Deity Info:
Name: Archene
Domain(s): Shadows and Silence
Domain Ability: Both of his domains ability are usually seen in the form of large area curses, taking the light and sound away from area of varying sizes. While usually usuable on large, the abilities can also be used on individuals themselves.
Common Appearance: A tall and thin male seemed to be covered by a murky cloak of shadows. His hood usually doesn't cover his head, allowing others to see his rather plain pale face and silver eyes. With a color rather similar to his eyes, his silverish hair is curly and short.
Personality: He is quiet and calm. While he rarely goes out of his way to speak with others, he rarely minds when others break silence to speak with him, even for the most trivial matters. Many gods, however, know that his rare bouts of anger bring very disproportional retribution, leading to some gods uneasiness to go to him. Who would
Direct or Indirect: Indirect
Description of Mage Powers/Hero Powers & Artifacts:
Shadow Veil - One of the most elementary shadow spells. It allows mages to coat themselves with shadows. The spell's main use is to protect the mage's identity, but it is known that it also gives the mage a small resistence against heat and general physical attacks.
Shadow-weaving - Mages are capable of imbuing their magic upon object reinforcing them. This usually takes form as a coat of shadows over the weapon or armor. While the main effect of this is an increase in durability, it also increases sharpness of weapons slightly. The modern version of the magic has the downside that the improvement is based on the equipment it is used on, and the time required to enchant a single article. The ancient version, however tiring and time consuming, can make high quality weapons and other objects of variable malleability without any catalysts (only certain magic words and a winter solstice).
Silent Steps - Despite the name of the power, the ability takes away the ability of the target(s) to make sounds for as long as the mage sustains the spell. Average mages can silence a handful of people at the same time, the more powerful one a dozen.
Shadow Portal - One of the more advanced shadow spells. With the help of a number of catalysts two groups of mages are able to sustain a portal connecting two locations. It is a considerably energy consuming one, usually leaving all involved mages drained for a number of days for sustaining the portal for a few minutes, and nothing can be said about those who fail to completely cross the portal once it closes.
Symbol: a triangle interlaced with a circle
Other Info: In the more chaotic times of the past, Archene was known to be far more whimsical with the use of his power bringing darkness and silence to forests and cities. There was even a particular occasion when he silenced and brought darkness to the beloved forest of a Nature God who had neutral relations with him. The event caused the god's demise a few years later as the forest was labeled as cursed and belief onto them sharply fell. Though since then, he has refrained from doing that it has given him a considerably bad reputation (among the gods who would considering doing something like that bad).
Nation Info:
Nation Name: Kingdom of Acruan
Flag: A white flag with a black circle interlaced with a triangle.
Location on Map: imgur.com/pRTpZ02
Geographical Info: A large peninsula with great plains dotted with forests and separated from the rest of the continent by water and a valley.
In between the various cities and even some average size villages, there are patrolled roads usually by some nearby noble house. In between cities, it isn't uncommon to see small forts or at least watchtowers. It is also far from uncommon to see such fortifications in the center of the smaller cities as Acruani forts usually lead to the creation of a city, eventually.
Capital City: Vix'tavas - It is a massive city on top of the inner mountains overwatching the valley at the northeastern side of Acruan. The roads outside the city paved with stone as are the streets within it. In the center of the city, there is a number of large with walls made of a dark semi-precious ston; the Palace, the Dark Library, and the Great University of Acruan are among them. Each of the buildings only possibly being shadowed by the next one.
The fountains and houses around the city have different deggree of beauty to them, while a simpler black stone seems to be used, the number of adornment and details on the building quickly goes down as one leaves the richer areas of the capital.
Culture Description: The Acruani people have 3 social classes, Nobles, Scholars and Peasants. Nobles, being either descendants of a long line of warriors or merchants, are respected for being the ones that ensure that Acruan can run effectively, that scholars can research and study, and that peasants can have food and safety. They are the heart of the nation. Scholars are responsible for research of all kinds and ensuring that Acruan has a bright future. They are mages, judges, lawyers, architects, philosophers, priests and librarians. (Among many others things.) Scholars are the mind of the nation. The peasants are responsible for ensuring that the nation has the manpower to be ran. They are the ones who plow the fields, the guards who patrol the cities and about everyone else as well.
It is common for people to mutually respect each other, and moving up or down the social lader isn't rare. Anyone may become a scholar of a kind of another, specially skilled peasants may find themselves married to some lower noble. Nobles themselves have their own standards as to 'the minimum required' to be a noble. Any noble house has their own 'relic' usually some ancient magic book that the family's mages can learn from or some expertly crafted shadow sword. Lacking those takes the nobility of the house away effectively, as such, the right over such objects is usually the reason of disputes between families (noble or otherwise).
They have their superstitions and oddities, such as it being dishonorable to kill a foe from far away (backstabbing is alright interestingly enough), fish being one of the lowest possible foods to eat and remaining silent for the last night of they year. They are quite accepting of other people's way.
Military Description: The Military is lead by the Warlord which is chosen by the leaders of the higher warrior noble houses. Bellow him, each of the noble families has the own armies. The armies themselves are usually divided in smaller divisions of 50 to 150 soldiers managed by a commander.
While little can be said about the nation's nearly non-existent navy or they lack of any cavalry for war. The infantry receives considerable training in the arts of war and are taught how to keep their equipment. While the varied divisions of the army, usually have a shadow mage to both proper maintain the enchantments given to their weapons as well as to support them in combat.
It could easily be said that a number of the divisions is specialized at underhanded tactics everything from assassination of enemy officers to traps and more creative uses of the arts of war..
Government Description: Acruan is ruled in name by the Royal House Acruan, which is merely the house that currently has some ancient sword said to have been made by a powerful mage. All said that said, it is just a very resilient nameless sword.
The power to rule the nation, however, lies in the hands of the varied noble houses of Acruan making a council which passes laws and decides the future of the nation. Scholars are allowed to speak to the council.
Population (Cap 2,000,000): 1,432,576
Traits:
Just Law: Your justice court is renowned for its' fairness, keeping all trials unbiased and every precautionary measure to ensure that the trial follows the laws without a single misstep.
Refined Infrastructure: Roads, wells, watchtowers, and walls are all common sights in your nation. Safe and quick passage is much more common. Armies and merchants will cross your lands with ease.
Wondrous Beauty: Adorned with beautiful fountains, churches, statues, and temples, your nation’s cities are a sight to behold. This could bring tourism into your lands. Taking this allows for a world wonder in your nation.
A Breaker of Webs: Spying in your nation is a dangerous and unpredictable game. Your agents have mastered the art of counterintelligence. Cracking the secrets of your nation takes great skill and time.
Universities: Your people are well educated, schools have qualified teachers and the schools value teaching their students things that will help them later in life. These facilities are kept clean and well organized with a happy balance of extracurricular and classes.
Immovable Object (Costs 2 points): Try as they might, no foe can trudge their way through your nations stubborn defense. You hold your ground with pride allowing no one across your borders who show any sign of ill intent.
Masters of Ambush: Your nation’s armies find better ways to attack than head on. Taking enemies by surprise in small squadrons is the specialty of your troops. A small squad of your soldiers, prepared with their traps and tricks make for a great surprise attack against a larger force.
Tacticians of War: Your nation is blessed with numerous high ranking officers and commanders hailing from great military institutes. Your strategists are brilliant and plan elaborate attacks and maneuvers in the heat of battle. Your nation understands many intricate cavalry and infantry formations.
Disciplined Troops: The troops that you command are highly skilled and disciplined, taught the art of war and all of its' great and important aspects. These men are hardened warriors with training and are ready for combat. If you take this trait along with Centurion Troops, you will have some troops that are not as well trained as others, causing an in-balance within your forces.
Tempered Equipment: Your battle force has the finest, most expensive equipment. Be it from battle armor to the weapons your soldiers use, it is made from the best resources within your nation. Though if this is paired with the Big Armies trait, it means that only some soldiers will get this good equipment leaving the rest with lesser armor giving an imbalance of equipment.
Merchant Families: Your families have been selling goods for as long as time, the way of trade coming like second nature. These families are placed high in the hierarchy and have a lot of power and are intertwined heavily in the business of foreign affairs.
Flaws:
Arrows In The Green: Archery is a foreign trade to your nation’s military. With bows and arrows, your troops are undisciplined, unskilled, and cowardly. Archers will be able to help less on the battlefield than the average ranger.
Lame Cavalry: Your nation’s horses are lame, swaybacked, stubborn, and weedy. It is hard to control them, and because of this, your cavalry lacks training and are comparatively weak in battle.
Torpid Navy: With hulls broken, shredded sails, and unsteady masts, your ships are very weak and easily sunk. Naval battles will not often go your way. Your fleet is a truly a pitiful sight to behold.
Flawed Leader II: After the chaotic millennia of war and strife between the gods, everything is at peace. You recall doing horrible things in the past during wartimes. This may cause other deities not to trust you.
Extra Info: The Royal Relic and the relics of the noble houses are simply magically made weapons that were made with shadow-weaving. The methods to make a good weapon of such kind is mostly lost save for a number of books scattered through varied libraries in Acruan.
In regards to culture, Acruani consider meats to be a 'higher' food while fishes a 'lower' food due to bias towards gods related each of them.
The Acruani have a Great Wonder, in the valley between the Acruani capital and the national borders, it is a giant sundial that can be easily seen by both mountain sides.
Considering the distance in between the capital and the border, there is also a number of fortresses along the frontier, and it is known that besides the routes set by the Acruani there are traps, many traps.
Name: Archene
Domain(s): Shadows and Silence
Domain Ability: Both of his domains ability are usually seen in the form of large area curses, taking the light and sound away from area of varying sizes. While usually usuable on large, the abilities can also be used on individuals themselves.
Common Appearance: A tall and thin male seemed to be covered by a murky cloak of shadows. His hood usually doesn't cover his head, allowing others to see his rather plain pale face and silver eyes. With a color rather similar to his eyes, his silverish hair is curly and short.
Personality: He is quiet and calm. While he rarely goes out of his way to speak with others, he rarely minds when others break silence to speak with him, even for the most trivial matters. Many gods, however, know that his rare bouts of anger bring very disproportional retribution, leading to some gods uneasiness to go to him. Who would
Direct or Indirect: Indirect
Description of Mage Powers/Hero Powers & Artifacts:
Shadow Veil - One of the most elementary shadow spells. It allows mages to coat themselves with shadows. The spell's main use is to protect the mage's identity, but it is known that it also gives the mage a small resistence against heat and general physical attacks.
Shadow-weaving - Mages are capable of imbuing their magic upon object reinforcing them. This usually takes form as a coat of shadows over the weapon or armor. While the main effect of this is an increase in durability, it also increases sharpness of weapons slightly. The modern version of the magic has the downside that the improvement is based on the equipment it is used on, and the time required to enchant a single article. The ancient version, however tiring and time consuming, can make high quality weapons and other objects of variable malleability without any catalysts (only certain magic words and a winter solstice).
Silent Steps - Despite the name of the power, the ability takes away the ability of the target(s) to make sounds for as long as the mage sustains the spell. Average mages can silence a handful of people at the same time, the more powerful one a dozen.
Shadow Portal - One of the more advanced shadow spells. With the help of a number of catalysts two groups of mages are able to sustain a portal connecting two locations. It is a considerably energy consuming one, usually leaving all involved mages drained for a number of days for sustaining the portal for a few minutes, and nothing can be said about those who fail to completely cross the portal once it closes.
Symbol: a triangle interlaced with a circle
Other Info: In the more chaotic times of the past, Archene was known to be far more whimsical with the use of his power bringing darkness and silence to forests and cities. There was even a particular occasion when he silenced and brought darkness to the beloved forest of a Nature God who had neutral relations with him. The event caused the god's demise a few years later as the forest was labeled as cursed and belief onto them sharply fell. Though since then, he has refrained from doing that it has given him a considerably bad reputation (among the gods who would considering doing something like that bad).
Nation Info:
Nation Name: Kingdom of Acruan
Flag: A white flag with a black circle interlaced with a triangle.
Location on Map: imgur.com/pRTpZ02
Geographical Info: A large peninsula with great plains dotted with forests and separated from the rest of the continent by water and a valley.
In between the various cities and even some average size villages, there are patrolled roads usually by some nearby noble house. In between cities, it isn't uncommon to see small forts or at least watchtowers. It is also far from uncommon to see such fortifications in the center of the smaller cities as Acruani forts usually lead to the creation of a city, eventually.
Capital City: Vix'tavas - It is a massive city on top of the inner mountains overwatching the valley at the northeastern side of Acruan. The roads outside the city paved with stone as are the streets within it. In the center of the city, there is a number of large with walls made of a dark semi-precious ston; the Palace, the Dark Library, and the Great University of Acruan are among them. Each of the buildings only possibly being shadowed by the next one.
The fountains and houses around the city have different deggree of beauty to them, while a simpler black stone seems to be used, the number of adornment and details on the building quickly goes down as one leaves the richer areas of the capital.
Culture Description: The Acruani people have 3 social classes, Nobles, Scholars and Peasants. Nobles, being either descendants of a long line of warriors or merchants, are respected for being the ones that ensure that Acruan can run effectively, that scholars can research and study, and that peasants can have food and safety. They are the heart of the nation. Scholars are responsible for research of all kinds and ensuring that Acruan has a bright future. They are mages, judges, lawyers, architects, philosophers, priests and librarians. (Among many others things.) Scholars are the mind of the nation. The peasants are responsible for ensuring that the nation has the manpower to be ran. They are the ones who plow the fields, the guards who patrol the cities and about everyone else as well.
It is common for people to mutually respect each other, and moving up or down the social lader isn't rare. Anyone may become a scholar of a kind of another, specially skilled peasants may find themselves married to some lower noble. Nobles themselves have their own standards as to 'the minimum required' to be a noble. Any noble house has their own 'relic' usually some ancient magic book that the family's mages can learn from or some expertly crafted shadow sword. Lacking those takes the nobility of the house away effectively, as such, the right over such objects is usually the reason of disputes between families (noble or otherwise).
They have their superstitions and oddities, such as it being dishonorable to kill a foe from far away (backstabbing is alright interestingly enough), fish being one of the lowest possible foods to eat and remaining silent for the last night of they year. They are quite accepting of other people's way.
Military Description: The Military is lead by the Warlord which is chosen by the leaders of the higher warrior noble houses. Bellow him, each of the noble families has the own armies. The armies themselves are usually divided in smaller divisions of 50 to 150 soldiers managed by a commander.
While little can be said about the nation's nearly non-existent navy or they lack of any cavalry for war. The infantry receives considerable training in the arts of war and are taught how to keep their equipment. While the varied divisions of the army, usually have a shadow mage to both proper maintain the enchantments given to their weapons as well as to support them in combat.
It could easily be said that a number of the divisions is specialized at underhanded tactics everything from assassination of enemy officers to traps and more creative uses of the arts of war..
Government Description: Acruan is ruled in name by the Royal House Acruan, which is merely the house that currently has some ancient sword said to have been made by a powerful mage. All said that said, it is just a very resilient nameless sword.
The power to rule the nation, however, lies in the hands of the varied noble houses of Acruan making a council which passes laws and decides the future of the nation. Scholars are allowed to speak to the council.
Population (Cap 2,000,000): 1,432,576
Traits:
Just Law: Your justice court is renowned for its' fairness, keeping all trials unbiased and every precautionary measure to ensure that the trial follows the laws without a single misstep.
Refined Infrastructure: Roads, wells, watchtowers, and walls are all common sights in your nation. Safe and quick passage is much more common. Armies and merchants will cross your lands with ease.
Wondrous Beauty: Adorned with beautiful fountains, churches, statues, and temples, your nation’s cities are a sight to behold. This could bring tourism into your lands. Taking this allows for a world wonder in your nation.
A Breaker of Webs: Spying in your nation is a dangerous and unpredictable game. Your agents have mastered the art of counterintelligence. Cracking the secrets of your nation takes great skill and time.
Universities: Your people are well educated, schools have qualified teachers and the schools value teaching their students things that will help them later in life. These facilities are kept clean and well organized with a happy balance of extracurricular and classes.
Immovable Object (Costs 2 points): Try as they might, no foe can trudge their way through your nations stubborn defense. You hold your ground with pride allowing no one across your borders who show any sign of ill intent.
Masters of Ambush: Your nation’s armies find better ways to attack than head on. Taking enemies by surprise in small squadrons is the specialty of your troops. A small squad of your soldiers, prepared with their traps and tricks make for a great surprise attack against a larger force.
Tacticians of War: Your nation is blessed with numerous high ranking officers and commanders hailing from great military institutes. Your strategists are brilliant and plan elaborate attacks and maneuvers in the heat of battle. Your nation understands many intricate cavalry and infantry formations.
Disciplined Troops: The troops that you command are highly skilled and disciplined, taught the art of war and all of its' great and important aspects. These men are hardened warriors with training and are ready for combat. If you take this trait along with Centurion Troops, you will have some troops that are not as well trained as others, causing an in-balance within your forces.
Tempered Equipment: Your battle force has the finest, most expensive equipment. Be it from battle armor to the weapons your soldiers use, it is made from the best resources within your nation. Though if this is paired with the Big Armies trait, it means that only some soldiers will get this good equipment leaving the rest with lesser armor giving an imbalance of equipment.
Merchant Families: Your families have been selling goods for as long as time, the way of trade coming like second nature. These families are placed high in the hierarchy and have a lot of power and are intertwined heavily in the business of foreign affairs.
Flaws:
Arrows In The Green: Archery is a foreign trade to your nation’s military. With bows and arrows, your troops are undisciplined, unskilled, and cowardly. Archers will be able to help less on the battlefield than the average ranger.
Lame Cavalry: Your nation’s horses are lame, swaybacked, stubborn, and weedy. It is hard to control them, and because of this, your cavalry lacks training and are comparatively weak in battle.
Torpid Navy: With hulls broken, shredded sails, and unsteady masts, your ships are very weak and easily sunk. Naval battles will not often go your way. Your fleet is a truly a pitiful sight to behold.
Flawed Leader II: After the chaotic millennia of war and strife between the gods, everything is at peace. You recall doing horrible things in the past during wartimes. This may cause other deities not to trust you.
Extra Info: The Royal Relic and the relics of the noble houses are simply magically made weapons that were made with shadow-weaving. The methods to make a good weapon of such kind is mostly lost save for a number of books scattered through varied libraries in Acruan.
In regards to culture, Acruani consider meats to be a 'higher' food while fishes a 'lower' food due to bias towards gods related each of them.
The Acruani have a Great Wonder, in the valley between the Acruani capital and the national borders, it is a giant sundial that can be easily seen by both mountain sides.
Considering the distance in between the capital and the border, there is also a number of fortresses along the frontier, and it is known that besides the routes set by the Acruani there are traps, many traps.