[img=http://i1220.photobucket.com/albums/dd447/Wernher3/Fantasy_Mundi_Map_by_Demetrio.jpg] Nation Name: Crayvenhart (The Realm of) [img=http://fc04.deviantart.net/fs71/i/2010/324/d/3/irken_rebellion_emblem_by_irken_trad-d338t19.png] Capital: Divine Palace of Him (De Jure) Capital Population: 8,982 Other Major Settlements: -Ivalis (De Facto Capital, 688,000) -Port Bael (Largest Port, east coast, 452,000) -Cantabri (Weapon smiths & military Training, 221,000) -Trimonti (West Provinces Capital & largest port, 189,000) -Illici (Renegade Stronghold, Ralgon Border, 92,000) -Port Nova (Western continent Colony, 120,000) -Nerminus (Northern Province, Suehania Border, 27,000) Population: 8,000,000 (Marked), 2,000,000 (Markless) Racial demographics: -7,900,000 Crayvens --1,800,000 Metropolitans --4,500,000 Provincials --1,600,000 Renegades -2,100,000 Others --50,000 Freemen --1,650,000 Slaves --400,000 Renegades Social dynamics: -Crayvens revolve around the idea that in the afterlife, they will exist in bliss only for as long as their name is spoken and remembered by the living. As such, Crayvens strive to be known and remembered for their deeds and thus constantly try to achieve more and more remarkable feats of glory so they may live on the after life. This has made through history the Crayven society one of vanguards in science, one of architecture masters and war genius, but this also contributes to make Crayven society extremely unstable with many revolutions and rebellions by 'Questers', people questing stop their boring and uninteresting lives to do something greater, no matter what. The fact that the Crayvens also have a limited lifespan contributes to make them even more prone to act radically as they don't need change after they are dead, they need it as soon as possible. Crayvens are also prone to extreme mod swings from one day to the other and to do the most ridiculous and radical things as they grow in age, the closer to their biological death the more willing. Fashion: -Metropolitans, those living in the larger urban settlements, are fond of clothing although due to the hotter climate of the Realm it generally is only a toga or a tunic with sandals (Notably, Crayvens have a hate for pants). To the provincials however, the farmers and peasants in general, clothing is considered quite optional, their chitin being enough to go around. White is considered a nobler color while Gold cannot be worn without being given a right to do so. Jewelry is worn by the metropolitans, but the provincials find them shameless and decadent. Calendar: -Remembrance Days: Although He declared fix dates for them, the provincials generally celebrate whenever the family is together or its either too hot or too cold to work outside. These are the days when the Crayvens remember their departed friends and recite the names of their family members and a few of their deeds so they may continue to enjoy the afterlife. During the official celebrations, He will make the praise of the most noteworthy Crayvens of the year, engrave their names on the walls of the palace and send messengers around the Realm to tell of them to everyone. He will also select a few people already named on the walls and make the same thing about them so they may remember those that passed away. -Solar Day: Day where none may work as they revere His powers and bask in the glory of His realm and thank Him for everything good and ask Him forgiveness for anything bad that may have happened to them. Renegades of course hardly celebrate this. Art: -The 'Humble Man's way to Remembrance', named so after that fact that art is one of the few ways for people to remember you without actually pushing aside the lives of thousands or millions for your own sake, forcing these people to vanish from history. Artist is considered an important status if only for the fact that it means that you are rich enough to produce these works of arts without starving to death or good enough to attract a wealthy patron to finance you. It is quite present in everything as even the most humble craftsman seeks to make a pot that will make someone ask 'Who did this?' and of course, this makes for everyone trying to make things that are going to last long. Architecture above all tends to be massive in scale and in decoration. Law: -As the realms tend to be heavily populated, the value of life tends to diminish. You are guilty until proven otherwise and if you are still guilty at the end of your 'Trial', no matter how small the crime, you will be executed. Some could exploit this of course, but the fact that a trial often begins with the opponent accusing the other of lying, if you can't prove without a doubt the other is guilty, you will also be executed for lying. Trials where both parties die aren't rare. The law is given by the Favored Ones, those who came out of the Academia with the right to bare arms are not only the elite soldiers of the Realm, but also the judges, juries and executioners. In small and remote settlements where no Favored may be found, law is generally a public affair where only one of the party is beaten to death by the mob. Education: -All Crayvens go to the Academy when they are 4 and come out when they are 7, going out 2 times per year for 1 month each, at spring for planting and at fall for the harvest respectively. Once they have finished, they will receive a second mark above the one they had when they were born, forming a 'ô' on their forehead. The marks are considered extremely important as they denote of one's status and honor at first glance. One that has no mark is considered a renegade and executed on sight, one without a post-Academia mark is considered a second rate citizen and considered too stupid to do anything until proven otherwise. During this stay the Crayvens will learn basic calculus and written language (Most will however not be good enough to actually read or write) as well as be thought obedience to Him. Those that are designed valedictorians will receive a second arrow above the dot on their forehead and be sent to Ivalis to pass the Grand Examination, a test of mental and physical strength. Those who succeed will receive a third arrow and study for 3 more years to become Favored Ones, Elite Warriors as well as judges of the law and bureaucrats. These, "One of a hundred" being a quite accurate number, will insure the flow of the Divine Administration, generally never seeing their families again. -It is notable that the Academia system serves the purpose to unify this large realm to a single standard, the Metropolitan one. It is mostly succeeding but the further from the core lands the academy is, the less rigorous the standards are applied, Provincials will always be nothing more than peasants. Renegades have abolished this system and education is mostly something done within the family. Type of Government: Authoritarian Theocracy -All powers are held by Him, the creator of the universe, the one that controls the weather, He who knows everything. The truth is that He, while considered a divine figure by his people, is only a guy porting a golden mask which is passed down to his successor when he dies. There have been incidents and revolts where the Divine Palace was breached and Him killed and unmasked, but always another Him would rise and claim that He obviously knew this was going to happen and thus had a decoy take His place. There have been succession wars but in general they end when the opponent is unmasked as of course, the side with the real Him would be the one to win. Succession is extremely discrete and a matter which is decided solely within the Palace, there have been rumors within it of Servants who became Him when they found Him dead and simply took the mask, but it is unconfirmed. Only those inside the palace know the real face of Him. -Otherwise the administration is insured by the Favored Ones who move around the country as needed. As the Favored Ones are both the warriors and the administrators of this Empire however, in times of war, the administration often becomes much less slicker, especially after a lot of them die. Sometimes outsiders of the Favored are chosen to help hold things together but they aren't trusted with important matters. Influence and relations: -Dominion: Unknown -Palmyong: No official relation, limited trade. -Ralgon: Hostile, bound by 'Dardel's Truce' for non aggression for 5 more years. Trade, Renegade Strongholds. -Qanaxma Dəniz: Unknown -Vyrndar: Hostile & Settlement conflicts -Devaldis-Spes: No official relation, limited trade. -Xai Qian: No official relation, trade. -Isbis: Unknown -Helcore: Unknown -Naqah: No official relation, limited trade. -Suehania: Deny its existence as a nation, all territories mapped as part of the Crayven Realm, kill or enslave on sight. -Seculcia: Unknown -Imperium: No official relation, limited trade. -Pyre: Neutral -Azu: Cordial, Regional unofficial Ally Important People: -Him: The supreme leader, the guide. He who is so merciful he will not strike down his enemies with his great power and thus relies on his people, the favored people, the Crayvens. Insulting His name or doubt of His powers is a crime. He also holds the power to strike someone's name from history, ordering it never to be spoken again and erasing it where it may have been written, thus denying someone Paradise. -Favored One Elarth, Administrator Supreme: He handles everything that is considered too trivial for Him to deliver judgement, a very powerful man indeed, his entire body being carved to signify his position. -Favored One Samael, Administrator of the South-West: The Realm stopped sprawling north, the cold being too much for the Crayven's liking, but it most certainly didn't stop going south. As the distance grows, the Administrator of Trimonti is allowed a lot of freedom from the capital to diminish administrative delays. -Favored One Michiel, Commander Supreme: He subjugated many tribes in the south and thus gained fame far and wide in the Empire as well as the respect of both the Favored Ones under his command and the population he led as levy in battle. -Talon, Leader of the 'Go-Backs' in Ralgon -Guno, Suehan Berserker Trading and tax: -Provincials generally give part of their production to the Favored Ones visiting them each Fall as they rarely have gold and are free to trade the rest to the population, Metropolitans pay their taxes in coins and craft or offer services to other metropolitans for coins, they buy resources from provincials or from the Administration when it doesn't need the food or resources. The crafting of metal and the trading of ore however are heavily controlled by the Administration as to prevent the common populace to get its hands on weapons. Major industries: -Farming is of course extremely important and vital, Crayvens generally spread where food can be found. -Armament is tightly controlled and only produced in Cantabri where no one with the knowledge of weapon and armor craft may ever leave. -Dyes have revealed their secrets to the Crayvens and are praised around the world for their vibrant colors. -Silk is also big business in the metropolitan areas of the south and an appreciated commodity in the north. -Beekeeping is the pride of the north. -Jewelry as well (Although silver is far more common due to the fact that gold cannot be worn by non Favored and the state has a monopoly for minting coins.) Major Associations: -Smith's Guild: Anyone who produces bladed equipment or anything that could kill a man is part of this guild administrated by the Favored Ones as any revolt needs weapons. -The Militias: Mobilizing the Army is a serious commitment that the favored ones don't do for anything and although it is technically illegal to use farm equipments to fight, even in self defense, the Provincials often have no choice but to learn to defend themselves. -Outsider's Guild: Institution helping traders not to stumble in one of the many crayven laws that lead to Crayvenhart's only punishment: Death. Currency: -The Coin is a universal one made of pure gold, smelting a coin or causing its lost is considered a crime, as is spitting on it or using it to buy dung. The value of the coin is fixed to 5 loafs of bread and saying that 5 loaf for a coin is a bad deal, if it is too steep or too cheap, is a crime. Military: -Divine Heralds (Administration): Coming from the Divine Palace, they are shrouded in mysteries and generally serve as His direct hand, executing his desire. They are expert units using exotic fighting methods making them hard to counter, but they are also generally only good in duel or small scale engagement. --His Voices (400): Eggs of the previous Voices and the Emperor himself as goes the rumor are placed in the nests of Soul Birds as a trial, some will be broken when the soul birds notice they aren't theirs, others will come to hatch only to be the first meal of the soul birds, but some will develop a connection with the flock and be seen as part of it, gaining the ability to control the flock they were born with. They will be trained to become elite rangers adept of living in any conditions and fight His enemies alone using his birds and guerrilla warfare. Due to the predatory nature of the birds, the blowpipe is their main weapon other than 2 or 4 short swords for close combat. They will generally aim to only lightly wound an enemy, drawing blood, before moving away and letting the Soul Birds jump like piranhas to dismember the victim. --His Dancers (2000): All eggs from the palace servants and darts go to be hatched and trained from birth as expert warriors. The training seldom forgives failure and death are common, only a fraction of the Crayvens born this way will live to become Dancers, His elite warriors and body guards. They specialize in fighting with extremely long sleeves and ribbons made of silk used to both hide their movements and their attacks (Most of them being able to use all 4 hands) as well as to grapple their opponents and neutralize their weapons, Crayven silk being surprisingly resilient. They are generally armored with high quality but thin mail armor and are extremely colorful, the amount of gold threads on them generally denoting their skill. -Crayven Administration (Administration): The ones in charge of both administrating and waging war, they are formed by a core of elite warriors commanded by a well structured and disciplined hierarchy that gains ranks through display of skill rather than nepotism. Still, this core, in comparison to the size of the population of the Crayvens, is small and the Crayvens themselves have the habit of placing extreme focus to infantry tactics, leaving ranged and cavalry units as support roles. It is something, with the mounted raids from the north and the Ralgon Crossbowmen in the south, that the administration seeks to change, but reforms are slow. --Favored Ones (65,000): Well trained and equipped warriors, they general fight with a Spetum and a tower shield as well as a bronze muscle cuirass & Helmet although some vary in both armor and weapons, they all have some notion of tactics and their ranks allow them to rally non permanent military units under their banners, but it is notable that they mainly serve as administrators during times of peace and as such, their skills are much more intellectual than physical and each one that dies is one less tax collector or judge walking the streets. --Permanent Soldiers (5,000): The Permanent Army divides itself in 10 groups of 500 that go around dealing with rebellions and war, generally forming an extremely strong core as they are the Favored Ones that voluntarily left behind most 'trivial administrative matters' to dedicate themselves fully to the arts of war. They are all mounted units to quickly deploy through the Realm and specialize in Cataphract Tactics, at first engaging the enemy at long range with arrow showers before engaging in a charge once the moment is opportune. They are generally equipped with mixed mail/scale bronze & iron armors, a short bow, a cavalry shield, a steel edged sword and a lance as well as an armored war horse. --Rangers (5,000): Responsible for border patrols, they rarely do the bulk of the work but are more of being sent to recon for an army or when locals talk of spotting enemy forces. They are equipped with 2 javelins, 1 spear and a short sword and travel in the fastest breed of horse available to the Crayvens. They rarely engage however and more often than not just run away to warn others. It is notable however that they are still Favored Ones and as such the creme de la creme the Crayven intellectuals can offer, as such they are good at quickly analyzing the force composition and when they report, give more accurate information than any low level scout from other nations. -Crayven Militias: Although the Administration hates having to rely on civilians, especially equipping them, it is sometimes inevitable, especially in border regions. The militas have a strong presence in the South-West provinces and in the north, but are almost non-existent in the Core Lands. They are however also the levies in case of massive wars and thus militiamen are listed first on the draft and mobilization time tables. With Crappy weapons and little skills, they rely on number and some amount of discipline teached at the academy to hold together, a bunch of villagers with farming equipment as often caused significant damages to forces that charged them head on. --Militia Officials (50,000): Somewhat of town sheriffs, they are given the right to bare arms under exceptional circumstances by Favored Ones and charged to maintain the militias. They serve as poor men's commanders and although they aren't all that smart in comparison to Favored Commanders, they know how to get the people to hold the line and give quick training & preparations to villagers expecting an attack or too draftees soon to be sent to regroup and form a Grand Army. --Huntsmen (200,000 (35,000 are also Militia Officials)): People with a profession that deals with the use of weapons for non-military purposes, Hunters and the occasional professional slaver are the first called upon for the defense of the locals and for the draft since they have some experience with combat, even if only battling wildlife. Their degrees of skills vary greatly but they are generally decent with bows although some commanders don't like them due to the Hunters tendency to 'Work Alone' and 'To think their hot shit in comparison of everyone else', making them a generally undisciplined force. Still, foraging is made easier by their presence. --Horsemen (200,000): People with a job involving horses make up for a drafted cavalry and supply unit. They are of course lightly equipped, but such a large amount of horsemen able to outflank an enemy can cause major danger to weaker elements and supply lines. --Levies (Varies, the more the drafted, the more an economical impact): The common people with little experience in matters of war. Still, their education at the Academies generally allow them to have cohesion and the conscription tables insure that everyone know where to report should they be called to join a war. Still, mass distribution of weapons is not something wished by the Administration as such more often than not they fight using some kind of pitch fork or scythe, if they even have a weapon, Commanders will generally try to at least outfit them with a wooden shield and a fire hardened wooden spear. Power through number however and even expert warriors can be taken by surprise if the Crayvens manage to infiltrade their ranks to grapple armored warriors, throw them to the ground, and aim for the eyes. Obviously they will try and exchange their cheap weapons for real ones as soon as possible. --Experts (Varies): Architects, miners, the role of levy and expert is often interchangeable depending on the situation. The Crayvens have a vast pool of technical and mechanical experts to draw from and this shows when they have the time to do some preparations. Traps, siege engines, tunnels, ditches and trenches are just some of the things found in Crayven battlefields. With 4 arms the Crayvens are quick diggers and can often make these preparations in battle and the Ralgons will always remember the 2000 men that were buried alive in a Crayven made landslide on their position. Landscape: -Core land: The core land are heavily urbanized or agriculturalized, forests have been cut down, swamps drained, lakes and rivers controlled by dams. The land is flat and free of predators, also reputed to be one of the safest place around the globe as you can walk for days without ever being robbed. There is generally a settlement or at least an inn at each 6h of walk. At every 8h of horse sprint, there is an outpost with fresh horses for the messenger network to quickly and efficiently deliver news and mail. Roads go straight to cities to form major crossroads and aqueducts bring fresh water to the cities from the mountains, going for miles and miles. -South-West Provinces: Akin to the core lands, but still covered by much wood. Here too are found a lot of roads and although there are hills, the Crayven architects still like straight lines however and hills are often cut in half by a road staying to level, or have tunnels built through them. These places can hide a few bandits, but the Favored Ones take their extermination very seriously. -Southern Border: Border to Ralgon, there is a large chain of mountains many consider uncrossable and on the East is Fortress Eminus, protecting the core lands and on the west is Fortress Weminus, still under construction, protecting the South-West Provinces. The maintenance of the paved roads stop at these fortress, but roads, even if unkempt, still go deep in the Ralgon Empire, what's left of the first great war as each time the Crayvens go to war, they go through these roads. -Northern Provinces: The whole of Suehania is considered under Administrative control, officially, but in truth only a small part of it is occupied. There is one road going straight to Nerminus and most settlements are along or close to this road, some more brave Crayvens go deeper in land, but these settlements are rare. All cities have at least a wooden wall and most of them a small castle on a hill to which the citizens can flee in case of a barbarian invasion. Wildlife: [img=http://fc01.deviantart.net/fs38/f/2008/348/a/0/Rise__for_details_by_WhitePhoenix7.jpg] -Soul Birds: All but exterminated on its feral state, the best way to describe them would be a cross of 'A parrot, a peacock and a piranha'. They get their names from their ability to repeat speech, but also from the fact that they are extremely deadly and generally repeat the last words of terror of their victims. They seldom attack on sight unless you look at them in the eyes, but when they smell blood, they smell weakness and will generally dismember them due to their large size (5ft tall) and powerful beaks. They have a good sense of orientation and will always go back to where they are born if they get lost of if they have to lay eggs. At this moment, this means the Imperial palace as for centuries no Soul Bird as hatched anywhere else. Notable places: (Optional) Summary: (Optional) History: (Optional) Strengths: -Meritocratic System -Incredible Architecture & Infrastructure -Organized Reserve, Conscription & Draft plans -High Number -Very High Population Growth -Belief that afterlife comes with being remembered makes people strive to do memorable things, highly innovative "If it looks dumb but it works, then it's still genius" approach. -Standardized Education & Indoctrination of the population -"United we stand, divided we fall" mentality. -Japanese Work Ethics Weaknesses: -'Join us or die' borg mentality. -Organized Rebellion present inside and outside the realm. -Belief that afterlife comes with being remembered makes people strive to do memorable things, makes people join revolutions easier. -Tight Control over weapons, owning a weapon is punishable by death. -Extreme 'Every crime is punished by death' laws. -General Lack of Cavalry -General Lack of Ranged Units -Soldiers are administrators, the more loses the less efficient administration is. -Administration doesn't trust the population. ----- Name: Crayvens Classification: Sentient Appearance: [img=http://fc05.deviantart.net/images3/i/2004/096/6/6/Insectoid_Creature.jpg] Shared traits: Technically Genderless although it is hard for outsiders to grasp and some will have distinctively female or male demeanor, voices or preferences. Crayvens pay no mind to this but outsiders classify them male or female on this basis. They reproduce asexually and from 6 or 7 year old will lay a few eggs per year until they are 40. Death occurs between 45 and 50 years old from massive organ failure (They will not suffer through degeneration like humans for example, they'll work as good as they did when they were 20 years old one day and on the other they suddenly die). Their short age also generally traduces itself in them being very short tempered and have the attitude that if you want something done you'd better start now if you want to finish. At the age of 40 when they lay their last eggs, begin to have the urge that now that they have done their duty to their family and race it is time to strive for greater things. They thus become 'Questers' and undertake with their last years journeys, either to found a new town, discover the world and so forth, in an effort to be remembered. The Older the Crayven, the more fearless it becomes. Natural abilities: -Naturally Works well with others. -Adapts very quickly. -Becomes more and more fearless as they age. -Sensitive & Empathic (Crayvens can easily guess something is wrong with people and also have some insight when people lie to them) Lifespan: Average 47, oldest on record 59 (Except for 'immortal' emperor) Relations with other races: "The Crayvens are incredible people, open-minded, innovative and easy to go people, so much unlike the Crayven Empire." Such are the words spoken by an unknown Ralgon citizen. The Crayvens themselves when living with others easily become model citizens due to their extreme dedication to work and their efficiency in this endeavor. The Crayvens however are also known to take this dedication too seriously at times and it is in their nature to quickly balance in the extremes and above all, hate everything that is both mortal and that gets unwaranted importance. A Crayven speaking with an incompetent that gained his office through nepotism or noble birth will either outright spit out his disrespect or will be pleasant only because it advantages him to be in good relation with the man. Crayvens also tend to be bossy and tell co-workers of other races to step aside while they do the work. History: (Optional) Lanuages: -Metropolitan Crayven (Some variants exist, but all crayvens can understand each other unless they weren't thought the language.) Religious beliefs: -Cult of Remembrance: All Crayvens hold dearest the ideal of being remembered as they exist in the afterlife only for as long as someone remembers their name. As this is directly coming from their biological urge to achieve greatness as they age, all crayvens can relate to this. -Cult of Him: He who made everything, He who is the benevolent God of His chosen people. Crayvens, those from the realm at least, hold the existence of everything of Him, honored may He forever be. Preferred occupations: -Architects -Construction Workers -Logistic Planing -Craftsmen Famous people: N/A Strengths: -Fast Reproduction -Fast Maturation -Asexual Reproduction -Four Arms -Need on average only 5h of sleep -Adaptable -Sensitive & Empathic -Natural Chitin Armor -Vital organs in rear abdomen (Harder to kill from the front) -Small Weaknesses: -Prone to go to political extremes -Herd Mentality -Tendency to do Flash mobs. -Short Lifespan -Small -No fat (Does of hunger almost as fast as of thirst) -Dies quickly of cold. -----