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Hidden 5 yrs ago 4 yrs ago Post by Milkman
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Milkman

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GM/NPC Nations





Player nations:
The Kingdom of Cor @Dinh AaronMK
Second Rhaetian Republic @The Wyrm
The Kingdom of Skekaria @Blandina
Yuravian Confederation @Yam I Am
Dominion of Epha @Datadogie
The Aegire Oliarchy @trinais
The Saa'kaleed Abiat @Gowia
The Hegemony of Canthor @Conrad
Hidden 5 yrs ago Post by Dinh AaronMk
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Dinh AaronMk my beloved (french coded)

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Name:
Kingdom of Cor

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Quick description of your nation:
The Kingdom of Cor is a vast landscape comprised of diverse territories. From the Low Wood of the south to the vast plains of Erien of the north. Scattered throughout the kingdom are the scattered fiefdoms and territories of the Cor, presided over by ancient families whose fiefs hold as few as seventy to as much as several thousand or more. And too betwixt those the stalwart free domains of peasant enclaves who have managed to resist the interest of nobles and merchant alike with their even more ancient ways. Along their coasts and through the rivers run a thriving trade from the coastal guild cities to the interior merchant middleman.

The side your nation was on during the 3rd rebellion:
The Throne

Population/races:
The dominant race in the Kingdom of Cor are the Avan, a race of half-man and half-bird, although they were never blessed with the ability of their wild peer's ability to fly. Some would say it was a joke by their ancient gods, or a blessing, or a curse for some past sin that they as a whole have been cast with the burden of having a bird's head and feathers growing where they may else have hair.

But besides them are scattered populations of the other races shifted into the territories since the time of the empire and through the realm's old loyalty to the imperial crown.

Culture/society:
It is said an Avan never forgets. Whether that be a slight or a gift. For that reason powerful rivalries and impenetrable alliances have been formed between communities within the Kingdom of Cor and abroad that has lasted for centuries. It is said the worst of wedding massacres have been carried out because of some long ago minor theft between two peasants or because of some mis-management of a few sacks of grain. Likewise, enduring and unshattering alliances have been formed on the mere presentation of gifts.

In fact, among the Avan and the peoples of the Cor who have long settled there, gifting is an important ritual. It is unspoken of to ever visit anyone without a small token of gratitude or generosity. What is often not obtained by gold, is often obtained by a complex relationship built on gift-fiving or having a debt of a gift or a favor between not just individuals but sometimes entire communities. The behavior has not just been a fluke of Avan behavior, but has enveloped the entire social make up of the Cor holding it in strict relationships of blood feud and blood brotherhood.

If there was any moderation to any of this that keeps the region for slipping into complete chaos until one coalition or the other purges the entire country it is the double institution of The King Who Walks The Low Forest The Falcon Mountains And Wades The River, or the Walking King and the All Council, an annual gathering of all the residents of the Cor – in theory – who issue judicial indictments and to legislate on matters of public policy every autumn before the first snow.

Religion:
The people of the Cor follow an ancient pagan religion, where-in the land itself is held as sacred and the whole of the world as far as they can see is home to any number of spirits as there are people to populate it. Their relationship to the world urges a reverent respect for it, as well as fear and even passion for it. They believe nothing should be at odds with the harmony of that world, least they bring out of the dark holes of the Low Forest the monstrous creatures that lurk there, and devour children in their crib.

In a more metropolitan setting, due to the nature of empire there can be found communities still practicing a number of other religions and often their practices have been grafted into the practices of the traditional belief, often transforming it and distorting the native orthodox and orthoprax. But this has been a long process, as in the Avan's long cultural memory: they know. But in such a way entirely new relationships to their metaphysical world have opened to them and whole communities have adopted to their entirely new and unique worldviews readily through acknowledgment of this “divine weathering and erosion of the world”.

History:
The history of the Avan and of the Cor at large has been as maddening as the history of the continent itself with thousands of independent threads of stories woven between dynasties, villages, town, and castle. The mountains run flush with it and it lurks in the shadows of the ancient trees of the Low Forest. In this confusion, the origins of even the Avan have been obscured by the distortion of location and participation in such events with some saying the Avan sprung from the mountains, or the low forest, or from the ground itself one warm night and stormed across the land.

Writing itself never came to the Avan until the arrival of the Empire who impressed the old kings with their gifts, inadvertently sealing a strong alliance, although the early errors of the empire to not keep facilitating the respectful ritual of gift giving has often strained the relationship and threatened to take it out of the realm of confident friendship and into colder waters, if not straight betrayal.

Many in the Cor believe that with the end of the last rebellion the relationship will remain as it has. However with the death of the king, and the inability for his son to ascend to the throne doubt besets the realm if it will. Some whisper that perhaps the unthinkable must happen: the Avan must be the ones to break off a relationship if court intrigues run afoul. Others insist that they need only wait and see before passing judgment. A third party insists on no matter the change: a friend is a friend, and the Arkron have been a friend.

Government:
Monarchy with an annual general parliament

Economy:
Agrarian

Military:
Many, though not all nobles in the Cor are capable of maintaining at least a small retinue of trained and dedicated professional warriors, like those of knights. Often paid out of their master's pocket for their arms and armor some are sometimes permitted to take work on the side whose revenues they use to arm themselves. These make up a small body of generally well armed and armored men at arms or noble soldiers who follow their leige-lords and high chiefs off into battle as his house guard. The most successful of this corp or those who belong to even wealthier lords can themselves afford men at arms of their own and often head into battle with their own personal guard at their side, as dedicated to the art of war if not as well equipped for it.

For larger engagements or campaigns mass levees are not unheard of in the country side. Many in the Cor are skilled with the bow, particularly in the country side to protect their homes, crops, and livestock from beasts or bandits. Otherwise, the spear and the pike is easy enough to drill with in mass. Though they are not armed much beyond that and the burdens of acquiring armor and protection is on the shoulders of the levees themselves. Long serving veterans of numerous conscriptions or descendants of such may be in the possession of heirloom armor or loot once taken from the corpses of the dead if chance and inheritance allows.

Territory:


Factions:
This feels like something I should hold off for when the RP starts and as I write them in.

Characters:
King William Who Walks The Low Forest, Falcon Mountains, And Wades The Rivers of House Coarsecrane
Age: forty-nine
Male
Hidden 5 yrs ago 4 yrs ago Post by DELETED32084
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Second Rhaetian Republic (Rhaetia)


Quick Description:
Rhaetia is a complicated landscape of diverse geography and bloody history. From the fertile southern plains and plentiful sea, to the towering wooded peaks of the north. Throughout the land are heavily fortified towns and villages, always located in strategically important locations atop bluffs or straddling vital river crossings. Various districts are governed by a senate of elected officials who can hold their office for no more than four years. It is an ancient land peopled by a relatively modern race born of the forced union of Arkonian soldiers and the now virtually extinct local Orcish population.

The 3rd Rebellion:
Rhaetia sided with the Crown during the 3rd Rebellion.

Population/Races:
The dominant species in Rhaetia are the Ruline, a hybrid species created following the First Rebellion in which Arkon soldiers crushed local Orcish tribes that had risen against the King from Beyond the Sea. The Orcs that survived were enslaved and became little more than strong backs and breeding stock. From this strange union came the Ruline; strongly built humanoids with green, almost red-tinged, scaly skin and notable jet black hair. Small tusks are still common and meticulously cared for; any Ruline who grows larger tusks will file them down. The Ruline can grow no facial hair.

There are still a few Orcish tribes clinging to the deep mountains but their numbers dwindle every year. Arkronians, Avan, and Humans are represented in small numbers, usually as diplomats, merchants, or as skilled tradesfolk.

Culture/Society:
Rhaetians are well known for their horsemanship, celebrations, and desire to enjoy every meal like it was their last. Much of their culture revolves around horses, which were introduced by the invading Arkronian forces. Breeding, training, and owning horses is a integral part of Rhaetian society and even the poorest home is likely to own at least one horse that can compete in local events or carry a soldier to battle. For the best riders there is fame and fortune to be had.

Rhaetians build a house around a garden, not the other way around. Great care is taken to ensure their homes are beautiful, well built, inviting and tranquil. Gardens are everywhere, as are elaborate water features that help calm the mind and cleanse the spirit.

Music and dance is often taken for granted, but Rhaetians are famous for their elaborate dances, brightly coloured costumes, and wide range of musical instruments. The guitar is the most popular and the best musicians and bards are fetted and celebrated for their skill.

Rhaetians can be accused of eating simply to have a conversation. Major meals are taken twice daily and can last several hours; they are a very engaged affair and those who share a table will discuss anything and everything. Food is often simple but delicious and comes when it is ready, forcing everyone to share dishes among the group, thus encouraging more participation among guests.

Religion:
There is no notable faith among the Rhaetian people. The state itself recognizes no official religion and allows its citizens to worship as they wish, providing it does not disturb the order of things.

History:
The dominant species in Rhaetia are the Ruline, a hybrid species created following the First Rebellion in which Arkon soldiers crushed the local Orcish tribes that has risen against the King from Beyond the Sea. The Orcs that survived were enslaved and became little more than strong backs and breeding stock.

As four hundred years passed, the Ruline spread out across Rhaetia, slowly replacing the Arkronians as the dominant race. It was during the Second Rebellion that the Ruline became the dominant race when the King stripped every Arkronian he could find from the region to fill the ranks of his army.

By this time the Ruline, widely referred to as Rhaetians, had established themselves as excellent horsemen and were called upon to provide light horse archers and scouts to the Kings army. They did so with skill and distinction, so much so that when the Century of Chaos finally came to and end, the King rewarded the Rhaetians with their own nation.

The First Rhaetian Republic was a mitigated disaster as the fledgling state attempted to rule itself even as thousands of young men returned from the wars. The senators at the time were those who had remained home and gotten rich; their laws and policies aimed at protecting what they had gained.

The Second Rhaetian Republic was born in a twenty four hours of blood letting when veterans stormed the senate, slaughtered the senators, and proclaimed a new government. There were hiccups along the of course, but with time the Republic managed to find its legs and several generations later entered the Third Rebellion as a loyal vassal of the crown.

Government:
Republic, controlled by a Senate whose head is known as the First Consul.

Economy:
Agrarian

Military:
The Rhaetian Army is a city-state militia in which every able-bodied, adult, male citizen is obliged to serve. Men are ranked by wealth, and their service obligation reflected their resources. Roughly a third, mainly formed of prosperous peasant-farmers, are deemed rich enough to equip themselves to fight as – heavy infantry – in a phalanx.

The panoply – the full set of arms and armour – are expensive. Items of equipment are passed down the family line and replaced only when necessary. There are therefore no official uniform or standardised equipment, and the appearance of a phalanx varies from man to man. Each, though, would have the basics of helmet, shield, spear, and sword. Most a chest plate, greaves on the lower legs, and a guard for the right arm and hand.

Rhaetians helmets are made of iron and trimmed with bronze in a variety of designs. The most popular cover the whole of the head, leaving only the eyes, nose, and mouth clear. Helmets are surmounted by a crest of dyed horse-hair. Body-armour is of a similar iron construction and bronze trim for those who can afford it, typically in the form of a muscled cuirass, shoulder plates, and Leg, arm, hand and foot guards were more common among wealthier soldiers.

The principal armament is a round shield, which had a convex shape and could be up to a metre across, comprised a core formed of wooden strips covered by an outer plate of bronze. Weighing perhaps 7 kilos, the shield was held using an arm-band combined with a hand-grip. The main weapon carried by the militia is a thrusting-spear between 2 and 3m in length, with a long, leaf-shaped iron blade at the top, and a spiked iron butt at the bottom. A secondary armament is a curved scimitar slashing sword.

The Golden Band cavalry are the elite arm of the Rhaetian army, and are regarded as some of finest quality cavalry in the world. Along with quick light cavalry contingents, the Golden Band — raised from the sons of wealthy citizens — made up the bulk of the Rhaetian heavy cavalry. Eastern Rahetia is good horse-rearing country and cavalry has been prominent in Rhaetian armies from early times. The primary weapon used by Rhaetian cavalry is a lance, pair of javelins, scimitar, and gold banded oval shield.

Rhaetians are most well known, however, for their mounted archers. Fast moving, lightly armed, and carrying a powerful recurve bow, they are capable of cutting larger cavalry and infantry units to pieces at range. These horseman are drawn from the families of the eastern prairie, all of them having grown up from a young age riding horseback. Mounted archery is a way of life in this region and the skill set is well known by all who have faced Rhaetian armies.

The Rhaetian siege train is second to none and boasts races from all over the known world who have come to Rhaetia seeking its liberal laws and open minded approach to all folk. This had attracted numerous intelligent minds who bring the knowledge of their people with them. Even the massive walls of Arkronia would sit up and take notice should the Rhaetians come a knocking.

Territory:
See the map

Factions:
Pro-Crown
Pro-Independence

Characters:







Hidden 5 yrs ago 4 yrs ago Post by Blandina
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Blandina

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Name: Kingdom of Skekaria

Flag: Two flags are traditionally used, the first in peace time and the second during times of conflict. The peace flag is a lighter blue background (think Wode) with three orange circles positioned like the point on a triangle, each being surrounded by four smaller circles. The war flag has the same color scheme, but the three circles are connected, and their subordinate circles (all twelve) are arranged into a smaller circle on the interior of the triangle.

Quick description of your nation: The majority of the populace of Skekaria cling to the smooth sand beaches that make up their western coastline, finding the rockier western shore to be less comfortable and significantly more dangerous. Those few clans that have chose to make their home elsewhere reside either on the grassy plains that comprise the majority of the land's interior, generally providing for themselves through nomadic pastoralism, or in the rain-soaked mountains of the western coast, making their living off of trade with the coastal clans or through farming in the fertile valley regions.

The side your nation was on during the 3th rebellion: Either with the throne or with the rebels: The Kingdom of Skekaria sided with the throne during the rebellion, not out of love for the throne but ouf of fear that a successful rebelion would inspire their own subordinates to throw off the yoke.

Population/races: The Skekarii are, on the average, a shorter race. Both men and women tend to average roughly 160 centimeters. The Skekarii are a tan people, owing to their southerly location, with black and deep brown hair and eyes ranging anywhere from brown to olive green, though the mountain clans are said to be duller both in appearance and personality as a result of their rainy home. The Skekarii as a race have a natural affinity for water, preffering to live on the coasts or on the rainy side of their mountains. Those who live in the plains have adapted to using natural moisturizers in order to keep their skin hydrated, as the Skekarii are a delicately skinned people and will tend to crack and bleed if the humidity in the air drops too far. This has kept their relations with the Saa'Kaleed to a minimum, though recent diplomatic missions laden with scented oils and moisturizers have made honest attempts.

Culture/society: The Skekarii are a people only relatively recently unified, having only been established as their own power a few decades before the conquest. This recent unification is still shown in the intensly clan-based mentality of many Skekarii, who see their ultimate devotion as being to their clans, though after unification urban centers have been slowly coming into vogue which has led to the development of an increasingly state-oriented culture within the confines of the few scattered cities. Despite the city-dwellers growing nation-state mentality they are still reliant on relation to secure most agreements from land trades to significant business deals, which has led to a culture of intense polyamory, It's rare to come across a Skekarii with only one partner, with the average Skekarii having anywhere from four to six partners of either gender with whom they live communually and raise children jointly.

Religion: Skekarii religious belief holds that the ancient world was a constant conflict between the twelve old gods and the thirty-six new gods, born from the ever fracturing natures of the old gods, a conflict which the new gods eventually won, but not without suffering. The Skekarii hold the goddess of the sea, Senald, as the cheif deity of the world, a reverence reflected in their devotion to aquaculture, and their greatest festivals and rituals are devoted to her gratification. The Skekarii honor Senald above all others for they believe that it is through her actions that they came to the relatively prosperous land they now call home. In Skekarii mythos Senald had been greivously wounded in the war with the old god she had broken off from, leading to her fall to the sea in the mortal world, which at the time was a land of deep struggle and poverty for the Skekarii. Seeing their goddess so wounded the Skekarii dragged her body from the depths of the ocean and brought breath back into her divine lungs, before feeding her and allowing her to recover. Out of thankfulness for their kindness, once the war was settled and the old gods were truly shattered, Senald sent forth the bounties of the sea so that they may be harvested by the Skekarii. In emulation of their goddess the Skekarii are all expected to make at least one pilgrimage to their great temple where they reenact a portion of Senald's suffering by piercing their hands upon sharp stone and spilling their blood into a sacred pool into which they are then submerged with weight nearly until the point of drowning, before they entirely lose consciousness they are brought from the pool by the temple priests and have their own lungs filled with air again. The last phase of their ritual involves drying by the temple's fire where they are fed and nurtered by the priests. The priests, in recognition that they become nothing more than the servants of the gods are granted a mask upon their acceptance, they are forbidden to ever remove the mask, regardless of their rank the mask remains the same, from a servile priest to the dual high priests. The other gods do have worshippers, they simply aren't as widely revered and are given less pomp and circumstance by the state.

On a more practical level the two high priests, as well as their numerous subordinates, work tirelessly to ensure that the Skekarii keep the blessings of Senald by practicing and obeying countless rituals. It's believed by the Skekarii that a failure in their aquaculture harvests, which would lead to widespread famine, is the result of the priests failing to appease Senald and will usually result in the high priests being stripped of their position and exiled, the lower priests then select a new pair of high priests from amongst themselves.

History: For the majority of their history the Skekarii has managed themselves through a multitude of clans, often waning and waxing in regional power, with no clear dominate party, though the clans of the western coast were generally more prosperous and are generally recognized as being the oldest clans. At some point in ancient history the clans began to experience significant infighting which pushed several of the clans out of their traditional homeland and into the western mountains or the internal plains where the clans maintained limited trading. In more recent history, shortly before the coming of the Akronians, three of the larger neighboring clans- the Wya, Cani, and the Ae- joined together through a marriage of their three clan leaders, declaring themselves as the first monarchs of the Skekarii.

Joining their forces and recources together they established a city on the river that had formed a portion of their border lands and named it Wyacanae. It is from this city that the three monarchs, the founders-become legend King Roqur, Queen Mahn, and Queen Rostet, led their crusade to conquer the remaining tribes. The first to fall were the neighboring tribes on the western coast as they lacked the population of the time to prepare for such a force, the next were the nomadic herders of the plains, though they were unable to put up much effective resistance due to their small population. By the end of the third year of conquest only the mountain tribes remained, the last of which wouldn't be subdued until just a few scant years before the Arkronians arrived. Following the completion of the conquest each of the three clans from which the monarchs came assumed nominal management of four subordinate clans in an effort to integrate them into the new kingdom. Nominally the Skekarii lay claim to the island to the north of their homeland, though they've never made any significant effort to colonize or even fully explore it.

Government: The Skekarii are ruled by a mixed government where, in theory, absolute power rests with the three monarchs, none may pass an order without the consent of at least one other, while the two archpriests and their subordinates oversee much of the administrative work of taxation and land usage in order to compensate for the crown's unprepared bureaucracy, a role which gives them significant power and influence. Further, each of the subdued clans is allowed to send a representative, usually a direct relative of the clan's leader, who is then ritualistically married to one of the monarchs, this allows them some representation in the state's governance.

Economy: The Skekarii engage in large scale aquaculture on their western coast, as well as extensive agriculture and mining within their western mountains. Following recent reinvigoration efforts by King Mahd, supported by both his fellow monarhcs, the western mountains have become notable in Mycoria for their level of exploitation. It is from these mountain mines that the majority of exported goods are derived. Recently, with the rise of more urban locations, they have begun engaging in regional sea trading.The Skekarii have also begun efforts at establishing their coastline as a site for regional tourism, claiming that their warm southern climate is good for the health.

Military: The Skekarii millitary developed from early fishing crews and, as such, relies heavily on spears and the usage of javelins with light armor. The Skekarii, beyond their pretensions to the northern island, have little desire for significant land expansion and thus rely on a better knowledge of their homeland in order to defend themselves from their enemies, utilising early guerrilla tactics.

Territory:

Factions: Each Skekarii clan can have their own factions within as some of the larger subordinate clans number in the tens to hundreds of thousands and the three largest each have more than a million, however, each clan has it's own bureaucracy for managing their own factions, which in general line up with national level factions. Within national level politics the clans, or rather their representatives, are technically subordinate to a specific one of the three major clans, the Azsrati in their tounge, though they traditionally meet in unison in the interior chambers of the palace for discussions, where they may vote to support whichever platform they wish. This council of clans, the Azratikiq, then delivers the winning proposals to the monarchs as a mixture of both petition and advice, though not legislation.
The Wya clan: In concept and tradition the three major clans are equal in power, though reality has seen the Wya come to a position of preeminence, though not one significant enough yet to be considered a majority power holder. For the Skekarii clans the Wya are seen as a source of stability, the Wya may not invest heavily in developments but they also keep their correspondence with rival powers to a polite formality and impose few new regulations on the clans' autonomy. The Wya support Arkron rule simply for the certainty of it, though feathers are ruffled when the Arkron make changes to their desired tribute.
The Cani clan: King Mahd is considered an exceptional example of the ambitions of the Cani clan. The Cani work towards the goal of a truly unified Skekaria under one bureaucracy working towards the betterment of the Skekarii, as a result the Cani utilise their resources to develop urban infrastructure as well as both mining and agriculture. Any action that will further increase state control or remove the bureaucracy from church dominance is likely to be the action the Cani and their supporters will seek to take. This has led to a general sense of distrust from the less urbanized clans who fear that bureaucratic overhaul will be used to destroy them, though is widely supported by the mountain clans who have seen their wealth greatly expanded in recent years as a result of crown investment. During the 3rd rebellion the Cani monarch and their supporters voted on the monarch council, the Kaiazratiq, to support the rebellion under the belief that the Skekarii can only truly prosper as they were meant to as an independant state, something that the Arkron deprived them of after less than a decade.
The Ae clan: The Ae and their supporters are generally considered to be a swing faction, historically they vote in the interests of whatever their current agenda is as opposed to any long lasting ideal on the future. The Ae believe that making plans for the future beyond the next decade or so may have some sense is things like infrastructure, but for many other things, like international diplomacy, is senseless given the everchanging nature of the political world. The past decade or so, however, has been marked by a growing relation between the Cani and the Ae in response to Wya growth. This has led to the Ae frequently voting in favor of projects based on internal isolationist growth. Queen Hastor has to some extent maintained this relationship, considering king Mahd to be he favored husband and the monarch she shadows most, though she finds herself at odds with the isolationism favored by her clan and its supporters, as well as those of the Cani, and has been making efforts to increase external diplomacy. This has led to the beginning of a split in the Ae supporters between those who favor the isolationist Cani platform and the world minded Hastor platform. The Ae, during the third rebellion, voted for the Arkron out of the belief that, while independance was necessary, the time was not yet right for it as the Skekarii still needed time to solidify themselves against the chaos the world would become without Arkronian oversight.

Characters: I would also, if possible, prefer to develop this in RP.
King Vahn II Wya: King Vahn II is widely regarded among the upper strata of Skekarii society as being a fairly ineffectual monarch, a status which has led to some degree of disatisfaction amongst his subordinates. King Vahn II, being in his later fifties, is viewed by many Skekarii as having lost much of his vitality leading many to look towards his heir, the prince Yie II -himself in his thirties.
King Mahd Cani: King Mahd is viewed by many Skekarii as the youthful energy necessary to counter the more complacent King Vahn II, with his efforts at revitalizing the mining clans brining in new sources of income for the state treasury. Together with his younger counterpart, himself only being in his later twenties, Queen Haster IV Ae, new efforts have been made to expand the state's bureaucracy in hopes of solidifying the crowns position in comparison to the church.
Queen Haster IV Ae: Queen Haster, being in her early twenties, is one of the youngest monarchs to come to the throne in the kingdom, a matter which has brought many concerns about inexperience. Despite initial worries Queen Haster has shown herself, at least in partnership with her senior, the King Mahd, to be a relatively capable monarch. Notable of Queen Hastor is her concern with diplomacy, breaking from the generally isolationist tradition of the kingdom Queen Haster has begun sending envoys to treat with the courts of nearby nations.
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Yam I Am Indefinitely Retired

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Name:

Yuravian Confederation (Yuravian: "Konféderatïe Juravïanâ")

Description:

Yuravia is a semi-nomadic tribal alliance united by common language and culture, nestled in a realm with an equally diverse array of climates. From the thick woodlands of the Southwest to the hills of the North, and the great alps of the south, the great diversity too perpetuates a wide variety of dialects within Yuravia.

Known for a fierce affinity for trade and war, Yuravia has long existed as something of a thorn in Arkron's side, owing to their disperse nature as well as significant cultural differences. As it stands, Yuravia has long held their eyes upon the renegotiation of the tribute system. The prospect of a fully unified Yuravia is a terrifying one, and with the news of the Arkronian Epidemic, fears run rampant that the Wolves of the East smell blood in the water...


The side your nation was on during the 3th rebellion:

In the Third Rebellion, the tribes of Yuravia sided with The Rebels for a variety of reasons. The primary factor is the overwhelming feeling that direct vasselage to the Arkronian Crown was, at best, needless and at worst, actively degrading to their relationship. Arkron was a continent away and had few bearings on the day-to-day affairs of Yuravia, and when coupled with their levvying of tribute as well as their restrictions on maritime technology, this has long stipulated a sensation of inequality between the states, to where the duty of tribute is referred to as, Zo Taxe Inézale, or "The Unequal Tax".

Population / Races:

Endemic to Yuravia, Ascarians are a hardy folk. Ascarians are identifiable from the other races of men through their pointed ears, typically extending to a length of approximately 14 centimeters. Derivative from their nomadic ancestry, Acsarians typically possess a more tightly-built frame, typically amassing tone over raw mass as they make the most of every muscle. They are also noted for their complex set of pupils, Ascarians are gifted with very keen eyesight, able to discern objects with much greater clarity at extreme distances. Most Ascarains possess skin tones that range from snowy pale to rich redwood, though for those with mixed ancestry, it is possible for them to possess a skin tone that is much more bluish or dark than usual. Though gifted with long lifespans - with many a healthy Ascarian recorded to have reached 300 years - it's more typical that an Ascarian first die to disease, violence, or health complications before reaching so prime an age. On average, an Ascarian will stand at approximately 180cm, with deviations being based more heavily on ancestry as opposed to sexual dimorphism.

Though a majority of the population is Ascarian, there exist sizable portions of other races within Yuravia as well; Part of this stemmed as early on, as the Pre-Arkon practice of absorbing and assimilating vanquished tribes was common throughout much of Yuravia. Their children would be raised with the cultural values of their Ascarian takers, and would eventually become fully-fledged tribesmen. Thus, the term "Yuravian" refers to all inhabitants of the domain who practice the same indigenous culture; "Ascarian" is specifically reserved as a racial term.


Culture / Society:

The ambulatory nature of the Yuravian has changed very little since the arrival of the Arkronians. An overwhelming majority of its populus continues to live semi-nomadically, in which they stay in settlements or buildings for perhaps a few weeks or a month at a time, then continue to move onwards with the changing of the winds. Many locations are, as a result, attributed with extreme population flux, whereas a town will be a bustling beacon of activity one week and in the next will find itself barren. This love for travel (Yuravian: "Amostea D' Marćer", lit. "Love of Walking") is deeply rooted in Yuravian common belief, such that the act of walking and moving with "new airs" is essential to the maintenance of one's mind, body, and spirit; A sedentary life is told to become like a still pond, in which refuse and mold grows within it, until the waters are irreparably plagued. Such volksgeist pervades near every aspect of Yuravian society, from its economy to its infrastructure.

Accordingly, Yuravians are intrepid merchants and avid explorers. Found in virtually every corner of Mycoria, Yuravian traders are as ubiquitous as they are keen. An initial impression of a Yuravian will harken to one their fondness for jewelry, for gilded rings and argent piercings adorn their ears, lips, noses, and fingers with the regularity of fields of flowers in spring. Their natural ambulant drive urges Yuravians to see all corners of the Earth, and accordingly bring many of those baubles back with them on the return home.

True to this spirit, horses are of principal import to Yuravia, not only culturally, but economically and socially. Every Yuravian can be expected to own a handful of horses on their own, of which they serve as incredibly versatile companions; Horses in Yuravia are swift enough for riding, sturdy enough for pulling moderate loads, and provide vital milk which is regularly consumed throughout Yuravia.

Yuravian society has a profound respect for skill; Honorifics are referred to via one's abilities or accomplishments rather than any hereditary title. Yuravian folklore likens the development of crafts as absolutely essential to life, apropos the branches of a tree soon bearing fruit, which will feed its world and spread forth another seed of life. The most noteworthy extension of such skills branch toward a love of all things martial, and so it is that martial prowess is among the most respected of traits to be found in Yuravia. Famously so. To such a great degree does there exist an affinity for the martial is that, when paired with its history, is there an immediate image of a Yuravian that it has become the spitting image of the nation's people itself. Such claims to belligerence are purported to such heights that the common image of Yuravia is that of a perpetual state of warfare.

Another depth to Yuravia's vox populae lay in its affinity for the humanities. A deep love for storytelling is common throughout Yuravia, for the effects of song and dance upon Yuravian society at large cannot be overstated; So greatly are tales and performances exalted that the dancer and the chronicler receive the same prestige as the warrior and the chieftain. The most famed exhibits of these feats are in the form of the Povéstï, a traveling troupe similar in some ways to a circus. Each Povéstï can be seen as a combination of a circus and an opera. Consisting of several performers and an accompanying orchestra, the Povéstï travels from land to land, sharing and collecting famed tales and legends of old, set on reenacting the grandest of acts throughout folklore.

Families in Yuravian culture subscribe to very few conventional models typical - and in many ways, required - of a usual society. Yuravians form very large, intertwined families via a system of conjoined marriage. Persons typically take multiple spouses, each with children of their own, who in turn have their own spouses independently. Therein, it is entirely possible to be "married by association" or "half-married" depending on position within that particular family. There exists no hereditary inheritance system on the basis of age or bloodline, and upon a parent's passing, any items in their possession are distributed via their wishes as dictated in their diće, or will. Accordingly, there is no position of "Head of Family" or "Patriarch", owed to Yuravia's strongly-ingrained belief of skill serving as the basis of one's person, not birthright.


Religion:

Shamans known as Dricérin tend to the spiritual needs of Yuravia. Chiefly among their duties was that of divination, as it was commonly perceived that communication with the deceased would reveal insights, prophecies, or simply words of wisdom. Principally, they are the most inclined with any and all magical elements, and largely serve as the greatest body of thurmaturgical knowledge within Yuravia.

Yuravian Folk Religion consists of a large body of spirits and Patron Saints, known by a veritable assortment of names depending on region and dialect. As such, the direction of patronage is more commonly addressed in terms of their domain rather than their name proper, as the prevailing belief is that the peoples of the world worship the same Gods under different names. There exist no permanent structures of worship surrounding Yuravian Folk Religion, such as churches or shrines, though several chants and incantations exist for the purposes of practice.


History:

The exact origins of the Ascarians remain shrouded in myth and mystery, with many such records being lost to conflict or having simply died out as historiography evolved. With a long history of nomadic propensity, it is widely believed among anthropologists that the Ascarian's ancestors migrated extensively, as artifacts and Ascarian arrowheads can be found in all locations of the continent.

Prior to the arrival of the Arkronians, conflict between neighboring tribes was widespread, but limited in scale due to the extremely simplistic structure of each tribe making more organized attempts at warfare difficult at best and impractical at worst. It was, however, universal practice for the vanquished tribe to be integrated into the victor, thus substantially increasing the size and power of each tribe with each successive victory. If one tribe grew extremely powerful, however, common alliances between tribes would arise as a means of containment as an ensurance that no one tribe would come to dominate all the others.

Just prior to the arrival of the Arkronians, it was at the height of a particular campaign where the tribal alliances could be convened for what was, according to verbal accounts, the first time in centuries. Following a fateful battle upon the northern plains, the first Gardinâ in several hundred years was assembled, wherein the chieftains appointed the current Čaptâin, a woman named Aurielin, to become the first Čévdinčévi, as a great chieftain and ruler of all Yuravia.

Relations between the Arkronians were, at first, lukewarm, but when it became clear that the desires of the Men Across the Sea and the Men of the Kureathian Range would clash, the call to arms rang across all Yuravia. Aurelin waged many campaigns against the Arkronians to great success; She knew very well that while the Arkronians could quite easily beat them at sea, on land, they would be comparatively slow on the draw, and thus, she devised many clever faked retreats, baits, and supply strikes, even earning the nickname, Çanglêroza Rein, or "The Bloody Queen".

Their momentum, however great, would not last forever; Soon after, the famed Aurelin was fatefully found comatose in her bed, and despite the best efforts of her medičes, she would soon succumb to poison. Nobody concretely knew who the perpetrator was. Paranoia and a sense of betrayal ran rampart throughout the Yuravians, each clan and family convinced another had something to do with her sudden death. Yet, no matter the cause, the writing was on the wall: With no clear successor in place, it would only be a matter of time before the Arkronians could regroup, and with it, bring forth a force to bear much better-organized than they could scramble up. The disorganized Yuravians soon sought peace, one by one submitting beneath treaty and codex.

Aurelin had become a hero, sanctified as one to make the world tremble. So great is her influence that her legacy prevails throughout all Yuravia, beckoning to all who train in the incandescent image of One to Make the Seas Tremble. Yuravia has far from forgotten their history of inequality beneath the Sea, and like the mighty Sea Serpent, the hearts of its people know that, one day, it will part the seas themselves as it rises from the depths.

That day may soon be upon us.


Government:

Yuravia is organized around a confederated system, with much of its power being dispersed throughout its varied participating tribes. Nationally, they are governed through an Tribal Council called the Gardinâ, an assembly of designated representatives of each and every tribe, known as Tênuars. In truth, the Gardinâ holds little sway over the daily workings of affairs in Yuravia, and it is up to the responsibility of each Tênuar to affirm the agreements made at each congregation to their respective chieftains. Failure to adhere to dictums made in the Gardinâ widely varied based upon their severity; If there were no consequences to their neglect, or if the legislature in question was extremely minor, it is customary for the offending tribe to give compensation to other tribes. In more severe cases, however, the response is universally swift: War.

In times of great importance - or, more commonly, when tribes are united together during war - a singular leader is elected through the Gardinâ to serve as the de jure ruler of Yuravia. This ruler is known as a Čévdinčévi, or a "Chief of Chieftains". The meeting and subsequent election of the Čévdinčévi must be approved by consensus and not simply a majority vote, meaning delegation can last for quite some time before a leader is finally chosen...or not.


Economy:

Yuravia lacks complex systems of bureaucracy or guilds because, simply, there is no need for them. The majority of Yuravians continue to practice a system of self-sustenance to pair with their semi-nomadic lifestyles, and as a result, agriculture has a tendency to be limited in scale, although animal husbandry is quite popular. Trade is quite vibrant due to their culture of wanderlust, and goods from Yuravia can be found all over Mycoria.

Military:

With a highly mobile culture and a long-held affinity for the martial, the hordes and armies of Yuravia make for a fierce fighting force. Possessing a wide body of knowledge in the art of war, Yuravian warriors are swift, cunning veterans of several campaigns. Children often learn how to use at least one weapon from a young age; Typically, these include the bow (Yuravian: Arča), the saber (Yuravian: Çabre), or a chained set of hammerheads which are thrown, similar to a bolo (Yuravian: Čevrotïe). It is virtually unheard of for a Yuravian not to have access to horses, though in many cases, warriors dismount in the face of difficult terrain.

Warriors can be divided into two distinct camps, depending on professionalism. The first of which are known as Katiora, who dedicated professional to the martial arts roughly equivocal to a man-at-arms. Katiora regularly travel throughout the continent in service to others, acting as mercenaries in exchange for payment and experience. In times of tribal warfare, or when the convening of the Gardinâ for an appointment, it is expected that Katiora return home for attendance. Each Katiora is well armed and armored, acquiring their own equipment throughout campaigns, which is typically either purchased with their payment or scavenged from vanquished foes. Particularly famed Katiora prove their mastery at tournaments, where, if victorious, may earn the title Mâitru, or "Master". These veterans are expected to take up responsibilities in leading Yuravian armies, in addition to providing tutelage to younger Katiora, ensuring that their knowledge gained through their times is never lost to the ages.

In addition, an unprofessional title of warriors exist, known as Taçinara. Somewhere between conscripts and volunteers, Taçinara are called upon by Chieftans or Katiora during calls to arms. Despite their unprofessional status as soldiers, Taçinara are of vital import to a Yuravian force, for each Taçinara are expected to lend their expertise in their other trades in the war effort, such as medicine, construction, or chronicling. In calls to arms, the leader of the force, known as the Čaptâin, issues a need for men-at-arms, where each server is promised a share of the battlefield spoils. Often, an experienced or well-connected Čaptâin will first acquire arms and armor for each respective Taçinara force, who, in turn, will likely own light weapons of their own.

As a Yuravian force will often acquire additional arms along their warpath, a veritable assortment of weapons will be in the hands of their newfound masters. Yet, of every weapon in their employ, none is more important than the bow. Of compound make, the Yuravian bow is ubiquitous throughout the military, for swarms of arrows fired from fast-moving targets regularly soften up their opponents before a decisive charge is called. A weapon indigenous to Yuravia is known as the Bombe Din Feu, an incendiary device ignited via spark or torch with ceramic composition. Slung from rope either in singles or conjoined pairs, on contact with its unsuspecting foe, they are coated in a noxious burning tar, liberally peppering their foes in incendiary and engulfing their nearby allies in an acrid smoke. Such tools are employed as a means to break up infantry formations at close range before or during a charge.


Territory:



Factions:

To be developed...

Characters:

To be developed...
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Dominion of Epha



Brief Description

Epha is the territory on the northern, snowy plains and mountains of Mycoria. The original inhabitants quickly laid claim to the territory, taking the dangerous areas for themselves safe in the knowledge that there wouldn’t be a lot of reason for their claim to be revoked. The Ephan people dislike the notion of being a vassal for they believe in freedom and independence, and believe in working toward supporting the Dominion of Epha as a whole.


The side your nation was on during the 3th rebellion

Epha was, and consistently has been, with the rebels.


Population/races

Epha’s most dominant race are Humans, however Epha has welcomed anyone and everyone within its borders, resulting in a mix of races and species. For the most part, Humans still rule the aristocracy.


Culture/society

Those who reside within the Dominion of Epha are hardened people. They do not believe that a person can be useless, only that they are being useless, and strive to give everyone an opportunity to prove themselves. Those who are willing to contribute are rewarded with higher positions, with choice as to how they wish to help the Dominion as a whole, and have opportunities going forward to explore their own ventures. Those who are not willing, who leech off the Dominion’s resources, are thus placed into a position where they contribute by force, which in almost all cases ends up being dumb labour. It’s often rumoured that the Dominion of Epha has no prisons, for criminals will often be made to ‘farm the snow’, a task that they will inevitably fail, though that rumour is false.

Rebellion is in the blood of Ephan citizens. They won’t stand for something that is unfair, or that they believe is not fair. This goes for the extreme lower-class citizens and poor of Epha; sometimes they will try to stand up against the Dominion, and be promptly put back in their place by Epha’s military. Within Epha, internal rebellions are often to make a point rather than to try and overthrow Epha’s government - often people just want more rights, and they are sometimes even granted these rights. They all understand that Epha is their chance for independence, and don’t want to lose that by overthrowing their own government, more-so just attempting to overthrow their local townships. Guards can often be hard-pressed in these times to crush any attempts at rebelling, and if one does start, to hold out until reinforcements can be pressed in.


Religion

Any Ephan citizen is permitted to practise any religion that they wish, however the government has laws in place that they require citizens to abide by. The religion that citizens practise must not involve the practise of harming anyone unless that person permits themselves to be harmed for religious practise; such permission is handled by the signing of paper documents, which are stored by the town’s guards in case such an issue arises. Additionally, any religion that is practised by an Ephan citizen should not drain on the Dominion’s resources to practise. Some citizens get around this requirement by purchasing what they need from foreign traders, or by gathering natural materials themselves if that is possible.


History

There are many stories about the creation of the Dominion and the claiming of Epha, the snow lands. The one that is most often told, and is the truth, is that the Dominion sought to get away from everyone else, and were originally a people who were sick of the constant threat of losing what they had gained, either by taxation or the threat of their land being overtaken by those strong enough to do so. This contempt grew until the founders of the Dominion had a following, who marched their way into Epha, making a formal claim on the lands and the mountains that surrounded them; some of their more adventurous followers expanded out to the islands, which were then added to their claims. The Dominion expanded where nobody else wanted to, or weren’t willing to. Even the mountains were not safe from the Euphan expansion, their rocky cliffs offering shelter from the bellowing, freezing winds.

The truth was, while ancient cartographers had mapped out the land, they had thought the climate too harsh to truly explore. The Dominion only placed a few of it’s settlements on the land to brave the snowstorms and cold, the majority of its cities rested in cracks in the land; ravines and craters within the snow, where they had some defence from the cold winds. The capital city of Epha, Eos, was built within a grand ravine, with bridges and buildings stretching across its length. The territory was not just dangerous due to the weather however, as various animals, all carnivorous, large and starving, added to the overland danger. These animals were soon to be made a delicacy, as their meat was flavoursome, and their sparity in the continent meant they could place a hefty price on their export. As these dangerous beasts only resided in their home of snowy Epha, the Dominion felt safe with that income, and thus banned the outsourcing of any Ephan creatures, only their remains.

The Akronian arrival was something that the Dominion despised; They were a united people in their objective, to be free from outside rule. They stood against Akron from within their cold, natural fortress. It was perhaps one of the hardest locations for Akron to subject under their rule; the mountains surrounding Epha were difficult for Akron troops to surpass, and the Terrelistle Pass in the southwest was a natural chokepoint where Akronian troops were lost. Once, Akronian troops managed to push through the Terrelistle Pass, however were forced to fall back; by then, troops were dying of the cold alone. With most of their defensive efforts focused on the west, the Dominion of Epha left their eastern side open. Arkronian scouts reported about the ill defences in the east, and troops were pushed through the Milcaster pass in the northeast. Once the Arkronians established themselves within Epha territory, it was just a matter of time before they subjected the rest of Epha under their rule (though most definitely was not easy, as Ephans still fought until the last village was taken, and traversing the icy waters to Epha’s islands was a whole task on it’s own).

Relations between the Dominion of Epha and the Kingdom of Arkron was akin to a dog on a collar trying to constantly break free of it’s leash - perhaps the only saving grace that prevented a complete Arkron ruling was that Epha was straight to the point of what it wanted; as much independence as possible. To completely rule Epha would require Akron troops to fill the territory and bear the cold within. The Dominion sought positive relations vassals who had similar opinions of their ruler, while despising those who loyally followed Arkron’s directives. There was constant attempts to tighten the collar on Epha, to add on some chains, however that constantly failed. The Dominion joined every rebellion, and some could argue that their relation to Arkron was some of the beginning sparks of hope. In each rebellion, they strove to drive Arkron’s rule away from Epha, but as every one failed, they were yet again forced to bow down to Arkron. They would scream, they would shout, but at the very least, they bowed down because they had to.

With the passing of King Amon-Mar IV, and the current state of Rakon-Da, hope again rises within the Dominion. There are whispers in the street that another rebellion might be in the works with no ruling party to stop them, whereas others claim that a new ruler might be another chance to rightfully claim independence once more.


Government

The Dominion of Epha is ruled by an Aristocracy, who must gather whenever they wish to make major laws. The Aristocracy also has a singular Monarch, who is a descendant of the original leader of the settlers that made their home in Epha. The monarch has the power to make major law changes on their own, as well as overturn the decisions made by the Aristocracy, however wisely uses the former ability infrequently and the latter much less so. As the founding family has currently consistently remained in rule as monarchs without fault, they had not made any plans as to any contingencies if they suddenly are unfit to rule, an example being the death of a monarch without children to become the new monarch. Both the Monarch and the Aristocracy are required to train in fighting and military strategy. Though originally referred to as the Aristocrats and the King or Queen, this trend and the Dominion’s constant involvement in rebellions has changed the titles of the Aristocracts to ‘High Paladins’, and the monarch to the ‘High Sentinel’, which became lawful titles by the vote of the Aristocracy after the second rebellion, in spite of using traditional titles and was not overturned by the monarch at the time in an effort to remain in public support and at least let the Ephan citizens know that their leaders still appreciated them.


Economy

The Dominion of Epha’s main income as a nation comes from its exotic exports, such as meat from the various animals that inhabit Epha’s snow, as well as the untapped natural resources beneath the ice, which provide a steady supply of gems and other items that can be used for decoration. Internally, the Dominion of Epha does operate a wage-labour economy, with employers paying its workers for the work that they do.


Military

The Dominion of Epha holds a strong military, and their hulking forms can easily be identified on any battlefield; It is said that their warriors may very well be half-giants. Ephan warriors start by wearing furred clothing from head to toe to protect themselves from the Ephan cold, and the thickness of the pelts acts as armour itself. However, even then, their warriors are fitted for armour of steel. The heaviness of the equipment means that only the strongest of Ephans are on the frontline, with their lighter companions often being the bearers of equipment and supplies. These front-of-the-line warriors are known as beast-knights, for the fur that is visible under the metallic plates. There is a joke that the Ephan military has no idea what the word ‘light’ means. Many Ephan troops will bear an animal skull on their shoulders, each individual warrior’s testament to their own strength. Many hunters can also be utilised as a militia if a supplement to the main troops are required, for they are skilled with both their bows and their spears. Each warrior has to pledge their loyalty to snow of Epha and the government of Epha; allegiance to the Kingdom of Arkron is purposefully left out of the pledging in an act of spite against those they are a vassal to. Individual towns of Epha all contribute to the Dominion of Epha’s military with their own beast-knights and foot soldiers.

If there is one major flaw in the Dominion of Epha’s military, it is the heaviness of it’s troops. Whilst this contributes well in battle, long-distance travelling cannot be done on foot. It relies on carriages and convoys to ferry it’s troops to their destination, so that the troops are not already fatigued upon arrival. Epha’s military also lacks a high number of cavalry, as Epha is too cold to maintain a large number of horses save those necessary for carriages, and so can often struggle with mobile threats.


Territory:



Factions:

This will be filled out in Roleplay, as these factions develop.


Characters:

This will be developed during the RP, and may act more as a list than anything.









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The Aegire Oligarchy

Flag: [To Be Found]

A vestigial nation of survivors from an ancient empire decimated by the Akronites' homeland, the Aegiri are a nation consumed by wealth, posterity, and legacy. Their ships keep the trade lanes free of pirates and corsairs. The Aegiri neighbors question their loyalty and commitment. The Aegiri and Akronites both know that they are merely patient- but the Akronites seem to have forgotten this fact.

The Aegiri did not raise forces to fight for the Rebels, but the Thassite Faction paid for food, weapons, and the material needs of the Third Rebellion.

Population/Races

The Aegire are primarily descended from human tribes, but also have a number of Sea-Folk in their coastal cities. Sea-Folk are descended from the old Empire of Thassa, having fled a destructive war against the ancestors of the Akron to found the Oligarchy. Sea-Folk are often green or blue skinned, possess webbed feet and hands. Though it is a common misconception that they can breathe underwater, this is false- a sea-folk can hold their breath underwater for roughly an hour before suffocating.

Humans within the Aegire nation are bronze-skinned, hardy folks who have traditionally lived in the isle's hills and small forests. While they were originally an insular, xenophobic people, their conquest by the Sea-Folk and the ensuing generations of living side-by-side with them has created a more-or-less intermingled society, separated only by the biological needs of their aquatic neighbors for sea water.


Culture/Society:

The Aegiri occupy a precarious position within the struggle for the throne. The banking houses of Aegire are independent mercantile ventures and are the lifeblood of the isle. The ships entering and leaving the harbors of Aegire find safe ports and provisions, money-changers, and buyers and sellers of goods. A man with a little coin and a lot of patience can make a fortune in a few years if he is careful. Money is a central part of Aegiri society, but it is not the central part.

Within Aegire, each citizen strives toward a Nyleos, a concept brought from the old Empire. A rough translation is "What survives me", though this misses the sense of obligation associated with the Nyleos. The man who makes a fortune on the docks has an obligation to leave a legacy that survives him and his family- a public park, a shrine to the Sea. Most common folk are content to have something as simple as an addition to their home or a family garden for the Nyleos. Though if it is within the means of the person to do more, it is expected that they should.

Humans within the Isle originally held a closed off, xenophobic clan-based society. For generations, the Isle was a haven for piracy and runaway slaves, while the differing clans fought one another for supremacy. Today, humans have integrated into the Isle and while they do not hold the same wealth and status as the Sea Lords, they wield their power in other ways. By their nature, they can live longer in the island's center and thus hold a monopoly on land ownership. Likewise, they provide most of the levies when the Sea Lords call the Isle to arms in the face of the prior Rebellions. Most have adopted the concept of Nyleos from their neighbors, but unlike their neighbors, the human clans do not feel a deep hunger for revenge against the Crown like the Thassites.


Religion

The Aegiri worship the Sea as a dual deity, one of generous bounty and destructive wrath. Most towns have open air shrines where practitioners will offer gifts Her, while larger temples in the city are constructed for sailors to offer libations and Nyleos gifts in the event they do not return from their voyages.




Government

The people of Aegire are ruled by the merchant princes, though none claims royal blood. The true titles are Thalassocrats- literally Sea-Emperors, but to the common folk, the vulgar title flows better. Most are simply the heads of the great Merchant Houses within the isle.


Economy
The Aegire are supreme shipwrights and craftsmen of luxury goods. Sea-folk tend work in the ever busy dockyards, or making works of art from the glassworks or the coral-shaper houses. Pearl divers and underwater mines provide extravagant jewelry to royalty across the mainland. Humans on the isle are common laborers, soldiers, and farmers. Any ship docking in the Isle will be able to buy fresh fruits, olives, cheese, salted meat, and fresh wine and water to complete its journey.


Military

The Aegiri have a standing force of several thousand Mariners, most of whom are at sea conducting patrols against pirates. Some even maintain small garrisons in the coastal regions of the other "nations" under the Akron Throne. The Sea-Lords have called their levies to war during each rebellion, but never sailed out to fight rebel or loyalist forces- the first two conflicts saw only a mass of conscripted farmers hastily gathered. After a series of reforms in the wake of the rebellion's failure, citizen levies are now expected to arrive on the field with the capability of fighting with pike and crossbow. The Third Rebellion saw less of a rabble and more of a battle-line formed, but never deployed.

The Aegiri fleet does not possess the numbers to dominate the continent, but it remains a potent threat toward the disruption of shipping and commerce for the entire continent. A blockade of the east sea lane could cripple the ability of the loyalists to project power in the east, or block a rapid invasion of the west from rebel forces. Using this threat would bring the unmitigated hatred of half the realm upon the Aegiri and so it is a threat that is only whispered of in the halls of power, never spoken aloud.


Territory

The Aegire Isle is the new homeland of the Thalassocracy. The lower banks and shorelines in the west are full of marshes and wetlands, while the east coast is dotted with coral reefs that are equal parts beautiful and dangerous- many ships lie at the bottom of the sea after falling off course.

Though not official territory, many "embassy markets" can be found in ports along the south coast, representing the interests of the Merchant Houses of the the Sea Lords, and providing ports for the Marines- many will escort the trade ships of their home ports to and from the Isle in exchange for a negotiable fee- "insurance" against the hazardous reefs and pirates that infest the southern waters.


Factions: The Sea Lords are currently split into two factions:

- The Neutrals see themselves as arbiters of prosperity and stability on the continent. Conflict has broken out three times already and each Rebellion was more deadly and disruptive than the last. The Neutrals believe that if goods cross borders, then armies will not. Things like oaths, power politics, and border disputes will be resolved in the halls of rulers so long as the realm is stable.

- The Thassites have not forgotten that the seed of the Akron throne was watered in the blood of their ancestors. They view their Nyleos to be a world without the bloody Akronites to continue their oppression of the world. From their shores, they seek to remake the true Thalassocracy from a gilded market into a dominion over the waves. It was they who funneled money, arms, and supplies to the rebels in the Third Uprising- though they attempted to launch a coup against the First Lord of the Waves Agnamakias and seize control of the army. This was unsuccessful and resulted in a purge of leadership to placate the Akronites.

Characters:

- First Lord Dekatia, ruler of the Combined Houses.
- Faction: Uncommitted
- First Lord Dekatia Jura, head of the Jura Merchant House, rose to prominence by re-establishing trade with Yuravia, one of the longest and most profitable routes open to the the Isle. Most concerning to outside politics, Dekatia has not openly professed her allegiance to the Neutral houses of Tyre, Phenax, and Iretis- the traditional power block of the Neutrals. A spate of bad luck as seen their power wane, while the Thassite houses of Hetos, Ketaphos, and Kelema have recovered from the purges in the wake of the Third Rebellion.
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Name:
Hegemony of Canthor

Flag:
A golden shiled and sword over a purple background.

Quick description of your nation:
The Hegemony of Canthor is the latest political entity in line formed around the banks of the twin rivers: West Riveran and East Riveran, who split the nation into Western Canthor and Eastern Canthor. At the banks of the wide estuary connecting the open sea and the twin rivers, overlooking the Gulf of the Twins, the capital of Canthor emerges on the horizon, with it's strong stone walls and famous citadel giving a breathtaking view of the city's panoramic from the main hill on which the city's sprawling streets and houses have formed along centuries of unbroken inhabitation. A nation composed of former river warlords, with plenty of hills, farmlands and rolling mountain forests and peaks, Canthor can be counted among the richest of Arkron's vassals.

The side your nation was on during the 3th rebellion:
Officially the throne, however the civil war paralyzed much of Canthor's military and political aid to their arkronite overlords, rendering the vassal almost useless in the rebellion.

Population/races:
Human majority, with small pockets of minorities such as elves, dwarves and others. Surrounding nations most likely have their races living at the canthorian border. A sizeable population of arkronites are present in many of the nation's urban centers.

Culture/society:
Canthorian culture is highly based around the twin rivers, with all of the human population on all sides of the river banks sharing a high degree of cultural similarity, be it dialect, religion or traditions, with small regional exceptions. Along the banks of the two main rivers, there are a myriad of villages and small settlements, not to mention military and commercial outposts. Several prominent urban centers are located at strategic points, and have over the centuries developed their somewhat distinct cultural identities and lifestyle. There is, however, a big difference between West Canthor and East Canthor. West Canthor, with it's lush farmlands and rolling plains, is and remains the original homeland of the Riveran people, with the oldest settlements located there, including the capital of Canthor. Although the eastern banks have been settled for over a thousand years, the steppes, hills and rugged mountain frontiers of the far Eastern Canthor have been colonised by riveranians only a mere 400 years ago, in the aftermath of the First Rebellion.

There is quite a difference between the urbanized and rich West and the rural and rugged lands of the East. The western riveranians see their eastern brethren as rather brutish simpletons who shun the finer tastes of life. Even the western peasants are somewhat better dressed and mannered than those 'pesky' colonists. The eastern riveranians, likewise, view the westerners as a bunch snobbish feminine courtesans, who can only use their silver tongues to get out of the hardships of life. Contrary to these differences, the bulk of the riveranian culture and society remains the same in both regions: the common folk are destined to a life of labour, the nobles highly value chilvaric code and increasingly adopt arkronian civilized customs and the burghers and traders continue to scheme and get rich fueled by the profitable river and coastal commerce between West and East.

Religion:
Riveranian religion is heavily centered around the mythological figure of Shanna, the primordial mother of mankind and all other related humanoid races. There is no other comparable god in the riveranian mythology, except her brother Aedir. Together the two represent the antithesis between good and evil, light and dark. Shanna is the embodiment of good, the warm benevolent mother, and Aedir is the embodiment of evil, the cruel father. The riveranian mythology starts with the creation of the mortal realm, when Shanna and Aedir jointly created the races of the world by giving breath to the continents through the rivers of the lands, from where the waters of life have formed all of today. The Twin Rivers are widely worshipped as the primordial homeland of all mankind.
The creation of the mortal realm required a counterparts of two immortal planes for the souls of the departed to come to rest for all of eternity, and so the task of creating such an immortal realm for the souls of their children fell on Aedir. By tapping into the essence of time and space, Aedir successfully created the Underworld, where the souls of the deceased mortals would come to rest for all of eternity, leaving way for new souls to come unto the world. However, very soon their creation began to exhibit what scholars describe as "The primordial sins". Cruelty, murder, greed and corruption. Thus, Aedir became more and more disappointed with his creation. It is traditionally believed that strong emotions associated with hate led to the corruption of Aedir, when the primordial father unsuccessfully attempted to tap into the life essence of his children in order to try and remove these sinful sentiments.
Hate gradually corrupted Aedir, until the primordial father became so dissatisfied with his creation that he tried to eradicate it, only to be stopped by his sister, Shanna. Shanna's love for her creation drove her to challenge her brother's dominion over the immortal realm, and a great battle between the two gods took place, where the followers of Shanna and the demonic creations of Aedir clashed together, effectively breaking the immortal realm into two. The aftermath of the battle saw the victory of Shanna over her brother, who was cast away into the depths of the Underworld, along with his demonic servants. The other remaining part that broke from the Underworld became Shanna's heavenly dominion. Seeing what the sins of her creation led to, she established the Conduit of Life, where every soul in life is to be judged according to their righteousness and valour. Good shall be rewarded with eternal life in her heavenly dominion, and evil shall be cast away into the Underworld, where they will eternally fight against hordes of tormented demonic forces, the remnants of Aedir's armies.
Following the great battle, the primordial power diminished so much that both Shanna and Aedir became locked inside their respective realms, unable to directly intervene into the affairs of the mortal realm, unless certain individuals imbued with unnatural characteristics are eligible to become avatars of good or evil, carrying the celestial essence of the two primordial gods. Ever since, the official religion of Canthor is the worship of Mother Shanna, and her myriad of deified martyrs, legendary semi-historical characters. The Cult of Shanna maintains a strong presence in all territories of Canthor, with countless places of worship of Shanna scattered in both cities and villages, together with secluded monasteries in the wildest territories of the Hegemony.

History:
Before the arkronite arrival, the twin rivers were engulfed in constant tribal warfare for the control of resources and the river trade. Countless tribes rise and fell, with armies scorching the lands. This period saw the rise of legendary figures, generals and tribe leaders. Among the riveranian tribes, several city-states began to form, and in mere centuries proto-nations started to form along the banks, with a centralized state and distinct dogmas. Within this period, the city-state of Canthor, an oligarchic republic, achieved political status as one of the strongest among the riveranian city-states, primarly because of the strategic control of the estuary between the rivers and the Gulf of the Twins which has allowed Canthor to facilitate and control a big chunk of the regional economic trade, filling it's coffers and financing war and infrastructure. In a few generations, Canthor annexed and vassalized a number of neighbouring city-states, forming the Canthorian League. With many of the past opponents out of the way, the only remaining equal rival to stand against Canthor was Waxthor and it's allies, located on the banks of East Riveran. The war that followed between the two powers is known to scholars as the "Half-Century War', for lasting 50 years and engulfing all of the riveranian civilization in a bitter and destructive conflict.

The Half-Century War finally ended with the arrival of the arkron settlers. When the Kingdom of Arkron became a mighty power on the continent, the Canthorian League was suffering severe drawbacks and war exhaustion, it's dominions reduced only to a small territory beyond Canthor's walls. Facing extinction, the republic sought the arkronite financial and military aid, promising unprecedented political and economic concessions to Arkron. With the unexpected aid of Arkron, the tide of war turned in favour of Canthor, and Waxthorn was defeated. In the peace negotiations that followed, neither Canthor or Waxthor could protect their interests as the war left both nations with an empty coffer and decimated armies. To settle the riveranian conflict once and for all, Arkron demanded one nation become a vassal of the other, among other economic and political concessions. Waxthor almost succeeded in gaining the upper hand at the diplomatic table when the queen of Arkron offered her hand to the king of Arkron, essentially forming a royal partnership between the two nations. As Canthor was a republic, the only option for survival was to counter offer a 'lifetime of vassalization' to the arkronite crown, if the crown accepted the total canthorian annexation of Wexthor. Facing military conquests elsewhere along the continent, and the fact that Wexthor in it's current state after the war was of no use, Arkron accepted the canthorian subjugation of Wexthor in exchange of Canthor becoming a vassal of Arkron and a very generous and outrageous money tribute. Thus the most violent and turbulent era of riveranian history has come to an end.

An era of relative peace and prosperity followed, and the riveranian civilization adopted much of arkronite technology and ways of life, becoming a stable and rich vassal, with the arts and culture flowering to an unprecedent apex. The First Rebellion saw Canthor answering the arkronite call for help, and the rebellion was swiftly crushed and much of Canthor spared of devastation. The Second Rebellion, however, had much drastic consequences on Canthor, and the riveranian renaissance was swiftly ended. The republic was split between crown symphatisers and rebels. Only at the direct intervention of Arkron and the purge of rebellious elements within the republican council could Canthor finally respond to the vassal call of war. The late intervention of Canthor into the war on the side of the throne did little to aid Arkron, and Canthor itself was defeated several times due to divided political leadership, resulting in heavy devastation of the land. After the Second Rebellion, Arkron lost much of it's confidence in the canthorian republican government, and an era of uncertainity followed, characterized by decadent and corrupt republican senators and government officials and overall poor life standards for the population.

The Third Rebellion once again saw Canthor paralyzed due to internal fighthing. High General Mikel Quenit took the opportunity to rally his troops and, with the blessing of Arkron, fought a short civil war with the republican faction in order to secure the rule of Canthor, declaring himself Hegemon over all of Canthor, forming a military junta government. By the time Canthor was one again stable, the rebellion ended, further putting a stain on the arkronite opinion of Canthor, with the riveranians gaining a reputation of 'useless infighthing imbeciles' who do not understand statecraft and are of no use to Arkron, but the hegemon rule over Canthor proved to bring order back to the realm, and the arkronite overlords allowed Hegemon Mikel Quenit to continue his campaign against the republican faction, who was now on defense. The next 50 years since the Third Rebellion were marked by gradual hegemonic reconquest of various republican loyal outposts, strongholds and cities. The legacy of Hegemon Mikel Quenit was taken on by his most trusted military advisor and general, who now became Hegemon Nidor Xuleyn.

Government:
The government is composed of the Hegemon, who is the autocratic ruler of the realm and who has tremendous legal and executive power over all branches of the state. In turn, the Hegemon is aided by and advised by a military council formed of his generals and governors, who all happen to be noble lords. The Hegemon is also regarded as the spiritual representative of Shanna on the mortal plane, and thus, is also legally indentified with the cognomen of "High Priest", providing him with quite a strong influence over the religious affairs of the state.

Economy:
Mainly agrarian, with a big portion of the economy based around river and coastal trade.

Military:
Since the formation of the Hegemony, the military has now been reformed. Armies are now semi-professional, centered around geographical regions of the realm, split equally in three regions: Western Riveran, Middle Riveran and Eastern Riveran. Seasonal campaigns would see the bulk of the army composed of levied peasants for the infantry, primarly armed with inexpensive spears and square wooden shields, wearing little to no armor or pikes in the arkronite fashion. As every region is split in multiple estates of their own, each estate lord is required to provide a set quantity of levies, with the cost supported by the lord. There are also special legal rules that apply to convicted invididuals and slaves, whereas special penal regiments are used in warfare. If they survive, they are granted their freedom. Such types of penal regiments are used exclusively for frontal attacks or baits, wearing down the enemy before the elite troops can maneuver and engage. Same can be said about the peasant levies too, but commanding officers tend to be more careful and strategic in using them.

The professional military armies of Canthor have only recently developed, courtesy of the ongoing 50 years campaign of hegemonic reconquest of the republican loyalist strongholds. Canthor now have now three established professional armies: the Western Regional Army, the Middle Regional Army and Eastern Regional Army, each capable of quick mobilization in times of warfare in their respective regions, with all expenses sustained by the state treasury. The main component of these armies is the medium armed infantry called "Skuta", armed with swords, spears and pikes. The elite calvary of the armies is the cataphract, the heavily armored shock knights of Canthor. In addition to these elite troops, there is also a considerable amount of mercenary ranged units and mobile units.

Territory:
Lower continent, in purple.

Factions:
- Hegemonic administration, the symphatizers of the Hegemon and the military central government in Canthor.
- Republican loyalists, the symphatizers of the old government.
- Cult of Shanna, the clergy and main religious authority in Canthor.
- Canthorian Magisterum, the official authority representing the mages of Canthor.

Characters:
- Nidor Xuleyn, the current Hegemon of Canthor.
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