Name: The Empire of the Horned White Rat.
Flag/emblem/symbolism:
Demonym: Skavnites
Description: The first thing one will notice about the Skavnites is its presence of and love of showing off its military might. The second thing is The bells that ring thirteen times at noon and midnight. The third thing is its cities are both above and below ground. Some say it has tunnels all over Albion from which it can strike anywhere with speed and ruthless efficiency. The fourth thing is the ancient clan system, there are hundreds of, if not thousands of clans all of varying sizes. There are four great clans which the others follow to some degree or another, The Skavnites always follow the examples set by their heroes.
Government: The empire runs mostly on its own. Each city, town, and community is well defended and guarded by warlords, so many mistake them for city states. The warlords, however, all owe loyalty to the Council of Thirteen a shadowy group that keeps order in the land. It is responsible for teaching the magic users of the empire as well as handling national matters. Below the council sit the four great clans, in order of might are Clan Mouldar, Clan Ishini, Clan Pestinline, and Clan Skre. These clans lord over many other smaller clans which form the armies of the empire.
Economy: The Empire grows some of the best tobacco and makes very high-quality leather. The empire is as proud of this as it military might and reputation. The herds and beasts of the empire are a close second of pride.
Religion: All Skavnites worship the Horned White Rat as well as their ancestors and heroes. The churches are always run by the Grays, the wizards, and clerics of the Horned White Rat. They always identified by their white horns and gray fur at birth.
Geography: The empire is grasslands, mountains, and coastland.
Population: 2,400,000
Demographics
90 percent Skavnite with 10 percent being dwarfs, who stubbornly refuse to worship the horned white rat. the Dawrfs are mostly near the capital helping to keep the mines secure and craft the metals and other resources that are used for the army.
Notable Locations
the capital: Holy Skavonight the only fully underground city in the empire whose location is kept secret. Some say it is in the mountains while others say it beneath the Marshes of Madness which is dead center of the territories of the Empire.
Skorvosh the port city. Where the navy and fishing fleets make port. heavily defended.
(will add more as I think of them)
Personalities of Note
Murderlord Snikket, lord of clan Ishini. The feared clan of Assassins and Scouts and is also famous for their strategies. The most feared warlords also come from Clan Ishin
Headtaker and Necksnapper two of the most famous warlords both have yet to lose a battle.
Nogashi head of the Plague Monks, Poisoner's Guild, and Doctors of the empire. The monks being the ones who are master of sickness and plagues that causing fear and confusion before battles. However, their magic is random at best when it comes to damage, still an army usually has a small group of these strange monks who are backed by Clan Pestinline and Skre.
Thorrot the three armed master of clan Mouldar. None can control beasts like him. His monsters and abominations are one of the many reasons they are feared and what makes Mouldar on par with Ishini in power and wealth.
Thranquil head gray and mouth of the Council of Thirteen.
(will add more as need arises.)
Institutions:
The Poisoner's Guild: Studies sickness and how to infect the enemies. Great at psychological warfare backed by Skre and Pestinline in developing research and weapons. Most famous being the Poison Globiders whose choking fumes and acid like properties makes them very dangerous for the enemy.
clan Skre: Devoted to research and development of weapons and armor for the army, has invented and created many of the empire's weapons.
clan Ishini: The assassins, scouts and warlord maker. They put great importance on strategy.
clan Mouldar: The beast masters, famous for the monsters that they control.
clan Pestinline: The monks and masters of psychological warfare.
Military:
Organization: Most of the troops are professional with the militia being trained every winter and end of fall and beginning of spring. Everyone is required to have training. males are required to be able to handle all types of weapons. Females are only allowed to handle bows and swords.
Army: 2 percent of the population is professional in wartime. 1% is always on standby during peace.
Navy: One or two small fleets of warships. Most ships are transports and fishing vessels.
Other: Gutter runners and Night runners scouts and assassins for the empire they spy and try to divert trouble from the empire. they are skilled masters of their craft.
Flag/emblem/symbolism:
Demonym: Skavnites
Description: The first thing one will notice about the Skavnites is its presence of and love of showing off its military might. The second thing is The bells that ring thirteen times at noon and midnight. The third thing is its cities are both above and below ground. Some say it has tunnels all over Albion from which it can strike anywhere with speed and ruthless efficiency. The fourth thing is the ancient clan system, there are hundreds of, if not thousands of clans all of varying sizes. There are four great clans which the others follow to some degree or another, The Skavnites always follow the examples set by their heroes.
Government: The empire runs mostly on its own. Each city, town, and community is well defended and guarded by warlords, so many mistake them for city states. The warlords, however, all owe loyalty to the Council of Thirteen a shadowy group that keeps order in the land. It is responsible for teaching the magic users of the empire as well as handling national matters. Below the council sit the four great clans, in order of might are Clan Mouldar, Clan Ishini, Clan Pestinline, and Clan Skre. These clans lord over many other smaller clans which form the armies of the empire.
Economy: The Empire grows some of the best tobacco and makes very high-quality leather. The empire is as proud of this as it military might and reputation. The herds and beasts of the empire are a close second of pride.
Religion: All Skavnites worship the Horned White Rat as well as their ancestors and heroes. The churches are always run by the Grays, the wizards, and clerics of the Horned White Rat. They always identified by their white horns and gray fur at birth.
Geography: The empire is grasslands, mountains, and coastland.
Population: 2,400,000
Demographics
90 percent Skavnite with 10 percent being dwarfs, who stubbornly refuse to worship the horned white rat. the Dawrfs are mostly near the capital helping to keep the mines secure and craft the metals and other resources that are used for the army.
Notable Locations
the capital: Holy Skavonight the only fully underground city in the empire whose location is kept secret. Some say it is in the mountains while others say it beneath the Marshes of Madness which is dead center of the territories of the Empire.
Skorvosh the port city. Where the navy and fishing fleets make port. heavily defended.
(will add more as I think of them)
Personalities of Note
Murderlord Snikket, lord of clan Ishini. The feared clan of Assassins and Scouts and is also famous for their strategies. The most feared warlords also come from Clan Ishin
Headtaker and Necksnapper two of the most famous warlords both have yet to lose a battle.
Nogashi head of the Plague Monks, Poisoner's Guild, and Doctors of the empire. The monks being the ones who are master of sickness and plagues that causing fear and confusion before battles. However, their magic is random at best when it comes to damage, still an army usually has a small group of these strange monks who are backed by Clan Pestinline and Skre.
Thorrot the three armed master of clan Mouldar. None can control beasts like him. His monsters and abominations are one of the many reasons they are feared and what makes Mouldar on par with Ishini in power and wealth.
Thranquil head gray and mouth of the Council of Thirteen.
(will add more as need arises.)
Institutions:
The Poisoner's Guild: Studies sickness and how to infect the enemies. Great at psychological warfare backed by Skre and Pestinline in developing research and weapons. Most famous being the Poison Globiders whose choking fumes and acid like properties makes them very dangerous for the enemy.
clan Skre: Devoted to research and development of weapons and armor for the army, has invented and created many of the empire's weapons.
clan Ishini: The assassins, scouts and warlord maker. They put great importance on strategy.
clan Mouldar: The beast masters, famous for the monsters that they control.
clan Pestinline: The monks and masters of psychological warfare.
Military:
Organization: Most of the troops are professional with the militia being trained every winter and end of fall and beginning of spring. Everyone is required to have training. males are required to be able to handle all types of weapons. Females are only allowed to handle bows and swords.
Army: 2 percent of the population is professional in wartime. 1% is always on standby during peace.
Navy: One or two small fleets of warships. Most ships are transports and fishing vessels.
Other: Gutter runners and Night runners scouts and assassins for the empire they spy and try to divert trouble from the empire. they are skilled masters of their craft.