WIP
-Realm name: Kingdom of Ararllia
-Flag/Banner:
NATIONAL-Capital: Mosian
-Government Type: Absolute Monarchy (Parliament exists but can be overruled at any time)
-Currency: Ararllian Senck
-Population: 5.86 Million
-Realm Size: 38-39 Blocks (Formerly 40).
-Unique Trait #1: Great Ports of the West (Control over some of the busiest and most important ports and sea-lanes in the west has led to an unprecedented economic boom that has allowed vast trading companies to emerge and flourish as well as large numbers of artists and musicians to immigrate looking for opportunity in the now numerous wealthy patrons.)
-Unique Trait #2: Maritime Supremacy (One of the worlds greatest builders and sailor of ships, renown for their vast and elite navy and even protected trade ships. Effect: 50+ more ships than maximum, can use galleons, have highly trained sailors and battle capable merchants.)
-Unique Flaw #1: Internal Instability (Recent royal infighting has caused a deposed prince to lead a surprisingly successful rebellion in the historically poor marshlands.)
-Unique Flaw #2: Skewed Priorities: The nation and people of Ararllia, being so distant from the Sacrilege War have little experience with the Darkness. Their proximity to the fanatical Sacrosanct Empire however... Has convinced a dangerously large minority of people that the Darkness is an exagerrated threat pumped up by Justinian clerics to justify constant crusades. While unlike some people (*Cough*Antelance*Cough*) They admit that the Darkness exists at least. This underestimation of the Darkness causes many within Ararllia to focus on objectives unrelated to fighting the Darkness, such as building a larger navy or investing large amounts of money into art and culture. This underestimation may also cause leaders to ignore sound advice concerning how to fight the Darkness. (Practical effect: Attempts on focusing all actions on the Darkness will result in increased unrest. Admitting the Darkness is as dangerous as it actually is will increase unrest. Not allowed to use the Coex Anathema to create a functional anti-Darkness military force)
GEOGRAPHICAL-World-Realm Map:
-Internal-Realm Map:
-Major Cities: Mosian, Marcosh, Port Kasia, Ambria, Tarallan, Torcas, Ormau, Huins, Harkat, Marh, Basgal, Aret, Manus, Port Ghara, Yariai, Rayun, Poruu.
-Major Castles: Castle Torcas, Castle Ormau, Castle Tarallan, Castle Huins, Castle Marcosh, Castle Ambria, Castle Harha, Castle Manus, Castle Basgal, Castle Tomal, Castle Josan, Castle Aret, Castle Unih, Castle Mosia, Castle Tosia, Castle Weryma, Castle Lakewatch, Castle Eromand, Castle Resiu, Castle Hioa, Castle Yhah.
-Buildings of Interest:
Palace of the Vines,
The Great Exchange of Kasia,
Great Market of Kasia,
Castle of Basgal,
The Black Library at Ambria.-Geographic Features of Interest: Cliffs of Basgal (Large sheer black slate cliffs flank the city and castle, known to have taken many lives.), Forest of the Kings (Large and often exotic temperate rainforest the capital is built in.), Valley of Rayun (Large and fertile valley, known for stunning views.)
RACIAL-Majority Race: Jestua (63%), a Human-Elf Hybrid compose 66% of the population.
-Majority Race Appearance: Very pale skin with yellow or golden irises that stand out markedly due to a yellow on yellow pattern given by a similarly coloured (but considerably lighter) Sclera. Golden hair is common but natural silver white hair is also a known is not somewhat rare trait. Ears are often pointed but with a more round point.
-Majority Race Characteristics: Height is often slightly more than regular Humans and lifespan is roughly 100-260 years longer on average. Jestua are often cited as being more intelligent than regular humans; however the difference is far smaller than a Human compared to an elf. Strength is unaffected as is birthrate however stamina is reduced slightly to the point where Jestua are superior to Elves but inferior to Humans.
-Minority Races: Humans (22%), Jestu (14%), Various (1%)
-Minority Race (Jestu) Appearance: Pale skin matched with pure yellow eyes with yellow Iris and Sclera. Golden hair is universal with characteristic pointed ears.
-Minority Race (Jestu) Characteristics: Height is often a fair deal more than a Human and lifespan is roughly 780 years. Jestu are more intelligent than regular humans in most cases. Strength and stamina however suffer greatly and are considerably below a Humans.
RELIGION & MAGIC-State Religion: Gsarism.
-Religion Holy City: Mosian
-Name/Titles of Deity: The Clan of Gsar (To Most), The Gods of Sand and Sea (Believers)
-Religion Form: Polytheistic Worship
-Summary of Deity: The Clan of Gsar were gods nearing the end of a cycle some two thousand years ago, a family that had maintained a careful peace for most of their cycle the Gsar decided to save themselves from inevitable destruction by descending to the mortal and material plane. The Gsar encountered the Jestu Elves, a race of plain dwelling nomadic Elves in the south near the arid deserts and seeking a source of worship cut a deal with these Elves. The Gsar now in the form of twenty tremendous sand snakes made the offer, worship them and the Elves would be given a homeland of their own. It was not a unanimous decision by any means, but the majority of these nomadic Elves agreed, tired of an inhospitable and uncaring world where they were always adrift. The Gsar lead their host of Elves on a perilous journey across the known world, finally coming to a channel and declaring that the island on the other side was uninhabited, that this island was the homeland these travel weary Elves had been promised. The Gsar transformed their snake like bodies into great beasts of the sea and carried the Elven across the channel on their backs. The Gsar demanded that in accordance with the deal a great holy temple be built in their honour in what was to be a new capital city, the Jestu complied gleefully and soon a great city rose up around a vast black stone temple whose pillars towered into the sky. The Gsar then took to the waters around the island, ever empowered by the worship of those upon it.
-God of: Barter, Money, Trade, Travel, Contract, Resilience.
-Celestial Embodiment: Themselves, Sharks, Snakes.
-Chosen People: Jestu and Jestua.
-Deities Personality and Style: The deities of the clan have wildly separate personalities but generally are always willing to cut a deal or make a trade, they will do this with anyone regardless of race. Another common thread is loyalty, valued by the entire clan loyalty is to any promise or oath, thus oath breakers and those that abrogate deals without consent are often treated with harshness or malice.
-Worshiped For: Wealth and Country (The Gsar entered into the eternal deal with the Jestu and often aid in bringing luck to merchants.)
-Worshiped Through: Trade, Faith, Offerings.
-Religious Caste: Traders and Bankers.
-Religion Demographics: 88% of the population are active believers, the remaining 12% is spread among many other religions.
-Holy Relics In Possession: The Binding Quill, The Scale of Truth, Boots of the Fallen.
-Holy Sites Under Control: The Temple at Mosian, The Landing Site.
-Magical Schools and Curriculum: Anything related to trade is specialized, but a generalist approach is also encouraged.
MILITARY-Total Military Size: 105,000.
-Military Details:
-Army: 75,500
-1st Regiment: 2500 Swordsmen, 1500 Crossbowmen, 1000 Pikemen, 1000 Mixed Cavalry, 500 Foot Artillery.
-2nd Regiment: 2500 Swordsmen, 1500 Crossbowmen, 1000 Pikemen, 1000 Mixed Cavalry, 500 Foot Artillery.
-3rd Regiment: 2500 Swordsmen, 1500 Crossbowmen, 1000 Pikemen, 1000 Mixed Cavalry, 500 Foot Artillery.
-4th Regiment: 2500 Swordsmen, 1500 Crossbowmen, 1000 Pikemen, 1000 Mixed Cavalry, 500 Foot Artillery.
-5th Regiment: 2500 Swordsmen 1500 Crossbowmen 1000 Pikemen 1000 Mixed Cavalry, 500 Foot Artillery.
-6th Regiment: 2500 Swordsmen, 1500 Crossbowmen, 1000 Pikemen, 1000 Mixed Cavalry, 500 Foot Artillery.
-7th Regiment: 2500 Swordsmen, 1500 Crossbowmen, 1000 Pikemen, 1000 Mixed Cavalry, 500 Foot Artillery.
-8th Regiment: 2500 Swordsmen, 1500 Crossbowmen, 1000 Pikemen, 1000 Mixed Cavalry, 500 Foot Artillery..
-9th Regiment: 2500 Swordsmen, 1500 Crossbowmen, 1000 Pikemen, 1000 Mixed Cavalry, 500 Foot Artillery.
-10th Regiment: 2500 Swordsmen, 1500 Crossbowmen, 1000 Pikemen, 1000 Mixed Cavalry, 500 Foot Artillery.
-11th Regiment: 2500 Swordsmen, 1500 Crossbowmen, 1000 Pikemen, 1000 Mixed Cavalry, 500 Foot Artillery.
-1st Specialized Regiment: 1000 Two-Man Firecarts (Hwacha), 300 Five-Man-Cart-Mounted Fire Projectors (Pen Huo Qi), 500 Trained Minelayers.
-2nd Specialized Regiment : 3000
Korza Riders (The Korza are large wasplike creatures known for their manuverability in the air and for their venom, a deadly flesh melting cocktail injected through a stinger capable of defeating most armours. The Korza are also capable of spitting that venom, though if it is not injected it functions much like a normal acid.)
-Knights of the Contract: 300 [1:10]
Bound Ones (The Bound Ones were created when a Prince and 300 of his best men made a deal with one of the more duplicitous of the Gsar. They asked for the ability to defend their people from any foreign adversary and were given a simple but terrible price, their humanity. Not understanding the gravity of the price every man agreed to the deal. Before they knew it they had been transformed into seemingly immortal creatures of magic that had skin strong as steel and muscles that could throw armoured men large distances. Their senses were vastly improved, pure hunters able to sight and hear any enemy. However they were bound by contract, given these gifts at the cost of a terrible new form and an unending hunger for blood. Though they have remained to serve their nation they are often unstable mentally and live in a secluded castle feeding on the blood of animals, waiting for the call to war.)
-Royal Detachment: 1500 Royal Guard
-Navy: 22,000
-1st Fleet: 10 Forty Two-Gun-Galleons, 30 Thirty-Two-Gun Galleons, 40 Eighteen-Gun Carracks.
-2nd Fleet: 10 Forty Two-Gun-Galleons, 30 Thirty-Two-Gun Galleons, 40 Eighteen-Gun Carracks.
-Royal Detachment: 1 Fifty-Two Gun Internally Bronze Reinforced Galleon, 9 Forty-Eight-Gun Galleons.
NATIONAL DRAMATIS PERSONAE-Head of State/Monarch: Her Majesty Selesa IV of House Artine (Aged 28)
-Ruling Dynasty (If applicable): The Artine Dynasty has stood unopposed for six hundred years since the former Dynasty, the Tarsh, died out.
-Constable Of The Army (If applicable): High Constable Torek Haukh.
-Religious Head (If Applicable): Head Priest Arrek Mossa
-Persons of interest:
-Ashar Artine (Younger brother to Her Majesty and third in line for the throne, lost out on a succession struggle and now leads a rebellion in the Marshlands.)
-Rensi Haukh (Son of the current High Constable, recently chosen as ambassador to distant Union.)
-Tesra Artine (Younger sister of Her Majesty, has abdicated any claim to the throne and leads a trade company.)
-Erneto Razah (A Captain of the Royal Detachment of the Navy.)
-Tarsao Artine (Eighth in line for the throne and dispatched to reopen relations with Ma' Hurcazak.)
- Haerad Artine (Twentieth for the throne and dispatched as ambassador to the Dominion.)
HEROIC DRAMATIS PERSONAE-The Bound Prince (Mesaries Artine): Once first in line for the throne Mesaries Artine saw the frightening rise of Justinian Magnus and the ensuing rise of Justinian states. Seeking a way to defend his people against the growing threat Mesaries went to Jarhagfa, one of the few Gsar known to make large deals with mortals, ones with considerable consequence. Mesaries asked Jarhagfa for the power to defend his people from foreign threat, along with 300 other soldiers Mesaries was given what he asked for a simple price, his humanity. As a result Mesaries became a Bound one, but favoured of Jarhagfa he was given a far greater magical power and physical ability, the condition was that while his men sacrificed only their humanity Mesaries would be forever compelled to obey the orders of Jarhagfa as well. Now leading the Knights of the Contract Mesaries has kept his sanity by becoming a scholar, ever waiting for the day he is called upon by his god.
-The Nightwalker (Alara Hargah): On the great journey taken by the Jestu Elves many suffered terrible deaths at the hands of the predators that woke at night. Having lost her father to such monsters Alara sought out one of the great serpents that had become their gods. Yuhgara, one of the more altruistic of the Gsar heard Alara’s pleas and offered a deal. Alara if she agreed would be forever bound to the shadows, but within them would never fear and become more powerful than any man or beast. The contract however had a price, that price was that Alara would forever be in the service of Yuhgara, never resting and always awaiting an order. Alara, seeing a way to save all her people from the tragedy she had experienced agreed and was given all that was promised. Physically transformed into a shadow that grew larger and more powerful in the absence of light Alara lost all mortal form, but true to her word kept her people from harm. Now she wanders the world, waiting on her god’s orders and observing that which can only be seen from the shadows.
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The Mad Crow (Korsan Parfa): Originally a trader Korsan, fuelled by a greed to surpass that of gods, sought to become the richest man in the world. Trying to outwit the uncertain and oft deceitful Jarhagfa Korsan presented the god with a vast contract, offering all sorts of things under all sorts of conditions for a simple result, immortality as he was. Korsan was certain that his contract was airtight and gladly signed when Jarhagfa agreed, however the god wanting to teach the trader a lesson interpreted as he was as his mental state, with that in mind once his side of the bargain was fulfilled Korsan was transformed in a horrible creature, as far as could be seen he was immortal but any semblance of humanity was gone. Korsan was also given a powerful curse so that he could never trade again; all that looked into his eyes would go insane. This coupled with great wings, razor sharp talons, and powerful magic all gave Korsan the name of The Mad Crow. Ever wandering, flying by day and hiding by night Korsan endlessly plots a revenge that will never come.
-The Razor Maker (Tesvar Uhan): Tesvar like many before him was well aware that large dealings with some certain gods for ambiguous gains resulted in disaster. When he sought a deal he did so with one of the more minor Gsar, asking only for magic. Tesvar agreed to the terms, requiring that he give up all his mortal possessions and true to word was indeed given what was asked. A powerful mage now, but with not a penny to his name, Tesvar became a bodyguard. He soon made a name for himself as he would often protect caravans against bandits on the grasslands, skewering the bandits in droves by turning the very grass beneath them to razor sharp spikes. In this time he gained his nickname, The Razor Maker. Now Tesvar travels the world on trading ships, offering his services for coin.
CULTURAL-History: Two thousand and three hundred years ago, before many of the great empires of the modern day had breathed their first, a nomadic species of Elf commonly known as the Jetsu wandered the hot plains near the southern deserts of the world. Ever pressured by the ever increasing incursions of those looking to set up permanent homes and declare land their own the Jetsu were being forced into smaller and smaller lands, ever looking for a way to preserve their culture in a world changing faster than they knew. However, the millennial cycle of the time was rapidly approaching its end and seeking a means of survival a pantheon of gods known as the Gsar descended to the material plane in a bid to survive the massacre they knew was coming. These gods chanced upon the Jetsu and offered them a deal, the Gsar would provide a homeland for the increasingly displaced peoples and in return the Jetsu would worship them. The deal seemed divine enough, a gift to free the Jetsu people their wanderings. The Jetsu accepted gladly, worship was easy when gods decided to save your people.
The Jetsu thus began the ten year march, a great migration of peoples across the western continent. Though many hardships were encountered and many died on the fated trip the Jetsu eventually reached a green shore, and the Gsar climbed into the water, transforming themselves to enormous beasts of the sea. They told the Jetsu to mount their backs and trustingly the people did so. In a short journey the Jetsu were let off on the shore of a new island and were told this was the homeland promised. The temperate rainforests and the grasslands and the hills, these were all theirs forever. The Jetsu built a shire where they landed and foraged inland, eventually coming to a great rainforest. By a large river the Jetsu decided this would be their home, and the clan of elders declared a temple be built for the Gsar who had saved them. From that one temple rose the city of Mosia, it grew and grew and soon cities like it had sprung up all around the island, the Jetsu has tamed their home in a mere two hundred and ninety years. For the next three hundred years peace was had and the Jetsu prospered content with their homeland and never venturing far.
However that contentedness to stay in place was not to last, in the time they had established their nation a human kingdom had formed on the opposing shore, hand outstretched in friendship the Humans asked for peaceful trade, an offer accepted with glee. In the following two centuries that trade grew from a trickle to a torrent, Humans went to the island the Jetsu to the mainland as if it was nothing, the lines between the two peoples blurred as Hybrids began to be born, named Jetsua meaning simply ‘Other Jetsu’. However as those two centuries closed the Hybrids began to outnumber the Jetsu and Humans on both the shore and the island. However being deprived of any political representation and being governed by two separate peoples while holding none of their historical rights the Jetsua had become bitter. What followed was inevitable, rebellion. The Jetsua rebellion raged for twenty years and claimed the lives of the Council of Elders and the Human King, leaving only a newly established Jetsua royal family in command of the new united nation, the Kingdom of Ararllia. The new royal family reformed the compact with the gods and placed the land under Jetsua rule, nullifying the Jetsu claim forever. The Jetsua closed themselves in for close to three hundred years after that to rebuild. Roughly one thousand and two hundred years ago the borders opened once again. A new kingdom and a reinvigorated industry began to push aggressively into the game of sea trade immediately, gaining the Jetsua a reputation for being merciless merchants and expert sailors. That trade expanded for centuries and gained Ararllia the distinction of having ships in every port worth having them, driving and being driven by the economy of the world.
The first real change from that order came with the dramatic rise of Justinianism some 221 years ago before the appearance of the Darkness. Ararllia suddenly found itself surrounded by hostile states looking to convert or destroy. Not content with either choice Ararllia hardened itself for war, building the current chain of inland castles and expanding the navy into the now well known fleet. However the invasion that had been expected never came, rather a wave of Justinian missionaries started spouting tales of a great threat emerging that only their god could stop. Seeing this as meaningless propaganda and simply a new strategy by the Justinians in lieu of an actual invasion. The army concentrated on the borders and in spite of the supposed Justinian propaganda peace returned. This peace lasted until five years ago, when the reigning King passed over the heir apparent and chose his daughter as his rightful successor. This prince was maddened by the slight and retreated to the Marshlands beginning a rebellion that has proven somewhat successful due to both the terrain and the reigning Queens hesitation to deal with her brother, thinking he can be talked down.
-List of Historical Grievances:
-Distrust of Justinians
-Relations:
-Embassy in Selcis
-Embassy in the Union
-Cultural Notes:
-Architecture:
Asian InspiredOTHER-Divine Dealings: The Gsar have chosen not to distribute magic freely through the environment, but rather to appoint it in the form of contracts with certain individuals and their heirs. This vastly limits the number of magic users (only 104 are active) in the nation as they are all descended from heroes. However it also means that their individual power is considerable as their magic is such that it is always bound to a family relic obtained in the original contract.
-Magical Speciality: In the same way the Gsar have become somewhat infamous for it the mages that they have appointed are adept at the deliberate mutation of living beings. Nowhere on the planet is the magic so actively promoted than in Ararllia. Anything from pets made to be cuter to warbeasts warped from their original form to be stronger are made and sold.
-Happiness in a Flower: Ararllia trades and exports a great number of drugs, but none so common and widely used as Carcha Flower. Carcha Flower is an odd pink flower endemic to the home island that upon being dried and smoked creates a burst of energy and pleasure in the user. Known to be moderately addictive but have few truly harmful effects the drug is seen across the world and is a major source of wealth due to the fact conditions to grow the flower are extremely hard to find outside of Ararllia. However a darker side of the drug is known, while simply smoking the pedals creates a state where work or any activity is easier and more enjoyable consuming the crushed seeds of the flower will result in an extremely strong experience where one feels invincible, however these seeds create crippling dependence.