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Oh, that's weird. Somebody call Lord Mahz!
Sauron The Dark Lord said
I tried multiple times already, it won't work for reasons unknown to me.You can just copy paste the link.


Imgur.com is the easiest. Just upload it from your computer, right click it and put the direct img url between [img']and[/img']. (Remove the ' from both)

AegonVI said
And where is that Nation Sheet Thread?


http://www.roleplayerguild.com/topics/12834/posts/ic
Posted a bit of an introduction. Doesn't really include anyone yet.
Siad-Bashooq, Najran Arena
16:30, 18th of February


The walls of Najran seemed impenetrable, giving the citizens of the ancient city a sense of security from the harshness of the desert. Wooden scaffolding littered the walls, where crews constantly attempted to maintain a dignified state on the city's protective barrier. The Najran clan was the wealthiest and most powerful in the entire province of Ta'if, and they were not afraid to show it. In the center of the city sat a large arena, providing seating for nearly 1,600 people. In the sheltered booths were the representatives of each of the 5 other clans, all surrounding the heavily guarded main booth. The most powerful man in the desert resided inside, known to his people as Siad-Bashooq. Decorated in exquisite silk robes, he watched the spectacle occurring inside of the arena. Two men donning meager armaments were battling it out with three armored giant scorpions, and were failing miserably. The vicious creatures, about the size of medium dogs, had the ability to paralyze a man with its sting and rip him in half with its pincers. A victory against these beasts meant fame and fortune for the often impoverished gladiators, and a loss meant that your remains were burnt during the nightly worship to the gods.

The Holy-Lord watched as one man was gutted by the beast, before injecting lethal venom into the sword arm of the other. Suddenly he felt a tap on his shoulder, where a young Al-Emekir messenger passed him a note. Reading the paper, he was both joyed and annoyed by the fact that he had missed the spectacle of the victorious scorpions being rounded up by unlucky slaves. He read the paper, his voice cutting in and trailing as he read the scripture.

"You have been invited... millennial celebration... art collection..."

Turning to his assistant, he raised from his seat. In the native Shulam tongue, he announced his response.

"Send correspondence back East, we will be attending this ceremony. Contract my Clan seamstress, for we shall arrive with the latest styles that will shock the continent in its entirety. And my sculpters are to be contracted, the greatest artwork they have ever seen will bear the name of the Al-Emekir."
-------------------------


Ali-Buroj, Jeranova Desert Camp
22:00, 18th of February


The great general had waited for the Stars to guide him to the camp, his soldiers moving in a stealthy fashion. A nationalist, the great general had always believed that to be successful as an army, they must primarily know how to defend their clan's homes. Desert combat was a specialty, where the most important element was the survival of your soldiers between battles. Because of this, his men were known to be desert tacticians in their own right, formidable soldiers underneath the hot desert sun.

As the guards of the Rebel camp began to doze off on their nightly lax routine, the Al-Emekir soldiers moved in. Two hundred soldiers, stationed in on the Mi'Hala base surrounded the mountain side camp. Blowing his whistle, Ali-Buroj heard the whistling of crossbows in rapid succession. Six of the shots made their mark, the two remaining guards were swiftly put down in the second wave of arrows. Seconds later, he heard the roar of an elephant as the loaned Bashooq "tank" made its way towards the wooden gate, the weak part of the rebel palisade. The elephant blew through the gate, with hundreds of screaming soldiers filing into the base behind it.

Listening to the screams of his men assault the base, favoring the cutting of throats over taking prisoners was music to his ears. Peace time often bored his men, excursions from the boredom like this were often welcome despite often meaning a considerable amount of risk. The outnumbered rebels were often kept non-violent, however when a Clan leader learned of their location, the army often showed up for both the practice and the slaughter. He often took a large number of recruits, allowing them to gain experience that couldn't otherwise be gained.

What would happen when this rebellion was finally quashed?
Who are we missing?
Nation Sheet





Nation Name: The Al-Emekir Tribes

Demonym:
Shulam's / Al-Emekir

People/s:
The people of the Al-Emekir Tribes are predominantly composed of the "Shulam" religion, a culture present only in the province of Ta'if. Men are born equal if born into a Shulam household, where all men are given a choice in life. They can either take on their father or uncle's trade, or sign up for military service when they are 15 years of age. Women are treated unfairly, and are either servants, entertainers, or homemakers. In strictly conservative cities such as Najran, they have absolutely no political or personal freedoms. However, in more liberal clans they are allowed to join the militia; under the condition that they must dress in the same way as a man. Non Shulam men/women are not allowed to own land or participate in a traditional lifestyle, and are often slaves in mining camps or sex slaves for some of the more greedy Chiefs. A notable exception is the progressive city of Ha'fra, the trading hub lying on the only land border to the province. There, foreign traders can live and work, free to practice their religion in private.

Population Scale/Nation Size:
164,000

Government:
The people of Ta'if believe in clan-based governments, having control over their own boundaries. Each of the six clans have a Chief who oversees the population's needs on a local level, maintaining a standing militia and trade. From there, each Clan has a liaison in the capital of Najran who form the tribal council. They are lead by the "Holy-Lord", a leader appointed by the Shulam priests. He ensures that disputes between clan leaders are settled quickly and quietly, without unnecessary bloodshed. When two clans have a disagreement, it is up to the two Chiefs to meet in neutral territory. They don traditional Al-Emekir swords and shields and go to battle, the victor of the two being successful in the conflict. The only way to remove a chief from power as a citizen is to assault his compound, defeating his four selected guards and then him in single combat. In times of peace, the clans manage themselves separately. However, when the sovereignty is in jeopardy; often the Clans will come to an agreement that their Holy-Lord should lead them into battle.

People of Importance:
Siad-Bashooq: The Holy-Lord, oversees all national affairs of the Al-Emekir. Although he does not control policing, taxing, or much of anything inside of the hold walls, he is arguably the most powerful man on the Island. With him he maintains a dozen bodyguards and at least four mistresses at once, rarely leaving the capital of Najran. He is regarded as a cruel man, despite having a shewd mind for business.

Ali-Buroj: The General of the Al-Emekir legions, Ali-Buroj is self proclaimed to be one of the greatest military minds of his generation. His cunning tactics make up for his troop's light footed capabilities, preferring ambush and surprise over head on confrontations. To most, he is regarded as little more than a puppet to Siad-Bashooq.

Muraj Al-Ashard: The chief of the Ha'fra clan, he is known as one of the most hospitable chiefs. As the man in control of the primary trade route out of Tai'if, he ensures that his citizens are well taken care of and have an abundance of civil rights. He and the Siad-Bashooq have been known to not see eye to eye, but both fear the repercussions of directly opposing each other. They often grudgingly work together, bound by the Holy-laws of Shulam.

Muammar-Ghallic: Muammar is the primary dignitary for the Al-Emekir, proficient in many of the languages that the Empire has to offer. Some say his longevity is a blessing by the gods, while others say he simply is just younger than he looks. He has been negotiating peace treaties for many years, spinning tails to benefit his people. He holds no side in the internal conflicts, rather being driven by greed for his people and prosperity.

Capital:
((6)) Najran. Najran is a sprawling cityscape, known to be home of some of the greatest artists in Menora. A stronghold of the Ta'hamurg Empire, it is a compromise between the modern style defenses of the Empire and the beautiful decoration of the Al-Emekir. The city is the only city to be surrounded by a large stone wall, standing at forty feet tall. Although an affront to the brave combat style of the locals, the Chief has decided to ensure that the wall is in a dependable status. The city spans several kilometers, with farms and citizen housing being located outside of the great wall. It is home to Pillar of Imh, a thirty foot monument obelisk in flawless jewels dedicated to the primary deity of the Shulam religion.

Settlements:

Al-Emekir people primarily house themselves in Stone and sand hovels, perfecting construction with clay and sand to prevent water damage. The walls are quite thick, which provides them a decent layer of protection from both the harsh elements of the Jeranova desert. Tents are set up while travelling, where shrines to the god of protection are set up to ward off predators through the night. In trading camps, hundreds of tents are set up to form their own little cities. Water wells are the center of a city, and the Clan guards its water resources fiercely
((1)) Ha'fra: The port city in the North Eastern Regions, it is regarded as the most friendly side to Al-Emekir hospitality. To the east is a twelve stone wall, the thirty miles of deteriorating stone remnants of the great civil war of Menora. This is the only land border that separates Tai'if Island with the rest of Menora. All land traffic moves in and out of the city, making it one of the largest trading hubs in the country.
((3)) Mi'Hala: The central most city of the Jeranova, this clan had began its humble beginnings as a rebellion camp against the Ta'hamurg incumbents. Due to the hardy desert conditions, the population primarily remains underground in mines or in their weathered homes. The temperature is known to reach continental records in this area, prompting only the hardiest to survive in this region. Only one trail makes its way out of the desert to the more hospitable fringes, all other paths being occupied by raider settlements or littered with giant scorpions. Constant caravans make their way down the treacherous road, hauling precious cargo of stone and iron from the carvers and smelters of Mi'Hala.
((5)) Ju'bruun: The Ju'Bruun city is home to the Ju'Bruun clan, one of the most vicious of the six clans. Their leader claims to be the direct descendant of Huul, the god of war. The finest warriors and blacksmiths on the island of Tai'if, their men are often the first to join the ranks of the legion. The majority of the al-Emekir's weapons are produced in this region, utilizing iron brought from Mi'Hala.
((2)) Al-Jaktar: The farms of Al-Jaktar raise the beef that the people of the Southern Clans eat, and the eggs that they wake up to every morning. Although a small, rural clan; a large militia resides inside the City. The small amounts of food actually produced in Al-Jaktar are all farmed here, disregarding small milking operations in some of the richer Northern cities.
((4)) Paradisis: What remains of an ancient Ta'Hamurg fortress has been converted into a training camp, housing the training units and their auxillieries. Every month, the training camp processes approximately 130 new recruits, alongside training a few new elephants for the infamous Bashooqs. The walls of the fortress still stand on three sides, making this military community one of the most easily dependable locations in Tai'if. Tents line the fortress, with the majority of the inhabitants living in temporary structures and lean-to's.

Nation Description:
The Al-Emekir people were a large group of established people inhabiting the fringes of the Jeranova desert on the Ta'if island. Since the first recorded history of Menora, the Al-Emekir have been renown craftspeople. Their beautiful works of art are on display all throughout the continent, some famous artwork fetching enormous prices in auctions in the more prosperous regions. The tribal based clan system ensures that although the holy rule is followed all throughout the settlements, each of the clans have their own rule via chiefs. During the great civil war of Menora, the Al-Emekir overthrew the Imperial troops stationed in the capital city of Najran. The dislike for a strictly central government had prompted rebellious leaders to form their own great clans inside of each of the province's six primary cities. The only link between the clans currently for military co-ordination is the tribal council of liaisons located in Najran. From there, the province as a whole by the Holy-Lord, currently known as Siad-Bashooq. Since then, each clan has traded with each other to create their economies, with the majority of international trade going through the port city of Ha'fra. The Al-Emekir treat all outsiders as second-class citizens, and often prisoners of war are forced to work in the mining camps deep in the Jeranova desert. Defense is one of the few "centralized" aspects of Al-Emekir culture, where the primary military force is governed by the tribal council. Each city maintains its own defensive garrison, troops loyal to only their tribe and its inhabitants. They can be used as an offensive force, but this is a foolhardy option as the Clan would then be left undefended from raiders if the army is not present.

Religion:
The religion of Shulam is known as a cruel and merciless religion, governing nearly every aspect of the Al-Emekir's lives. It is made up of three gods major gods, with six other minor gods. Imh, the god of culture is known as the chief deity. He is the patron god of priests and scholars, for his area of rule lies over religion and education. His brother, Huul is the god of warfare and burial rights. He is the patron god of Chiefs and soldiers, both of whom make sacrifices of animal blood to him weekly. Every family of a soldier holds a shrine to him in their household, in which he will return protection and valor in return. The last deity, Jah'rah, is the god of balance and rule of law. Her teachings outline the Holy-Law, a set of rules that outline how to life. Noteable examples of this law are (Do not kill your fellow man for personal gain, do not steal property from your fellow Shulam man, among others.) Workers and craftsmen pray to her, as she ensures prosperity to those who work for it.

Flora & Fauna:
In the central Jeranova desert, plant and animal life is few and far between. The mountainous regions are home to species commonly found in Southern Africa. Around the greener fringes of the province, cows and pigs are very common. Pests include multiple types of spiders and snakes, and beings native to the real life Nile River. In the mountainous regions, a species of dragon called Ja-Ruun claims ownership of the central ranges. The dragons are ancient, and battle for dominance with the raider tribes who reside there. Uniquely, the Ja-Ruun are armored flying beasts that have impressive jaw strength. Unlike mythical creatures, these dragons do not have any special "breath". In addition, large scorpions about the size of a dog roam the desert in groups of three. They bury themselves in Sand, preparing to strike at prey. Their armored tops are a bane for travelling caravans, who stay on beaten roads to ensure that they are not ambushed.

Magic:
Magic is not practiced in the form known, rather the belief in gods can provide subtle changes. The holy city of Najran's temple, presumed to be powered by the glorious Pillar of Imh, is home to the six priests of Imh. They possess powers of infinite life and unpredictable onsets of seeing into the future. They do not leave this temple however, and are the only noteable examples of magic inside of the borders. Any who possess magical abilities inside of the province are brought to justice by Huul, A.K.A. a scimitar swipe across the neck.

Tech:
Technology is restricted to that of chariots and caravans for transportation, and does not seem to be a primary focus. Most of the advancement comes in the form of artistic fashion, where most trends are developed from Al-Emekir fashion consultants. Crossbows are very popular for their powerful shot, with barbed and hooked arrowheads being common place in the army. Swords are often in scimitar fashion, complimented by pikemen.

Ambitions:
Known to be a very money-oriented society, second only to religion. They feel that they are destined to be the dominant people in Menora's deserts, but are in no hurry to press their luck until they gain control of their own regions.

Economy
Imports: Foodstuffs, silk/fine clothing, horses. (Imports day to day necessicites, food, etc from Avalysia, Sengri Ta'hamurg, and Aerianna)
Exports: Fine artistic items, stone, clay, iron. (Exports art items globally, stone and iron to Avalysia and Sengri Ta'hamurg and Kingdom of Aerianna)

Military
Army Size: 9,200 Regular Soldiers, 2,300 Militia.
Regular troops:
Regular soldiers are decorated in highly fashionable clothes, wearing leather breastplates and helmets. Infantry often carry scimitars and pikes with leather or iron shields, depending on their formation. Although not good in regular combat, the lightly armored units are proficient in flanking and surrounding enemy soldiers. Their hardy upbringing makes them very proficient in desert warfare, though most of them have never seen heavily wooded areas and would have no idea how to wage war in these areas. Calvary is often made up of camel riders, men wielding pikes and swords for shock tactics. Chariots are also very common, imported horses being a big part of the chariot legions. One group, the "Bashooqs" is made up of elephant riding soldiers. These armored elephants plow through crowds, allowing their riders to use bows and pitch bombs off the elephant's back. This group is made up of 45 elephants, and inspires fear in those who have the misfortune of coming in contact with them. It is rumored that their riders are blessed personally by Huul, given the ability to command the beasts with legendary efficiency.

The militia are often under armored and equipped, sporting swords from their past conquests or passed on in their families. The richer clans have better financed soldiers, and in the result of this they are more well defended.

Army Garrison Numbers:
Najran: 550 Militia / 2,445 Soldiers
Ha'fra: 650 Militia / 1,800 Soldiers
Mi'Hala: 250 Militia / 850 Soldiers
Ju'Bruun: 185 Militia / 1,080 Soldiers
Al-Jaktar: 365 Militia / 625 Soldiers
Paradisis: 300 Militia / 2,600 Soldiers

Navy: Small naval presence, approximately 10 Quinqueremes located in the only Port of Ha'fra. Several unarmed trading ships.
Aristo said
Don't want to go all fantasy on this, but would it be reasonable to have daemons/monsters, god-gifted weapons and mutations that your people can utilize, or are we keeping religion and the like to a more realistic "I believe X, therefore Y." and separating reality from mythology?


My nation has a close relationship with religion, instead of gods. For example, they manifest themselves through six third party priests. The kicker is that they cannot leave their home city or else they lose their connection, therefore they die since they're a few hundred years old. Although they don't really have any powers, they're simply there. I'm pretty sure that's the most religious standpoint on magic in any faction, and it's not very powerful at that. But I'd venture a guess that sentient demons wouldn't be existent on this plane.
TheSovereignGrave said
I suppose we'll have to wait for word from Golem on the matter, but I just kind of assumed everywhere not claimed by one of us was occupied by little NPC nations. After all, it doesn't make much sense for there to be massive swathes of completely unpopulated land.


In the case of the desert, some stretches of desert would be worthless to secure and call your own. I'm sure it happened in ancient times at some point.
The Silent Type said
Yeah, I think i'm going to pull out of this. It's getting a bit too hectic and frustrating, and it hasn't even started yet. Best of luck to everybody else!


People are taking it way too seriously.
Esailia said
This is just what I'm looking for. A broad roleplay with more than just single characters making a difference.I can't fill a sheet out right now. But I am thinking about taking some of the tropical mainland just north of the Kingdom of Aerianna, stretching to the second river delta, or the island west of Avalysia and south of Sengri Ta'hamurg.I was curious of race, though. While I know humans are the only ones with a society and government and such, what about a nomadic race of Nekomata type humanoids? I would be wiling to accept many disadvantages of this, as well as having very low tech and practically non-existant military. Magic would also be hampered due to a lesser knowledge and a more religious basis in its understanding of the power. Almost a shamanistic approach to it. The wielders wouldn't be able to do much more than heal the sick or cause crops of the very few settlements there would be of this species to yield more for the harvest season.I'm very excited about joining. I'm not on a computer that I can be on for long periods. But I wanted to ask and see if it's somehow possible.


I believe it was discussed that humans were the only sentient form of life on this fictional planet.
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