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Hidden 4 yrs ago 4 yrs ago Post by Willy Vereb
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HOLY ZENTAERI LEAGUE


Name: Holy Zentaeri League, Sacrum Zentaurium Liguum, Heiliga Zentrar
Type: Holy League (militant theocratic empire)
Capital: Holy City of Drachefel, Reusseland, Vaerenheim
Leader: Hochmeister (governance and military), Pontifacia (ruler, religious leader)
Religion: Zentarism
Dominant Species: Hecuris (centaur)
Other Notable Species: Kobolds, Humans, Elves,
The Holy Zentaeri League is a theocratic empire driven by the need to spread Zentarism. They believe unsanctioned use of magic is evil and only through the blessings of Zentaurius one should practice it. For this purpose they launched a number of crusades and may not stop until the entire world abandons witchcraft and embrace the light of Zentarism. The Holy League is dominated by centaurs but they glad to incorporate members of all races.

History

Hecuris (centaur) as a species were first documented during the pre-imperial times, large nomadic half-human and half-horse creatures roaming Westeland in small tribes. Some claim the mysterious "night riders" from 5,000 years ago were perhaps also centaurs given that cavalry should not have been plausible at such an early date. It is uncertain where and how they were born. Unlike many primitive races their belief system had no creator god, or even anything resembling standard religions. Scholars who studied ancient centaurs also recorded that they had various sub-races with three distinct breeds: Antares (warriors), Ergates (laborers) and Cursores (runners). The social status of each breed varied by tribe but usually warriors asserted their dominance and were chosen to rule as chieftains. Hecuris raids were a reoccurring blight to Ishtar but since they were disunited they never posed a threat to Navarre. Eventually tribes of Hecuris swore fealty to the Empire and provided auxiliaries to protect the borders. Unlike their brethren at the Far West the Hecuris under imperial rule developed their own united culture, belief system and everything. Historians date Year 522 the first time records of Zentarism. With the divine entity Zentaurius as its one and only god the records mention its curious nature. This is also often cited behind the Hecuris' new name, Zentaur. Over the centuries this name slowly turns into the species' common name of centaurs, although the more official name Hecuris does not fall out of use.

In 876 the war with the beastkin ravages the entire empire. The so far splintered centaur communities unite to form the loosely defined Zentaur Confederation. Their speed allowed centaurs to evade the waves of beastman hordes and remain relatively untouched. Yet lacking strong leadership they submit to the freshly formed Orduin Empire. Centaurs played an important yet oft-sidelined role in the reconstruction efforts. They were a source of military power directly answering to the Emperor and centaur settlers helped to repopulate some of the most devastated portions of the realm. Centaurs became something akin to secondary citizens, known for their strong loyalty to the Orduin Empire. Being loyal to the imperial line the centaurs only begrudingly accepted Hesper's claim for the throne. Thus in 1247 they put all their support for Dunehelm's rebellion. In spite of that the centaurs were hesitant to offer military aid and outright fight the Empire. In the end they send 4 centaur cohorts but even that was insufficient to stop Zeralda's forces. Feeling shamed and guilty the centaur leadership willingly excile themselves from the empire and they migrate back to their home province of Vaerenheim. Unfortunately the lack of powerful leadership quickly dissolved their country into several successor states and remained as such for a long time.

In 2020 a figure under the name Militandros the Great emerges. He unites the centaurs under the restored kingdom of Vaerenheim and puts his support behind the Orduin Empire. The bloodline of Militandros rules Vaerenheim for centuries while allied to the Orduin Empire. Yet compared to the kings of Vaerenheim grow increasingly weaker as individual states earn more autonomy. When the Ordoun Empire falls so did the country of Vaerenheim within years and the nation split to subfactions once again. The Vaerenheim Confederation retained a modicum of order but something new began to emerge. In 2433 a young centaur only referred as the Saint of Gevenfels emerges. She claims to have seen visions of Zentaurius and now she can directly communicate with him. Her acts of divine miracles gained the trust of numerous towns and soon acolytes spread her teachings everywhere in Vaerenheim. This "New Zentarism" of course also garnered numerous enemies from the old order Vaerenheim soon engulfed in a civil war. Ordo Coracis and numerous other knightly orders were established, ironically by recruiting commoners. In the end old nobles and clergy were ousted and believers of the New Zentarism created a new government maintained by knights and a reconstructed priesthood. In 1448 the Holy League of Vaerenheim is formed. The Saint of Gevenfels declared Pontifacia, bridge between our world and the world of god, and she worked hard for faith and the nation's prosperity. She laid down many of the current aspects of Zentarism and personally responsible for sending centaurs on their current path. In 1477 she stepped down of their title and chose hermithood. She was never seen again. Yet successors of the Saint all bore her will and continued her grand work. Believing it's their obligation to teach Zentarism to the entire world the centaurs began their incursion into former Empire territories. Their expansionism continues even now. Since 1505 they are known as the Holy Zentaeri League.

Territory



Government
The Holy League is a theocratic military state where the various Knights of Zentar rule in the name of the Archpriestess/Pontifacia. The man with highest authority is the Hochmeister/Grandmaster to whom every knight order swears unwavering loyalty. Each Meister/Master is given a commandry to govern which can be anything from a province to a small country. Larger regions covering multiple commandries are under the authority of the Grossmeister (Great Master) who may have less direct control but could influence the Meisters underneath them. Of course with knights being militant order first and governors second the majority of the administration is shared between the members of the Zentarist Church and the appointed civil governors. In general a recently conquered region retains most of its former governance structure but under Zentarist authority. As time goes on this could and almost assuredly will transform to a system governed by the Church.

The main directive of Zentarist conquest is to spread their faith and establish order as they will hunt down magic users. Local faiths are usually made subservient to Zentarist authority, only abolished if its teachings cannot be reconciled by the core elements of Zentarism. Aside from matters of faith the Church is also heavily involved in education, scholars, book keeping and matters of culture. The Church ultimately aims to placate populations and nurture people to be loyal believers of Zentarism. Thanks to the empire's might they often have the resources to be very generous and endear people to the idea of following the Church's directions. As said magic usage is restricted in Zentarist regions. Special buildings called Spell Sanctums erected near every magic font under their control. While these can't influence the fonts directly they can be used to direct the purest streams of magic power to people who carry specific items meant to receive these. Usually looking like amulets in the shape of a cross they are frequently used by clergy, sanctioned mages and paladins. Gathering magic power from the environment is strictly forbidden under Zentarism, or even teaching it. Those discovered with such abilities are declared warlocks and witches and could very well suffer capital punishment.


Demographics
The Holy Zentaeri League is a growing empire which incorporates way more than just the former nations of Vaerenheim. As such it is little surprise that only 30% of the population are some type of centaur. In spite of this centaurs are the most dominant race of the League with all the other races being secondary. The League tends to build its administration above the day to day governance of the conquered so even after joining them the average countryman's life is hardly effected. Yet this system also naturally puts centaurs and those supporting them to the top. Elves in general have very good chances for advancement within the League thanks to their history with centaurs and of course due to their considerable magic potential. Albeit high elves are more of the extremes. Their past history of rulership and immense magic knowledge can easily put them at odds with the League. Many high elves become fugitives or migrate to other countries to escape the League's wrath. At the same time high elves who do cooperate with the League often find themselves at the same status as centaurs.

Centaurs are one of the larges if not the largest sapient species in the League. This means they require much greater amount of food each day. It also means that any building meant for centaurs have to be built with larger entrances and overall far more spacious. They also need servants for their day to day activities for which they chiefly utilize kobolds. These small reptillian creatures were enslaved by centaurs thousands of years ago and now serve them as indentured servants. They are small, merely 5 feet tall at average and weigh around 60 pounds. They are strong and tough for their childlike size but they are still weaker than the average human. Kobolds and centaurs have an unique relationship. Most kobolds served the same family of centaurs for centuries if not longer. They aren't just servants, in a twisted sense they are part of the centaur family. A kobold's prestige is determined by the prestige of the centaur they serve. Within certain limits the kobolds can choose to serve a different family but in effect this is rarely done.


Economics
The League spans for over a thousand miles and covers cultures ranging from old imperial regions to racial enclaves of more shunned cultures. They are now all united in their local flavor of Zentarism. Joining the League also connects these small states to the centaurs' extensive trade lines which is an unquestionable benefit. Lastly there are a limited number yet very effective League-wide laws which helps to maintain public order and also ensures all races treated (mostly) equally. Whenever it was reasonable the Holy League restored the old Orduin Empire's system which given the familiarity of all constituents made it all the smoother. This includes their own variant of the imperial tecks called the Stavius. Unlike past emperors though the noble metal content of gold and silver Stavius rods is constant and the League doesn't devalue their currency. This makes Stavius a fairly potent trade currency with neighbors and generally League subjects gladly exchange it for their own local currency forms.

The League's center is the Seven States of Vaerenheim, the original land of the centaurs. As the nexus of the League's trade activity the region enriched massively and its cities are famous for their industry. Vaerenheimian steel is sorts of legendary in Ishtar while mechanical wonders only considered a rare curiosity during the Orduin Empire are becoming widespread. Of course in the general sense the trade of food dominates the League's markets. Just like during the Orduin Empire a good half of the region has either limited or rather poor arable lands. As such importation of grain and other foodstuffs dominate the League's trade lines, coming from foreign lands or just from other states of the League.

Military
The Holy League is effectively an empire run by the priesthood but especially knight orders. Garrisons of holy centaur knights and their retinue are protecting the people, maintain order and stave off rebellions. Though portraying themselves as protectors of people and justice these centaur legions are effectively occupation forces and the backbone of the League's military as a whole. A lot of the League's strategy builds on these trained centaurs and their abilities. In comparison non-centaurs are viewed as local defenders or auxiliaries. Some of them are more respected while others are viewed outright as second grade forces. Of course this is intentional since their lynchpin for order is these fiercely loyal knight orders who act both as army and governors. Centaurs are large and are effectively living cavalry which does heavily influence how the League approaches warfare. They prefer to be mobile to conduct raids and skirmishes with the sheer power of their knightly charges being the heaviest hitter. Everything else exist to support their actions and enable knights in battle. Another curious factor is the League's utilization of magic. Zentarism restricts spells to specific practices and source provided by Divine Sanctums. Zenarist magic is highly potent but only as long as it's within the range of these sanctums. When the League invades they need to rely on very limited magic resources which can dry up fast since gathering magic freely from the environment is strictly forbidden. Technically there are Zentarist practices which let believers in foreign lands to practice magic without sinning against Lord Zentaurius but it's less "okay" and more considered a "lesser evil". Which is why actual true believers who can afford to receive sanctified mana from Divine Sanctums this method is amost entirely forbidden.
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Capital - Chervenista
Demonym - Karynian
Races - Urastians, smaller minorities of others
Government - Constitutional Federal Monarchy
Legislature - Karynian Synedro
Currency - Karynian Vita


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Pre-Orduinian accounts of the Karynian Peninsula weave tales of several tribes, the race of which is disputed. In some cases, its peoples were of a sturdy constitution and possessed brutish strength, their teeth lined with fanged molars. Another common depiction from explorers of the era asserts their orcoid features, citing the inhabitants to be of slate or ablaster complexion, with sweeping, almond-shaped eyes and narrow complexions. Consistent records indicated that the inhabitants of what was then Karynia loosely organized themselves into several barbarian tribes which were known to also make use of extensive cave networks and tunnels.

The Navarros Incursions into the region under the guise of uniting all elfkind had dashed many of these tribes' independence, to which they were gradually reorganized beneath the Navarrosian banner. Over this period of history, Karynian culture largely became subservient to that of its High Elven overlord, yet rebellions and insurrection were a constant issue for the viceroys of the land. Even so, much of the native population began to intermigle with the elven settlers and governors of Navarros, until eventually the modern race of Urastians was formed from this union of elf and native, and with it, the culture and customs of Karynia shifted with it. The culture of the Urasliya - the ancient land of Karynia - was a true agglomeration, and by this cultural anthropophagy of tribal, martial, totemist, pantheonic, elven, and indigenous the contemporary culture of Karynia had its roots.

At the onset of the Pale Wars, several of the rebelling clans of Urasliya began a more emboldened state of resistance against the interloping Navarrosians. In 1212, many of these insurgents united beneath the banner of the champion Kashir The Great, in time taking control of almost the entire countryside. The continued war efforts culminated with the assistance of Orduin and the High Elves, finally settling in the momentous Battle of Ilithrvo, whereupon the forces of Kashir and the Urasliyans had laid siege to the final Pale strongholds within Karynia. Its people soonafter rejoiced; For the first time in its history, the whole of Karynia had become a united, free state, beneath the strength and wisdom of its first Tsar Kashir.

For their assistance in granting their freedom as a people, the Kingdom of Urasliya agreed to close cooperation with the Odruin Empire, and by 1245, they had effectively become a tributary vassal of the Empire itself, only nominally possessing independence. In time, such moves would prove rather unpopular with many of the new clans of Urasliya, culminating in the Seven Week's Rebellion in 1252. Although at first holding the advantage, the distraction of the Empire with its own civil war led the rebellion - commanded by Belyra the Bloody - eventually led to the reorganization of the Kingdom into a Tsardom, under which the Synedro was given additional powers, and with it, renamed the land from Urasliya to the more befitting Karynia.

With the onset of the Beastmen Wars, the relative isolation of Karynia led to a more insular outlook in politics; An attitude which has persisted unto this day. After all, the Beastmen were a continent away, and the Insects to come after had the great seas between Karynia and them. By maintaining such distance, the Tsardom was all the more nonplussed to see the dissolution of the Empire. Now, Karynia only maintains the narrow Ashava Isthmus as its sole land connection to the rest of Ishtar. Yet, the threat of another insect invasion grows more pressing by the day, and soon, the residing Tsar Alexandrov must appoint an heir to the throne, no matter how ill-prepared they may be...





The Urastians of Karynia are by and large Karynia's most populous race. Historically translated as "Snow Elves", "Ash Elves", or even "Dark Elves", Urastians are widely considered to be an elven people, sporting several unique facets. Typically, Urastians possess a pearlish complexion, with hues ranging depending on ancestry and lineage. Most Urastians will have some manner of lightish, sheen skin tones, with the true hue ranging from pure alabaster to a dark onyx, to rocky reds and exuberant pale pinks. Hair colors again vary greatly depending on genetics and stock, with colors from fierce crimsons to snow whites being the most common. Eye color tends to be more universal, with ruby, sapphire, and emerald tones. Urastians are, like most elves of their kind, rather tall beings, averaging about two meters in adulthood, with most females standing slightly taller than their male counterparts, weighing on average 80 kilograms. Notably, Urastians tend to have more clearly-defined musculature, as well as sharper olfactory systems than many of their elven bretheren, able to more sharply perceive scents and tastes. The fat composition of Urastians bear closer semblance to orcish races; A lactic sinew which contracts and gradually stretches with tone, which provides excellent insulation from cold and helps muscle elasticity. They are well-known for their hardiness and sense of balance, and during the era of the Orduin Empire, Urastians comprised some of the Empire's finest sailors and mountaineers, at ease in some of the most inhospitable of places.

The exact lineage of Urastians is still being uncovered by genealogists and anthropologists, and the current origins of the race continue to be poorly-understood. It is widely agreed that, during some point in the race's history, there was a large degree of cross-pollination with high elven settlers which came into contact with Karynia's native tribes during the Navarrosian Era, at which point the dynamics of the Urasliyan peoples shifted into the contemporary Urastians. Many scholars believe the ancient Urasliyans to have been of orcish origin, which throughout centuries of cross-polination have given way to the contemporary Urastians. Some contest this theory, citing the varied differences in orcish and elven physiology being too great to allow significant interbreeding effects between the two species.





Ostensibly, Karynia operates as a federated kingdom under the cooperative reign of its respective Tsar and the collective Synedro. Appointment to the position of Tsar is historically a hereditary position, first fulfilled by the current Tsar selecting an appropriate heir - typically one of their children or closest offspring - whose appointment is in turn confirmed with a 5/8ths vote by the residing Regency Council, itself a selection of officials formed from the Synedro. The Tsar acts as the supreme executive power of the land, and all acts, laws, agreements, and declarations must be approved and finalized by His Highness. Many of the day-to-day functions of the Tsardom are handled by one of the many Syneds, whom range from simple chosen representatives from miniscule hamlets to bureaucrats of colossal merchant houses. In practice, much of the Tsardom has a surprising degree of autonomy as a result of this federalized system, with local villages and municipalities serving as self-governing entities under the banner and guidance of the Tsardom. Thus, the Tsar has been likened to a conductor, of which the duchies and voivodeships of Karynia play to its tune as a finely-integrated orchestra.

Tsar Maeilych Alexandrov has served as Karynia's Grand Sovereign for eight decades, and his reign has been wise and good. He is often regarded as a sharp, keenly intelligent man, and his rule has been responsible for several of the Tsardom's most beloved (and much-needed) reforms. Yet for all the brightness that has come of the great Tsar's rule, all good things must come to close: It is no secret that Alexandrov is of sickly constitution, and his ailment worsens as the suns turn. Recent years have seen the Tsar grow more reclusive, where once an empowered and proud Tsar stood to greet his crowds no matter the weather, he shuts himself within his chambers in hopes he will grow better. His spirit has yet to be vanquished, for even in the face of such enfeeblement the Tsar has never faltered in his stalwart kindredness.

Even so, the writing on the wall is plain for all to see: The Good Tsar's life will soon come to an end as his health sours. To the North, whispers of The Pale's resurfacing spark fears of a future continental invasion and bring the Tsardom's long-awaited independence to an end. To the South, the Insectoid Hordes finalize their land-bridges and prepare to carve Ishtar into their hellish mound. Soon, he will soon need to choose a diligent successor to the Karynian torch.


Had this had been the case in any other land, in any other time, such an event would be rather standard-fair, if still of great importance. But, there is one great pain which keeps the Tsar awake:

His children, his most beloved progenies and beholders unto the Great Abonya Throne...are all woefully unfit for sovereignty.


Airya Chrysova - the eldest daughter and the most ostensibly suitable for the heirship - presents herself outwardly as the prim and proper Queen Consort of Karynia, often draped in impressive stateswear and carrying herself with the clout as if the world would move at her command. In spite of her sharp appearances, Airya possesses neither the traits nor the intellect to properly administer a county, let alone the political behemoth that is the responsibility of the Abonya Throne.

Truth be told, Airya would be little besides an insignificant inexpert if she held office in any standard administration, and serves to have no desirable qualities for selection...aside from a sense of entitlement toward the Tsardom.


Zevlan Lirisov - the Tsar's second eldest and the eldest royal child - was from a young age a curious bookworm who much preferred to be lost in a world of imagination than to be bothered with the trappings of reality. Such an inquisitive mindset has travelled with him to adulthood, where he now finds himself more explorative into the finer arts and humanities. He remains a musical soul, and has since become an accomplished musician, artist, architect, and chef in his own right.

Although he possesses, and perhaps surpasses, all of the intellect and insight of his father, there is one glaring flaw: Zevlan has no interest in taking the mantle of Tsar, and has repeatedly insisted that he be passed up in favor of a more willing contender. Should the selection process come to him, it is very likely that Prince Zevlan will respond with an immediate abdication, leading to the entire succession crisis anew...


Zora Viktorova - the ever-so-apt middle royal child and the youngest daughter of the Tsar - has emerged from the Mareilov Military Academy as a shining military protege. Princess Zora recently graduated with incredible marks from her officer's schooling, having earned the most sincere regards from her instructors for her stupendous wit and prodigious sense of battle. She has also emerged from the academy with a flawless wargaming record - a feat only achieved thrice in the school's centuries-long history.

A military genius in the making, Zora may very well be, yet peering beneath these feats lie the cause for the Tsar's nominational hesitation: Zora is...famously uncouth. The Princess remains brash, belligerent, and brutally straightforward, often disregarding decorum as a fumbling waste of time and has shown little regard for civic administration, nor the needs of a day-to-day kingdom. While a great general Princess Zora may soon become, her aggressive nature leads the Tsar to fear that, should she gain the reigns to the Tsardom, her hawkish demeanor may entangle the realm in pointless wars until it inevitably brings the land to ruination...


Levin Kralovsky - the second youngest of the royal children - is little more than a decadent socialite who has such far levied his position as royalty to enjoy many of life's "finer" pleasures. Prince Levin is well-renown for his Epicurean lifestyle, where he can mostly be found at ostentatious parties. More concerned with building harems and wine glass pyramids as to bridges and warships, Prince Levin lives a thoroughly indulgent lifestyle to which all concerns uninvolved with his orgies of debauchery are of secondary concern.

The sole saving grace to a reign of Prince Levin, it seems, would lie in his aloofness. In the eyes of some, having Levin upon the Abonya Throne would, at bare minimum, mean that the would-be Tsar would be far too caught up in his own pleasures to obfuscate the Synedro's day-to-day machinations...


Georgi Kirilov - the youngest son of the Tsar and youngest of the royal children - is but a mere infant. The baby prince has just begun to take his first steps, and with the guiding hand of his private tutor and wet nurse, shall perhaps grow to be the fine heir to the Abonya Throne the Tsar so desperately seeks.

Yet, as the fledgling Prince Georgi grows older, so too does the Tsar, and when time is of the essence, the gamble of putting Prince Georgi upon the throne is one too far ahead for the Tsar to reasonably forsee...






Karynian culture is primarily the agglomeration of many of Karynia's occupiers and affiliates mended together with millennia-old folk traditions. Karynians largely organize themselves into entities known as Vasri, often translated as "House" or "Clan", many of whom have roots in pre-Navarrosian tribeships. Affiliation to a particular vasri is rather complex, and there are few uniform dogmas under which all Karynian vasri operate. Some vasri are near-entirely composed of hereditary members, while others form as a result of like-mindedness or mutual interest. As a result, vasri are a surprisingly fluid construct, disbanding and reforging through the course of time. Broadly speaking, affiliation to a vasri is by-in-large equally flexible, and order of affiliations is often expressed through the naming conventions of each individual.

A result of the centuries-long intertwining with Navarrosian and Uraslyian cultures, Karynian society places high value on the finer aspects of life, holding artistry, merrymaking, and the pursuit of knowledge in high regard. Coupled with the omnipresence of vasri within the Karynian ethos, marriage as a ceremony or construct is almost exclusively done to show affiliation or allegiance, and holds few - if any - romantic connotations. Karynians find it foolish to feel overly beholden to one person in particular, as the very nature of Karynian society often demands such that one make oaths to several persons or institutions, and this naturalistic efficacy of responsibility to not only one person, but towards the well-being of an entire group or clan, extends well into the field of personal relationships. Indeed, it is exceptionally rare to find a Karynian who will only have one romantic interest or claim allegiance to only one vasri, and to insist contrary to such is viewed as unctuous and selfish.

This same fluidness - when combined with Karynia's famed appreciation of magic - has resulted in a rather dynamic social structure within Karynia. As inclusion within a vasri is typically not beholden to birthright (thought intense cliquing within vasri make some more exclusionary than others), it is not uncommon for peasants to take up mantles several scores greater when they have shown to prove themselves to their vasri. Yet, many vasri - especially many of the elder mercantile houses - are still a fiercely tight-knit bunch, often quick to dissociate with the new.






Great arboreal forests spot the coasts along Karynia's north and east, and the ancient greatfirs and pines of the boreal wood have given generously for as long as there has been a Karynia. Saps, maple and pine syrups, hazelnuts, paper, canvas, lumber, and refined woodworks come from all over north and east Karynia, and make up some of its most notable holted goods. The crested streams and rivers which lie within the interior give way to Karynia's seasonal agricultural bounty. Karynia becomes frigid through the late autumn months until spring, yet the volcanic soil of the region makes for excellent plantations of its hardy native crops. Cranberries and spiceberries are hardy enough to grow nearly year-round, while apples, apricots, barley, cauliflower, onions, potatoes, pumpkins, and tomatoes are all staple crops of the Karynian harvest. Much of Karynia's central hills give way to crags and caverns as well, where within coal, copper, flux, and iron are extracted throughout its vast subterrania. The volcanoes which stand resolutely in Karynia's center and north produce colorful arrays of volcanic ash, and the rocky, sedimentary fjords and coasts of Karynia couple to create miraculous glassworks.

In the time of the Orduin Empire, the Tsardom earned the apt nickname, "The Cask of the Empire", for Karynia's coupled glassworks, woodworks, and agricultural bounty - coupled with Karynia's love for festivals and celebrations - have produced a hefty demand for drinks, which are more than gladly met by Karynia's distilleries, vineyards, and breweries. Whether it be Shara's famed barley ales, Yurigrade's warm maple meads, Pristina's rich spiceberry wines, or Chervenista's succulent cranberry brandies, Karynia has always been there to fill Ishtar's glass.

With rich forests, long coasts, and cragged rivers nestled by the coastal winds of the West, Karynians have long been a seafaring people. Shipyards and docks adorn Karynia's extensive coastline, where the canvas and lumber of the forests are transformed into keelboats and frigates, each adorned with Karynia's iconic triangular sails - It is said that the shipyards of Kajsya Sad can be given a tree at sunrise, and would return a ship at sundown. Crabbing and whaling are famed Karynian traditions, and to this day, brave whalers brace the frigid northern oceans, sometimes for days on end, in the perilous quest for their colossal prey. The rich maritime traditions of Karynia have brought with it esteemed merchant vasri, whose fleets sail all around Ishtar in search of yet another good trade.






The armies of Karynia are, by and large, a fairly conventional force. Most individual voivodeships possess their own guard, and even smaller vasri are often known to hold men at arms. In times of war, these guards are pressed into the service of the Tsar, raised as armies alongside the many forces prevalent throughout the realm. Knightly orders composed of vasri, known in Karynia as cherveks, compose the most notable permanent standing force within Karynia. Cherveks drill incessantly as they spend their extensive lifespans mastering the art of war in its many forms, often only retiring to career-ending injuries suffered in warfare or sport, then soon retiring to once again teach the next generation of warrior. Karynian cultural heritage has long favored the use of great, two-handed weapons, and greataxes, glaives, halberds, mauls, and greatswords compose the most common weapons of the Karynian arsenal. Magic plays a critical role in Karynian upbringing, and its incorporation into every aspect of martial arts is intertwined such that the distinguishable difference between the magical and the martial are practically inseparable in Karynian dogma. More specialized, powder-based weapons - the likes of muskets, grenades, and cannons - are growing in popularity within Karynia, yet as their role and utility is heavily debated in this era of change, it remains uncertain how these inventions will best be used when competing against the omnipresent use of magic within Karynia.

Cherveks famously favor using griffons as mounts, their immense strength, agility, and endurance lending well to the chaotic nature a battlefield most naturally provides. Those seeking greater thrills - and perhaps, animal handling skills alongside such fiery passions - prefer using wyverns as their mounts of choice, the immense strength and famed stubbornness of the animals lending itself to solely the most daring of chervek. The famed ashgliders of Karynia's volcanic regions provide the realm's most unique mount. Ashgliders are lizard-like winged creatures which thrive within volcanic environments. Possessing great wings, thick scales, and a notoriously stubborn temperament, ashgliders are, perhaps oddly, swift and unbothered. Their nonplussed temperament makes them relatively simple to ride, yet this same demeanor makes them lack the raw brutality of a wyvern or the elegant strength of a griffon. Instead, the ashglider's greatest strength lay in its sheer resilience; Many folk tales speak at length on the ashglider's ability to bathe in molten lava and survive for weeks on a time with minimal sustenance.

Due to the circumstance of Karynia's geography - only sharing a narrow (if quite fortified) land border with its Zentauri neighbor - the Tsardom affords to put less concern upon the maintenance of a land army, largely keeping its varied cherveks at the whims of regular training and tournaments. Instead, Karyina prides itself upon its naval prowess, from which the extensive coasts and merchant marine of the realm need constant survey from pirates and interlopers. The constant patrols and exercises by the Karynian Navy serve as an omnipresent reminder - to Zentaur and Chiti alike - that the Seas of the West are the domain of Karynia, and none other.

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The Valanor Accord


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Species: Human Majority, Elven Minority.

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The Tribes of the Roaming Hills

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Species: Human Majority, Elven Minority.

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Slagar Lord of Disappointment, Witch King of Saltmar

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Kycer of Caslan

“Garza Vak Sher” “Glory to the Gods"



=-=General Information=-=

  • A theocratic republic based on the island of Caslan
  • Is ruled by the Kerks, a barbarian people who settled and conquered the island
  • Has a large native beastfolk population, with a significant human and elven minority
  • Is a home of a necromantic faith and its practitioners, called Gyloism
  • Is a fairly isolated state, although it had larger ambitions to become a power on the eastern coasts
  • Is ruled by a powerful and immortal lich scholar and his clan
  • They speak and write in Kerkian and Caslandic
  • A person from Caslan is called a Caslanian
  • Population - 2.4 Million
  • Manpower - 120,000
  • Wealth - Moderate
  • Espionage - Moderate


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Slagar Lord of Disappointment, Witch King of Saltmar

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Medium Light

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The Bestia Horde (The High Chiefdom of Bestia)
NPC

Territory:

Species: Beastmen (Beastmen sub-species/mixbreeds), Humans, Elven Minority.

History: The High Chiefdom of Bestia (Known to many as The Bestia Horde) was once the foremost frontier region of the empire, despite its lush greenery it proved hazards from odd weather, hostile human tribes, elven extremist seeking to imitate the Pale, and of course countless beastmen remnants who were not chased all the way northward.

The Orduin Empire flip-flopped between controlling the land and loosing it over the years. They were making significant strides before the bug invasion, with no major conflicts, the Imperial Legions became more and more obsessed with controlling the region and had begun using it as a staging ground for northern expeditions.

However, when the empire fell so too did all authority it had in the region. The Imperial garrisons either returned south or defected entirely, joining with local tribes.

During the days of chaos many would be unifiers rose up in the wild region, only to be scattered by outside forces, or at the hands of a rival warlord or chieftain.

In the year 2610 a Beastman by the name of Auguba, born with far greater intellect than was common for one of his kind; managed to subdue the other tribes and clans, uniting beastmen, human, and even the Elven Blood Clans into a power known as the High Chiefdom of Bestia, or to those outside of the land, the Bestia Horde.



For years the horde only partook in small-scale raids, however in the year 2617 IC the Bestia Horde took advantage of a war between the Valanor Accord and the Free Emirates of the Northern Wastes; to invade the Free Emirates while they were weakened, taking most of the now defunct nation's land for themselves, killing and enslaving all who didn't flee.

The Bestia Horde as continued to terrorize the region, an ever constant source of harassment for the Valanor Accord, along with Thakis, The Yuukoman Empire, the Duchy of East Orduin (now belonging to the Roaming-Hills), and even the Kycer of Caslan. However, the High King of the horde has begun to acquire more exotic tastes, and now looks to the south for a new source of entertainment.

Government: The “unity” presented by Auguba is a hoax, and in reality the tribes and clans of the region simply pay a monthly tribute to Auguba, and join him in raids. Besides that they are free to act as they desire, when they desire, including wars with each other.

Culture: The High Chiefdom is made up of various tribes, clans, and warbands from the races of human, elf, and most of all beastmen. The human tribes in the region are many, and fierce warriors in their own right, yet compared to larger barbarian hordes such as the Roaming-Hills they are little more than glorified bandits; however when pared with the other species in the Horde of Bestia, they prove to be an often decisive force in battle. Even so, despite being one of the region's initial inhabitants they are at the bottom of what passes for a social caste within the horde; which while not really enforced or written down, is felt by how the other creatures look down upon and mock the humans. They are still however, treated much better than any outsider would be, doubly so for slaves taken from raids in the lands beyond.



Before the fall of the Empire, elven extremist groups attempted to reawaken the Pale, or otherwise find the secrets to their power; crafting communes where they thought the Pale stadged their invasion. However, they all failed and those that didn’t mysteriously disappear turned to the savage ways of the local inhabitants, becoming what is known as the Elven Blood Clans. These Blood Clans carry on many of the ways of their predecessors, preparing particularly agonizing deaths and torture for half-elves and elves who take on human lovers/spouses. They kidnap any elves they find to try and “undo the brainwashing” through physical and psychological breaking. All of this despite the fact that they seem perfectly willing to go on raids with human tribes.



Beastmen make up a large portion of the local inhabitants, with many having fled to the region after the beastmen wars, or returning in the years that followed. They are horrid amalgamations of man and beast, with most barring horns of bulls and goats, and hairy hooved legs, and the heads of animals. Some have tentacles serving as beards or protruding from their backsides, and arms. Others take on horse or bird like features that seem haphazardly grown, without any thought to functionality and purpose.







Others meanwhile have taken on forms that can not be described easily with words. Baring little resemblance to any true animal, instead displaying a visage that has yet to be fully understood.



The beastmen in the region have picked up some of the local ways, and while they are still savages, show some noticeable signs of civility in comparison to their far northern kin.

For example the idea of someone kneeling before you as something to be rewarded rather than mocked, as the beastmen in the region have come to appreciate the idea of someone choosing to follow out of emotions other than fear or dominance. Even so, fear and dominance is still a very rooted belief system in the beastmen halls; which compels them to raid southward by land into the Valanor Accord, the Yuukoman Empire and Thakis or across the sea to Caslan, The Lunar Tribes, and lands beyond.

While purebred Beastmen vary in size and shape, leaving little room to distinguish them, there are a select few sub-species with notable characteristics.

Gnolls: A type of hyena/dog/wolf beastman that spawned from the experiments of mages, attempting to create an artificial beastman to aid the Orduin Empire in the beastmen wars. The Gnolls did indeed fight the other true born beastmen but they also killed most of the mages who made them along with countless other Imperial citizens. In the end they were chased north with the rest of the beastmen at the end of the war. Most of them were killed but they began to procreate with human, elf, and beastman populations; the offspring of which were always indistinguishable from pure-breed gnolls. Some say the Gnolls are just mindless beast, little better than the Beastmen they were spawned to destroy; however do not be fooled, behind every seemingly senseless slaughter there is an overarching agenda at play. The intelligence of the Gnolls is not to be underestimated.



Malum-Satyri: When the Satyri were chased south by the beastmen hoards many were captured and enslaved. Others settled in the northern region, unaware that they were right in the middle of what would become a beastmen hot spot. Years of interbreeding between the Satyri with Beastmen (along with humans and elves on occasion) have created a wicked subspecies known as the Malum-Satyri, a group that maintains many of the cultural aspects of regular Satyri but are generally more mischievous, violent, greedy, and bloodthirsty. Physically they will look more human, elven, or animalistic(beastmen) depending on how much of each species their ancestors interbedded with. A Malum-Satyri with a beastmen father will have more obvious animal traits than one who has a history of humans in their lineage. Like their sister species, the Malum-Satyri are a matriarchal people, with a significantly higher rate of female birth compared to male births; which lead to what few purebred males they have to be house-keepers whom the village/clan of multiple wives and children are built around. Unlike regular Satyri, Malum-Satyri, especially younger ones, tend to leave the village in search of glory, fortune, a private mate of a foreign species, power, or otherwise make a name for themselves in some way while having some good old fashion fun. It is not until they reach their mid-life that they become more interested in joining or starting a village and the continuation of their species. This overall causes the population levels of Malum-Satyri to be much lower than their sisters in Thakis, doubly so for purebloods, but is by no means too small.



Malum-Satyri Male


Impius-Valaa: Descendants of a Valaa Streak that believed they had lost their ways, and only by reembracing their animalistic heritage could they regain the strength they once had. To achieve this they traveled to the mainland and traveled the world as mercenaries, eventually finding themselves in the far north, beyond the Ishtar map. When they returned years later they no longer held a resemblance to what they once were; fully embracing the ways of the beastmen, with many holding beastmen blood in their veins. These Valaa began interbreeding with the human and elven populations in order to fight against inbreeding. This too changed the Impius-Valaa, into a species that can only be described as uncanny to both human and Valaa alike; giving off a sense of unease that effects many whom they interact with. However despite the resemblance to humans/elves the Impius-Valaa are much more violent and animalistic then main-branch Valaa; while holding the capacity for malice, spite, and evil familiar to creatures of high intelligence; resulting in a species that is the worst of man and animal with few of the good qualities of either. The Impius-Valaa come in the form of bloodthirsty animals always on the hunt for weak and vulnerable prey, or mischievous, pranksters who’s ideas of humor could prove rather morbid or horrifying to those at the butt of the joke. They are a very temperamental species, who can be laughing one minute and then brutally slaughtering something mere seconds later.



Economy:The economy of these lands are in shambles, with raiding being the only real way the hordes gain anything of value. There are farms of barley, wheat, and potatoes, as well as pig, cattle, and chicken; however these farms serve mainly to produce food for the overlords of the land rather than trade with foreign powers. Some of the human tribes in the most southern region are more open to trade, however they are the minority.

Religion:Only the bravest of missionaries dare to venture into the lands of Bestia. And few have ever attempted to study the local customs of the inhabitants and lived to tell others what they found.

Military:The Bestia Hordes are very unorganized in terms of their military ability, however some claim the gnolls have recently taken up more traditional military styles. For the most part every tribe and clan has a warchief that leads it and a number of captains under them. These warchiefs in theory obey High-Chief Auguba, but this is rarely true in practice.
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