Kingdoms of Seyan
Welcome to the Interest Check!
Seyan is an island lying off the north-western coast of a continent known as Aimsir. The island is roughly the size of Sweden and Norway combined and has a climate similar to those countries. A number of kingdoms inhabit the island. Some of these are allies, others are enemies. They are all however rivals, competing for land, resources and glory. A few of these kingdoms are native to the island, whilst others are the results of foreign invasions. Some could even be puppet states for a nation on the continent. But this is really just speculation. All of this is, of course, up to you.
You will take the role of one of these kingdoms, playing as its current ruling dynasty. Your goal is survival through any means necessary, be it intrigue, diplomacy, intimidation, assassination or outright warfare. When your dynasty dies, so do you. The game will be played in seasons; spring, summer, autumn and winter. Each season will have certain events that occur regardless of what the players are doing, but they must react and adapt to these events or face the consequences.
The technological development of Seyan equals that of 1000-1200 Europe, depending on the kingdoms. There is magic in the world, but it can't be practiced. It is a natural force that surrounds everything and sometimes warps reality in surprising ways.
When you create a kingdom, you will choose from a set of Traits and Flaws to define what it's all about. You have 10 points to spend on Traits and must initially take 2 Flaws, however you can buy more points for Traits by taking additional Flaws (at 1 point per extra Flaw). If you want to, you can create new Traits or Flaws; I must however review and accept them before you use them.
Note that this is a rebooted version of a previous attempt at the game, which tragically ended due to computer malfunction on my part.
I am also on the lookout for a Co-GM to help me make this game awesome.
KINGDOM TRAITS
A web of whispers - Your master of spies is a genius. His contacts are numerous and you have many insiders in different courts. Your spies are good at seeking out and buying information, at spying, extorting, falsifying, and sabotaging. Although such a reputation doesn't make you popular.
A breaker of webs - Your agents are many, and as such they combat the spy network with great efficiency.
Honorable folk (Cannot take with A web of whispers) - In all of history you were known for being most honorable. Your diplomats are one of the most trusted, although that makes all the more.. Sneakier affairs, more difficult.
Beloved by the people - Your royal family is widely popular among the peasantry. To sow dissent and seeds of doubt into your populace would be met with fierce resistance, for sometimes even a bad jest about your cousin's lazy eye could get you into trouble.
Friends with the nobles - Your dynasty sometimes gave landed titles to those they deemed worthy, or they sometimes helped during disasters or married some nobles, making quite some blue-blooded people happy.
Wondrous beauty - Your cities are adorned with fountains, gargoyles, churches, cathedrals, chapels, statues. Not to mention the world's wonder in your capital.
Developed infrastructure - Your roads are well-built, your villages have wells, watchtowers, and even walls sometimes. Armies and caravans pass rather quickly through your lands.
Clean streets - Your streets are regularly patrolled by the city guard.
Fair law - Your justice court is renowned for its' fairness. No one can complain about unfair treatment at your unbuyable judges' hand.
Schools - Your people are taught in schools. Some folks are literate.
MILITARY TRAITS
Knowledge of war - All high-ranked officers and commanders learn from veterans in military institutes. Your strategists are brilliant and can plan elaborate attacks and maneuvers. Many interesting cavalry and infantry formations are known.
Messengers with wings - Your communication is rather fast with the use of trained birds. It helps relay urgent and sometimes vital orders to different places.
Show of war - Songs are sung, crests and sigils are adorning the shields, tabards, flags, and even painted on faces. The morale in such moments is extremely strong.
War taxes - You tax your populace in time of conflict. It helps greatly with paying for the upkeep and cost of armies. However, if war goes on for too long, the peasants will revolt.
Foraging - Your armies can live off the lands indefinitely; hunting game, gathering fruits and growing vegetables. It helps sustain your army in alien lands.
Big armies - You don't miss up on an opportunity to recruit more people, even if they lack in a finger, eye, or limb. You recruit the old people, the younglings barely out of their teens, and so on. This does however add more mouths to feed sometimes and more people to pay, but can be worth it when needed cannon fodder.
Masters of ambush - Your armies have mastered the art of ambushing an enemy - taking them by surprise and slaughtering them. Indeed, a small squad can destroy an entire entourage of soldiers if they have prepared all the traps and tricks needed for the excellent ambush.
Good equipment - Many of your soldiers have access to good equipment, which means that they'll fight with better armor and arms. However if you take this trait along with the trait 'Big armies' you get a modifier making less soldiers have the same good armor and weapons.
Heavy armor (Cannot take with Light armor.) - Your forces are heavily armored, prone to enduring many blows in battle in exchange for mobility.
Light armor (Cannot take with Heavy armor.) - Your soldiers are lightly armored, leading to them being more faster and mobile.
Note that the Heavy and Light armor are simply preferences. You will still have heavy cavalry or heavy infantry if you take the Light armor. Just that they'd be less heavy than the ones with the 'Heavy armor' trait chosen.
Good archers - Your archers are extremely good, either at discipline and teamwork or at being good shots.
Jousting lords - Your knights have practiced jousting at tournaments for hundreds of years. This means that your lancers are amongst the finest.
Trained troops - The troops that you command are highly skilled and disciplined, taught the art of war and all of its' great and important details. The men are hardened warriors with training and are ready for combat. However, if you take this trait along with the trait 'Big army' you'll get a modifier with less soldiers being experienced and somewhere along the recruits unless after several battles.
Sieging genius - Your engineers know well the craft of building siege towers, siege ladders and digging under the walls. All in all, you are feared as a besieger.
Awe-inspiring fortifications - Your castles and keeps are known for its' beauty, but most of all its' security as they stands tall and imposing, as a big challenge for the world. The kingdom's forts are highly valued strategic positions which reinforce certain regions and protect it from the foe.
Ships - Your navy is formidable with many a ship, crewed by bonny sailors and admirals.
Riding the waves (Can't take with 'Massive ships' trait) - Your ships are among the fastest. You ride atop the waves as if on a chariot, and can cross seas and oceans with ease.
Seaworthy - Don't worry about your entire fleet sinking to meet the god of water himself! Because with the vessels you possess, it's near impossible.
Massive ships (Can't take with 'Riding the waves' trait) - The ships in your fleet are massive, and can take in more than several hundred men, as well as hundreds of crates. But they're rather slow.
TRADE TRAITS
Agriculture - Your fields and soil are rich. Your people can feed off it and make bread aplenty. All in all, it is a big bonus to feeding your civilians and your big hosts.
Filthy rich (COSTS 2 POINTS, REQUIRES IMPORTANT TRADE ROUTES TRAIT) - You live in mythical extravagance, for you are very rich and your coffers are full.
Rich with ores - After successful expeditions into your mountains, you've discovered numerous veins of rich ores and still to this day you're making profit from them.
Important trade routes (COSTS 2 POINTS) - Many roads vital to international trade go through your country. Merchant guildmasters bow and pay tariffs to you, coin circulates through your demesne like blood.
Ports - Trading ships set anchor upon your shores as they trade many different, important and luxurious resources from overseas.
Industry - Your craftsmen and artisans create many important and quality goods.
Black market - There is some very interesting wares that can be purchased in your domain, if you find the right person and have good coin. And even for Your Majesty's unspoken approval, they can give a share.
Ancient merchant families - Your merchant families are old, all having haggled with kings and queens of old. Through them you can get access to many other markets and places. The Merchant families and guilds are extremely powerful, almost as powerful as your vassals, or even more.
Caravans - Not just caravans. Very well guarded ones, extraordinarily quick and big. Your merchants won't get robbed by some filthy brigands, and sometimes an army won't stop them, though that's unlikely.
FLAWS
Do not take Flaws which are completely opposite of the traits you took. For an example, it's better not to take a flaw about bad ships when you chose many traits for good ships.
Not a flawless family - Your family members all have flaws. Maybe one is crippled, the other proud and slothful, third a feebleminded abomination. That doesn't help with alliances, which are almost all made through betrothal. Nor does it help with popularity.
Not a flawless family 2 - Something horrible had been once discovered about your family, and it's a sweet juice for rumors to be made by your foes.
Corruption - There is clientelism, bribery, and other disgusting things in your government. Your closest advisors take a slice of the tax money for themselves and possess too much power, fighting over the kingdom like petty children.
Arguable claims - Several of your vassals have been married to your ancestors, and all have some considerable claims on the throne, putting your dynasty at risk.
Horrible vassals - Your vassal lords are not very nice to you, nor to each other. They often fight and burn each others' estates, sowing chaos in the country with their disputes and skirmishes. They also often do not help out with troops nor financial contributions to the good of the realm.
Debt - Your parents left you in a bad debt to several rich merchant families. This hurts your prestige and they can take action to take back the money you owe them, by force. Better pay up.
Beggars by day, brigands by night - The poor turn to banditry as a way to eat some more bread at the expense of others. They kill and rob, getting bolder day by day.
Sellswords - Often mercenary companies form the backbone of your army, which is not a very good thing considering that they are only loyal to their purse.
Depleted resources - Your fields cannot sustain your populace, your mines are abandoned and ruined as there is nothing else left to milk out of it.
Hated by the people - Your dynasty better get some equivalent of a Varangian Guard to supress revolts, because there's going to be plenty. Your ruler is loathed and despised by many, (for a reason you can make up yourself.)
Overly powerful merchant guilds - These ones can become an annoyance if you get on their bad side. They can even try and assassinate you if they consider you dangerous or a liability.
Terrible boats - Your hulls are broken, there are holes in it and the sail is nearly ripped apart. Your fleet is a pitiful view.
Even your horses look weak - Yes, your cavalry deserves its' obscurity in the world. Many horses are lame, swaybacked, stubborn, and bad-tempered. Not to speak of your 'knights'.
Your arrows fly like dung - The archers of your kingdom are bad at their jobs. They're an undisciplined raggle-taggle host of weak, cowardly rangers.
Serf Armies - Your infantry is rather undisciplined, and at times poorly armed.
When you have selected the Traits and Flaws you want you move on to the next stage, which is the Nation Sheet. Here you use the information from your Traits and Flaws and start spinning the details around them. You also get to claim a chunk of the map as your own, pick a flag, describe your culture and so on. You can use the Sheet below, or make a variation of it if it doesn't suit you.
Location: (a picture is required)
Name:
Flag: (a picture is required)
Capital and Major Settlements:
Ruler and Royal Family:
People/s: (may be humans, elves, dwarves, orcs or whatever. All peoples are equal to humans in intelligence and physical performance)
Kingdom Traits:
Military Traits:
Trade Traits:
Flaws:
Culture: (describe the habits and traditions of your kingdom)
Military: (describe the armed forces of your kingdom)
Economy: (describe the industry and trade relations of your kingdom)
Reputation: (what your nation is known for abroad, almost like a rumor)
History: (describe the roots and important historical events of your kingdom)
Misc: (add anything that isn't covered by the rest of the NS)
Name:
Flag: (a picture is required)
Capital and Major Settlements:
Ruler and Royal Family:
People/s: (may be humans, elves, dwarves, orcs or whatever. All peoples are equal to humans in intelligence and physical performance)
Kingdom Traits:
Military Traits:
Trade Traits:
Flaws:
Culture: (describe the habits and traditions of your kingdom)
Military: (describe the armed forces of your kingdom)
Economy: (describe the industry and trade relations of your kingdom)
Reputation: (what your nation is known for abroad, almost like a rumor)
History: (describe the roots and important historical events of your kingdom)
Misc: (add anything that isn't covered by the rest of the NS)
And with that, all you have to do is wait for feedback and/or acceptance!
Finally, when your NS has been accepted, you will be gifted with two vassals. These are NPCs with power and is bound by oath or force to serve you. You may call upon your vassals to help you in a number of matters, but beware! Powerful people thirst for more power, and your vassals may turn on you if you treat them badly, or if they smell weakness. In short: your vassals are useful tools, but can become dangerous if you neglect them.
Disclaimer: I have made the map myself, but the traits and certain other aspects of the game are borrowed from other RPs.
FINISHED NATIONS
Location:
Name: Kingdom of Pelataria
Flag:
Capital: Palma
Major Settlements: Porto Alba (2nd largest city), Sylva (3rd largest city)
Ruler: King Anton Varano (Age 41)
Royal Family:
- Juliet Varano (Wife, 36)
- Dominic Varano (Eldest Son & Heir, 18)
- Matteo Varano (2nd Son, 15)
- Alessa Varano (Eldest Daughter, 14)
People/s: Human
Kingdom Traits:
- Wondrous Beauty
- Developed Infrastructure
Military Traits:
- Ships
- Seaworthy
Trade Traits:
- Filthy Rich
- Important Trade Routes
- Ports
- Ancient Merchant Families
- Caravans
Flaws:
- Sellswords
- Arrows Fly Like Dung
- Serf Armies
Culture: Pelataria has a cosmopolitan, seafaring culture -- a result, perhaps, of their relative proximity to continental Aimsir. Palma, the capital, is known as a global city. Not a soul can deny her beauty, and patrons wealthy enough to make the voyage to her port are never disappointed. The culture of Pelataria is a culture of affluence. Even the peasantry, destitute as they may be, have almost never known war. When the time comes, they do not pick up the sword, but rather trust in their King to arrange for defense. To draw a parallel to actual nations, Pelataria is a bit like a mix between the British Empire and the Republic of Venice, with a culture strongly influenced by the Romans.
Military: Pelataria does not often raise her levies for war, unless in true crisis. Instead, she relies on a seemingly boundless treasury to afford the finest in sellswords and war companies. This means that her peasantry are weak, but that even if a war is particularly bloody, she will not hurt for men come harvest. Her navy, on the other hand, is a different story. Pelataria is a maritime nation, and her fleets are among the most fearsome in Seyan. Mercs protect her land, and the fleets protect her trade and coast.
Economy: The trade routes of Pelataria have been called the life-blood of Seyan. Her ports are a gateway for the goods coming from Aimsir, and her caravans stretch north, past the mountains. As a result, Pelataria is quite wealthy, and does not lack for much. Though the country itself doesn't produce too much, she had developed a reputation as the middleman for many large transactions and routes, especially between continental Aimsir and Seyan. Of those in power in the Kingdom, nearly all are either members of one of the large merchant families, or have some stake or share in an economic fortune.
Reputation: Unsurprisingly, Pelataria is known throughout the lands for wealth and opulence. Of course, with a country as wealthy as this -- and one family like the Varano being able to build her up from almost nothing -- there are bound to be rumors or deceit, or thievery, or other nefarious deeds. Some of the less-educated rabble even claim that Niccolo Varano, the original patriarch of the ruling dynasty, was a feared wizard in his day, making his fortunes by turning his enemies from flesh to solid gold. Of course, that last one's complete nonsense, but nowadays even the Varanos don't know for certain where their riches came from.
History: The Kingdom of Pelataria started nearly two hundred years ago as the settlement of a family of displaced merchants, many miles from their old home: Vetus Patriae, the Old Country (A region in southwestern Aimsir). The family had lost everything in their flight from barbarian invaders, but found wealth in this strange new land. Initially, only the Varano family, it's assets, and a few close families who were also displaced made the voyage to Seyan. However, in time many merchant families saw the profit in moving, and some even rose to an official rank within the government. As their settlement grew (later to become the capital, Palma), and their standing solidified, they found that their fledgeling country simply could not survive as a type of merchant republic. Therefore, Niccolo Varano called for a coronation, and the people agreed, naming him King. At least, that's how the legend goes. Any nefarious action on the part of Niccolo, any contenders for the throne, or armed coups.. They never made it into the books. But since the Varano family took power, Pelataria has soared economically. Though shrewd and often greedy, the Varano Kings had put their wealth back into Pelataria to produce a shining example of a prosperous nation. As the saying goes in Palma, You may kill a man with a sword, but with a bit of coin you may buy the sword, and the man, and have a bit left over for wine.
Misc.:
Other Notable People:
- Jon Adamo, Commander of the Royal Guard, Age 35
- Stefano Gatti, Advisor to the King, 58
Regional Map:
Name: Kingdom of Pelataria
Flag:
Capital: Palma
Major Settlements: Porto Alba (2nd largest city), Sylva (3rd largest city)
Ruler: King Anton Varano (Age 41)
Royal Family:
- Juliet Varano (Wife, 36)
- Dominic Varano (Eldest Son & Heir, 18)
- Matteo Varano (2nd Son, 15)
- Alessa Varano (Eldest Daughter, 14)
People/s: Human
Kingdom Traits:
- Wondrous Beauty
- Developed Infrastructure
Military Traits:
- Ships
- Seaworthy
Trade Traits:
- Filthy Rich
- Important Trade Routes
- Ports
- Ancient Merchant Families
- Caravans
Flaws:
- Sellswords
- Arrows Fly Like Dung
- Serf Armies
Culture: Pelataria has a cosmopolitan, seafaring culture -- a result, perhaps, of their relative proximity to continental Aimsir. Palma, the capital, is known as a global city. Not a soul can deny her beauty, and patrons wealthy enough to make the voyage to her port are never disappointed. The culture of Pelataria is a culture of affluence. Even the peasantry, destitute as they may be, have almost never known war. When the time comes, they do not pick up the sword, but rather trust in their King to arrange for defense. To draw a parallel to actual nations, Pelataria is a bit like a mix between the British Empire and the Republic of Venice, with a culture strongly influenced by the Romans.
Military: Pelataria does not often raise her levies for war, unless in true crisis. Instead, she relies on a seemingly boundless treasury to afford the finest in sellswords and war companies. This means that her peasantry are weak, but that even if a war is particularly bloody, she will not hurt for men come harvest. Her navy, on the other hand, is a different story. Pelataria is a maritime nation, and her fleets are among the most fearsome in Seyan. Mercs protect her land, and the fleets protect her trade and coast.
Economy: The trade routes of Pelataria have been called the life-blood of Seyan. Her ports are a gateway for the goods coming from Aimsir, and her caravans stretch north, past the mountains. As a result, Pelataria is quite wealthy, and does not lack for much. Though the country itself doesn't produce too much, she had developed a reputation as the middleman for many large transactions and routes, especially between continental Aimsir and Seyan. Of those in power in the Kingdom, nearly all are either members of one of the large merchant families, or have some stake or share in an economic fortune.
Reputation: Unsurprisingly, Pelataria is known throughout the lands for wealth and opulence. Of course, with a country as wealthy as this -- and one family like the Varano being able to build her up from almost nothing -- there are bound to be rumors or deceit, or thievery, or other nefarious deeds. Some of the less-educated rabble even claim that Niccolo Varano, the original patriarch of the ruling dynasty, was a feared wizard in his day, making his fortunes by turning his enemies from flesh to solid gold. Of course, that last one's complete nonsense, but nowadays even the Varanos don't know for certain where their riches came from.
History: The Kingdom of Pelataria started nearly two hundred years ago as the settlement of a family of displaced merchants, many miles from their old home: Vetus Patriae, the Old Country (A region in southwestern Aimsir). The family had lost everything in their flight from barbarian invaders, but found wealth in this strange new land. Initially, only the Varano family, it's assets, and a few close families who were also displaced made the voyage to Seyan. However, in time many merchant families saw the profit in moving, and some even rose to an official rank within the government. As their settlement grew (later to become the capital, Palma), and their standing solidified, they found that their fledgeling country simply could not survive as a type of merchant republic. Therefore, Niccolo Varano called for a coronation, and the people agreed, naming him King. At least, that's how the legend goes. Any nefarious action on the part of Niccolo, any contenders for the throne, or armed coups.. They never made it into the books. But since the Varano family took power, Pelataria has soared economically. Though shrewd and often greedy, the Varano Kings had put their wealth back into Pelataria to produce a shining example of a prosperous nation. As the saying goes in Palma, You may kill a man with a sword, but with a bit of coin you may buy the sword, and the man, and have a bit left over for wine.
Misc.:
Other Notable People:
- Jon Adamo, Commander of the Royal Guard, Age 35
- Stefano Gatti, Advisor to the King, 58
Regional Map:
Name: Kingdom of Baile
Capital and Major Settlements:
Haydenhall (capital)
Craigscourt
Blackfell
Ruler and Royal Family:
King Baldric Harten, 41 (ruler)
Queen Alene Harten, 37
Princess Edwena Harten, 17 (royal heir)
Princess Isolde Harten, 16
Prince Graham Harten, 11
People/s: Humans
Kingdom Traits:
Beloved by the People
Friends with the Nobles
Military Traits:
Knowledge of War
Foraging
Good Equipment
Trained Troops
Trade Traits:
Agriculture
Rich with Ores
Industry
Caravans
Flaws:
Even your Horses look Weak
Terrible Boats
Culture: Baile is the very picture of a stable medieval monarchy. There is a great sense of national pride throughout the populace, and people both high and low are pleased with their sovereign rulers. Apart from the nationalism, the Bailish are a modest lot. Luxury and excessive wealth is frowned upon, and citizens are encouraged to be content with what they have and take joy in the little things in life. They are also a religious lot, converging one day a week in the many godhouses of the land to worship a wide pantheon of gods, some domestic and others imported from other cultures.
Military: The army is a source of great pride in Baile. Serving as a soldier is a sure way to earn money and honor for your family, and veterans are always treated with respect. The nation has a long tradition of warfare, stretching hundreds of years back in time, and can boast some of the most competent forces in Seyan. Having fought numerous campaigns both domestic and international, the troops have a great understanding of survival and can be counted on to sustain themselves when on campaign. This can however not be said about the navy, which is as good as non-existant. The lack of good horses in the highlands has also led to a less-than notable cavalry, and the saying goes that a Bail fights best with both feet firmly on the ground.
Economy: Due to an advantageous geographic location, Baile is rich with resources. Golden fields of wheat ensure that the bakers and brewers of the nation always have work to do, and the deep and prosperous mines keep the blacksmiths well occupied. As a result most people can afford bread and ale on their table every day, and iron tools are common even among the lowliest peasantry. Trade happens at a slow but steady pace, hampered by the rough roads and lack of ports, but aided by the swift and secure caravans.
Reputation: Baile is somewhat of a middle-nation, and not just for being centrally located. It is neither friendly nor aggressive towards its neighbors, and although it is currently a peaceful place it has not always been so. It is sometimes seen as a sleeping giant; easy to deal with while snoring soundly, but a right menace when awoken and agitated.
History: Baile is an old nation, founded in the mythical past of over a thousand years ago by the now legendary conqueror Hayden of the Hills. It has shifted in size and influence over the course of history, but has never given up its heartland in the highland at the base of the mountains. It is a nation that has seen empires come and go, enduring them all. It is however yet to be seen if it will stand the test of time in this new age of strife and conquest.
Misc:
Location:
(If this area is okay. I would also like it to be a sort of arid terrain if allowed.)
Name:
Holy Mandisan Dynasty
Flag:
Capital and Major Settlements:
Capital:
Heliopolis
Major cities:
Hieraconis
Lycostet
Scarabarastis
Ruler:
Pharaoh Katelyn Thehma [16]
Royal Family:
Aria Thehma [10]
Horas Thehma [27]
People/s:
Humans
Kingdom Traits:
Beloved By The People
Wondrous Beauty
Clean Streets
Developed Infrastructure
Military Traits:
Trained Troops
Riding The Waves
Masters Of Ambush
Trade Traits:
Filthy Rich
Ports
Black Market
Important Trade Routes
Flaws:
Even Your Horses Look Weak
Not a Flawless Family 1
Not a Flawless Family 2
Sellswords
Depleted Resources
Culture:
Mandisa could be described as a heavily religious nation. Near all of its citizen show great respect, if not worship to the Royal Family and their pantheon. Within Heliopolis, one would find the great wonders and statues of the dynasties before. Golden statues and great sandstone constructs adorn the city. Throughout the Empire’s cities, the Pharaoh’s Royal Guard roam the streets, protecting her cities from crime and other squabbles. In near all times of struggle and need, citizens turn to their dear Pharaoh.
Military:
When one first thinks of Mandisa’s military, thoughts of the Pharaoh’s dear Royal Guard would come to mind. They are the most elite soldiers in all of Mandisa. Donned in bronze armor and full bronze face masks underneath cloth to cover exposed skin, they find themselves fighting both on the front lines of war and inside the palace as the final defense. On the frontlines, the Royal Guards become masters of hit-and-run ambushes in attempt to pick off brigades of enemies before any assaults take place.
As many may infer, the Royal Guard are not plentiful therefore, they do not appear in the heat of war often. This scarcity in troops caused the previous Pharaohs to delve into Mandisan gold hoards to hire the best mercenaries that could be found, leaving the Royal Guard to defend the Pharaoh herself.
Economy:
As previously stated, Mandisan lands are rich with precious metals such as gold and jewels. Unfortunately, Mandisa seems to lack the industrial resources such as iron. Along with their plentiful gold resources, Mandisans are known for their wonderful ports to trade for lovely dyes, silks, and wines. Most of this abundance of wealth has made its way in circulation to the Royal Family, religious figures, and other nobles, though they are not greedy. With such an influx of gold, many nations can find great trading opportunities within Mandisa as gold has less value than it may have in outside nations. This allows foreign resources to be paid for with great amounts of riches.
Not only is one able to find himself riches and luxuries within the markets of Mandisan lands, but also goods that may be unconventional or not allowed amongst surface merchants. Whatever you wish for, they say can be found within the dark corners of Mandisa. These Mandisan Black Markets were set up by past Dynasties, causing them to have connections within the nobles and Royal Family. This has proven to be both a help and hindrance to the Pharaoh.
Reputation:
Amongst the other nations of Seyan, Mandisa has no reputation as a powerhouse, but instead more of an isolated nation in recent years. Past Dynasties have given the nation a terrible reputation to some. With great internal corruption and turmoil, eventually leading to the death of the previous dynasty’s leaders, a vast amount of expectations have been placed upon the shoulders of the new Pharaoh. Because of this, she is compelled by her advisors to make allies with surrounding nations in order to avoid war. Due to most of the conflict being internal, other nations have most likely heard little of Mandisan troubles other than the civil wars and problems. As for rumors spread about the Holy Mandisan Dynasty, many would hear that a new Pharaoh has come into power, years before she was of age to take the throne. Due to her parents death, she had little experience ruling the Dynasty.and she is quite distressed due to the fact that Mandisa had no particular allies.
Mandisa’s black market has quite the reputation in itself, though it is being spread more widely now that the current Pharaoh has limited knowledge of its current status.
History:
The Holy Mandisan Dynasty has history tracing back to be one of the oldest nations in Seyan. Throughout the years, Mandisa has seen many dynasties. Most Mandisans believe that they were the first native inhabitants of Seyan. The nation is lead by a female figurehead called the Pharaoh. Each Pharaoh is given an animal to symbolize them. This has become a staple of Mandisan society as their religion has advanced. Often times, the true names of Pharaohs are forgotten and they are simply remembered by their titles. Little of Mandisa’s history is known to the public, but it is said that within the palace’s great library, books of all recorded Pharaohs and major decisions in history have been kept. Due to dialect changes, some of the earlier books have yet to be decrypted. The access to this library is restricted to the Royal Family and those who’ve been given access.
As for history that is accessible to the public, the past dynasty and the current are quite well known. In the dynasty of the Jackal (The parents of the current Pharaoh), taxing ran wild throughout the nation. Slavery and human trafficking were at an all time high, and though slavery was commonly used within the Mandisan Dynasty, the Pharaoh and her controlling husband took it to an extreme, creating monuments to the gods. Due to the hard labor and dwindling conditions within Mandisa, the eventual assassination of the Jackal Pharaoh and her self empowered husband was inevitable. This leads up to the present Pharaoh’s reign, her blessing ritual still incomplete, causing a great celebration to be planned quite soon.
Misc:
Mandisa, currently with an underaged Pharaoh, heavily relies on its advisors and they are well known throughout the nation.
Advisors:
Adio Khamura [22]
Aziza Menes [24]
Hekaib Khenaum [35]
Star- Heliopolis
1-Hieraconis
2-Lycostet
3-Scarabarastis
Mandisan Pantheon
Excelsior- God of the Sun, Gold, and Success
Hekatoncheires- God of Battle, the City, Martial Virtue
Vecnas- Goddess of Secrets, Shadows, and Night
Medjae- God of Sands, Serpents, and Subterfuge
Ahtos- God of Winds, Weather, and Travel
Necrolyte- God of Death, Medicine, and Ritual
(If this area is okay. I would also like it to be a sort of arid terrain if allowed.)
Name:
Holy Mandisan Dynasty
Flag:
Capital and Major Settlements:
Capital:
Heliopolis
Major cities:
Hieraconis
Lycostet
Scarabarastis
Ruler:
Pharaoh Katelyn Thehma [16]
Royal Family:
Aria Thehma [10]
Horas Thehma [27]
People/s:
Humans
Kingdom Traits:
Beloved By The People
Wondrous Beauty
Clean Streets
Developed Infrastructure
Military Traits:
Trained Troops
Riding The Waves
Masters Of Ambush
Trade Traits:
Filthy Rich
Ports
Black Market
Important Trade Routes
Flaws:
Even Your Horses Look Weak
Not a Flawless Family 1
Not a Flawless Family 2
Sellswords
Depleted Resources
Culture:
Mandisa could be described as a heavily religious nation. Near all of its citizen show great respect, if not worship to the Royal Family and their pantheon. Within Heliopolis, one would find the great wonders and statues of the dynasties before. Golden statues and great sandstone constructs adorn the city. Throughout the Empire’s cities, the Pharaoh’s Royal Guard roam the streets, protecting her cities from crime and other squabbles. In near all times of struggle and need, citizens turn to their dear Pharaoh.
Military:
When one first thinks of Mandisa’s military, thoughts of the Pharaoh’s dear Royal Guard would come to mind. They are the most elite soldiers in all of Mandisa. Donned in bronze armor and full bronze face masks underneath cloth to cover exposed skin, they find themselves fighting both on the front lines of war and inside the palace as the final defense. On the frontlines, the Royal Guards become masters of hit-and-run ambushes in attempt to pick off brigades of enemies before any assaults take place.
As many may infer, the Royal Guard are not plentiful therefore, they do not appear in the heat of war often. This scarcity in troops caused the previous Pharaohs to delve into Mandisan gold hoards to hire the best mercenaries that could be found, leaving the Royal Guard to defend the Pharaoh herself.
Economy:
As previously stated, Mandisan lands are rich with precious metals such as gold and jewels. Unfortunately, Mandisa seems to lack the industrial resources such as iron. Along with their plentiful gold resources, Mandisans are known for their wonderful ports to trade for lovely dyes, silks, and wines. Most of this abundance of wealth has made its way in circulation to the Royal Family, religious figures, and other nobles, though they are not greedy. With such an influx of gold, many nations can find great trading opportunities within Mandisa as gold has less value than it may have in outside nations. This allows foreign resources to be paid for with great amounts of riches.
Not only is one able to find himself riches and luxuries within the markets of Mandisan lands, but also goods that may be unconventional or not allowed amongst surface merchants. Whatever you wish for, they say can be found within the dark corners of Mandisa. These Mandisan Black Markets were set up by past Dynasties, causing them to have connections within the nobles and Royal Family. This has proven to be both a help and hindrance to the Pharaoh.
Reputation:
Amongst the other nations of Seyan, Mandisa has no reputation as a powerhouse, but instead more of an isolated nation in recent years. Past Dynasties have given the nation a terrible reputation to some. With great internal corruption and turmoil, eventually leading to the death of the previous dynasty’s leaders, a vast amount of expectations have been placed upon the shoulders of the new Pharaoh. Because of this, she is compelled by her advisors to make allies with surrounding nations in order to avoid war. Due to most of the conflict being internal, other nations have most likely heard little of Mandisan troubles other than the civil wars and problems. As for rumors spread about the Holy Mandisan Dynasty, many would hear that a new Pharaoh has come into power, years before she was of age to take the throne. Due to her parents death, she had little experience ruling the Dynasty.and she is quite distressed due to the fact that Mandisa had no particular allies.
Mandisa’s black market has quite the reputation in itself, though it is being spread more widely now that the current Pharaoh has limited knowledge of its current status.
History:
The Holy Mandisan Dynasty has history tracing back to be one of the oldest nations in Seyan. Throughout the years, Mandisa has seen many dynasties. Most Mandisans believe that they were the first native inhabitants of Seyan. The nation is lead by a female figurehead called the Pharaoh. Each Pharaoh is given an animal to symbolize them. This has become a staple of Mandisan society as their religion has advanced. Often times, the true names of Pharaohs are forgotten and they are simply remembered by their titles. Little of Mandisa’s history is known to the public, but it is said that within the palace’s great library, books of all recorded Pharaohs and major decisions in history have been kept. Due to dialect changes, some of the earlier books have yet to be decrypted. The access to this library is restricted to the Royal Family and those who’ve been given access.
As for history that is accessible to the public, the past dynasty and the current are quite well known. In the dynasty of the Jackal (The parents of the current Pharaoh), taxing ran wild throughout the nation. Slavery and human trafficking were at an all time high, and though slavery was commonly used within the Mandisan Dynasty, the Pharaoh and her controlling husband took it to an extreme, creating monuments to the gods. Due to the hard labor and dwindling conditions within Mandisa, the eventual assassination of the Jackal Pharaoh and her self empowered husband was inevitable. This leads up to the present Pharaoh’s reign, her blessing ritual still incomplete, causing a great celebration to be planned quite soon.
Misc:
Mandisa, currently with an underaged Pharaoh, heavily relies on its advisors and they are well known throughout the nation.
Advisors:
Adio Khamura [22]
Aziza Menes [24]
Hekaib Khenaum [35]
Star- Heliopolis
1-Hieraconis
2-Lycostet
3-Scarabarastis
Mandisan Pantheon
Excelsior- God of the Sun, Gold, and Success
Hekatoncheires- God of Battle, the City, Martial Virtue
Vecnas- Goddess of Secrets, Shadows, and Night
Medjae- God of Sands, Serpents, and Subterfuge
Ahtos- God of Winds, Weather, and Travel
Necrolyte- God of Death, Medicine, and Ritual
Location:
Name: The Virian Empire
Flag:
Capital and Major Settlements:
Avolin: Avolin, the city of Avarinne, one of the few of the cities of Viria that was truly grand under the old empire as well as the new. It is an ancient city, hailing back over a thousand years to the glory days of the old empire. The city is dominated by a great black and silver tower, constructed of black marble and a strange silver stone that is not found anywhere upon the land of Seyan. And it is this palatial tower that houses the imperial family. The streets are lined with statues speaking of the glory of the past rulers of the empire, both old and new, and the entire city has a sacred air to it, a sense of great age and ancient, if faded, glory.
Lothria: Lothria is like most of the cities of the empire one that has grown up from a formerly small town over the last several centuries following the transition of imperial power. While it has become impressive in its own right it lacks some of the ancient glory that the imperial capital possesses. While the black marble is still commonly used in the construction of the buildings and monuments it is less common and the other silver stone that was used in the construction so commonly within Avolin is not present here. Lothria though has a certain air to it, a livelihood that is likely in part due to the bustling trade that takes place there.
Razarain: More truthfully a fortress than a city Razarain is the seat of what remains of the Razaen Order, the militant order of the Listhenic faith. Still despite it's fortress nature it is an impressive site and hosts an impressive population.
Velaxin: The smallest of the cities in Viria, it is a new creation entirely since the days when the seat of imperial power first moved to the islands.
Ruler and Royal Family:
Imperatorious Scriesen Vol Listh IX:(Emperor 52)
Imperatoria Vexia Vol Av: (Empress 43)
Prenarious Volrin Vol Listh: (Heir Apparent 19)
Pressia Llissia Vol Av: (Princess 16)
Pressia Avalia Vol Listh: (Princess 16)
Prenus Razael Vol Listh: (Prince 11)
Pressia Varminia Vol Av: (Princess 6)
People/s: Humans are the most common beings in the Virian Empire and apart from the Listians there are very few scions of other races.
Listians: The Listians are a folk that seem to have entered into the twilight of their existence. Once they were many, composing the ruling aristocracy and upper class of the old empire. Now with the empire sadly shrunken and their influence faded there are only hundreds left and nearly all who remain are those who dwell within the remnants.
Listians are quite similar to humans in appearance and are actually compatible in terms of producing offspring with humans and other humanoid races, though it should be noted that children of such unions are often plagued by health issues and weakened immune systems. Their most obvious differences with humanity comes in the form of their utter lack of pigment. All Listians possess skin and hair as white as snow, their lips are pallid as well naturally, and their eyes are faded spheres of grey and white.
Further all Listians possess white hornlike growths that emerge from their heads. These 'horns' can be shaped in many different ways and can range from nearly invisible due to hair, and dramatically visible. Should they be cut off they will eventually grow back. It has been said that no one has ever seen a fat Listian, which while not entirely true does relate to the general body structure they most commonly possess. They are typically tall and slender beings and their features tend to be elongated when compared to humans, longer limbs, longer fingers, ect. It was said that once they possessed true magic, that the darkness and shadows of the night would obey their wishes. But if there was ever truth to those tales those days are long since passed.
Kingdom Traits:
Wondrous Beauty: Despite the old and slightly faded nature of the glory of Viria, none can deny that it remains impressive. The ancient statues, cathedrals and other buildings all stand out. And in the capital city of Avolin, the great tower looms high, stretching into the sky above, high enough that it is said that at times clouds veil it's peak from sight.
Developed Infrastructure: The old infrastructure of the empire has largely survived the tests of time and old habits die hard.
Beloved By The People: The old beliefs in the divine link between the Imperial family and the gods above have endured and even now to speak against them is to invoke the wrath of those who truly rule the world.
Schools: The average person in Viria has at least received some degree of education from the church run schools and those who can qualify can attend far more prestigious establishments in the big cities.
Military Traits:
Knowledge of War: In the distant past the might of the old empire made the world tremble. While times have changed and the empire is shrunken the ancient formations and arts of war that once conquered much of a continent still live on in Viria.
Trained Troops: All soldiers raised in the empire go through training and are forged into a united force and most of those who have become soldiers serve within the legions for life.
Awe-Inspiring Fortifications: Having been driven to a remote outpost, what remains of Viria is determined to continue to exist. No expense has been spared to build fortifications to protect that existence.
Massive Ships: The ships of Viria are immense palatial vessels, often actually looking something like floating castles and fortresses build from wood rather than earth and stone.
Trade Traits:
Ports: Due to its' location Viria still serves as one of the major gateways for trade into the land. Though notably less so since the rise of Pelataria.
Black Market: It is said that almost anything can be found in Viria if you know the right people to talk to. While that is not strictly true the reputation is well deserved.
Flaws:
Depleted Resources: The land that remains to the empire has long been scoured and picked clean of many of its' resources. Efforts to sustain the old ways have taxed existing reserves to the brink.
Corruption: Many of the old institutions that once maintained a vast empire are still present and remain bloated and swollen with staff and influence even as their usefulness has long since declined.
Culture: The Virian Empire, what remains of it at least, is a nation that is to a large degree defined by the adherence to a state religion that dates back to the foundation of the old empire thousands of years ago in the past. This religion, known as the Listhenic faith is one that both lends credence to the authority of the Imperatorious and that also attaches special importance to the Listian race as the children of the gods. The trappings of faith can be found everywhere within the empire, the myriad statues often depict the various gods of the faith and the great temples and cathedrals clearly show evidence of a devotion on the part of the people. Further the particular details of the attire of the faithful are nearly universally adopted within the empire.
Aside from the religion Viria is a nation that is somewhat lost in the old glories of what once was and has a definite culture of nostalgia. Even though the glory days of old are long gone the mannerisms and customs, as well as the arrogance that came from immense power still linger. Those who wish to succeed in Viria must learn a dizzying array of rituals and navigate a nightmarishly complicated bureaucratic system stemming from the fusion of religion and government and the last holdings of a vestigial empire.
Military: The Virian Empire still possesses a strong military force. Youths are inducted into the legions at a very early age and trained throughout their lives to be as effective of a fighting force as possible. Further in addition to the legions the remnants of the Razaen Order still exist and the faith militant remains one of the most effective and devoted fighting forces. The Virian navy should also not be underestimated as despite the relatively small number of ships it possesses, those that it does possess are massive constructs that are almost fortresses in their own right and which are well suited to defending the many ports in the nation.
Economy: Here perhaps the truest signs of the nation's shrunken nature can be found. The Virian economy is a fragile thing, held together in no small part by the trade that passes through it's ports and the fact that even now it's reputation commands a certain degree of respect. The small islands that hold the majority of the Virian population are not adequate to fully providing for the people and so much of the resources that sustain the empire come from the 'mainland' holdings on the larger part of Seyan. Still Viria does have trade routes that run through it and while not so many as Pelataria it still competes.
Reputation: Through the years despite it's faded glory Viria has managed to hold a place of high prestige in many ways among the other nations upon the island. Even a shrunken empire is still a force to be reckoned with. And rumors persist of the ancient power of the Listians, of the magic they once commanded, and very real stories of the fanatical devotion of their remaining soldiers. Further Viria is somewhat more advanced than the other nations of Seyan, which can engender feelings of inferiority.
History: The Virian Empire is old having been born far back in the mists of time in a land far distant from this one. In a distant corner of the continent of Aimsir there exists a hellish land of blasted heat and scorching sands. And it was from that hellish place, a place where the sun could truly be seen as diabolical that the Listians had first emerged to embark upon grand conquests. It is said that in those days the magic was still strong in the world, and still obeyed the commands of those who were so closely linked to the divine. And with that power they conquered.
It was said that none could withstand them then, that in conquest the old empire swept all before it, stretching from the distant deserts of the far east, to the shores that came closest to the island of Seyan. And there may well be truth to that claim. For the lands they ruled are littered with relics of their old glory, ancient roads, statues, temples, and more all litter the lands where once the empire held sway. And many of those structures are still used today by the new rulers of those lands.
What exactly occurred to cause the slow fall of the empire is uncertain. But legends speak of a terrible scourge, a destruction visited upon the ancient city in the heart of the blasted desert. Trenalkd, the world city, heart of old Viria was destroyed and the exact way it was destroyed is unknown for it is said that none present survived. And with the beating heart of the old empire ripped out in an instant the slow decline began. Provinces revolted, foreign nations long held at bay seized their chances to carve out pieces for themselves and over the years the empire shrunk further and further.
Until only the island holdings upon Seyan, a place that the empire had never deemed worth bringing fully under its' control remained. And here the last scions of the great empire remain.
Misc: The Imperial family has long practiced marriage between members of the family in an old effort to keep the bloodlines pure and preserve their connections to the gods. While it is not unheard of for there to be unions with others, even with humans should the need be dire enough or the alliance favorable enough the majority of the time the divine blood is preserved and following a generation where outside blood was allowed they normally will breed it out through repeated internal unions.
Name: The Virian Empire
Flag:
Capital and Major Settlements:
Avolin: Avolin, the city of Avarinne, one of the few of the cities of Viria that was truly grand under the old empire as well as the new. It is an ancient city, hailing back over a thousand years to the glory days of the old empire. The city is dominated by a great black and silver tower, constructed of black marble and a strange silver stone that is not found anywhere upon the land of Seyan. And it is this palatial tower that houses the imperial family. The streets are lined with statues speaking of the glory of the past rulers of the empire, both old and new, and the entire city has a sacred air to it, a sense of great age and ancient, if faded, glory.
Lothria: Lothria is like most of the cities of the empire one that has grown up from a formerly small town over the last several centuries following the transition of imperial power. While it has become impressive in its own right it lacks some of the ancient glory that the imperial capital possesses. While the black marble is still commonly used in the construction of the buildings and monuments it is less common and the other silver stone that was used in the construction so commonly within Avolin is not present here. Lothria though has a certain air to it, a livelihood that is likely in part due to the bustling trade that takes place there.
Razarain: More truthfully a fortress than a city Razarain is the seat of what remains of the Razaen Order, the militant order of the Listhenic faith. Still despite it's fortress nature it is an impressive site and hosts an impressive population.
Velaxin: The smallest of the cities in Viria, it is a new creation entirely since the days when the seat of imperial power first moved to the islands.
Ruler and Royal Family:
Imperatorious Scriesen Vol Listh IX:(Emperor 52)
Imperatoria Vexia Vol Av: (Empress 43)
Prenarious Volrin Vol Listh: (Heir Apparent 19)
Pressia Llissia Vol Av: (Princess 16)
Pressia Avalia Vol Listh: (Princess 16)
Prenus Razael Vol Listh: (Prince 11)
Pressia Varminia Vol Av: (Princess 6)
People/s: Humans are the most common beings in the Virian Empire and apart from the Listians there are very few scions of other races.
Listians: The Listians are a folk that seem to have entered into the twilight of their existence. Once they were many, composing the ruling aristocracy and upper class of the old empire. Now with the empire sadly shrunken and their influence faded there are only hundreds left and nearly all who remain are those who dwell within the remnants.
Listians are quite similar to humans in appearance and are actually compatible in terms of producing offspring with humans and other humanoid races, though it should be noted that children of such unions are often plagued by health issues and weakened immune systems. Their most obvious differences with humanity comes in the form of their utter lack of pigment. All Listians possess skin and hair as white as snow, their lips are pallid as well naturally, and their eyes are faded spheres of grey and white.
Further all Listians possess white hornlike growths that emerge from their heads. These 'horns' can be shaped in many different ways and can range from nearly invisible due to hair, and dramatically visible. Should they be cut off they will eventually grow back. It has been said that no one has ever seen a fat Listian, which while not entirely true does relate to the general body structure they most commonly possess. They are typically tall and slender beings and their features tend to be elongated when compared to humans, longer limbs, longer fingers, ect. It was said that once they possessed true magic, that the darkness and shadows of the night would obey their wishes. But if there was ever truth to those tales those days are long since passed.
Kingdom Traits:
Wondrous Beauty: Despite the old and slightly faded nature of the glory of Viria, none can deny that it remains impressive. The ancient statues, cathedrals and other buildings all stand out. And in the capital city of Avolin, the great tower looms high, stretching into the sky above, high enough that it is said that at times clouds veil it's peak from sight.
Developed Infrastructure: The old infrastructure of the empire has largely survived the tests of time and old habits die hard.
Beloved By The People: The old beliefs in the divine link between the Imperial family and the gods above have endured and even now to speak against them is to invoke the wrath of those who truly rule the world.
Schools: The average person in Viria has at least received some degree of education from the church run schools and those who can qualify can attend far more prestigious establishments in the big cities.
Military Traits:
Knowledge of War: In the distant past the might of the old empire made the world tremble. While times have changed and the empire is shrunken the ancient formations and arts of war that once conquered much of a continent still live on in Viria.
Trained Troops: All soldiers raised in the empire go through training and are forged into a united force and most of those who have become soldiers serve within the legions for life.
Awe-Inspiring Fortifications: Having been driven to a remote outpost, what remains of Viria is determined to continue to exist. No expense has been spared to build fortifications to protect that existence.
Massive Ships: The ships of Viria are immense palatial vessels, often actually looking something like floating castles and fortresses build from wood rather than earth and stone.
Trade Traits:
Ports: Due to its' location Viria still serves as one of the major gateways for trade into the land. Though notably less so since the rise of Pelataria.
Black Market: It is said that almost anything can be found in Viria if you know the right people to talk to. While that is not strictly true the reputation is well deserved.
Flaws:
Depleted Resources: The land that remains to the empire has long been scoured and picked clean of many of its' resources. Efforts to sustain the old ways have taxed existing reserves to the brink.
Corruption: Many of the old institutions that once maintained a vast empire are still present and remain bloated and swollen with staff and influence even as their usefulness has long since declined.
Culture: The Virian Empire, what remains of it at least, is a nation that is to a large degree defined by the adherence to a state religion that dates back to the foundation of the old empire thousands of years ago in the past. This religion, known as the Listhenic faith is one that both lends credence to the authority of the Imperatorious and that also attaches special importance to the Listian race as the children of the gods. The trappings of faith can be found everywhere within the empire, the myriad statues often depict the various gods of the faith and the great temples and cathedrals clearly show evidence of a devotion on the part of the people. Further the particular details of the attire of the faithful are nearly universally adopted within the empire.
Aside from the religion Viria is a nation that is somewhat lost in the old glories of what once was and has a definite culture of nostalgia. Even though the glory days of old are long gone the mannerisms and customs, as well as the arrogance that came from immense power still linger. Those who wish to succeed in Viria must learn a dizzying array of rituals and navigate a nightmarishly complicated bureaucratic system stemming from the fusion of religion and government and the last holdings of a vestigial empire.
Gods:
Listhen, The Lord of Darkness and Shadow, He Who Brings Night-
The first of the Primal Gods and the principle deity of the Listhenic faith it is said that he created the world along with his sister Luriel and that she betrayed him. But she did not prevail and he remains, ruling over all of creation save the sun and its hated light that burns. Listhen is most frequently depicted as a massive man who brings the darkness in his wake, like all of the gods of Listhenism he is frequently shown with skin of inhuman pallor, eyes the color the darkest night and hair of the same color, rather than the normal shadow, his is depicted to grow out from around him, a darkness that blots out the light. He is also depicted with an ancient crown upon his head and wields the ancient sword Lurisswring (Roughly translated to Lightbreaker) with which he struck down Luriel before she fled.
Avarinne, Lady of Sorrows and Beauty, She Who Weeps For The World, The Bride of Listhen-
It is said that all rain that falls upon the world is in fact her tears, sent to quench the burning earth and to offer rejuvenation and respite from the terrible heat of the sun. Avarinne is most frequently depicted as a woman of extreme beauty, with pale skin, silvered hair that hangs down in long tresses, eyes the color of the night itself and a face that while beautiful is marred by the lines of the constant tears that she sheds in an effort to ease the sufferings of the world.
Selvaris, Lord of Trickery, and Guile, First son of Listhen and Avarinne-
It is said that Selvaris is the patron of the clever, of those who seek to better themselves through their wits. It is said that when his father was struck down it was he who created the illusions that allowed him to escape and return to cast down Luriel. He is known to have worn many forms and has been depicted in many ways over the years.
Raza, Lady of Vengeance, War, and Sacrifice, the daughter of Listhen and Avarinne-
It is said that Raza is the living embodiment of war and vengeance, one who is willing to make any sacrifice to bring to the wicked the punishment and retribution that they so richly deserve. It is said that in the fight to imprison the nameless one, she made the greatest sacrifice made by one of the Listhenic gods, giving up her flawless physical form to lure the eternally ravenous god into the prison that had been constructed for it. Depictions of Raza show nothing of her features, a woman clad in layers of thin silver fabric, hands covered by layers of it as well and gripping the twin Lroist that she wields, with a face covered by a flawless blank mask made of porcelain that reveals nothing of what lurks behind it. Raza is the Goddess worshiped by those who seek vengeance as well a popular goddess to pray to before battles or the onset of war.
Lothar, The Lord of Chains, Death, and Law, He who Gathers Souls, Second son of Listhen and Avarinne-
It is said that to Lothar all souls of those who have failed in life are given. Those who have not followed the righteous path, or those who have worshipped or aligned themselves with the hateful light of Luriel and the sun are given over to him to torture until the end of days when their torment shall at last end and Listhen judges them ready to enter paradise and dwell with him forever. Lorthar also functions as the judge of mortals, the codes of Lothar specifically detail many of the practices that must be adhered to for one to be considered righteous as well as the punishments for the breaking of various rules and various combinations of rules down to the exact detail. One of the more cruel of the gods Lothar is primarily prayed to with desire that he turn his gaze away, or allow life to continue on for a longer period of time before claiming the lives of the faithful. Lothar is often depicted as a man-shaped mass of chains, his body contained within the clothing, but leaking from the hem of the lower robes are tendrils of chains, and if one looks at the statues of Lothar, beneath the his hood is only a vaguely head shaped mass made of silver chains.
Krarsis, The Lord of Smoke, Flame, and Crafting, He who will unleash the Shroud, Third son of Listhen and Avarinne-
It is said that long ago when Luriel first fled to the sun Listhen took his son Krarsis aside and commanded him to create the greatest fire in the depths, one day he said the smoke from it would be enough to blanket the earth and block out the hateful light forever. Krarsis, is the god of fire, smoke, and crafting, it is he who those who seek to create great works often pray too, it is he who the craftsmen and women of the Empire pray to asking that their buildings not fall in upon themselves and that he will extend his blessing to their work. He is also commonly associated with warfare as it is said that long ago he crafted the weapons of the gods including Listhen's great sword Lurisswring. It is said that the beautiful black marble of Viria was a gift given unto the world by Krarsis, so that the faithful might build truly fitting structures from which to honor the great gods. Krarsis skin in depictions differs from that of the other Listhenic gods as his skin is grey rather than white, stained with the soot from his constant fires, his eyes are black as the night though, and his hair like all save Avarinne is also black.
Varis, Lord of Knowledge, Guidance, Fourth and final son of Listhen and Avarinne-
It is said that Varis is the God of knowledge and guidance. Many who seek guidance or aid in determining what their next move, be it in terms of whether to fight a battle, or whether to make a business deal or not. Varis typically is portrayed as a man who holds in his hands the ancient scroll, it was said that this scroll would give the answer to any question that was asked by it's holder.
Brief Creation Story: In the beginning there were three. Listhen, Lord of Darkness, Luriel, Lady of Light, and one who is not named, the lord of entropy. It is said that in the ancient days Listhen and Luriel together brought forth the world in all it's glory and that in this act of creation their energy also brought forth the lesser gods Evarast, and Avarinne. The two primal gods each took a consort from those who had been made in the creation of the world, Listhen and Avarinne, Luriel and Evarast. From these divine unions would come the children of the Gods. And in those ancient days it was good.
But the nameless one who slumbered in the early days eventually awoke and in his hunger this being sought to destroy all that light and shadow together had wrought. Long was the war in the heavens between the forces of entropy and those of light and shadow. Ultimately the nameless one was cast down and imprisoned, and it was at this moment of triumph that the treachery of Luriel was revealed. For she turned on her brother then, striking him down with her shining blade and dealing a wound that would never truly heal. But he was not slain and he called his children to him. The second war in the heavens was equally brutal but ultimately the forces of Listhen were victorious and his sister fled. She took up residence within the sun above, and from it she sends down her hateful light to scorch and burn the world.
Religious Restrictions: Those who follow the Listhenic faith believe that the light of the sun is hateful and corrupting, sent forth by the goddess Luriel following her betrayal and meant to poison the world. It is therefore necessary for those who are of the faith to veil their bodies from the sunlight. The clothing worn in the daytime, or when going outside is thus extremely concealing and typically does not allow any sunlight to touch the person in question. However there are many styles to their clothing and some only symbolically stop the light. Those who follow the faith also do not consume the flesh of any creature that flies, for such creatures have already been corrupted by the hateful light.
Listhen, The Lord of Darkness and Shadow, He Who Brings Night-
The first of the Primal Gods and the principle deity of the Listhenic faith it is said that he created the world along with his sister Luriel and that she betrayed him. But she did not prevail and he remains, ruling over all of creation save the sun and its hated light that burns. Listhen is most frequently depicted as a massive man who brings the darkness in his wake, like all of the gods of Listhenism he is frequently shown with skin of inhuman pallor, eyes the color the darkest night and hair of the same color, rather than the normal shadow, his is depicted to grow out from around him, a darkness that blots out the light. He is also depicted with an ancient crown upon his head and wields the ancient sword Lurisswring (Roughly translated to Lightbreaker) with which he struck down Luriel before she fled.
Avarinne, Lady of Sorrows and Beauty, She Who Weeps For The World, The Bride of Listhen-
It is said that all rain that falls upon the world is in fact her tears, sent to quench the burning earth and to offer rejuvenation and respite from the terrible heat of the sun. Avarinne is most frequently depicted as a woman of extreme beauty, with pale skin, silvered hair that hangs down in long tresses, eyes the color of the night itself and a face that while beautiful is marred by the lines of the constant tears that she sheds in an effort to ease the sufferings of the world.
Selvaris, Lord of Trickery, and Guile, First son of Listhen and Avarinne-
It is said that Selvaris is the patron of the clever, of those who seek to better themselves through their wits. It is said that when his father was struck down it was he who created the illusions that allowed him to escape and return to cast down Luriel. He is known to have worn many forms and has been depicted in many ways over the years.
Raza, Lady of Vengeance, War, and Sacrifice, the daughter of Listhen and Avarinne-
It is said that Raza is the living embodiment of war and vengeance, one who is willing to make any sacrifice to bring to the wicked the punishment and retribution that they so richly deserve. It is said that in the fight to imprison the nameless one, she made the greatest sacrifice made by one of the Listhenic gods, giving up her flawless physical form to lure the eternally ravenous god into the prison that had been constructed for it. Depictions of Raza show nothing of her features, a woman clad in layers of thin silver fabric, hands covered by layers of it as well and gripping the twin Lroist that she wields, with a face covered by a flawless blank mask made of porcelain that reveals nothing of what lurks behind it. Raza is the Goddess worshiped by those who seek vengeance as well a popular goddess to pray to before battles or the onset of war.
Lothar, The Lord of Chains, Death, and Law, He who Gathers Souls, Second son of Listhen and Avarinne-
It is said that to Lothar all souls of those who have failed in life are given. Those who have not followed the righteous path, or those who have worshipped or aligned themselves with the hateful light of Luriel and the sun are given over to him to torture until the end of days when their torment shall at last end and Listhen judges them ready to enter paradise and dwell with him forever. Lorthar also functions as the judge of mortals, the codes of Lothar specifically detail many of the practices that must be adhered to for one to be considered righteous as well as the punishments for the breaking of various rules and various combinations of rules down to the exact detail. One of the more cruel of the gods Lothar is primarily prayed to with desire that he turn his gaze away, or allow life to continue on for a longer period of time before claiming the lives of the faithful. Lothar is often depicted as a man-shaped mass of chains, his body contained within the clothing, but leaking from the hem of the lower robes are tendrils of chains, and if one looks at the statues of Lothar, beneath the his hood is only a vaguely head shaped mass made of silver chains.
Krarsis, The Lord of Smoke, Flame, and Crafting, He who will unleash the Shroud, Third son of Listhen and Avarinne-
It is said that long ago when Luriel first fled to the sun Listhen took his son Krarsis aside and commanded him to create the greatest fire in the depths, one day he said the smoke from it would be enough to blanket the earth and block out the hateful light forever. Krarsis, is the god of fire, smoke, and crafting, it is he who those who seek to create great works often pray too, it is he who the craftsmen and women of the Empire pray to asking that their buildings not fall in upon themselves and that he will extend his blessing to their work. He is also commonly associated with warfare as it is said that long ago he crafted the weapons of the gods including Listhen's great sword Lurisswring. It is said that the beautiful black marble of Viria was a gift given unto the world by Krarsis, so that the faithful might build truly fitting structures from which to honor the great gods. Krarsis skin in depictions differs from that of the other Listhenic gods as his skin is grey rather than white, stained with the soot from his constant fires, his eyes are black as the night though, and his hair like all save Avarinne is also black.
Varis, Lord of Knowledge, Guidance, Fourth and final son of Listhen and Avarinne-
It is said that Varis is the God of knowledge and guidance. Many who seek guidance or aid in determining what their next move, be it in terms of whether to fight a battle, or whether to make a business deal or not. Varis typically is portrayed as a man who holds in his hands the ancient scroll, it was said that this scroll would give the answer to any question that was asked by it's holder.
Brief Creation Story: In the beginning there were three. Listhen, Lord of Darkness, Luriel, Lady of Light, and one who is not named, the lord of entropy. It is said that in the ancient days Listhen and Luriel together brought forth the world in all it's glory and that in this act of creation their energy also brought forth the lesser gods Evarast, and Avarinne. The two primal gods each took a consort from those who had been made in the creation of the world, Listhen and Avarinne, Luriel and Evarast. From these divine unions would come the children of the Gods. And in those ancient days it was good.
But the nameless one who slumbered in the early days eventually awoke and in his hunger this being sought to destroy all that light and shadow together had wrought. Long was the war in the heavens between the forces of entropy and those of light and shadow. Ultimately the nameless one was cast down and imprisoned, and it was at this moment of triumph that the treachery of Luriel was revealed. For she turned on her brother then, striking him down with her shining blade and dealing a wound that would never truly heal. But he was not slain and he called his children to him. The second war in the heavens was equally brutal but ultimately the forces of Listhen were victorious and his sister fled. She took up residence within the sun above, and from it she sends down her hateful light to scorch and burn the world.
Religious Restrictions: Those who follow the Listhenic faith believe that the light of the sun is hateful and corrupting, sent forth by the goddess Luriel following her betrayal and meant to poison the world. It is therefore necessary for those who are of the faith to veil their bodies from the sunlight. The clothing worn in the daytime, or when going outside is thus extremely concealing and typically does not allow any sunlight to touch the person in question. However there are many styles to their clothing and some only symbolically stop the light. Those who follow the faith also do not consume the flesh of any creature that flies, for such creatures have already been corrupted by the hateful light.
Military: The Virian Empire still possesses a strong military force. Youths are inducted into the legions at a very early age and trained throughout their lives to be as effective of a fighting force as possible. Further in addition to the legions the remnants of the Razaen Order still exist and the faith militant remains one of the most effective and devoted fighting forces. The Virian navy should also not be underestimated as despite the relatively small number of ships it possesses, those that it does possess are massive constructs that are almost fortresses in their own right and which are well suited to defending the many ports in the nation.
Economy: Here perhaps the truest signs of the nation's shrunken nature can be found. The Virian economy is a fragile thing, held together in no small part by the trade that passes through it's ports and the fact that even now it's reputation commands a certain degree of respect. The small islands that hold the majority of the Virian population are not adequate to fully providing for the people and so much of the resources that sustain the empire come from the 'mainland' holdings on the larger part of Seyan. Still Viria does have trade routes that run through it and while not so many as Pelataria it still competes.
Reputation: Through the years despite it's faded glory Viria has managed to hold a place of high prestige in many ways among the other nations upon the island. Even a shrunken empire is still a force to be reckoned with. And rumors persist of the ancient power of the Listians, of the magic they once commanded, and very real stories of the fanatical devotion of their remaining soldiers. Further Viria is somewhat more advanced than the other nations of Seyan, which can engender feelings of inferiority.
History: The Virian Empire is old having been born far back in the mists of time in a land far distant from this one. In a distant corner of the continent of Aimsir there exists a hellish land of blasted heat and scorching sands. And it was from that hellish place, a place where the sun could truly be seen as diabolical that the Listians had first emerged to embark upon grand conquests. It is said that in those days the magic was still strong in the world, and still obeyed the commands of those who were so closely linked to the divine. And with that power they conquered.
It was said that none could withstand them then, that in conquest the old empire swept all before it, stretching from the distant deserts of the far east, to the shores that came closest to the island of Seyan. And there may well be truth to that claim. For the lands they ruled are littered with relics of their old glory, ancient roads, statues, temples, and more all litter the lands where once the empire held sway. And many of those structures are still used today by the new rulers of those lands.
What exactly occurred to cause the slow fall of the empire is uncertain. But legends speak of a terrible scourge, a destruction visited upon the ancient city in the heart of the blasted desert. Trenalkd, the world city, heart of old Viria was destroyed and the exact way it was destroyed is unknown for it is said that none present survived. And with the beating heart of the old empire ripped out in an instant the slow decline began. Provinces revolted, foreign nations long held at bay seized their chances to carve out pieces for themselves and over the years the empire shrunk further and further.
Until only the island holdings upon Seyan, a place that the empire had never deemed worth bringing fully under its' control remained. And here the last scions of the great empire remain.
Misc: The Imperial family has long practiced marriage between members of the family in an old effort to keep the bloodlines pure and preserve their connections to the gods. While it is not unheard of for there to be unions with others, even with humans should the need be dire enough or the alliance favorable enough the majority of the time the divine blood is preserved and following a generation where outside blood was allowed they normally will breed it out through repeated internal unions.
Swamp Kingdom of Vastoria, Home of the Hydra
We are the Hydra, We are the teeth in the night
Capital and Major Settlements:
Vaschial, Doarlas, Candolai
Ruler and Royal Family:
Marsh King Harlan Sotorian (47)
Marsh Queen Ceylse Sotorian (43)
Prince Chardalan Sotorian (23)
Princess Lysei Sotorian (21)
Prince Malvos Sotorian(18)
Princess Setri Sotorian (15)
Caldart Sotorian (53)(King’s Bastard Brother)
People/s: Human
Traits
(Kingdom Traits)
A Web of whispers
Beloved by the people
Friends with the Nobles
Breaker of Webs
(Military Traits)
Messengers with Wings
Trained Troops
Good Archers
Masters of Ambush
(Trade Traits)
Agriculture
Black Market
Flaws:
Not a flawless Family 2
Even your horses look weak
Culture: Vastorians are an odd bunch as they live in one of the strangest bits of Seyan. People of the marshes both men and women rule equally here with no gender disqualification like there is in other parts of the realm. The nobles and commoners alike don't have much but what they do have is well hidden. Normal Mostly hunters in the various swamps and rivers. Along with no gender bias laws most women don't wear dresses but in leather. As their living condition would make it a large pain. The people are not often very tall. Often called 'Bog People' since most people tend to not like them for living such a lifestyle. Farmers are often held in high regard for the crops and bountiful foods that grow like wildfire here, from in the swamp or actual food is exceedingly plentinful
Military: The Vastorian army isn't a conventional one. Master of ambush, treachery and secrecy. Even with military training most recruits are often don't need it as the living conditions are a direct result on how the army works, guerrilla warfare is their specialty. According merchants, Vastoria has the best spearsmen and archers but again merchants like to talk. Also utilizing poisons to the fullest extent as the swamps produce the most vile of sorts. Some of which are forbidden because of their cruel use. But to keep them safe anything goes, even if its a knife in the back.
Economy: The various streams, rivers and marshes are the highways which trade is conducted on. Roads like the outside world but to truly emerge oneself into their economy, you'd need a boat and a guide. Since their secrecy is beyond legendary. The swamps and marshes produce large amounts of sugar cane, gattorskin and pitch. Sugar cane which is generally beloved by everyone and is always in demand. Other than this these people tend to be very poor. Or if you need to know someones secret who's better?
Reputation: Vastors are the sneakiest lot that one would ever encounter and their world is even sneakier. While they aren't greedy they don't give away what they have for cheap. The nobles are even sneakier, their permanent homes are said to float threw the bogs, never standing in one place. If its true or not remains to be answered, but they'd let you believe what ever the wine merchant says. While they're secretive, Vastorians honor any agreement in trade or war and can be counted if an alliance is struck. The key word is 'if', since they tend to be compulsive liars. Is it the truth? Who knows but between their own kind only they know the truth. A common game, well mostly a drinking game is the lying game. Since they tend to be exceedingly good at bending the truth to their need.
History: Vastorian's are one of the original people of Seyan but have largely kept out of most affairs of the other kingdoms until recently. Otherwise Vastorian's have had a relatively peaceful existence. Several hundred years ago a major incursion was made into the lands of the swamp kings. However it was met was stiff resistance. Knights drowned in their armor, wounds festered and the animals feasted on the bones of the dead. Killing the prince and his father in its process. Destroying the kings line in the process. But since they keep to themselves Vastorian's have been rather shy. Only recently have they married outside of their own people. The biggest news to come out of these swamps is that the two eldest children of the current swamp king have married one another.
Misc:
Capital and Major Settlements
Region 1 - The Crownlands (Crown Hold - http://i.imgur.com/rhSR3KP.jpg)
Region 2 - Forests of Ellion (Lyari - http://i.imgur.com/z612YaG.jpg)
Region 3 - Lands of Ascard (Ascarden - http://i.imgur.com/dRRPU4Y.jpg)
Region 4 - Plains of Vigil (Saltrock - http://i.imgur.com/khRwYBN.jpg)
Region 5 - Plains of Filverel (Ruven - http://i.imgur.com/oGY2TDN.jpg)
Region 6 - Lower Frostpeaks (Region map to be updated soon)
In order to ensure the Kingdom is appropriately managed, it was divided into regions. Each region has a noble family that 'oversee' the province, with the patriarch of such a family being designated the 'Lord Protector' of the land. This allows each region to be managed properly, and by those who know the region best, in place of a King who rarely visits the area. Or, at least, that was the intention. Increasingly, the nobility have become more and more autonomous, though none have yet dared challenge the authority of the ruling House Farrow. Not only that, but the layers of bureaucracy and relative independence for the ruling nobility has made way for dangerously high levels of corruption within the Kingdom, a problem that has been identified by House Farrow, albeit not rectified.
The Crownlands
Within the Crownlands sits the capital city of Crown Hold. The Lord Protector of the Crownlands is the ruling monarch.
Forests of Ellion
Primarily inhabited by elves, the forest is home to several small villages and outposts that serve as areas of restbite for weary travellers. However, the main settlement is Lyari, an elven 'city amongst the trees'. The Lord Protector of Ellion is currently Maddox Blengrove. (http://i.imgur.com/UJl7B1J.jpg)
Lands of Ascard
Named after the first King of Eilean, King Ascard, the main settlement in this region is the city of Ascarden. Filled with mostly humans and elves from the nearby forests, the city has gradually grown to become the second-largest, after Crown Hold itself. The Lord Protector of Ascard is currently Gilroy Veroux. (http://i.imgur.com/k2o0zL0.jpg)
Plains of Vigil
This region is home to many farming and fishing communities, and is naturally vital to the nourishment of the Kingdom. The main city in the region is the Port of Saltrock. The third-largest city in the nation, the port is the main entry-point for merchants from overseas as a consequence of Crown Hold being landlocked, and naturally, Saltrock has become a hub of trade and wealth that is beginning to rival that found in Crown Hold. The Lord Protector of Vigil is currently Emmon Fremont. (http://i.imgur.com/p6jGf3f.jpg)
Plains of Filverel
Another region comprised mainly by farmland and small villages, Filverel is thus home to many small farming communities and small villages. The main settlement of the region, Ruven, is in stark contrast to the rest of Filverel, being filled with life. Merchants travelling by land that seek to avoid passing over the treacherous Frostpeaks will always journey through Filverel to instead travel across the plains into the territory beyond. Filverel is the first line of defence of Eilean, and is responsible for guarding the border of Eilean that lacks a natural defence such as a mountains or a river. To achieve this, Filverel is tasked with maintaining the various keeps that has been constructed from the Frostpeaks to the ocean and a large portion of the Eilean land-based military is stationed here. The Lord Protector of Filverel is currently Thomas Val'Claire. (http://i.imgur.com/nh42Gz6.jpg)
The Lower-Frostpeaks
Home to many of the dwarves in Eilean, the Frostpeaks are anything but pleasant to outsiders. The mountains were appropriately named the 'Frostpeaks' because of the biting cold and, to many unfortunate travellers, deadly-thick snow. Yet the dwarves not only prevail in this environment, they thrive. Digging deep into the base of the mountains, the dwarves are constantly discovering new veins of ore, constructing expansions to their underground outposts and cities and providing for much of the Kingdom's wealth. In recognition of their efforts, the dwarves were the first non-human race in Eilean to have some of their people elevated to nobility. The Lord Protector of the Lower-Frostpeaks is currently Dingrim Harrowhall. (http://i.imgur.com/OUef25q.jpg)
Ruler and Royal Family
Ruling House - House Farrow
King Eadwin Farrow (Recently Deceased)
Queen Abigail Farrow (Recently Deceased)
King Enor Farrow (21)
(Future Queen) Lady Elspeth Fremont (18)
Prince Edywn Farrow (19)
Princess Esmae Farrow (18)
Princess Gwendolyn Farrow (17)
Princess Florence Farrow (15)
Seneschal Alwyn Veroux (36)
The Seneschal is, put very simply, the second-most powerful figure in Eilean. They are the right-hand of the King, and speak with the authority of the King in his absence. Daily duties of the Seneschal include advising the King, handling the trivial tasks the King does not have the time nor patience for, and to hold court on behalf of the King, should the need arise.
Lady Lillith Blengrove (28)
The Lady of House Blengrove, and the wife of House Patriarch Maddox Blengrove. Known across the realm for not only her beauty, but her political astuteness. There are whispers among the nobility that it is in fact Lady Lillith that rules House Blengrove, whispering in the ear of her far more 'simple' husband to bend his will and further fulfil her growing desire for power.
Lady Alais Elian (89)
Lady Elian is a figurehead for the Elves of Ellion. She is living proof of how well elves can adapt to society within Eilean, and she has become somewhat of a leading voice for further representation of the elven people amongst the nobility, having become a noble herself. Needless to say, the elves trust and heed her word far more than that of their official 'Lord Protector of Ellion', a human.
The Seneschal is, put very simply, the second-most powerful figure in Eilean. They are the right-hand of the King, and speak with the authority of the King in his absence. Daily duties of the Seneschal include advising the King, handling the trivial tasks the King does not have the time nor patience for, and to hold court on behalf of the King, should the need arise.
Lady Lillith Blengrove (28)
The Lady of House Blengrove, and the wife of House Patriarch Maddox Blengrove. Known across the realm for not only her beauty, but her political astuteness. There are whispers among the nobility that it is in fact Lady Lillith that rules House Blengrove, whispering in the ear of her far more 'simple' husband to bend his will and further fulfil her growing desire for power.
Lady Alais Elian (89)
Lady Elian is a figurehead for the Elves of Ellion. She is living proof of how well elves can adapt to society within Eilean, and she has become somewhat of a leading voice for further representation of the elven people amongst the nobility, having become a noble herself. Needless to say, the elves trust and heed her word far more than that of their official 'Lord Protector of Ellion', a human.
Major Noble Houses
House Farrow
House Fremont
House Veroux
House Val'Claire
House Blengrove
House Harrowhall
House Farrow
House Fremont
House Veroux
House Val'Claire
House Blengrove
House Harrowhall
Peoples
Primarily Human
Elves a common sight - albeit in fewer number than humans.
Dwarves occupy the areas nearer the mountains.
Kingdom Traits
Wondrous Beauty
Developed Infrastructure
Military Traits
Awe Inspiring Fortifications
Jousting Lords
Knowledge of War
Sieging Genius
Good Equipment
Ships
Trade Traits
Agriculture
Rich with Ores
Ports
Flaws
Not a Flawless Family (2)
Corruption
Arguable Claims
Wondrous Beauty
Developed Infrastructure
Military Traits
Awe Inspiring Fortifications
Jousting Lords
Knowledge of War
Sieging Genius
Good Equipment
Ships
Trade Traits
Agriculture
Rich with Ores
Ports
Flaws
Not a Flawless Family (2)
Corruption
Arguable Claims
Culture
Eilean is, for better or worse, somewhat reminiscent of a medieval kingdom found in central Europe. Class division is an accepted and natural part of life, with the six major houses of nobility essentially ruling the nation. The peasantry and middle-classes are expected to look upon the nobility as their betters, and it has been this way as long as any can remember, with no signs of the social ladder changing anytime soon.
Military
Eilean boasts a diverse and moderately-sized military comprised predominantly of elves and humans, though several dwarven regiments do exist. The focus of the Eilean military is certainly on their knights, though by no means has any expense has been spared with the Eilean infantry and archers. In fact, almost every soldier in the Eilean military is well-equipped with light-plate armour and their weapon of choice, depending on which category of soldier they fall into. Likewise, every soldier in the Eilean army is provided the signature yellow cloak and dye that distinguishes them as soldiers of Eilean, a fact they are supposed to hold dear and with pride.
Eilean is very much focused around the ideal of Knighthood, with the dream of one day becoming a Knight to 'protect the weak and uphold the good' being held by many children. The reality, however, is entirely different. Knights are looked upon as minor nobility, therefore meaning the rank is typically achieved by only the educated and reasonably wealthy (though there are, of course, exceptions). Indeed, a Knight is even granted small holdings of his own.
Yet this has not limited the Eilean Cavalry. Years of squiring, and intense training specifically for the role, have led to the development of a very professional cavalry force. Once Knighted, regular tournaments and jousts provide a competitive incentive across the Kingdom during peace-time, to ensure the Knights maintain a high standard in the profession.
The backbone of any military is the infantry, and the case is no different with the forces of Eilean. Undoubtedly the largest contingent of the Eilean military, the infantry is almost as well-equipped as the cavalry. Most infantry wear light-plate armour to offer moderate protection, while not restricting movement too much. It is rare to see a fully-plated infantry soldier, that is not a Knight. As for weaponry, the infantry is divided into regiments with weapon specialisations. Some may use pikes (these regiments are generally found on the front-lines), others a spear/shield combination and others a sword/shield combination.
Generally, the lower classes are the most commonly found footsoldiers, with the more high-brow and educated of society opting to go down the route of becoming a squire, and eventually a knight.
For those in the infantry that have shown particular prowess with a bow, and after having served for a minimum of two years, they can choose to 'specialise' and join the Eilean Rangers.
The Rangers, while primarily ranged, are as skilled in melee combat as they are at ranged. It is the duty of the Rangers to perform scouting detail along the mountains that form Eilean's natural defence, as well as being charged with the defence of the mountain-border and the defence of Frostpeak-Pass (The mountainless gap between the Frostpeaks and the ocean)
An elite unit of ten men, and two elven males, they are tasked with the protection of the King and, by extension, the Royal Household at all times. The members of the Crownguard is supposedly comprised of the greatest Knights and Rangers of the realm, for only the greatest and most competent men can be granted the honour of protecting the Royal Household.
Somewhat controversially, the Crownguard has recently come under the command of an elf for the first time, Falael Seelorn
Economy
Taxation in the Kingdom of Eilean is overseen by the Royal Treasury. In addition to each region paying a 'seasonal tax' to the crown, the merchants, landlords and other land-owners also find themselves subject to light taxation. The tax has remained relatively low and has become an accepted way of life over the generations.
The Capital City of Crown Hold is the seat of extravagance and opulence within the Kingdom of Eilean. With construction having only recently been completed 30 years ago, the city was built purely with the aim to please the eye in a breath-taking manner. While the move was criticised by some, with the construction undoubtedly being the most costly project Eilean has ever undertaken, it more than achieved its aim of making a statement about the success Eilean has found on Seyan. Even if, for all the grandeur and confidence Crown Hold projects, the inner-workings of Eilean are far more fragile.
Remaining the main source of income to Eilean are the jewels of the Frostpeaks. The discovery of precious gems and jewels (though little in the way of material for industry, such as iron, was discovered) has led to Eilean becoming a large exporter of jewellery and precious golds, trinkets and other such accessories. The profits from such a trade allow for Eilean to import most of the more basic materials needed for armour plates and weapons.
Reputation
The Kingdom of Eilean has never looked to make enemies, and it is likely known across Seyan for being increasingly more and more of an appeaser, looking to avoid any sort of conflict or war no matter the cost. Successively 'weaker', or 'push-over', Kings can be viewed in two lights by outsiders. On the one hand, supporters of House Farrow believe their attempts to build positive relations and avoid war make them appear sensible, rational and good-natured. Yet the critics of such a foreign policy, one of appeasement, believe this has made the Kingdom appear increasingly weaker to outsiders.
Eilean is certainly, at present, a nation of 'summer kings and nobles'. Its tournaments, jousts and social gatherings of the nobility are known across Seyan as grand affairs of luxury and fine entertainment, though some may question how well 'playing knights' and attending parties will prepare the nation for possible hardships and, in particular, wars.
History
A recent addition to the nations of Seyan, Eilean was founded not much more than 300 years ago. Arriving initially as an extension of an Empire on the mainland of Aismir. House Farrow, a house of nobility belonging to this Empire of the mainland, was given the authority over the colony while Houses Val'Claire, Fremont, Blengrove and Veroux were also relocated to the new lands. Eilean flourished for roughly 100 years under the rule of the Empire, and it was during this time that Eilean was able to undergo a rapid expansion to carve out that borders that remain to this day, for they had a regular supply of troops and other vital resources from the mainland. However, the Empire they were sworn too saw a sharp decline not long after 100 years of rule over Eilean, a result of both external and internal conflicts.
Boldy seeing an opportunity to become their own masters, Lord Ascard Farrow negotiated with the Empire for terms of independence. With little means to even prevent the colony from simply declaring themselves independent, the Empire relented and granted Eilean her independence, while also elevating her status to that of a Kingdom. For 200 years, Eilean has remained with unchanged borders in relative peace and has yet to declare war against any other nation on Seyan, a result of the peace-seeking natures of the Royal House Farrow, as well as House Val'Claire and House Fremont.
Only in recent years has conflict brewed within Eilean, with Houses Veroux and Blengrove growing tired of the status quo, believing Eilean has the potential to achieve far greater heights on the island of Seyan. The gradually growing tensions truly began under the reign of King Eadwin Farrow, the previous king. Despite his efforts to placate Houses Veroux and Blengrove by offering them additional titles and positions of somewhat higher authority, he refused to allow his house to marry into either House Veroux and Blengrove, effectively shutting them out of the true power and influence akin to that Houses Val'Claire and Fremont have found through close-ties with House Farrow. For while he wished to keep Houses Veroux and Blengrove reasonably 'happy', he was all too aware of their desire for change and territorial expansion, something he believed would bring ruin to Eilean, subscribing entirely to the philosophy 'if it isn't broke, don't fix it'. This insult and power-block did not go unnoticed to the increasingly affronted households, and amongst themselves they began a plot through which they plan to increase their sway over the Kingdom and 'get it back on track' through the militaristic ideologies they hold dear. Their plan was 'simple'. They aimed to kill the King, and thrive in the inevitable chaos that would follow.
In the year before present, King Eadwin Farrow travelled, along with his wife Queen Abigaile and the then-Seneschal Harold Val'Claire, from Crown Hold to Saltrock by sea in what was to be a typical gathering of the three allied households, Houses Farrow, Fremont and Val'Claire. The trio, along with their assigned guard, would never reach Ruven. With no known survivors of the incident, whatever it was, it is entirely unknown to many what happened and the tragedy has been attributed to an 'accident at sea'. The reality is far from an accident, with Houses Veroux and Blengrove having meticulously planned and brought into fruition a plan to have the three, and all on-board their ship, murdered.
One month after the disappearance of King Eadwin, King Enor was crowned. Enor is, much like his father, a maintainer of the status-quo and is unwilling to accept the idea that anything foul was involved in the disappearance of his parents and Seneschal Val'Claire, for in doing so he would undoubtedly find himself in a civil war. Enor now finds himself thrust into the role of King at a most troubled time for Eilean. In an effort to placate Houses Veroux and Blengrove, Enor has appointed Lord Alwyn Veroux as Seneschal of the Realm, the first time anybody outside the Households of Farrow, Fremont or Val'Claire has held the position. Yet this move alone will not sate their growing desire for power indefinitely, and the future of Eilean looks as though the peace that many have fought so hard to maintain, will soon find itself in tatters.
Misc
Lady Elspeth Fremont has recently arrived in Crown Hold for her marriage to the ruling monarch, King Enor Farrow. The two have been close since childhood, and the entire nation has been captivated by their idyllic relationship finally coming to a new chapter, with their marriage.
Amongst the nobility, House Veroux has been quietly grumbling after the rejection of their proposed marriage between Lord Alwyn Veroux, his wife having recently passed, and Princess Esmae Farrow.
Rumours have spread amongst the serfdom and nobility alike that Prince Edwyn is involved in an incestuous relationship with his sister, Princess Esmae.
It is an unspoken truth that there are two factions amongst the major noble houses. Those who prefer peace achieved through appeasement and diplomacy, and those who believe the constant pursuit of peace has only weakened the image of Eilean, instead themselves of the belief that Eilean should return to her more militaristic roots and be more assertive on the international stage.
Those who believe in maintaining the status quo, and keeping the peace, are Houses Farrow, Val'Claire and Fremont. On the other side of the coin, are Houses Veroux and Blengrove.