes an ideal camp follower, able to handle the day-to-day busiwork that comes with setting up camps and outposts, freeing up the actual fighting force for drills, sentry duty and training.
Full-time soldiers are a rarity, but most villages will have a simple militia system. Villagers will sign up for part-time militia work at the local temple, and will alternate duties based on a schedule. Most of the time, these duties are basic guard work, protecting the town from outlaws, putting out fires and generally making sure everyone is safe. It’s a voluntary association, but with the amount of respect and power that comes from being a member of the militia, there’s never a lack of people willing to sign up.
The actually professional fighting force is in direct service to nobles and the church. While joining a militia is a part time job that is rarely paid in anything more than gratitude and maybe a little extra food from the church, joining a noble barracks is a full-time job, complete with payment. Noble and ecclesiastical soldiers are housed in a barracks attached to, or close by, the noble manor, and unlike the militia, their jobs are purely military - they don’t enforce laws or fight fires, and to see the army on the streets enforcing the peace would be serious cause for concern among the population.
Owcan military doctrine emphasises three key areas: flexibility, denial and infiltration.
Flexibility refers to the ad-hoc nature of Owcan military organisation. Rather than fixed regiments, or churning out as many units as possible, Owcan cohorts are formed with a singular purpose, and exist only so long as the objective goes unachieved. When the objective is achieved, the unit is given a new objective and entirely re-equipped to achieve it. Every Owcan soldier must be prepared to undertake a variety of roles that other armies might prefer to have specialised units for.
Denial covers the defensive part of Owcan doctrine, and is at its simplest the utter refusal to allow the enemy any kind of decisive victory. This seems obvious - no one wants their enemy to win, after all - but Owcans take this to the utmost extreme by tempting the enemy with what seems like important objectives, only to find that actually succeeding that objective is far more trouble than it’s worth. An enemy may find an Owcan fort with minimal defenses and swiftly capture it, only to be surrounded by a relief force who knows where the secret tunnels are. The carefully planned offensive collapses swiftly as the Owcans know exactly where to strike and how to strike it, and by the end, the enemy has gotten no further forward but is down a few thousand men.
Finally, infiltration. Throwing manpower at enemy strongpoints is a good way to lose a war, and Owcans know there are going to be much fewer of them than their enemies. So why not simply… avoid the fight? Being able to sneak right past, or even straight through, hostile territory, is one of the most important skills the army uses, and Owcans excel at it, slipping right through the fingers of their enemies to achieve a more advantageous position. This applies on a tactical as well as a strategic level: Owcan assaults on defensive positions are quick, quiet and over before anyone knew they were there.
Navy:
Traits:
Nationalist Fervour - Owca was founded specifically to protect the interests of the Owcan people. Every institution, even those as powerful as the Throne and the Church, exist with the express purpose to represent Owcan interests, and only Owcan interests. Despite this, the Throne is occupied by someone who is not Owcan. This is unacceptable. For as long as a foreigner sits on the throne of Owca, they will face stiff opposition from the Owcan people, and they will take every opportunity to make the Outlander feel unwelcome until they get their concessions… or their revolution.
Children of the Earth - While the industrial revolution has swept through their neighbours and rivals, Owca steadfastly refuses to embrace it. Their fervent belief in the sanctity of nature has led to them living frugal, careful lives in harmony with the world around, and foolish concepts like “material goods” and “a competitive economy” isn’t enough to make them forsake that.
Internal Power Struggles - While there is no question as to what those in charge wish to achieve, there is significant debate over exactly how to achieve it. It’s impossible not to notice an oppressive atmosphere of fear at the Owcan courts and castles, as no-one has any idea who is really on their side, or how far they’ll go.
Foreign Relations:
Luchmeyern - Most Owcans have a very cold relationship with the Mainland. Between it's attempts to claim overlordship in the past, to the constant raiding, to viewing worship of Rhiant as heresy, Luchmeyer has shown itself to be untrustworthy time and time again
Cogaidh - While Owca may share a monarch with the Cogaidh, that doesn't mean they like them. Traditionalist groups in particularly are staunchly opposed to the other Commonwealth state, who they see as decadent philistines. Having said that, more pragmatic Owcans see the union as a marriage of convenience, and along the more liberal coastline, they even view the Cogaidh as friends.
Territorial Claims: Yuukoma is primarily located in Southwest Yarhezev in a land known as Lodis. They historically had a larger Empire, encompassing much of modern day Tanwir and Chev, along with the northwest coast by the desert. Following the Great Yuukoman War, Yuukoma lost these territories and was forced to renounce their claims.
Species: Yuukoma’s largest demographic are the Yuukomite wolves, constituting 50% of the population. 30% of the population are Lodis Demons. 10% are humans. The remaining 10% are others.
Population (total and by species): 30 Million Total 15,000,000 Wolf Folk 900,000 Lods Demons 3,000,000 Humans 3,000,000 Others
Government: Yuukoma is an absolute monarchy. There are two main administrations: the Military administration and the Civil administration. In both cases, the Exalted Prince is the highest authority. The civil administration is based on the rule of the local provinces and their individual characteristics. The military administration is concerned largely with the core territories of Yuukoma.
As a governing body, the House of Yuukoma holds absolute authority, and the members of the dynasty are considered the most important people in all of the Empire. They are thought of as divine, and this is written in Yuukoman laws. The Imperial Harem is the secluded residence of the Exalted Prince’s concubines and their servants. It is a symbol of the Exalted Prince’s power, wealth and sexual prowess. It also served as a school to educate its members into various roles needed by the State, and serve as the counterpart to the Collected. The Collected refers to the various members of the State which have been part of the Collection program: the annual conscription of youths. The promising members are inducted into the State itself and educated similarly to the harem.
Though the Exalted Prince is absolute, duties are delegated to members of the State. The second highest authority in the Empire is the Grand Vizier, followed by the Mother of the Harem. The various ministers and advisors gather in the Divan where they discuss matters of State. There are two divans: The Small Divan and the Large Divan. The small divan is the one that regularly meets almost everyday, composed of only the chief members. This included the Grand Vizier, the Harem Mother, the various Ministers of the State and other personally selected members. They discuss the day-to-day function of the Empire. The large divan is composed of the major figures all across the Empire. Aside from the members of the State, provincial governors, vassal lords, guildmasters, frontier generals, and leaders of the clergy are called upon. The large divan is called only when matters of great significance are put into question. The most notable was Maka’s Large Divan upon his establishment of the Empire.
Culture and Society: Yuukoman Society is a meritocratic society influenced heavily by patronage. They do not recognize aristocratic families, and there is much social mobility involved. There are four main social classes:
Peasants are the lowest and constitute most of the population
Artisans who encompass people of various specialized professions (smiths, sculptors, artists, gunmakers, merchants, tax collectors, etc.)
Martials, who are a military class encompassing Timariots and State military
And finally Intellectuals, a class for scientists, judges, philosophers, lawyers, mages, physicians, alchemists, and other high end fields.
Most of society is matriarchal. However the State itself is egalitarian. Men are weaker and softer than the women in Yuukoma, and most domestic duties are given to them. Women make up most of the labor forces and military personnel. Due to the sexual dimorphism with ten woman for every one man, men are allowed to have multiple wives.
Slavery is legal in Yuukoma. In Yuukoma, a slave is not considered property, but subject, one that is defined by being tied to a person, contrasting a serf who is tied to the land. As such, slaves have several rights, and often have a social status equivalent to the status of their master.
Yuukoma’s culture is centred around the concept of pleasure and vices. Rather than see it as an evil to society, Yuukoma instead believes life is about pursuing pleasures and desires. This has made Yuukoma seem like a nation of decadence. To look “desirable” is a cultural phenomenon.
History: Yuukoma is descended from tribes who split of from Volstrun around a thousand years ago. They were a nomadic people who were accustomed to a life of war. This trait was what led them to the land known as Lodis, where the Loddisian Empire ruled.
The Empire of Lodis was in turmoil following a 20-year anarchy without an Emperor, and in the power struggles Prince Yuuko, founder of the Yuukoman tribe, offered himself as a mercenary to General Korpoli, one of the rebels against the Lodis throne. Over the course of the war, Korpoli was killed, plunging his region into chaos. It was Prince Yuuko who emerged as the dominant figure in here, and established the first state of Yuukoma.
Over the course of the next century, Yuukoma’s hold began to expand usually at the expense of Lodis. It was not only through military conquest, but also diplomacy and tolerance. Following typical Xani traditions, many of Yuukoma’s conquests were allowed to keep their own local cultures and traditions in exchange for recognizing Yuukoma as their overlord. This proved very effective in gaining supporters, as Lodis by comparison was less tolerant and their growing weakness meant many in their former Empire would rather side with the rising star that was Yuukoma. Many nobles of Lodis also defected to Yuukoma, feeling that their chances at wealth, land and glory would be better with the energetic Yuukoma than it was with the ailing Lodis.
Yuukoma then conquered the capital of Lodis: Arcanum. In a siege that took two months, Exalted Prince Maka entered the capital and proclaimed the beginning of the Yuukoman Empire, and he renamed Arcanum into Yucekent, which would be his eternal capital. Following that, Yuukoma continued to expand in all directions, until it was the largest Empire in the Southwestern continent, occupying much of what would be the Chev Leage and Tanwir Confederacy, along with the Al-Ham coastline by the desert.
Conflict with their fellow wolves, the Voldyuki, would mark Yuukoma’s territorial zenith. Following the reign of Amika, subsequent Yuukoman Princes would have less of a presence with the rise of the bureaucratic court. Yuukoma was focusing more on consolidating its empire in the following centuries, having a more defensive stance as it built up its domestic policies.
The status quo would continue until the reign of Emna. Jealous of the vast conquests of his predecessors, Emna would launch new invasions against the surrounding nations. Emna would conquer many territories for the first half of his reign, and he saw himself as Maka the Conqueror reborn. He, however, underestimated the scale of the coalition forming against Yuukoma as a result of his wars. When Emna launched an invasion on Tanwir to capture its capital city, Vodyuki riders broke through the center of his Empire and split the army in two. Then the entire coalition invaded Yuukoma from multiple fronts, starting the Great Yuukoman War. Over the course of the war, Prince Emna was captured. The loss of their Prince caused panic in the Yuukoman court, and this impeded their ability to form a coherent defensive strategy. After three years of war, Yuukoma lost much of its territory, reduced back to Lodis.
Yuukoma was in turmoil following this catastrophe. During this time, Yuukoma saw four Exalted Princes in quick succession, often little more than scapegoats and puppets for the State. It was not until Exalted Prince Izana when effective reform began to take place. Downsizing the military while also enacting a free trade policy while also lifting bans on certain commodities allowed Yuukoma to enjoy a budget surplus. Much of that money was used to quickly pay for reparations and to repair the country after the war, restoring the people’s faith in Yuukoma. Prince Izana also adopted a practice of demilitarization of the population, focusing instead on improving relations with other nations, even their former enemies. As a show of humility, Izana changed the official title of Yuukoma from that of Empire into Principality.
Since then, Yuukoma has transformed into a bureaucratic state focusing on domestic improvement and international trade and relations. The ministers and officials of the state became more important during Izana’s exhaustion causing him to retreat into his homes more often. Though small scale conflict by the borders and seas continue, Yuukoma no longer undertakes large scale military operations. They have been looking largely to improve their image to the world by making new allies, while also extending the capitulation treaties to further incentivize trade with the principality. Domestically, there have been greater efforts to “Yuukomanize” the citizens, so that the population of Yuukoma would be tied greater to the will of the State. The process is very slow, as the tribals and peasants of the country were never too bothered with the will of the State.
Izana eventually retired, and succeeding him is the young Eris.
Economy: Following Izana’s reforms, Yuukoma has become very wealthy. The principality’s location ensures that it’s a common avenue of trade, acting as middlemen between western and eastern trade. To further incentivize trade, Yuukoma practices “Capitulation Treaties” which allow foreign nations to establish their own communities in the Yuukoman Empire, where the law of their nation takes place, in return the nation ensures trade relations with Yuukoma.
Wheat is the most common staple crop. Much of the farming is subsistence farming, with only specific areas tasked with surplus farming to feed the large cities of Yuukoma. Tribal elements of the country feed off the land, and have made certain parts of the land uncultivated as a result.
Yuukoma grows cash crops to trade in the market. This includes tea, incensce, silk, tobacco, spices, wine, cotton, and drugs. Yuukoma, due to the abundance of pastoral tribes, also are rich in wool, dairy, and furs. Notably, Yuukoma grows their own trademark spice called the “Venus Spice '' which add a savory flavor to their meals, but also works as an aphrodisiac. It’s most famous effect however is the feminization process, and is largely responsible as to why Yuukoma’s population is very effeminate.
Yuukoma is rich in lumber along its coastline with large forests dotting these places. Yuukoma is also a source of sulfur, saltpetre and charcoal. These three’s abundance in Yuukoma resulted in Yuukoma being one of the first to capitalize on gunpowder weapons, so much so that statues of cannons are a cultural phenomenon. Yuukoma is also a large source of magic rocks.
In terms of production, Yuukoma produces high quality textiles, carpets, clothes, instruments, tableware, glass and firearms. Being a culture based on aesthetic, Yuukoman artisans are some of the best in the world, selling their paintings, sculptures and novels to people worldwide.
Yuukoma largely imports precious metals like silver and gold. They also import iron and coal. They also buy food to further feed their megacities. They also import slaves to keep the State running.
Army: Yeniceries Yuukoma’s standing army is the Yeniceries. The Yeniceri army is 100,000 strong, a modest number for Yuukoma whose population exceeds twenty million people. What they lack in size they make up for in quality, as the Yeniceri are trained since childhood and personally cared for by the State itself. They are stationed in the five majors cities, and commanded by Princesses of Yuukoma. The Yeniceries are the elite soldiers of Yuukoma, and are divided into infantry and cavalry. They receive a regular salary, and upon the end of their service they are given pensions in the form of land and servants. The Exalted Prince is their overall commander, but in practice this is often delegated more to the General of the Yeniceries.
The Yeniceries are largely recruited from the Collection program, the annual conscription of youths ages 8 - 12 to be raised and trained as soldiers of the State. Most of the students who graduate become Yeniceri infantry, while the best among them become cavalry. Those who are gifted in non-martial fields can become apprentices of government ministers.
Yeniceri infantry primarily use muskets, but are also trained in more traditional weaponry. The royal bodyguards wield halberds. The cavalry fight as heavily armored cavalry with lance, mace and sword in addition to pistols and carbines. They royal bodyguard cavalry fight alongside the Exalted Prince himself.
Selected infantrymen would often be tasked with wielding more specialized weapons such as the great musket, grenades, hand held mortars, and others. They are given higher pay than usual as compensation for their more demanding tasks.
Humbaraci
Humbaraci, or cannoneers, form a major part of Yuukoma’s arsenal. One of the first countries to capitalize on gunpowder, Yuukoma ever since the reign of Prince Yunko had a military culture centred on gunpowder weapons. The current arsenal of Yuukoma have cannons of many calibres and used for field battles, sieges, coastal defenses, and naval warfare. Yucekent in Yuukomalia and Asuf in Tel Varia are two arsenals that produce cannons primarily, directed by the State itself and therefore unburdened by the problems found in artisan workshops. Yuukoma pioneered the development of gun forts and gunpowder arsenals.
Timariots
The Timariots refer to the people who are given the rights to collect revenue from land in exchange for protecting the land and gathering soldiers for war. Timariots are not professional soldiers like the Yeniceri, and are largely responsible for their own equipment. Most Timariots are cavalry, but there is a lot of variation, especially with the increasing importance of infantry. Timariots answer to their provincial governor.
Timariots are the backbone of Yuukoma’s campaigns, being the largest source of manpower for war. During peace Timariots protect the land allotted to them, while during war Timariots gather soldiers from those lands. The number of soldiers and their equipment depends on the revenue of the land the Timariot holds. Richer Timariots would have more soldiers with better equipment, while poorer Timariots would be the inverse.
Should a Timar fail in his duties, he or she could have their lands taken away by the State for one or two years. Continued failure could be the removal of that person from the Timar class, relegating them to Frontier troops or worse, peasants. A Timar who proves exceptional in their duties could be granted richer lands, and the most outstanding Timars can join the State itself, and be given actual ownership of the land.
Timariot demographics vary, but often are people who already have a martial history even before Yuukoma. They range from old aristocratic families who simply continue their obligation to the State as timars, tribal groups who prove exceptionally effective, and warriors promoted from the Frontier troops.
Frontier Troops
As their name implies, these soldiers operate on Yuukoma’s frontiers. Many of them are warriors of the lower social class, who for whatever reason want to live a martial lifestyle. This can include peasants simply looking for opportunities or riches in war, or the unruly tribal folk who are better to position close to the enemy than anywhere near Yuukoma’s more civilized society. Sometimes they are locals of nearby towns and villages who seek protection inside Yuukoma’s border forts, or mercenaries when the situation at the frontier is more active.
Frontier Troops in peacetime guard Yuukoma’s frontier while launching periodic raids against their enemies. They are largely paid for in plunder, and cost almost nothing to employ. They are armed with whatever weapon they can gather for themselves. During campaigns, it is the duty of the Frontier Troops to guard the logistical train, scout ahead, perform skirmishing and harassing actions, mark roads for travel, and, when push comes to shove, act as cannon fodder.
Mercenaries
Like any State, Yuukoma also employs mercenaries. They are notable however for housing the Headquarters of the Order of the Bannerets, the monastic mercenary group. Yuukoma had relied on the Bannerets greatly during their uprising years, and although the Yeniceries have largely replaced the Bannerets as Yuukoma’s elite troops, they are still a prestigious group given many privileges in Yuukoma’s territories.
Navy:
The Yuukoman Navy is concerned largely with the protection of its coasts and merchant vessels, particularly in the turbulent Sea. Yuukoma has a large navy, but it’s quite outdated. They are efficient in coastal protection and transport, but are not built for attritional engagements with other navies. Many are built with speed in mind, to quickly catch pirates while also quickly escaping enemy ships.
Yuukoma pays many privateers to conduct piracy and raiding actions against other nations without advertising Yuukoma. Many of these piracy actions are to control the trade around their sea, while also a source of bringing back slaves to the principality.
Traits:
Divine Dynasty (balanced): The Yuukoman dynasty is deified in the eyes of the people. As their gods on earth, the Yuukoman members are a form of meta-beings capable of using magic while also being stronger than mere people, with a long lifespan. However, the overt focus on the royal family means that no one else in Yuukoma can use magic.
Healthy Population (positive): Part of the Divine Dynasty’s powers is the purification of water. This allows very clean water to flow in the large cities. Furthermore, Yuukoma focuses greatly on hospitals and the sewage system, keeping their cities pristine. This makes the Yuukoman population less susceptible to diseases.
Marauding Tribes (balanced): Tribes regularly settle in and out of Yuukoma. These tribes are often a warrior people who can serve Yuukoma as fierce and fearsome troops, but these very same traits combined with their unruly nature makes them a headache to handle.
Entertainment and Charities (balanced): Keeping the population content is a priority of the Yuukoman State. Performers come daily in many forms to perform for the public, and the hospices and soup kitchens are prioritized in stocks to feed the large populations of the cities. This makes the people content, and helps reduce dissent. However such undertakings are expensive, and pulls funds away from other aspects of Yuukoman society.
Soft and Artistic People (balanced): Following Izana’s rule, most Yuukomans are dedicated to aesthetics and pleasures. Many are pleasant to be with, and have a fine eye for arts and literature. However, this makes majority of the population averse to conflict, which hampers their ability to be mobilized for war.
Foreign Relations:
Astalian Republic - Capitulation Treaties Dastrian Confederation - Capitulation Treaties Chevroière League - Guarded Luchmeyern - Capitulation Treaties, Trade League, Royal Relations Volstran - Guarded but sharing cultural and history Banerrets - Housing their HQ, Hired to police the borders
Rolls: Land Area: 13 Land Fertility: 12 (+8) Social Development: 15 (+3) Technological Development: 12 (-8) Land Power: 10 Naval Power: 9 Economy: 20 Magical Reserves: 20 Magical Sophistication: 5 (-7)
The United Communes of Iethus, informally the Communes or Iethus
Territorial Claims:
Iethus stakes most of its territorial claim in the northern half of the eastern continent and is often believed to be mostly frozen wasteland, which is a misconception. While Iethus is naturally cold there is arable land in the south which makes up Iethus’s food production. Iethus also claims some of the territory around it that it does not control, as the chaos of the revolution left other successor states and surrounding neighbors to take Iethus territory.
Species:
As the Communes are one of the few nations who willingly open their borders and accept species of diverse backgrounds and races, the demographics of the nation are in a state of flux but there are a few species who have claimed Iethus as their homeland for a number of centuries that make up the bulk of the population. The Communes are also notable for the amount of cross-species hybrids that exist, as the acceptance of inter-species relationships and the long history of genetic compatibility between the various humanoid races that have claimed Iethus as their home
The first and most prominent of the species that inhabit Iethus are the Llanvese. The simple and most effective way of summing up the Llanvese is that they are anthropomorphic cats. While mostly humanoid, they have a few notable differences that designate their status as a feline species. They do not have normal ears - instead they have cat ears. They also have tails and some Llanvese are born with whiskers. Llanvese also tend to be physically weaker than other humanoids but make up for it with their increased agility and senses, particularly when it comes to eyesight and smell. Llanvese-human hybrids are also fairly common sight in the Communes, as the two species have historically lived within the same areas of Iethus The Llanvese existed mostly in independent clans and tribes within the area that is Iethus before being conquered by the previous monarchical rulers of Iethus.
Humans also have lived within Iethus for most of its known history. They are your standard, boring, meatbags
The third most prominent species that lives within Iethus is the Lusinae. The Lusinae are a species of tall, strong, red-skinned giants ranging from the shortest at 6’1 to the tallest at 7’1 with facial horns across their chins and cheeks that are found primarily in the east of Iethus. They also only ever have black or gray hair, with most Lusinae having grey eyes or incredibly rarely faded green eyes. The Lusinae were historically used as slaves by the previous monarchical regimes of Iethus to mine both metals and magical crystals. Following the beginning of the revolution they were freed by the Llanvese responsible for instigating it and incorporated into the Communes’ political structure.
The fourth and final species that is prominent within Iethus are the Civian. The Civian mostly live in and around the pine forest that borders the frozen wastes in the north of Iethus. The Civian are a blue-skinned, red-eyed, and black hair species that is also humanoid much like the other species that live within Iethus. Civian-humanoid hybrids are far less common however as the Civian tend to keep their own communities This has been a point of contention between the Civians and other species within the Communes, as unlike the Lusinae or the Llavnese the Civians willingly became vassals of the feudal regime of Iethus. They however gladly assisted the Llanvese during the revolution and their head of houses pledged loyalty to the central commune so the fears have mostly faded.
Population (total and by species):
Total Population: 138,223,420
Llanvese - 65,123,050
Human - 31,110,520
Lusinae - 19,236,001
Civian - 17,125,056
Llvanese-Human Hybrids - 3,056,298
Other Hybrids of the four prominent species - 1,456,980
Other - 1,115,515
Culture and Society:
If there is one guiding principle that has helped organize Iethus’s society and culture ever since the revolution, it is the now famous quote laid out by the revolution’s founder, the Llvanese Rina Caileth, which was “If there is one thing this revolution seeks to accomplish above all else, it is total democratic control of all large farms, factories, and mines within all of Iethus.” This quote had guided the formation of the Commune’s government as well as social development. For starters, unlike a lot of other nations, the Commune is guided by democratic principles and social control of resources and the means of production. For most people, this effectively means they get to live comfortable lives as they are paid far better than the workers of other nations, and also have a number of other benefits that are not given to the workers of nations. Quality of life in Iethus has only drastically improved for the average citizen since the revolution.
Democratic control of the means of production also provides the basis for the governance within the Communes. Iethus itself is divided into several different regional governments known as communes. These communes form the basis of managing resources within their respective resources, coordinating with the other regional governments and the national government to effectively distribute resources to where they are needed and keep meeting production goals. Every Commune has a number of elected officials which form the basis of an executive council that makes most of the decisions within their respective area, setting up courts and other government offices, as well as other governmental functions. There is also an elected body of Union representatives, which unlike the executive councils aren’t picked in regional elections but instead elected by workers in their respective industries. This body acts effectively as an advisory one that brings concern and makes sure the demands of each different body of workers are met, while also making sure the executive council does not abuse its power. Some communes, most notably the Civian ones, also incorporate former elements of the regional governments, such as the Civian Houses replacing the executive council in Civian communes, much to the confusion of those outside Communes who see the Civian houses as left over royalty.
At the national level while there are some similarities with the regional governments of the communes there are a few key differences. While there is still a council of elected officials as well as a body of union representatives, there is also an executive known as the Presiding Speaker who oversees the small organized military that the Communes do have as well as being in charge of diplomatic affairs and overseeing the various executive agencies assigned to the Presiding Speaker by the council. The Presiding Speaker is also capable of calling upon the militias to command in emergency and can propose legislation to the council. The council is also far larger and has more power then the regional governments, but to compensate the body of union representatives has far more power as well to overrule their decisions.
On an economic level, no one truly owns any of the means of production. While there are workers who are responsible for managing the logistics parts of the economy and vaguely resemble the upper and middle management of corporations, the rest of corporate structure has been eliminated as well as any form of profit motive. The means of production are operated solely to better the workers and the nation as a whole. Resources are not concentrated but distributed as necessary and excess used to expand and better the nation as a whole. Workers also hold their own meetings and discussions at each factory, mine, and large farm to discuss what the best path for that particular facet is. The management of the economy, along with the generous benefits and welfare programs provided by the Communes, has eliminated any form of poverty within Iethus.
Besides that culture can vary heavily by species and within what commune you are in. The Llanvese for example can be incredibly diverse, as despite the efforts of the feudal regime, the unique cultural backgrounds of each of the Llanvese tribes were never erased. In general however, the Llanvese are a very communal species. What might be considered the traditional family unit doesn’t exist among them, with children being raised by the community as a whole and one “choosing” their family by either marrying a member of it or being selecting one that they feel is right for them. The non-standard family units also tend to intermingle and care about each other far more than what might exist in a standard society. The Llanvese are also open to all types of interspecies and LGBT+ relationships, which has meant that many of the species of the Communes and those who flow through are often accepted into Llanvese communities. Religiously
History:
Economy:
Army:
Navy:
Traits:
The People’s Army - As the Communes are still a relatively new face in the world, their military forces are still organized around the revolutionary militias that were created during the revolution. This isn’t necessarily a downside per say as this means most communes and provinces have citizens that are all armed and ready to defend, but the disorganized nature of the militias as well as the lack of a large standing professional army make it hard for Iethus to coordinate any real kind of offensive. Efforts have been made however to expand the Communes standing army as well as organize the militias in a manner that can be used for an actual offensive.
The People’s Navy - There is a naval office in the capital, it has a few party members that occasionally handle the paperwork of the few fishing boats that are operated by the nation. The Revolution led to the ruling regime to destroy most of the navy and shipyards to prevent the revolutionaries from using them, with the largest of the shipyards still under control of the Imperial Remnant. This combined with the frozen waters made it a daunting task for the ruling government to actually repair the shipyards and operate a true navy, despite the economic strength of the Communes.
Rare reserves - The extensive mining by the previous feudal regimes has left the larger deposits of magical crystals in Lusinae lands nearing depletion, with the Communes having declared a ban on their mining to prevent the spread of taint in the area. With this in mind, the Commune is reliant on their reserves in the North, which has proven to be difficult to achieve and access due to the frozen nature and inability of mining equipment to reach these deposits. Without access to these deposits the Communes have been left with less than average reserves, and have also struggled to further their development of magitech.
Workshop of the World - While the destruction of and mistakes of old regimes have left Iethus in a poor spot in some areas, where Iethus has truly dominated is it’s economy. Despite their extensive unions and benefits for workers, Iethus remains an economic juggernaut, in large part due to its industry. After the conclusion of the revolution, Iethus guided the originally mishandled industrialization efforts of the old regime towards a worker-centered one that emphasized communal control of the factories. This much more benevolent effort made industrialization a far smoother process on Iethus and allowed them develop into a strong economy. This, in combination with their mineral reserves, has made them one of the pre-eminent industrial powers in the old world.
The Civian Elite Guard - The Civian have always been a proud military people, and their contribution to the revolution involved the famous Elite Guard. This small but dedicated force is one of the mostly highly trained in the world, and while they use to be answerable only to the Civian Houses, they are now under the personal command of the Presiding Speaker to be used as seen fit.
Foreign Relations:
Rolls: (Rolled by GM in the Discord Server. Just ping me, and I’ll roll as soon as I’m able.)