Nation
Name: Orsini
Flag:
Capitol: Orsini
Capitol Population: 240,000
Population: 240,000
Major cities: N/A
Racial demographics: 90% Seraph 10% Other
Society: People in Orsini are very "you mind your business, I'll mind mine". They typically don't involve themselves in other peoples lives without invitation.
Man, woman, child, dark-skinned, fair-skinned, Human, Seraph, Orc - Everyone is considered an equal. Seraph are by nature suspicious and fearful, however, and are usually somewhat untrusting of others, even other Seraphim.
Orsini are free to live their lives as they please, as long as no laws are broken.
Law: There are four kinds of crime - petty, minor, major and obscene
Petty crime includes pickpocketing, harassment, public vulgarity and other nuisance crimes. Practice one of these and you'll quickly find yourself a few Vehrin shorter - they are paid back through fines.
Minor crimes are assault, threatening murder, large-scale theft, non-lethal posioning and other intimidating crimes. Criminals of this calbre usually occupy the mines and dungeons - you have to produce a certain amount of Vehrin in goods before you're cut loose.
Major crimes are treason, murder, rendering someone incapable of work, abuse of one's spouse and other larger crimes. These criminals are usually branded with a "Mark of Shame" pertaining to their crime, get a long stretch in the dungeon and are inable to perform tasks related to their crime i.e. domestic abusers must pay full compensation to the abused and are then forbidden from getting married or having children.
Obscene crimes pertain to two things - crimes involving children and crimes of a sexual nature. In these instances, the criminal has their wings cut off, their genetalia removed, their throat cut and the body fed to animals - such people are considered monsters.
Education: Almost all Seraphim can read and write to lesser degrees, for example "This way is common to write sentence". Those who wish to become more intelligent need to visit the Arcane District, and join one of the many Universities there.
Technology: Tech and research is heavily focused on things like medicine, alchemy, cures and poisons, but there is some research into machinery and engineering.
Tax: Tax is quite low, wavering between 1% and 5%, but is higher for the rich. Members of certain guilds, like the Merchants Guild, get even lower tax rates.
Imports: Gems, gold, silver
Exports: Steel, iron, game, fur, leather, armour, fruit, vegetables, silk, cotton, wool, cloth, stylised weapons,
Renowned Associations: The Merchants Guild - Arguably the most powerful guild, Merchants who join this guild are treated to fairer prices, free advertisement, lower taxes, bodyguards, a Council they can attend and raise issues at - all for a modest membership fee
The Monkhood - far from a religious organisation, Monks typically spend their days doing experiments, researching, reading, lecturing and otherwise aiding the progression of science. They are called Monks because of the long, brown robes they wear and their ''monastery-like'' buildings that they live, work and rest in.
The Courtesans Guild - Hookers. Nightwalkers. Tarts. Society has many names for those who sell their bodies to make a living - not the case in Orsini. Women and occasionally men who sell themselves are united under the non degrading title of Courtesan, and are offered food, shelter and a place to rest as guild members. They were also offered a sort of retreat from societies harsh views of their profession, but recently that has been rendered obsolete due to a more open-minded and accepting society.
The Worker's Guild - The guild of the common man, members of this particular association are treated to higher payments, lower taxes and a load of guys willing to back them up if things go wrong
Government: Orsini is divided into six Districts, lead by the local Guild Leader. The six will meet regularly to discuss nation-wide policy, but will regularly impose their own rules on the districts they lead.
Relations: None so far
Important officials:
Arabella Sunskirt - Leader of the notorious "Pleasure District" and propietor of the "Belladonna". Excitable, cheerful and friendly, a mask of obliviousness hides a clever and ruthless girl.
Raelyn Whitegold - Leader of the "Market District" and Mistress of the Merchant's Guild, Raelyn is calm, classy and elegant. She is immensely proud of her work, but demands total honesty from her patrons. She flips out quite easily if one refuses to be honest with her, but gets just as irritated when she makes a mistake, doesn't meet a clients standards or in some way screws up.
"Hunter" Stormwing - Tomboyish, tough and a little bit cocky, the leader of the "Arsenal District" is the ultimate vision of a good Seraph warrior. Her real name is Artemis, but she will introduce herself as Hunter. There was a story she once took on and defeated ten fully-armed and armoured warriors whilst she was weaponless and unarmoured - no-one doubts her!
Jax Earthborn - The leader of the "Worker's District" is a tough, loyal gentleman, if a little rough around the edges. He may seem simple-minded at first, but don't be fooled - this quiet farm-boy has brains to match his impressive brawn.
Aggrippa Celeste - Leader of the "Arcane District", the intelligent and wise Aggrippa spends most of his days locked away, performing some experiment or another. Aggrippa is a perfectionist, often panicking at the slightest blip in his plans.
Girus Whitetail - The shy and gentle leader of the "Pariah District", Girus is known to be effeminate, cowardly and unsure of himself. The youngest of the six, he can be found wandering the groves and and meadows of his district. Despite his soft voice, girlish features and cowardice, he will fight back if cornered, albeit weakly
Currency: Vehrin
Military: Warrior - Reinforced leather curiass, reinforced leather greaves. Uses one-handed weapons, but no shield. Serves a mainly militial role. The most common soldier type in Orsini. Light Troops
Men-at-arms - Steel chestpiece, sleeves, pauldrons, great helm, greaves, boots, gauntlets. Well trained and deadly. Common. Heavy Troops.
Praetorian Guards - Reinforced steel chestplate, barbuta, pauldrons, gauntlets, boots. Use one-handed weapons and shields. Better trained than the average troop, but there are far less. Rare. Elite.
Knights - Banded steel frogmouth helmet, curiass, pauldrons, gauntlets, greaves, boots. Use deadly two-handed weapons, like Claymores and Bearded Axes. Shock troops, usually capable of taking on three or four enemies on their own. Rare. Heavy Support
Scions - coat of plates, under-armour greaves. Dress in plain clothes and carry daggers and peasant blades. Mainly used as spies or icognito soldiers. Light on their feet and swift. Quite a lot. Fast attack/Elite
Halbediers - Steel Chestplate, Gauntlets, spaulders, greaves, boots. Trained in unhorsing mounted foes and throwing halberds. Have a shortsword as a secondary weapon, which they hold in an almost unique "duellist" stance, which gives them an advantage in one-to-one combat, but is less useful against multiple foes. Somewhat rare, usually lead large groups. Elite/HQ
Pariahs - Unique guards of Girus, they wear short robes with an undershirt and trousers. Carry razor-sharp shortswords and throwing knives, ready to strike at a monents notice. Don't be fooled by the clothing - it's actually made of a tough, durable material known as "Myrthil cloth", which is both light and tough, almost as tough as metal armour - it's only real weakness is the cost. Very, very few of these. HQ
Landscape: Well, it's a city. It is built into a mountain, but this is hard to notice once you are inside.
Wildlife: Foxes, pigeons, starlings and other urban animals
Important locations:
Arcane District - Full of labs, universities and research facilities, this is the place to learn in Orsini. Aggrippa's library is here.
Arsenal District - Barracks, mercs and training facilities; the Arsenal is the home of combat. Spars happen often, the army trains almost non-stop and it houses THE most fearsome warrior in Orsini - Hunter
Market District - most of the trading happens here. Stalls of food, weapons, clothing, art and many other things dot the area. Money changes from one hand to another to another to another in the space of mere seconds. The Merchant Guild headquarters, and Raelyn's house are here.
Pariah District - not much more than a glorified graveyard, anyone worthy of recieving their last rites is buried here. There are a couple if houses, but they are lonely, grey buildings. The Pariah's leader lives in this district's Bastion.
Pleasure District - come here to lose money? You've found the right place. Brothels, casinos of sorts and taverns dominate this lively neighbourhood. Visit the Belladonna to find Arabella.
Worker's District - home of most of the low-rankng members of society, workers do their best to put bread and water on the table - it is recommended one joins the Worker's guild for that little bit of extra security. Jax's farm is here.
History: The Seraphim founded this city since first settling, and have never felt the need to leave. Over the years it has seen many a hero and villian, saviours and destroyers, pariahs and messiahs. However, the people are tough, resolute and devout, and have muscled through practically unnoticed. The things that go on behind closed doors, huh?
Summary: A small, independent city that houses a race of angel-like beings. Interested in politics, science and gems
Strengths: Tough
Loyal
Intelligent
Easy to keep an eye on
A good, stable all-round producer
Even money distribution
Low crime, low homelessness, low joblessness
Weaknesses: Too small for its own good
Even though its small, it still manages to divide the population
Easily bought with shiny things
Lead by guilds, so there is no clear ruler
Fashion/style: Clothing is light and thin, as Seraphim don't like the feeling of being restricted. Short robes are common, as are shirts and tunics. Almost everyone wears trousers, although summer dresses are popular in the summer amongst women
Art: Drawings and Books are the most important forms of art, held in higher regard than any other art form. Music tends to be airy, lighthearted and soft.
Important dates: None
Weird laws/rules: Nothing particularly wierd.
Fun facts: Orsini has gone undetected for centuries, and has only revealed itself in recent years.
Species
Name: Seraphim (pl) Seraph (sin)
Race/species: Other
Description: Seraphim have a very humanoid look, with two big differances - one, they are about a head or two shorter. Two, they have huge, feathery wings that sprout out their back. They have hollow bone marrow, making them about 4% lighter than average humans of their size. They have large eyes and soft features, and females are typically small-chested, though exceptions - like Arabella - exist.
Natural abilities: Very low altitude flight - only about its own body height high.
Natural resistance to disease and poison.
Nervous, sensative wings allow them to pick up changes in the atmosphere without special training or equipment.
Lifespan: They age about 1 year for every 5 human years, so about 400 years.
Important members: None outside Orsini
Relations to other species: Some humans - and other creatures - see them as messengers from deities.
Sanfures refer to them as "those winged bastards" as do the the Dragonkin.
History : History is not kept by Seraphim. It is unknown when they settled down first, lost the ability to fly high altitude, or where they originally came from - not even they know.
Primary Language: Orsini
Secondary Language: English
Religion: Whatever happens to be common in the area they live.
Strengths: Very long lifespan
Keep secrets well
Good swordsmen
Agile
Weaknesses: Soft
Easily bought by shiny things
Shy of other races
Big, sensative wings makes big targets
Too short to use longer weapons.