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    1. naxhi 10 yrs ago

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Nation Sheet

Position on Map -

Name - Dragonkin of Ayutus
Flag -
Capital - Ayutus
Other Major Settlements - No other Major Settlements
Population - 50000
Races -

Culture - The Culture of the Dragonkin is one of mystery, and one that few races know about. One thing is certain is that the Dragonkin are highly intelligent yet brutal people. They use mathematics when building siege equipment, yet favor the cold steel of an ax or warhamer. The cold region has shaped them into highly effective people, and they are not one to trust outsiders. They are a hunting society, hunting the wildlife of the northern regions for food and clothing. They mine the rich earth in the area for resources to build weapons and buildings. They do practice a kind of ancestral worship. The Dragonkin honor their ancestors, including that of the Great Dragons of old, whom all Dragonkin are related too. Dragonkin are prone to receive ancestral visions. Sometimes, the highly skilled or lucky Dragonkin receive visions from the Great Dragons, in which they are often told great secrets of magic, or about events that will transpire in the future. The Great Dragons have never been wrong in their predictions before.
Crimes - TBD

Government type - Absolute Monarchy
People in power - Dragon King Rangupati


Industry - Mining of resources is the largest industry. The southern continent is known to have an abundance of natural resources, including iron, gold, copper, coal, zinc, nickel, and other various metals. The Dragonkin use these metals in order to fuel their limited economy. Hunting is also a key industry in Ayutus. Due to the cold preventing any large-scale farming operations, the Dragonkin are resorted to hunting various animals, including Mammoths, the Southern Caribou, Seals, and other large animals. Some of these animals are tamed in order to produce things like milk and cheese. Stone is also found throughout the continent, which is used to create buildings and castles for the Dragonkin.

Military - All training to become a soldier starts at childhood for the Dragonkin, and they are basically bread to be fighting machines. They eventually have to choose which type of soldier they want to be based on skill, personal preference in weapons, and abilities. There are four major types of Dragonkin soldiers when it comes to their military:

I. The Infantry Units
The bulk of the Dragonkin military consists of heavy/regular/light infantry units.
a. Regular Infantry
Your basic infantry soldiers. These are your men that carry spears, swords, and one-handed axes. They are the largest section of the Dragonkin army, and thus, are the first into a fight. They number about 1500 soldiers.
b. Heavy Infantry
Heavy Infantry are like Regular Infantry, but are stronger, carry bigger weapons, and wear heavier army. These men carry two-handed swords, warhamers, two-handed axes, and large maces. They are the heavy hitters of the army, called in to deal out large amounts of damage to the enemy forces. They number about 750 soldiers.
c. Light Infantry Units
Light Infantry are the fast and quick infantry of the Dragonkin army. They are skilled with daggers and short-swords, but they are also the archers of the army. They are skilled with bows made from Mammoth bones, and arrows made from Mammoth Tusks. They are also the scouts and spies of the army. While they are not as strong as Regulars and Heavy Infantry, they are faster, agile, and have more endurance. They number about 700 soldiers.

II. Engineer Corps
The Engineer Corps are the symbol of Dragonkin Intelligence. In peace times, these are the builders and mathematicians of the Dragonkin Society. In times of war, they use their immense intelligence in order to man the siege units of the Dragonkin Army. They use light and very sturdy volcanic rocks to build Catapults and balistas to throw rocks and shoot large arrows at enemy forces. Volcanic Rock is not always reliable, since it is not wood, it tends to be heavier, and sometimes the weight of the ammo breaks the machines. The Corps number about 500 Engineers.

III. The Champions
Once in a few 100 years, one Dragonkin will greatly surpass that of his fellow Dragonkin in terms of combat skills. They will demonstrate the abilities of all three infantry units, and have the intelligence of the Engineers. These men are picked out of the army and selected to perform a tolling and gruesome task. If they return with the desired object or killed animal, then they are awarded with the title of "Champion", and are put into the elite unit of the Dragonkin Army. These men number about 10 soldiers, yet are the leaders and commanders of the army, and some of its best warriors. Usually a Champion is chosen when one of the 10 dies in combat or due to natural causes.

Note: Horses are non-existent in the Cold Southern Continent, so the Dragonkin have no Calvary units

Landscape/Terrain -
The terrain of Ayutus is one of cold, rocky, and mountainous areas. The average temperature is -30 degrees Celsius (-20 degrees Fahrenheit), with the temperature dropping as low as -101 degrees Celsius (-150 degrees Fahrenheit). Mountains dot the icy landscape for most of the area controlled by the Dragonkin, some reaching as high as 20000 feet in the air. The wildlife includes Mammoths, the Southern Caribou, seals, fish dwelling below the ice, and other animals that can survive the cold and rugged terrain. Vegetation can be found near large hot springs and below the surface where the cold does not affect the area as much. While in few numbers, the wildlife has been shown to be sustaining from it. Volcanoes pop up too, for the area is on a large fault line, causing Volcanoes to become a common sight.

History - It all begins with the Great Dragons. These large beasts originated from the center of the continent, and had omnipotent powers. Before humans and before the other races, these Great Dragons (Ten in total) watched over the world. They brought balance to nature, and brought balance to the world. Then came the rise of the mortal races. They disturbed the wildlife of the land, harvested its precious resources, and did not give back to nature like the cycle intended. The Great Dragons saw this is a threat, and sought to destroy the mortal races, yet they did not want to bring war upon the world. The mortals, were not that peaceful. Over the next thousand years, the ten Great Dragons were being killed off by legendary heroes and rulers across the world. Only one Dragon managed to escape the land of the other races, simply called "The All-Father", by the Dragonkin. He fled to the Southern Continents, and disappeared from the world.

A few hundred years later, a group of human explorers where attacked by a race of "Dragon skinned beasts" while exploring the Southern Continent. This was the first time humans came into contact with the Dragonkin. It is rumored that the Last Great Dragon was wounded on his travels to the South, and on his dying breath, created the Dragonkin to guard the world from being destroyed by the other races. The rest of Dragonkin history remains a mystery in itself.

Races Sheet

Name - Dragonkin
Appearance - Humanoid, but with mostly dragon like features (except wings). They are taller and bulkier then humans.
Natural abilities - .They are intelligent and strong compared to the other mortal races. They have cold-resistant skin that has been developed over the centuries in the hostile environment of Ayutus. They do not breath fire like the Great Dragons of old, they do have a healing factor that heals injuries slightly faster then the average human casualty.
Lifespan - 750 Years Average, youngest lives being 500, oldest lives going as high as 1000.
Homeland - The Cold Southern Continent, more specifically, the region called Ayutus, where the last Great Dragon fled.
I wish to join please if I may?
Those in Tauricia knew the drums of war would be sounding all month. The Tauricians have been an independent people, living under autonomous reign for years, but they now only desire complete and total independence. This was made evident by the Taurician summoning of the banners and creation of more warships with the wood supply they did have. It would not be long before the Tauricians began to attack points across the continent, but it would not be easy.

"Commander Hzell," said Temir Karacid to his uncle, "you must give me a status on the situation."

The commander proceeded to take out a map of the Southern Region, home to all the Lordships in the South, including the Taurician Isles. "Sir, our scouts have reported that a portion of the grand fleet is being assembled in the South, but we do not know where. The blockade and embargo have gone into effect, and already we have started to ration food to the people. This fleet could threaten our fishing waters and cut us off from all food supplies, starving our people. We must locate this fleet and destroy it, it is our main priority." The warchief studied what his uncle had drew on the map. "We do have some targets in mind for an attack, but the entire royal army is on standby waiting for our next move." said Hzell.

"All twenty thousand?" Asked Temir Karacid.

"All twenty thousand." replied the commander. "They would be on us if we even dared attacked anywhere in the south."

"Rules out the Stormgully, the Plains, and the Windfall Hills as targets." said the anxious warchief. "A quick hit and run against Maelstrom Bay would provide some much needed supplies, the lords of the region do not have the army and navy to stop us. Yet the threat of the royal army reaching word is a big threat. Perhaps we should strike somewhere in the north."

"The royal fleet would be at its strongest up north, where the major ports of the Empire lie. It would be a brutal sea battle for control of the waters. A direct attack would be............"

"A wise and interesting opportunity for an alliance." The two men looked up and saw the interrupting mouth of Guryt Karacid entering the war-room. "We have another realm with a common enemy. My spies have reported that the Conrads of The Young Isles of Men are being hunted by the Crown, and already they have lost members to the Emperor's justice. Perhaps if we send ships we can help secure those islands for a possible attack site."

"We would leave the Islands defenseless if we send too many, yet we cannot send too few. Send 50 Galleys and 200 Triremes to the Young Isles, along with 4600 men, half of our armed forces. Hzell I give control of the army to you. You must lead these men to the north. Attack any coastal region you find on the way up, yet do not draw the eye of the Royal Army. I shall send a small group of raiders to the Stormgully to distract the Army and fleet as you make your way up North, but you must be prepared incase the fleet attacks." Ordered Temir Karacid.

"Yes Warchief, it shall be done." Said Hzell before exiting the room, leaving Temir with his younger brother.

"Perhaps we should take this opportunity to find your niece and nephew. They are still up there." said Guryt Karacid.

"Perhaps indeed little brother. Right now though I need you and your cronies to do something for me." said Temir Karacid. "Send your spies to the mainland. I want to know the Empire's every move, every decision, and everything coming from Skyhaven. Information is important, and you seem the most capable in getting it."
Temir Karacid was sitting on his throne in the palace at Civola. The city was ablaze with the recent statement of the Phoenix Throne to embargo the Taurician Islands. While Tauricia's main food source comes from the neighboring waters, whatever they cant catch they got to make up with imports of grain and inland meat. The embargo also meant that supplies of wood and iron used to create boats and refurbish ships would be cut. This was a crime against Tauricia itself, but the biggest crime came from the rumours that Taurician merchants were being captured in mainland ports and being put on trial for treason against the kingdom. This was clearly an act of aggression against the Southern Isles.

"I found no traces of your nephews Warchief." said Hzell Karacid after returning from his voyage. "We looked up and down the coast, but either we found no trace, or the Royal fleet blocked our path."

"I see. Do not bother to keep searching, they are in the Conrad lands now. I guess they can help secure an Ally for now, even if it is against me." said the upset Warchief.

"It seems Skyhaven has taken a route to stop all rebellion against them, including blockading trade with us. They are imprisoning Taurician Merchants, and are threatening to starve our people. What should we do?"

Temir thought long and hard about this statement. His brother tried to reason with Skyhaven, and he died for that cause. Temir was not to anger the independent spirit of his people. He was willing to bet on all the souls in the depths that his actions would either result in victory, or utter annihilation. At last, the warchief spoke.

"Call the banners, we march to war...."
Jo-Gall Karacid was sitting in the ship's bow, staring out the window towards the sea. He had many thoughts on his mind, thoughts that have haunted him for years. He thought about his home, his birthright, the palace that should be his by right, and of his father.

"Young prince, I must say your sister is indeed a pearl among a sea of clams."

Jo-Gall turned around to see who had spoken, and saw the figure of Jaime Conrad in the door. Jaime was to be his brother in law in a few weeks, for Lartha was to marry the man. "You seem to be heavy with your mind, what troubles you?" asked Jaime. Jo-Gall silently stared out the window towards the sea. "Perhaps it is a bad memory?"

"My dear Conrad, the one fact of life that I have learned throughout the years is that there is nothing crueler then memory. Memory is something you hold on to, something that persists throughout your life. It defines you, molds you, turns you into what you are. It shapes what you do in life, and it shapes the lives of those around you. You cannot escape memory, you cannot escape it even by escaping into madness! My father............." Jo-Gall stopped dead mid sentence.

"You father was a good man wasn't he?" asked Jaime Conrad, taking a seat next to the teenager.

"Good? You do not survive in Tauricia with morals alone. You survive with Brains and Brawn, and my father knew this better then anyone. He knew a rebellion against the Phoenix Throne would destroy the realm, he knew that we would not stand a chance, regardless of our strength. Yet some disagreed...." Jo-Gall remembered the face of his uncle Temir.

"He died didn't he?" asked a sympathetic Jaime.

"He was murdered by the one he called 'brother'. My uncle challenged him to a duel of strength to determine who would rule the realm, and he killed my father in cold blood. Taurician customs say that he is the rightful Warchief of the Tauricians, but these are traditions of old. I want to go home and put his head on a spike, and make sure no Warchief dies the same way he did!" an angry Jo-Gall said

"When we get to my land, I will show you my traditions young prince."

---------------


It was a meeting of all the Warlords of Tauricia. The palace was filled with leaders from across the Islands, of people whose lines stretch beyond the Karacids to the days of old. Guryt Karacid knew each family by heart, and recognized each banner in the hall. These meetings happen once a year, were the lords come and discuss the situations in the realm.

"The sickness is spreading faster then we thought!" said Warlord Jurf Sarkel. "Jade Point will soon be overwhelmed with the sick and dying!"

"It is rumored that the sickness has magical properties involved. While the sickness is something to worry, we must be vigilant in dealing with this." replied Warlord Igal Cherson. "We must engage quarantine................."

"I will not issue quarantine without proper proof Warlord!" yelled Temir Karacid across the room from his seat on the throne. "Our people have a right to a healthy city, but restricting the rights of those who are not healthy is militaristic to them!"

As the debate went on, Guryt met with one of his "spies".

"Any news of my uncle?"

"No, he is still at sea with a small portion of the Horde. Rumor has it the Royal Fleet has increased patrols throughout the West Coast."

"The east coast is infested with Pirates, get me an exact location about the positioning, and I will inform the Warchief about it."

"Yes master."
Hzell knew what the message meant, a raid was to take place. The broad-armed man entered the Karacid palace in Civola, wearing furs, a battle-helmet, and a sword he made at the smith a few months ago after his spear was shattered in a merchant raid. Hzell was a strong man, a man who could inspire thousands, and a man who gave the best war-speeches in the world. That is why his nephew the warchief gave him control of the Horde. He has lead the Horde to numerous victories and glory throughout the years. Yet he still has the memories of defeats and deaths. He remembers that arrow from a Phoenix Throne guard killing his brother the then warchief. He remembers the duel between his brother's sons. He remembers one killing the other, and he remembers his grandnephew running from home in fear. He knew what the cost of defeat would be, yet his religion told him he would be served for centuries in Akop's great hall. None the less, a raid was to be organized, and Hzell was the man to lead it.

He entered the throne room to find the warchief was not there. It was odd for the warchief to be late for his own summons. Hzell decided to wait in the room for the warchief to come.

"It has been a while dear uncle since you have pleased us with your presence." Hzell turned around to see who had spoken to him, and standing before him was Guryt Karacid, Hzell's youngest nephew. The man was short and weak for a Taurician, but his mind helped secure valuable information about the enemy. His brain was worth more then his brawn. It is said that no person travels through Tauricia without Guryt knowing about it. "You have received the summons as well?"

"Aye, seems like your older brother wants us to light a town on fire, to show the other High-Lords in Skyhaven we are still here." replied Hzell

"Seems to me that is the case. My dear brother the warchief has been quite busy lately. It seems we have picked up the trail on your grandnephew/grandniece. They are in Skyhaven, with Lartha planning to marry a Conrad." The news shocked Hzell. He was never close to Lartha or Jo-Gal, yet he knew this violated customs.

"So the warchief wants them dead?" replied Hzell.

"Oh no, assassins are non-Taurician at all. My brother says that fighting a man one on one is the right thing to do. He still views them as family however, even if they abandoned their kin. In The Endless plains, the nomads tend to drag a man behind their horse if they wanted him dead. He would collapse, and the sand would tear his flesh off leaving a carcass of Muscle and bone, with red skin. Gruesome sight really." Hzell remembers that Guryt spent two years traveling the continent. "Yet we must be cautious if the Conrads are to use the claims the children posses too.........."

The door busted open. "If anyone is to kill my nephew it will be me. It seems you two have gotten the summons," boomed Temir Karacid.

"Warchief!" yelled Hzell and Guryt at once.

"At ease men. Our target for the next raid is simple." Temir put a map on a large table, and pointed to a part of the kingdom. "We will raid the coast here, and hope to find the exiled Karacids and bring them home to face justice for treason. Kill anyone you find." said Temir.

"Warchief the last news we heard about the children was that they were in Skyhaven....."

"Your news is weeks old. Knowing how this high-lord handles things like this, they will be in his capital by the end of the week, now do you understand my orders?" said Temir cutting off Guryt.

"Yes Warchief, I will get right on it." said Guryt scurrying out of the room.

Hzell remained, looking at his nephew observing a map. The warchief had Blonde hair in a tangled mess. His beard covered his entire face. He was a true Taurician, but he was not an experienced Taurician. "Uncle you will lead the horde to here, and pillage any settlement you find. Bring back any captives. I want them alive do you here me?" asked Temir.

"Yes Warchief." said Hzell.

"Good, may Akop guide your ships to glory............" started Temir

"..................and may Akop bring me home to share it." finished Hzell
Skyhaven never looked so beautiful then this time of year. It was a lush haven, full of life, beauty, and glamour. It was a place full of promise and hope. It made a person feel safe, regardless of what was happening to the powers in charge. It was a place that would shock many foreigners. Some races have never set foot inside the majestic city, save a few diplomats or traders. It certainly is not the place where you expect a Taurician. Tauricians have never been near Skyhaven, always choosing the relaxing comfort of the sea and the beaches rather then lofty cities on dry-land. A common Taurician saying goes; "If you cant get a boat out from it, then it is not home." It certainly did not feel like home, especially to young Lartha Karacid.

Lartha, who is no older then 14 years old, looked at the city through the hood of her red cloak. It was a beautiful place, a place that was mysterious to her as it was to the rest of her kin. At home, the sea salt provided the only true smell, and many Tauricians feel safer when that smell permeates the air. Here, the smell of the sea was as distant as the Black Continent. The first impressions on the young girl however were not left by the smells, but by the sights. In Civola, the buildings were made of wood, stone, and brick. Here, elegant marble made up ever structure, from the lowest shops to the tallest statues. The marble was a glistening white, and the roads were paved with white stone. The buildings of the rich were trimmed with gold. The city itself gave a fairy-tale impression on Lartha, remembering the many tales of the Olden days her wet-nurse told her when she was very little.

Those fairy-tale days were long gone though, crashing down to the floor as soon as her father hit the hard ground dead in the arena. She has been on the run ever since, fleeing from city to city, hopping that one day she could return home and kill her uncle for what he had done, as well as kill her cousin, the infant prince of the Islands. Her biggest curse however, was not this, but having to be in exile with her older brother. Jo-Gal Karacid, true heir to the islands, yet any Taurician would beat him in a duel if given the chance. He had no backbone, and was a coward compared to the rest of the family. Lartha remembers her aunt Jejin, and how she managed to twist the reigns of power to become a great diplomat for the Islands.

"I hope you realize we did not come here to sight see sweet sister?" said her brother in a tunic, echoing from her side. "We came here to do important business, and business must be done if we are to return."

"I do not want to marry him." said Lartha in a very shy tone. She was to marry a member of a high-lordship, whom her brother calls "the closest thing to a Taurician we can get in this world."

"Sister sister sister....... I have explained this to you many times. We are to simply vote for their family to be regent, you marry into the family, and we go home and put uncle Temir's head on a spike with an army of warriors at our back." replied Jo-Gal

"A true Taurician would stand and fight, not cower behind some army." said Lartha, in a shriveling and weak tone. They walked through the city to a tavern on an empty street near the main palace. There, Jo-Gal entered a room with some other men, and preceded to speak to them. "I give you my vote and my sister, and you promise to lend your army to retake my land?"

"Yes yes yes of course, we are better sails-men then those bastard Taurician savages. I hope you are a bit more civilized once we put you on the throne as warchief." replied the booming man. "Now about this sister?"

"LARTHA!!! GET IN HERE!!" Yelled Jo-Gal into the other room. Lartha entered the room, her head covered by the red velvet hood of her cloak. She did not want her future husband to catch any glimpse of her face. "Remove your hood sister, let the man see what he is bargaining for." Lartha slowly clasped the velvet and pulled back on the hood. Her face was slowly revealed.

Lartha was a ginger, and a beautiful one for sure. Gingers were not rare in Tauricia. Red hair was extremely common among the Tauricians back on the islands. Lartha was no different. He hair was flowing freely and cleanly, like a red fire burning gracefully on her head. Her face was dotted with freckles, but in the way that made her beauty greater. He teeth were perfectly white and her smile was always warm and welcoming, unlike her soul which is constantly tormented by the demands of her brother. Yes underneath all this beauty was a frail girl, taught in the ways of multiple cultures, and always forced to listen to her "warchief" brother. He would be mad and mentally abuse her if she did not obey, and this pulled a physiological effect on her. She was wearing a red dress that flowed down to her feet. She had a shell necklace of rare shells on her neck, and her velvet red cloak only brought out her features. While she may be stunningly beautiful, she was young, and she only recently has started to bleed.

"Amazing! Truly beautiful! If only my master knew that Tauricians would actually be good looking!" said the astonished man.

"Now, lets see the man himself." replied Jo-Gal.

A man stepped up from the back of the room, and moved forward to greet the siblings. "Greetings young warchief, my lady, allow me to introduce myself as James Conrad..........."
House Name: Karacid

Head of House: Temir Karacid

House Specialty: Sailing. The Karacids are known to be some of the greatest sailors on the continent, boasting a large navy. This navy is used to fish for fish and crabs, as well as being used to raid enemies for loot and gold. The Taurician Raiders are fiercely known throughout the world as fearful pillagers and raiders.

House Ancestral Weapon: Ocean's Bane. An ax made from the bones and teeth of the legendary sea-wyrm, Ashara. The ax is said to become charged when doused with sea-water, giving it deadly accuracy, damage, and durability. The ax holder is known as "The Scourge of the Seas", and rightfully so.

Important members:
Temir Karacid - Leader of Tauricia, Temir Karacid is the Warchief of the islands. Inheriting it from his older brother Baitzas in a bloody duel for the throne, Temir is considered harsh and cruel to his enemies, yet just and kind to his people. Young warchief, yet has the strength to rule his realm. Current holder of Ocean's Bane, and The Scourge of the Seas.
Katal Karacid - Wife of Temir, and mother to his son, Katal was once a captive of the Tauricians from a raid on a Coastal Riverfront Town. She was spared for her Beauty, and married the then General Temir.
Etyum Karacid - Son of Temir and Katal Karacid. Heir to Taurica, and only an infant.
Jo-Gal Karacid- Teenage son of Baitzas Karacid. His father was brutally slain in a duel by Temir Karacid, and Jo-Gal was forced to flee the islands in order to stay alive. Current Location unknown. Considered weak for a Taurician.
Larha Karacid - Young daughter of Baitzas Karacid. Strong willed woman. Fled Tauricia with her brother Jo-Gal after her father's death.
Guryt Karacid - Youngest Son of Tymun Karacid, and younger brother to Temir. Weak for a Taurician, but has the mind of a genius. Spymaster for the horde, and well-educated scholar and adviser to the warchief.
Hzell Karacid - Uncle to Temir, and brother of late warchief Tymun Karacid. General of the Taurician Fleet, and once of the most skilled warriors in the realm, and leader of the "Taurician Horde".
Jejin Karacid - Older Sister to Temir, younger sister to Baitzas. Powerful diplomat for the Tauricians, and bachelor-ate.

Nation/Realms Name: Tauricia

Sigil:

House Motto: Conquest and Might

Region/color on map: Southern Isles (Blue color)

Race name: Human

Racial appearance: For a Regular Adult Male Taurician: Average height is 5 feet 8 inches. Average weight is 150lb. Skin color is white.

Racial traits: Excellent Seamen and skilled Martial Warriors. Known to be good fishermen as well.

Capital: The City of Civola

Capital Population: 40000 people

Other Major Settlements:
Jade Point - A strategic Castle on the closest point to the mainland on the Taurician main island
Ugaria Island - Prime Fishing Location, known for fish and fishermen.
Harramatz Island - Crab Island. Home to plenty of crabs and lobsters.
Rock Gutxi - The military deployment point for the mainland. This is where most of the raiders and ships meet to plan, coordinate, and execute raids.
Rock Handi - The Trade point for Tauricia. For the nations that are either too far away to raid, or friends of the Tauricians, this is where they meet for trade and diplomatic agreements. Most of the embassies and trade outposts are here.
Zorrotzak Puntua - The Prison Island. Home to captives caught during raids and sparred. All that is known is that once they enter, the captives' fates are sealed.


Population: 1,886,400 people across all islands (except Zorrotzak Puntua, calculations there are a bit off).

Culture: The biggest difference between Tauricia and the rest of Elyden is the religion. Tauricians do not worship Kammeth, but instead worship Akop, the Taurician God of the Sea. Akop controls Tauricia, since Tauricia is dependent on the waves. Priests of Akop are called "Sea-Shamans". Akop also has an evil side, Bkot, the God of the Depths. So who sink far beneath the waves enter the realm of Bkot. When a Taurician dies a warrior's death, or dies having lived a good and honorable life, he is buried at sea. Mermaids of Akop help the soul float up from the body and help guide it to Akop's Cove to feast for all eternity. Those who were cowards or evil do not receive help, and sink to the bottom of the waves, where Bkot chains them to the bottom of the ocean for all eternity, and to linger in darkness forever. The culture also is very coastal. Most of the products from the sea, and so the culture shows in fisher-garbs, water-proof clothing, and heavy furs. Seafood is the main diet, though farms of Limes and Oranges are found in warmer waters to help prevent scurvy.

Type of Government: Primogeniture Succession of Strength - Eldest Son (or Daughter if no sons exist) inherits, but may be overthrown by anyone who has the strength to beat the Warchief in a duel to the death. This rarely happens, but it makes the Warchief train to become the strongest of the people in case of a challenge.

Influence and relations: Tauricia is pretty isolated from the rest of the world, yet its neighbors know too well the Tauricians. The Endless Plains, The Stormgully, and The Windfall Hills have experienced Taurician raids in the past. Many have been on Coastal villages, but raiders have managed to sack the city of Maelstrom Bay in Windfall Hills in one of the bloodiest sieges fought by the Tauricians.

Military: The navy contains over 200 ships consisting of 150 triremes and 50 galleys. During war time, that number is boosted to 400 ships with 300 triremes and 100 galleys (War does not include raids). 9400 raiders use these ships, and contain hardy adventurers and warriors raised by the warchief when a raid is ordered, or in times of war. Less then 20 catapults are used, for major cities and walled locations are rarely attacked. Horsemen are non-existent in Tauricia. The raiders are a combination of warriors and archers, with the warriors being split into heavy, medium, and light warriors. This force strikes fast and hard, and leaves a bloody trail in its wake. The military is called the "Taurician Horde". The leader is assigned by the Warchief.

Landscape: Most of the islands are sandy and rocky, except the main island, which contains some mountains and forests within it.

Wildlife: Crabs, lobsters, trout, perch, tuna, salmon, shrimp, crayfish, boor, bears, deer, falcons, and whales are the most noticeable animals.

History: Long long ago, during what the Tauricians call "The Age of the Depths", the evil God of the Depths, Bkot, possessed a mighty sea dragon near the coast of the main island. Her name was Ashara, and like most dragons, she would rule over the humans with a cruel iron fist. Her reign lasted for hundreds of years. Then came the last war of the dragons. Ashara held on to the Southern Islands while her brethren died on the mainland. The people were forced to work in the sea for her, or be drowned/burned. Then came a nameless man, who the Tauricians called "Akop's Savior". It is said that this man challenged Ashara to a duel for the islands. The fighting was fierce, yet the man fought on with burns and gashes. He knew that only certain materials could pierce dragon flesh, so he improvised. Leading Ashara to an island in the sea, he lured her inside. He then used a magic spell and caused the island cave to collapse on the dragon. The dragon was crushed by the mountain, one of the few times a dragon was killed without the aide of a Makitherin weapon. Before the dragon's corpse sank, the hero plunged into the water after her. He caught up to the dead dragon, and made Ocean's Bane out of the bones and tooth, and was considered a great warrior. He vanished soon afterwords, never to return again. Some say he was Akop in flesh, others say he only managed to defeat Ashara due to powers given to him by Akop. Regardless, he left them to found a kingdom for themselves.

The Isles were divided, and soon caught the eye of the Phoenix Throne. A group of soldiers was dispatched to get these islands into the empire, but died in the process of negotiations. An army then invaded Tauricia. While the Tauricians were skilled fighter, they were not united, and fell easily. The Southern Islands were given to a Governor from Skyhaven to manage.

Karaca Karacid was a powerful warrior from Civola, the largest of the Taurician states. During the time under Tauricia was under the Phoenix Throne, he managed to strike deals, or flat out invaded, all of the major Taurician warlords, forming what is known as the Taurician Kingdom. Karaca managed to kick the Governor out of power, but his diplomatic skills were enough to ensure that Phoenix Throne soldiers would not be sent to restore order to the islands. He also managed to get Ocean's Bane, though how he got it died with him. Karaca Karacid is considered the first Warchief of the Tauricians. He fought against the spread of the Religion of Kammeth, and fought to keep the worship of Akop alive. He passed on, leaving his son Tymun to lead the Kingdom. Tymun saw his chance to split away from the empire during the coronation assassination. He declared Tauricia an independent realm, but was killed by Phoenix Soldiers before seeing his dream of independence come alive. Baitzas Karacid inherited, and shocking his brethren, he asked for peace from the Phoenix Throne, and swore fealty to the boy king. His younger brother Temir would not have it, and challenged Baitzas to a duel, and killed him. Temir was declared Warchief of Tauricia, and scored victory for Tauricia from the Phoenix throne. Time will not tell if Tauricia will fully be independent.

Strengths:
I. Masters of the Waves: The Tauricians are masters of sailing. Their ships are some of the best in the world, and they are known to be deadly in naval combat, as well as landings and invasions.
II. Bloody Reputation: The Taurician Horde murders without compromise or mercy. They are feared throughout the continent as savaged warriors, bent on loot, blood, and glory. These men will gladly throw themselves into deadly situations, and fight like lions until death.

Weaknesses:
I. Lack of other forces: Few catapults, no horses, this means that the Taurican Horde is not really diverse in terms of what is in it. With the lack of siege equipment, attacking any stone walled fortifications would be very hard and deadly for the Tauricians. As such, raiders tend to stick to the coast.
II. Lack of Intelligence: Brave, yet dumb. Taurician Intellect is below average compared to the other nations. While they can read and write, things like math, science, and tactics are difficult to some Tauricians. This means attacks are not well coordinated, an as such, often scrambles into villages for loot and getting out as quickly as possible.

Export: Seafood found only in Tauricia, whale oil for lamps, goods from raids.

Import: Iron for weapons, wood due to lack of forests for ships and buildings,stone for castles and forts.
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