Fourth Bessarugan RepublicType of Government: Constituent Federal Directorial Republic
With its humble beginnings as a lucrative penal colony which was rapidly transformed into an extensive, plantation-based colony utilizing extensive prisoner and slave labor, the modern Bessarugan state had its origins in the plethora of wide-reaching slave rebellions which ravaged the former colony in the late 17th century. The colony, while profitable in the extreme, relied on a system of institutionalized peerage through control of vast inheritances. Social mobility was extremely limited, as there was no codified legal mechanism by which a slave could legally be emancipated and the land-based economic system heavily favored the extensive plantation system in place and the vast concentration of wealth in the hands of its landlords severely limited the growth of any emergent middle class. The colony was in all but name a feudal state, and it would be until a series of "red tides" - a series of extremely rapid blooms of algae that quickly and utterly demolished water quality - caused a mass outbreak of famines. Most of the lords refused to lend any of their received and traded aid to their slaves, which triggered a catastrophic series of slave revolts, hunger riots, and mass defections.
In time, the slaves, prisoners, rebels, and natives would overthrow their feudal regime, whereupon their success the presiding lords fled, or were killed or sent into exile. Its early history has not been an easy one: Bessaruga has been a republic, a monarchy, a dictatorship, a republic again, an empire, briefly controlled by a bank, a theocracy, a republic once more, a military junta, an empire again, and has back again returned as its Fourth Republic, where it has remained as such since 1800. Bessaruga has enjoyed a period of prosperity starting in the 1830s, which saw its population and its economy blossom.
Demographics & Population:
Artist's depiction of a Vasiri Male
Inhabiting the mountains to the North and along the East of Bessaruga's frontier, Vasiris are a humanoid peoples with several, Lepidosauric features, including predominant horns and scaled appendages. Some have been lead to speculate that the Vasiri peoples may be distant ancestors of other draconic peoples -- an idea that has gained traction in academia, but so far has little concrete evidence to validate this theory. Vasiri are quite strong and do not tire easily, and are also known to pick up kinesthetic and athletic skills quickly.
Artists depictions of a Sea Elf female (top) and a Sea Elf male in headdress (bottom).
Native to the vast coasts of Bessaruga, Sea Elf tribes made their living with semi-aquatic lifestyles, often migrating for whaling seasons atop large, flat-bottomed boats. They are very capable divers and swimmers,
Bessaruga is well known for its high ethnic diversity. Although it is a term only recently described by sociologists, the state of social consciousness in Bessaruga and its influence from various Eastern, Western, Indigenous, elven, human, orcish, and draconic sources into a hegemonous identity that can only be called "Bessarugian". Originally a penal colony that was largely propelled by slave labor in its many plantations, a series of slave revolts a century ago transformed the long coast into a haven for those who seek out a new life in the New World. With it came people of countless ethnicities and backgrounds who now call the Bessarugian Coast their home.
Governance & Politics:
As outlined in the Fourth Republic's 1815 Constitution, Bessaruga is a diretoral republic divided into electoral districts based upon population. Bessaruga is currently composed of 23 provinces as well as 13 "Junior Republics" -- special regions granted to indigenous governments who retain a higher degree of internal autonomy compared to a federal province. Junior Republics are uniquely allowed to maintain their own armies (a task that normally falls under federal jurisdiction) and maintain their own provincial tax and fiscal policy outside of the federal policy. They are not, however, sovereign nations and cannot host nor establish foreign embassies nor declare war. Junior Republics do maintain special seats in Parliament that have voting tallies counted independently of those in the provinces -- while provincial elections use a proportional voting system based upon population of individual voting districts, the Junior Republics utilize a mathematical counting equation called the Caraxa system. The Caraxa system allocates seats proportionately by using a mathematical system which divides seats among those parties who received the most votes, resulting in a multiparty system that still favors the most popular parties.
Suffrage is open to all citizens: Legally, this is defined as, "A count of two votes per household or residence" -- a notion which worked well in Bessaruga's early stages of being a rural, agrarian nation, but has grown considerably more cumbersome with Bessaruga's rapid urbanization and industrialization. Ballots are counted and recorded publicly, which in turn makes the ballots not confidential. Political parties can thus employ goons or government officials to harass opposition voters into voting for their party. Though this process makes the actual process of deliberate voting fraud very difficult to achieve, it comes at the cost of intimidation in politics and can lead to political violence.
Culture & Society:
Bessaruga's long history of revolution has unleashed a very libertine culture. If nothing else, it is (mostly) accepting so long as one is willing to show the same modicum of respect towards others as one would themselves. People of all races and sexes of all identifications have come and gone through Bessaruga, and more still call it home. When one comes to Bessaruga, they come in promise of a new dream -- A New Life in the New World. In many of its cities, a lot of people have been coming in and settling down, hopeful that a fresh start in a new country is all that they will need to turn their fortunes around and establish themselves. Many Bessarugan citizens are only second or third generation families, resulting in a cosmopolitanism in its vibrant cities where the touch of all cultures from all corners of the Earth can be found. Bessaruga has a plethora of skilled artisans who come without fear of persecution. Poets and thinkers, inventors and tinkerers litter Bessaruga to the point of ubiquity. Its people can be seen as a bit rowdy and rough - maybe even belligerent. Bessarugans don't mind getting into a little scuffle or two, and are always up for a good brawl.
Bessarugan cuisine is fashioned from the intertwining of several indigenous recipes with the influx of immigrants from across the world, often fusing native ingredients with the tastes of its cosmopolitan people. Seafood makes up a good portion of the diet, coupled with local staples such as rice and quinoa. Wine and tea is often made from the indigenous açaí fruit and are consumed with most meals of the day.
All in all, Bessaruga produces a cultural legacy that is truly difficult to understate. In the most unlikely of its unruly taverns and rancorous bars lie true masters of arts and sound, and across the alleys of its streets and the avenues of its villas. Even if the Bessarugian state shall cease to exist, the legacy of its licentious, free-spirited culture will produce nostalgics and imitators for centuries to come.
Magic & Technology:
For the majority of Bessaruga's existence as a colony, the infrastructure predominantly revolved around sizable plantations of cash crops and lucrative livestock, and whatever artisinal goods could be refined from the immediate fruits of the labor of these farms and estates. This tradition proved to be a time-tested staple of Bessaruga's light industry: Production of things such as rum, wine, sugar, paper, fabric, rubber, and canned goods dominated much of Bessaruga's principle exports. Agricultural exports mostly included crops like soybeans, maize, rice, and quinoa, while animal product exports were primarily cheese, beef, and seafood. Mining is mostly conducted along the sloping lowlands of the mountains, and predominantly include copper, iron, silver, and manarite.
With the wave of industrialization sweeping throughout the world, Bessaruga seemed to truly blossom throughout the 1830s and 40s. Factories sprouted up along its many coastal cities, which blossomed the towns into lucrative industrial centers, from which sprouted innumerable seaports and rail lines that ran all along its coast. Trade cities blossomed into sprawling metropolises and where once were quaint port towns now stand as impressive, sprawling modern cities with countless boroughs. Shipyards and machine parts factories are prominent features of most any city in Bessaruga. Not all of this development has come so evenly, however -- slums have cropped up around the outskirts of many cities, where working-class citizens live in cramped tenements and ramshackle haciendas.
Free from persecution, some of the most well-known wizards, sorcerers, and circus-performers have hailed from the Bessarugian Coast. A good number of these gifted mages go towards projects that most would not consider particularly contributional to the state of the the nation -- such as magic-powered distilleries, stage-play effects, and pornography -- yet all the same they have thrived and called Bessaruga their home for decades now. If nothing else, they all provide ample reason to come and visit, and each year Bessaruga attracts more than its share of tourists and sight-seers.
Military Overview:
Officially titled, "The Armed Forces of the Republic", the Bessarugan military has a long traditions bolstered by its esprit de corps of tenacious, dedicated soldiers, and enjoys considerable prestige. From even its humble beginnings as a fledgeling slave revolt, Bessaruga knew the vitality of an effective defense to guard itself against possible re-conquests or other wars of opportunity from its many neighbors. Massed military enlistment was a staple of the government, outlined in the 1703 Constitution: "Any man or woman who calls Bessaruga their Motherland is a soldier, and owes to Her defense." Originally, the term of service in the 1703 Constitution "owed" by citizens was 20 years for all citizens between the ages of 16 and 35. Throughout the years this has been constantly revised to suit the changing needs of the regime and Bessaruga at large, and current military law states that all adults over the age of 16 are required at least 2 years of service for voluntary enlistment, and 4 years for conscription. Citizenship is expedited to recent or hopeful immigrants in exchange of military service.
Accustomed to rough Frontier Wars and Littoral incursions, the Bessarugan Revolutionary Army is a fierce fighting force. Famous for their impressive shock tactics and pertinacious "rough rider" cavalry, the BRA is renown as a very "rough and tumble" military force, home to iron-willed and iron-jawed soldiers led by daring and adaptable officers. The Bessarugan Revolutionary Army is primarily divided into the Land Army Corps and the Aviation Army Corps. The primary task of the Land Army Corps is the primary ground army of Bessaruga, and acts the predominant force of the two in the organization of the Revolutionary Army. Further subdivided into the constituent various Republican Legions, the Land Army Corps is composed of several subdivisions that work together in various specialties, such as the Engineer Legion, Construction Legion, Medical Legion, Mages Legion, and so forth. On the other hand, the Aviation Corps serves as mostly as a supportive component of the Army, composed of balloon, glider, and airship flotillas that act to provide aerial supremacy and reconnaissance.
The uniforms of the BRA composes of a jacket and trousers -- either navy or khaki in color -- calf-high leather boots, a belt, and a single-strap bandolier. Headwear depends upon role and service, with a crumple-top kefi or a slouch hat being the most common. Infantry are usually issued with either the older M1860 Rifle, an accurate, single-shot breech-loader, or the Maripoxa 1869, an 8-shot repeating rifle favored more by cavalry and grenadiers, but disliked among generals who are concerned with their troops running out of ammunition too swiftly.
Of the two branches, the Bessarugan Revolutionary Navy certainly receives the favoritism of the annual budget. Pounding out an impressive array of airships, steambirds, monitors, and battleships, the BRN is certainly nothing to be trifled with. Capable of an imposing capacity of power projection, the Revolutionary Navy is not only capable of defending its skies and shores, but it can easily reach out and strike against threats miles and miles away. Pioneering designs such as the torpedo cruiser and the submersible, the BRN has long attempted to experiment with their self-styled "Escola Joven" theories of maximizing firepower and maneuverability in order to facilitate firepower-to-weight capabilities of their ships.
Name of your Nation: The Drow Confederacy/self-named People of the Darkling Womb
Type of Government: Tribal Confederacy
Demographics & Population: Approximately 5 million.
Governance & Politics: The People of the Darkling Womb, though a technical Confederacy, can barely be called a unified people. Individual tribes and clans are governed in various ways - some by force, some by gerontocracy, some of the most ‘modern’ by classical monarchy, and others by vote. The confederacy is merely a loosely formal way for these tribes and communities to cooperate, meeting in a central, neutral location; a sanctuary nestled into the Earthen Womb, the large, towering mountain range near the western edge of their homeland. Deep within this sanctuary is an enormous pillar of a highly concentrated form of what the Darklings call the 'blood of the gods' (known elsewhere as manarite), running far deeper within the ground than even the Darklings have gone, holding enormous religious significance to most tribes. It is, however, incredibly dangerous to be around to all but the most powerful mages or the most physically resilient people.
Culture & Society: Contrary to popular belief in the human nation-states, the Dark Elves (or the People of the Darkling Womb, as they commonly refer to themselves), adamantly believe that elvenkind is the 'race' which others descend from, including themselves. Their race, they argue, descends from the pale-skinned stock adapted to the underground with darkened skin to better camouflage themselves in poorly-lit places, a wild difference from the ways in which some elves adopt other drastic changes to adapt to their environments - often in ways that humans cannot.
This is not to say that they believe elves to be inherently superior, however, but rather stands as an example of how their culture, absent human influence, has developed along fundamental lines that are not generally compatible with assimilation into human society.
Another is the relatively different nature of gender roles in Darkling society. The Darkling Kin, perhaps due to the unusual environment in which their civilization emerged, developed to be highly sexually flexible due to extremely high death rates (that often were just as high at the home as they were away from it), resulting in the unusually high prevalence of offspring-viable intersex people, and the cultural expectation that anyone, regardless of their biological sex, was expected to be highly fit and capable of fighting.
Darkling mastery over magic has since reduced many of these pressures, as has the introduction of foreign agricultural techniques, but the cultural expectation of violence and flexible gender roles has not abated, remaining strong even in the presence of influence considered highly unusual to the Darkling people.
Magic, likewise, has enormous cultural influence in the Darkling people, and ability to use it, while not the sole determinant of one's status, is a major contributor. Magic has both an enormous spiritual significance to the Darkling people (due to its necessity for contacting the extraplanar beings the Darkling communicate with and occasionally work alongside, particularly daemons and the divinities they serve) and necessary practical utility. It is, after all, incredibly difficult to survive beneath the earth without access to magic, and, in many ways, the Darklings' access to magic without the use of manarite technology is what allows them to survive being fully colonized. The foreigners may be communicated with, but they are nonetheless viewed with careful caution, as a general rule.
Magic & Technology: Unlike societies that rely on the industrial exploitation of manarite for their magic, the Darklings rely on it in another way entirely - exposure. Highly resilient to manarite mutation as a result of millennia of proximity to it, the Darkling are a generally highly magically adept people, though their unwillingness to cannibalize a substance they view with such immense reverence, and their until-recently lack of access to easily proliferating agricultural crops (not to mention the simple fact that they mostly live underground) has resulted in very low levels of industrial development compared to the countries colonizing their home archipelago. Many types of livestock of beasts of burden that allowed these civilizations to proliferate mass agriculture, also, simply didn’t exist until they were introduced, and many of those that have been introduced (such as horses) are utterly unsuitable for life in massive underground caverns.
What the Darklings have, though, are several sources of potent magic, both that from within and without; that is to say, through spiritual means. This magic, in fact, has been a prime factor in keeping their lands safe from encroachment, causing casualties in conflicts with colonial powers that make their home even less desirable, though it nonetheless posesses enormous resources of lumber and valuable minerals, not to mention an extensive network of underground tunnels to expedite transport.
Military Overview: Although a warrior culture in many respects, until skirmishes and battles with the Viceroyalty of Veliký Zelená (which have since ceased), the Darkling tribes, for the most part, had nothing resembling a formal military, instead relying on loose bands of warriors to resolve conflicts when words could not. Since contact with colonizers, however, a handful of bands have seen fit to adopt relatively modern military arrangements, complete with regiments and formal officer training. Most, however, still rely on nomadic bands, forced to constantly move through the places beneath the earth to avoid threats and follow sources of food, lacking the ability to establish permanent places for training.
Additional Info: Rumours abound of a daughter of a noble sub-clan in the central mount of unusual magical potency - and as tensions run hot in the Vasiran holdings stolen from the clan of her thrice-distant cousins a scant few decades ago, rumour in the Confederacy is that she may push to remove the foreign devils from their land, whether by word or by force.
Holy Iakutian EmpireGovernment
Absolutist Aristocratic Monarchy
Demographics & Population
15 million active working population.
Iakutians 57% Iakutians are a race of red to blue-skinned humanoids having tentacle beards, bone spurs in their body, eye colors varying from pure dark to yellow and blue and a snake-like skin that is very resilient their race is also known for being emotional and even very aggressive a possible side effect of their cold environment mixed with Manarite albeit it is unknown since their race is said to even predate the discovery of Manarite.
Vi’ar 20% is considered a subspecies of the Iakutians their origins are unknown spousing their same tone of skin and somewhat of the same looks differences being having four arms only 3 fingers even in feet and having an overall lower intelligence and generally are used as shock troopers and workers since they are very comforted about things.
Humans 17% [do you need me to explain the apes who walk on 2 legs?]
6% others [neighboring ~~player~~ races that are within the empire]
Governance & Politics
The Ikatutian Empire is a hierarchical aristocratic and even theocratic led by the Aur’blut caste the empire divided between 4 major castes forged during the empire's birth; the emperor holds complete authority over the empire by divine right of the faith of the flaming sun.
The empire is organized into two major branches, the imperial and the aristocratic branch, the throne and Imperial branch is generally the one where decisions are mostly made were executive, judiciary and partially the legislative, generally led by the Emperor or Empress and house Byax’tri the succession of emperors is generally a rule of absolute cognatic primogeniture with a exception in case a emperor or empress puts on the will a rule of appointment the first child can be skipped in favor of the one appointed by the ruler such rule generally creates problems but in general it's more calm thanks to the constitution of 624 of the Imperial age or the XIX directive setting many rules of succession to avoid disputes or civil wars.
The second branch is the aristocratic led by the senate of nobles and clergy established in 112 of the Imperial age the senate holds half of the legislative power generally competing against the crown for power the senate generally creates a internal governmental dispute due to the senate competing with its established familial and patrimonial houses against the Empires system and even appointed governors for provinces generally led by the 4 dynasties of nobles and one of clergy that are famous for controlling the senate the second group are the church of the eternal sun allied with the crown but also the nobility the clergy keeps itself as a third power one that is quickly waning due to the increasing secularism of the state something that keeps the churches worried about the situation presented growing increasingly fanatical.
Culture & Society
The Iakutians Empire are a stratified society where four castes exist the first are the Aur’blut or purple blood in common tongue something that while can be called a joke its a biological event people with purple blood in the higher standards of society aren't uncommon to see and also blue blood is also not uncommon generally being composed of priests and the aristocracy of the empire who claim their role is to rule and govern then there is the Hiva’yat translated into commoners generally are the ones who work and keep the state ruining the industry, merchants and many many other functions generally being the 1st largest in the pyramid the Yio’zae are the military caste of the empire composed almost entirely of Vi’ar being the 3rd biggest ahead of the Pur’blut they are the military wing of the state while obviously bloated they also serve as cheep manpower for massive construction the lats one are the Zir’bo or Slaves but translated over as serfs are a cast of enslaved peoples that serve only to care for the fields and to work in mines and even factories being the second largest population of the chart.
Culturally speaking the empire is famous for having great expressions of art due to Iakutians being famous for being heavily emotional beings the biggest outlet for then is in the zone of arts ~~when war is not present~~ and generally seeking crafting as a second passion one thing that is very celebrated is the festive of the flowers when the summer reaches its height and nature is at its height the people into celebration in the name of the birth of the sun.
Architecturally speaking the Empire has a different form of architecture preferring pyramids for administrative areas and in religious areas with buildings generally being stylish and very pretty to the eye in painting but it also is split into a north and south divide southern architecture is more made to not retain heat while north is made more to retain heat due to cold winters and generally utilizes more wood compared to southern ones that utilize more stone and rock for buildings.
The faith of the flaming sun is the primary culture of the nation a ritualistic and spiritualistic religion focused on the well being of nature and the spirits but also the existence of the god of the sun one of its most famous traditions is the festival of the birth of the sun but also one thing that is famous for is the ritualistic sacrifice of animals to the sun and the spirits.
Technology
The empire is famous for being tinkers, engineers and architects but not good mathematicians generally using creative minds to create good improvised fortresses made out of wood or stone in quick time but also creating artillery for sieges and battles when needed.
Magic
Overly speaking magic for the Empire is generally assigned to the Aur’blut caste but sometimes it also has practitioners of lower castes magic is generally associated with enchanting where items and weapons are given runes that allow weapons to be more sharp resilient or fire bullets that explode generally more associated with smiths of the lower castes who use blood to make this powers appear.
The second type is what is called Alchemy generally practiced by higher castes alchemy is a mysterious field of study where magic is used to create elements transmute elements alter life and even change people some believe that it was the secrets of this field of magic that resulted in the Vi’ar alchemy is generally famous for being used more in battle as mages use reactions to create near impossible events come to life.
Military Overview: Mass assault is the empire's main military doctrine, generally focused on overwhelming the enemy in firepower and numbers while its standing army lies in nearly 800k active personnel across its borders.
Additional Info: (Miscellaneous information that don't really fit in any category.)
I dunno how active I can be, but I really enjoy thinking up little nation states, so I figured I'd join in the fun. I'll do my best to participate regularly.The Dual Monarchy of Conquerdia-Vinlac
Government: Constitutional Monarchy
Demographics & Population:
The Dual Monarchy is populated by majority human, and Vinnish speaking peoples. The Royal ledger has determined there are in excess of six million Vinnic people, most of whom are rural farmers or herdsmen, poor and greatly stratified from the Vinlac nobility whom they serve as serfs. In recent years, to match the rapid industrialization of Conquerdia there has been a urbanization of the population, leading to a decline in agricultural production, and hard times for the average Vinnic, who often have the appearance of exhaustion and hunger. They are small on average, with dark hair and blue eyes, and pale yet sun touched skin. These people are the descendants of the natives of Vinlac, and have always lived on the archipelago. They live mostly in the great swaths of hill and grasslands on farms and in small communities. There are only three proper cities in Vinlac, with the vast majority of the population being rural, but this is quickly changing.
The second largest population are the colonial Jervan, however since gaining their independence from their home Empire they have taken on the name given to them by the native Vinlac, as the Conquerors, or Conquerians. There are a few more than a million Conquerians, and they mostly populate the urbanized coastline near the bay of Landin. These hardy and industrious people hold outsized power over the governance of the Dual Monarchy, and have a dominate control over the trade of manarite making even the common man exceedingly wealthy. It is said they breed like rabbits, and fight like lions, and work like bees. In the short hundred years since their colonization began, they have quadrupled in population, won a war of independence, and conquered the Vinlac kingdom, unifying it into their sphere. On average they are tall, with light hair, almost white, and bright eyes and have a general distaste of anything non-human. Pushing almost all alien creatures from the borders of the Dual Monarchy with the exception of the Eurokin.
The final population of note residing in the snowy peaks of Eurokon Mountains are a mysterious tribal people, known as the Eurokin. They are a large species, with a mostly humanoid shape, but with razor sharp tusks like a boar, and no discernable ears and covered in a thick layer of shaggy grey-white hair. They are an aggressive, but practical bunch, and the best Conquerdian estimates suggest there are roughly one hundred thousand, to three hundred thousand of them living on the icy peaks of the Eurokons. They prefer the cold and rarely stray down from their high villages during the summer months, but during the fall and winter war bands will gather and reave and ravage all the lowlands beneath their mountains. Their fearsome shamanistic magics render defenses worthless, and their massacres know no mercy. The Conquerdians at first attempted to remove them as a threat, but soon discovered that the Eurokin were as permanent and difficult to eliminate as their mountain home. Instead the Conquerdians discovered a system of payment the Eurokin's would accept, and eventually accrued good standing amongst the Eurokin, utilizing the savages martial prowess to aid in their own conquests. Yearly tribute is required, tribute the Conquerdians are more than happy to pay to preserve the Conquerdian-Vinlac integrity. Eurokin warbands instead descend from their mountains and ravage the south and westlands beyond the Dual Monarchy’s borders, before turning north to Laun-vac in the spring to sell off their spoils, and then depart back to their home, in a bloody, yet profitable yearly cycle.
Governance & Politics:
The Dual Monarchy of Conquerdia-Vinlac, better known as the Dual Monarchy, is a political joining of two separate kingdoms, tied together in a personal union, of which Conquerdia is the senior partner. Several other autonomous territories and governments reside within the Dual Monarchy, such as the Free City of Laun-vac, the Tribes of Eurokin Peaks, and the Duchy of Parlov, however these states defer foreign policy and war to the Dual Monarchy, with the exception of the Eurokin who do as they will. The King in New Landinburg, (the royal capital of Conquerdia) is the first amongst equals, alongside the King of Vinlac and the Duchess of Parlov. The Monarchs govern executively in accordance to the Landinstag, a assembly of nobles elected to legislate law for both kingdoms and handle both foreign and domestic affairs. There are fifty seats for Conquerdia, thirty for Vinlac, ten for Parlov, and five for Laun-vac. The Landinstag is heavily favored to the nobility of Conquerdia, and in recent years the power of this governing body has grown considerably, as both kings offer greater influence to the governing body for their continued support. Many whispers suggest that the true power in the realm rests in the hands of the Mayor of the House, the elected head of the Landinstag.
Magic & Technology:
The Conquerdians have never been a magically inclined people, they have long since let their mystical traditions slip away. Those few who still possess the skills and knowledge use it for performance art, or tinkering in the scientific fields. They make up for this loss through industrialization and technological ascendency. They are most well known for their efficient machinery, long range artillery, and rapid production and development. Simple electricity and running water flow through most Conquerdian homes, placing them in stark contrast to the average Vinnic who has trouble even warming their homes during the long harsh winters. The introduction of the steam engine has led to an even greater disparity, as goods could now be shipped by rail and ship, leaving the roads that once cut through Vinlac towns even less used. By contrast the Vinnic people utilize a semi-religious magic that focuses on changes in pressure and temperature, a potentially powerful but ultimately underutilized system. Their colleges are tightly regulated, with nobility clergy often the only ones permitted to learn the ancient arts. Fears of revolt, and peasant uprisings being foremost on the minds of the aristocracy should the serfs be taught en masse. Finally, the Eurokin, the savage brutes have barely advanced past the iron age, but their powerful and costly blood magic make them formidable. Often preluded by chanting, sacrifices, and dancing the Eurokin can unleash unholy carnage upon their enemies in the form of natural disasters, explosions, and disease often at the cost of their own berserker shamans.
Military Overview:
The Dual Monarchy’s military is of middling power, with wide disparities in its capability. The bulk of its ground forces are made up of poorly trained Vinnic conscripts, usually under the command of noble officers who vary wildly in quality. Several regiments of professional soldiers of Conquerdian formation exist, well supplied, and equipped but they rarely see action in preference for the expendable Vinnic units. During the winter months Eurokin mercenaries become available, proving to be invaluable raiding and special operation units, excelling at ambush and guerilla warfare. The typical method of war is heavy bombardment followed by mass infantry and armored advances in small but steady pushes.
The real power of the Dual Monarchy rests in their air and sea corps. A powerful, well-equipped navy and with several marine battalions defend Conquerdia’s lucrative trade routes, whilst her airborne skyships and fightercraft guard the vast skies. Coastal raiding, and economic bombardment has not failed the Dual Monarchy yet, as they prefer to bleed their foes dry rather than achieve quick battlefield victories.
Historical Foundation:
Historically Conquerdia was founded as an economic colony of Jervan under the governorship of the Emperor’s tenth son. Domestic affairs saw the Empire collapse shortly after the colony’s founding, which led to significant growth, as refugees fled the mainland seeking a new life on the distant archipelago. Following continued separation from the remnants of the Jervan Empire the Emperor’s Grandson, now ruler of the colony declared independence, and after a short war crowned himself King of Conquerdia. The proceeding decades bore witness to several wars of conquest against Conquerdia’s neighbors, which eventually saw the King’s children seated on the thrones of Vinlac, and Parlov ruling over the native Vinnish people. After the King’s death the three crowns formed a personal union, with Conquerdia being first, Vinlac being secondary, and Parlov being third in royal influence. Thus the Dual Monarchy was born.
Notes of Interest: (WIP)
The Duchy of Parlov, is a separate entity from the Vinlac Kingdom, and holds autonomy over the Parlov Peninsula. The region is of high religious importance for the Vinnic people, and shall always be ruled by a female priestess, known as the Duchess of Parlov who as of now is part of the Conquerdian royal family. The City of Parlov holds the magical colleges, where magically talented nobility and clergy alike travel to learn the mystic arts. The Vinnish religion, the Faith of the Northern Winds has been largely adopted by Conquerdians, and assimilated into their culture, a necessary step for pacifying the Vinnic people, and a further separation from their paganist roots as Jervans.
The Royal Banner is the official symbol of the United Dual Monarchy. It is a split orange and blue field, with the seal of the royal family emblazoned in the center. Later, the crimson cross, the symbol of the Faith of the Northern Winds was added to symbolize the Duchy of Parlov, outlined in white in a presentation of the Dual Monarchy's unity. The separate Kingdoms individually fly the standard of their Monarchy, a blue field and Royal seal of the lion for Conquerdia, a Orange field and Royal seal of the rose for Vinlac, and a Red cross on a black field with a green star for Parlov.
Still here for it!Vecrya
The red line is Alos Vidi's origin, eventually, his people migrated West picking up other lines of refugees which are represented by the different colors. It is not a specific illustration as it is more to simply show the movement across geography and how others joined. These caravans are currently about 3/4 of the way to where the red territory is on the water. This territory will show where Vecrya settles in 2-3 posts.Type of Government
Demographics & Population: 1 million
1. Humans (50%) 500,000Ignasi,
Zelenese,
Sarenian,
Eleim,
and Kyarusch.
2. Dark elves (20%) 200,000Darkling Womb
3. Wood Elves (15%) 150,000
4. High elves (4%) 40,000
5. Halflings (3%) 30,000
6. Dwarves (1%) 10,000
7. Gnomes (1%) 10,000
8. Centaurs (1%) 10,000
----------Governance & Politics
Vecrya, the unofficial title of a people loosely led by Alos Vidi, govern themselves through a democratic process of open dialogue between decision-makers and followers. There are no set structures that must be rigidly adhered too. Everyone has freedom to lead, follow, challenge decisions, and leave. When disputes do emerge, it can be settled in a vote or in a duel. A fight to the death is not permitted, and engaging in a duel must be sanctioned as to maintain morale and order. If a duel occurs without being sanctioned by the people, the parties disputing will be left behind.Culture & Society
Vecrya is a loosely organized group of refugees with varying backgrounds. Many intersecting cultures converge within Vecrya, and Vecrya itself has no standard set of traditions. The only unifying notion that bonds these people together as a culture is their pain and suffering, this can be immediately recognized in the unofficial name that members refer to their group “Vecrya”, translated to, “The Path of Tears”. The existential feeling each member shares, longing for a home that can provide peace and security, a reality their birth homes never realized.
Many Vecryans have lost family, close friends, lovers, and soulmates. Their shared experiences and diverse backgrounds shape next generation Vecryans as eclectic artisans, swordsman, and merchants. As a whole, there is no place for theoretical exercises or time to pursue academic ventures, everything a Vecryan learns can immediately translate into pragmatic and useful returns that either assist in the security of Vecryan society or help build it up physically. These directions may change as the society itself settles and realizes a new overarching identity.Magic & Technology
Technology
Vecryans are resourceful inventors who are extremely skilled at repairing, modifying, and deconstructing existing technology. However, they have no technology that is going to be on the edge of research or what is possible. In fact, much of their gear will look as if it came out of an artist’s backyard.
Magic
Vecryans come from all walks of life and so does their magic. There is no consistency to the Vecryan’s pool of magic, yet, slowly as the next generation buds, there is a form of magic that has become the focus, Abjuration.
Abjuration is the practice of giving up one’s magical abilities for offense and solely converting their energy and spells into defensive techniques. This phenomenon began to emerge in the minds of Vecryan as they shared stories of their history. In all instances, magic was introduced and used for destruction. The Vecryans do not wish to repeat their origin stories and collectively began reorienting their magical affinities or those whom have some to mastering the art of dispelling and protecting against magic using magic.Military Overview
The might of the Vecryan are dispersed across a roving caravan as guards. There is no real offensive military strategy other than whatever shapes up after an offensive force throws their will at the will of the Vecryans. Most of what the Vecryans have faced together could be boiled down to bandits and organized gangs festering in abandoned ruins, cities, and towns. Individually however there are extremely skilled veteran warriors who have seen all types of warfare and even some who have experienced moments of life in the prisons of their enemies. The next generation of Vecryans are taught in all sorts of combat, strategy, and weapon wielding. The most focused art of combat for a Vecryan however is the use of a horse. The caravan extends miles long and defending it using only foot soldiers was never going to sustain the life expectancy of the group enough to reach their “promised land”. Horses make up for this challenge in distance and at a young age the children of Vecryan are all taught how to ride, fight, train, and care for their horse.
I believe these are all the sheets that have been pending for a while. I find no overarching problems with your sheets and I believe the territorial out of game have been settled. So without further ado, you're all approved.