That was right, they were already in Sunfire which meant Donovan was only a hop, skip, and a jump away from where he needed to be. "C'mon Torch." He waved his hand for his Magma Dog to follow him out of the tent. There was some delay before Torch followed after him, a small show of rebelliousness, but he did eventually go along with his tamer.
Outside of the tent, Donovan was amazed by the sight of the Sunsai. "That's a big fella," he remarked as he passed by it with caution. Torch was also intimidated by the larger monster, keeping to Donovan's heels for security. Once they were away from the tent, Donovan started to lay the groundwork for accomplishing their new job. "First thing we have to do is find the boy's grandmother." They couldn't find him if they knew nothing about him. Essentially, Donovan required a basic description of the boy and an object with his scent on it, preferably an article of clothing.
Having organized his plan, Donovan headed into Sunfire to find the grandmother. He'd ask around for her until he was pointed in the right direction.
Donovan looked at his three orbs and collected them. "I was wondering when I was gonna see these guys again." He was confident in the monsters he submitted and was glad they were good enough for him to gain acceptance. After that, he decided to check out the paper with the list of jobs that were available for him to take. Before doing so, he addressed Jones' concern about her monster's strength. "You can always find out the hard way." There would inevitably be battles ahead for them all. Donovan figured that the best way to assess their monster's strength would be through hands-on experience.
After receiving the bag, Donovan opened it slightly to peek inside and see its contents. Once he was sure he had everything accounted for, he closed it and slung it over his shoulder. "If we got everything settled then I think I'm ready to head out." raising up the paper with the jobs and sightings, he made his choice before taking his leave. "I want to try my hand at this one." He placed his finger next to the first job, specifically the one about helping the old woman find her grandson. Primarily, Donovan selected the job because it seemed suitable for a beginner. Clearing out bandits was more of his style but he figured he and his monsters had a long way to go before they could take on a challenge of that caliber. Secondly, Donovan was also genuinely worried about the child's wellbeing and wanted to get him home safely. He was sure that finding the boy would be easy with his Magma Dog's sense of smell.
Speaking of his Magma Dog, Donovan thought that it was time that he give him some fresh air since he expected to use him soon. Releasing Torch from his orb, he let out a celebratory howl before stretching.
"So this is the place?" Donovan asked himself as he laid his eyes, with dwindling enthusiasm, on the little tent that was supposed to the prestigious Tamer's HQ. Throughout his walk from Fotia he had conjured an image of a grand building in his mind. The reality certainly paled in comparison but Donovan wasn't a picky guy. As long as the makeshift HQ fulfilled his needs then it could only be a mat on the ground for all he cared. On another note, the opportunity presented itself for him to aid in building the place up.
Arriving just in time to see the paper smack the other tamer in the face, Donovan stopped out of concern. "You alright?" he asked her before proceeding into the tent to meet the woman inside. "The name's Donovan Alford, an aspiring monster tamer," he introduced himself with a smile. "I hope I'm in the right place."
Name: Donovan Alford Age: 17 Birthplace: Fotia Appearance: Donovan is a dark-skinned male who is around six feet tall and of a muscular build. His black hair is worn in short dreadlocks and the sides of his head are shaved. His typical attire is simple and consists of a white t-shirt that has a visible hole or two, green cargo pants, and black boots. Experience: Throughout his childhood Donovan often took things apart and put them back together through trial and error. As he grew older, he became quite skilled at fixing things, especially machinery. Ability: Handiness Inventory: Spear, 20 Gold. Monster Team: • Spartan (Fire Djinn) - Tier 1 - Rank C • Torch (Magma Dog) - Tier 1 - Rank C • Pharoah (Hungry Mummy) - Tier 1 - Rank C
Name: Donovan Alford Age: 17 Birthplace: Fotia Appearance: Donovan is a dark-skinned male who is around six feet tall and of a muscular build. His black hair is worn in short dreadlocks and the sides of his head are shaved. His typical attire is simple and consists of a white t-shirt that has a visible hole or two, green cargo pants, and black boots. Experience: Throughout his childhood Donovan often took things apart and put them back together through trial and error. As he grew older, he became quite skilled at fixing things, especially machinery. Ability: Handiness Inventory: Spear, 20 Gold. Monster Team: • Spartan (Fire Djinn) - Tier 1 - Rank C • Torch (Magma Dog) - Tier 1 - Rank C • Pharoah (Hungry Mummy) - Tier 1 - Rank C
General monsters.
Species name: Magma Dog Food source: Carnivorous. They are known to eat anything smaller than they are but can hunt larger prey as a pack. Size: Comparable to an adult wolf. Natural abilities: Their sense of smell can extend a little over a mile and they can see perfectly well in the dark. Their jaws are strong enough to shatter a human's bone with ease. They can run an average of 35 mph. Magical abilities: They are capable of emitting fire from their mouths. Usual Temperaments: They rarely are known to attack first but will if they feel threatened. They are capable of being domesticated and those that are often take on the attitudes of their master's. Locations Found: Near the volcanoes of Fotia and their surrounding areas. Weaknesses: Water
Species name: Hungry Mummy Food source: Any living thing they can take down. Size: Between five to six feet. Comparable to humans in weight. Natural abilities: They are considerably stronger than humans and are capable of lifting large rocks with ease. They can also extend their bandages to perform long-ranged attacks. Magical abilities: None. Usual Temperaments: Roaming Mummy's live purely off the instinct to consume whatever stands in their path. If they encounter another entity, they'll attack but will back off if their target proves capable of overpowering them. Locations Found: Boneyards in Nero. Weaknesses: Exceptionally vulnerable to light-based attacks. They are also quite unintelligent.
Demonym: Dusmaijik Description: The Dusmaiji Empire is an union of ethnic tribes brought together by the conquest of the warlord Mubarum who lead his own tribe, the Chizu, against the others that occupied the Dusmai Desert and the encompassing lands. As strength was always highly valued by the Dusmai peoples, Mubarum's conquest was respected and honored by those who failed to defeat him and the Dusmaiji Empire was born. The tribes who submitted to the Empire were allowed to retain their lands while those who did not were exterminated. When established, the Dusmaiji Empire was intended to be a civilization "for those who roots were truly of the Dusmai Desert," as per the words of Emperor Mubarum I himself. While in the present it is unknown what exactly he meant by having roots truly of the Dusmai Desert, his great grandson Mubarum IV declared that this statement meant that the Dusmaiji Empire was only for the humans of the Dusmai Desert and thus began the marginalization of its other races such as the centaurs and more so the sand elves who always had a past of persecution by the human tribes. Even in the present non-humans (in addition to foreigners) are not allowed to own property within the Dusmaiji Empire though the Emperor can grant this privilege to those who earn his favor.
While the inhabitants of Dusmaiji vary in culture and language, collectivism is an almost universally upheld value and it is the rope that binds its different peoples together. Citizens are expected to put the good of the empire first, the good of their tribe second, and their own personal good last. To prioritize oneself is an act akin to treason and those who are found doing so are ostracized. Surnames are not used by Dusmaijik humans. Instead, they are distinguished by their community first and their parentage second. For instance, a man named Kuza of the Shali tribe would refer to himself as Kuza of the Shali. Should he come across another of his name and tribe he would refer to himself as Kuza, son of his father and mother's name. In Dusmaiji gender roles vary between tribes though the imperial dynasty has a strictly male line of succession. Therefore, is not rare to find women in positions of high esteem.
Government: The Empire is an absolute monarchy with the head of state being the emperor whose word is regarded as law. There is a feudal system in place in which tribes are able to hold and control their own territories but must supply the Empire with whatever is demanded whenever they are asked to do so. There exists a meritocracy, the Chamber of Masteries, which the Emperor can control but cannot directly assign members as its positions must be earned.
Although they pledge fealty to the Empire, the tribes of Dusmaiji are allowed to retain their lands. While they are far from equal in strength and influence all tribes possess the same rights and responsibilities as one another. Tribe leaders must collect taxes and pay a percentage to the crown and levy troops for the Empire during wartime. Otherwise, they have full reign within their lands as long as they do not contradict the mandates of the Empire. Tribe Heads are able to support candidates for the Chamber of Masteries.
There are well over a hundred tribes within the Dusmaiji Empire and the majority of them are very small numbering less than a hundred. Larger tribes have a tendency to subjugate smaller ones though such relationships are neither encouraged or discouraged by the empire. Lands which are unclaimed by a tribe are under the direct control of the emperor until he decides to grant them to a tribe.
Non-humans, although allowed to live within the empire's lands, are treated as second class citizens and any tribes/groups they may assemble are usually unrecognized by the empire. The only exception is a single orc clan, the Muggarfang, who were able to gain recognition for their military prowess. In most cases, any lands occupied predominantly by non-humans belong personally to the Emperor unless he gives them to a tribe head.
The Chamber of Masteries consists of administrative positions that are earned on the basis of skill within a particular area and recognition for feats that have benefited the Empire as a whole. While the Emperor has the right to command the Chamber of Masteries as he sees fit, he cannot directly assign anyone to these positions (however he is allowed to nominate his own candidates). Typically, a candidate of the Chamber of Masteries must complete a trial of some sort to be officially awarded the position. Such trials always require them to outperform the position's current holder. As many seek to become an eminent, the title which those within the Chamber are known by, it is an ever changing body with only those who are truly competent retaining their position for longer than two years. Terms within the Chamber of Masteries have no limit and one may reign for as long as they remain worthy. The Emperor can immediately remove an eminent if they are found guilty of treason. Disobeying the Emperor, which may or may not be deemed treason depending on the circumstance, is grounds for automatic removal from the Chamber of Masteries.
Eminent of War The Eminent of War is the individual regarded as not only the strongest fighter in the empire but also its greatest combat leader. They are in charge of the Empire's entire land army and are responsible for levy troops from the tribe heads in times of war. The Eminent of War typically cooperates with the Empire and tribe heads to concoct strategies though their qualification usually allows them the final say in matters. To become eligible for the position, a candidate must first gain the support of seven tribe heads before being allowed to face the previous Master of War in a trial of combat.
Eminent of Magic The Eminent of Magic is recognized as the best mage in the Empire and it is understood that they should be able to perform the most difficult spells. Whoever holds the position is also designated as the leader of the Enchanters' Guild. Essentially, the job of the Eminent of Magic is to act as the chief of all arcane matters within the Empire. They supervise the usage of magic within the Empire and advise the Emperor on handling subjects relating to it. The selection of the Eminent of Magic is made by the archmages of the Empire's magic schools. Trials vary with examples comprising the performance of a high caliber spell to the brewing of a rare potion.
Eminent of Architecture The Eminent of Architecture is the best builder in the entire Empire. They are responsible for designing structures and managing major projects approved by the Emperor. To become the Eminent of Architecture, a candidate must complete a structure that earns the praise of seven tribe heads. It cannot be the first project by the candidate.
Eminent of Trade The Eminent of Trade is in charge of the Empire's treasury and keeping track of its expenses. They advise the Emperor on financial matters, make sure that other eminents remain within budget when carrying out their duties, and raise money for the Empire by seeing to it that the tribe heads pay their taxes. The Eminent of Trade also orchestrates international trade routes and works with the Eminent of Diplomacy to secure deals with other nations that are best for the Empire. Trials for deciding the Eminent of Trade vary but are always mathematically oriented.
Eminent of Diplomacy The Eminent of Diplomacy is in charge of overseeing the Empire's international relations and affairs. If there is a meeting in another country and it isn't exactly viable for the Emperor himself to attend, they will on his behalf. Only the most eloquent speaker in the Empire is allowed to attain the position and a candidate is selected through a debate judged by a panel consisting of several important figures within the Empire, the Emperor himself included.
Eminent of Nature The Eminent of Nature is the top survivalist and agriculturalist in the Empire. They are entrusted with keeping tracking of the nation's geography, wildlife, and updating its map whenever new discoveries are made. Becoming the Eminent of Nature requires a candidate to be recommended by seven tribe heads before partaking in a survival trial in the Dusmai Desert. To pass the trial, the candidate must surpass the current's record.
Eminent of Art The Eminent of Art is the most esteemed artist within the Empire and is a master of multiple forms of expression such as music, painting, literature, theater, and sculpting. The Eminent of Art takes charge of major projects authorized by the Emperor and sets the standard within the Empire for what is and is not appropriate as artistic expression. They often work closely with the Eminent of Architecture in designing structures as well.
Eminent of History The Eminent of History is the top authority on the Empire's past and is entrusted with recording accurate accounts of present events. If the Eminent of History does not have a record of an event then the validity of its occurrence is questionable. The Eminent of History is chosen based on their writing capability.
Eminent of the Sea The Eminent of the Sea is regarded as the best sailor that the Empire has to offer. They are also placed in charge of the navy and hold the rank of Grand Whale Lord.
Eminent of the Sky The Eminent of the Sky is the individual most knowledgeable about the cosmos and the leader of the Sky Watchers. They are in charge of monitoring the sky and reporting anything of interest to the Emperor.
Eminent of the Mind The Eminent of the Mind is regarded as the brightest scholar within the Empire and is trusted with distinguishing science from magic and providing their expertise on the former. The Eminent of Mind should also be an esteemed philosopher who is able to give insight on matters concerning morals and ethics. An academic test orchestrated by the Empire's top non-magical colleges decides eligibility for the Eminent of Magic.
Eminent of the Eye The Eminent of the Eye is the best spy within the Empire and is in charge of all intelligence gathering operations.
Economy: Due to its sporadic droughts and an extensive dry season, Dusmaiji's growing seasons are not as long as those of more fertile lands and there are only certain times within the year that substantial amount of crops can be farmed. Agriculture is far from the most profitable industry for Dusmaiji but they do manage to produce the minimum amount of food to survive. Whenever farming cannot be relied on meat from animals is resorted to as the primary means of nourishing the population. Therefore, additional crops are a major import of the Empire and are highly sought after.
The Dusmaiji economy places more emphasis on manufacturing. The premier export of Dusmaiji is silk and its production has led to a booming industry that has brought a population influx from rural areas to the cities. Boasting decent iron deposits, Dusmaiji is also a big arms dealer and sells affordable weapons and armor to other nations with higher quality options available if demanded. Art, while deemed not as important as the previously denoted sources of revenue, has also been a chief export for the Empire with its sculptures being highly coveted by collectors due to the unique black and purple coloration of Dusmaijik marble.
Religion: There are a plethora of animist faiths that exist within the Empire but there is only one official religion supported by the crown. Foreign religions are frowned upon but are allowed to be privately practiced.
Arafito is the official religion of the Dusmaiji Empire and is practiced by a good sixty percent of the population. According to ancient scriptures, its name means "bond" but its exact origins cannot be pinpointed. Arafito is a polytheistic faith with the chief deities being twins known as the Locked Gods. Practitioners of Arafito are known as Arafitans and they believe that the world was formed by the decapitation of both the Locked Gods. The individual names of the Locked Gods have lost their significance over the years and in the present they are regarded as a single, unified deity rather than two separate ones. The Locked Gods are depicted as two male, headless humanoids that are bound together in a circle formation with both holding onto the ankles of the other.
Besides the Locked Gods there are other minor deities worshiped in Arafito and they are all regarded as the younger siblings of the Locked God though the parentage of the pantheon is never explained. Unlike the Locked Gods they still retain their individual names though their titles are also frequently used by worshipers to identify them. The prominent minor deities of Arafito include Miagi, the God of Nature; Surnir, the God of Time; Xomes, the God of Miracles; Iduna, the Goddess of Strength; Gatar, God of the Night; Kaddal, God of the Day and Olra, Goddess of Vitality. Altogether Arafito has around seventy minor deities with a good amount having dropped in and out of obscurity over the centuries.
The central focus of Arafito is community and fellowship. A good Arafitan is selfless and desires are meant to be small with ambition being held in the same regard as lust. All Arafitans are meant to leave the world better than they found it and are expected to make decisions with their community in mind ahead of themselves. Arafito heavily correlates to the collectivist values of Dusmaiji which accelerated its popularity within the Empire.
As it is a faith built on bonds, marriage is of course highly cherished in Arafito. Union between a man and a woman is seen as a high level of service to the community as it is the foundation of a familial unit and essential to the raising of children. Infidelity is highly frowned upon but, as forgiveness is also encouraged by the faith, spouses are expected to eventually overcome any that may occur during the union. Bastard children, especially those born from infidelity, are accepted by Arafitans as members of the community though there is stigma placed on them.
Arranged marriages do exist in Arafito in higher levels of the social hierarchy and these unions are seen as benefits to the community as opposed to the individuals involved. Marriages in Arafito are conducted with the production of offspring always in mind. Those who do not plan on having children and expanding their family unit are not encouraged to get married but neither they are dissuaded away from doing so should they wish. Vows are regularly renewed on a basis of three years and in each instance the marriage is considered to be renewed. For instance, a couple that has been together for fifteen years would declare their current marriage as their fifth. These marriages are viewed as a cycle with every three marriages (nine years) representing a different stage in the couple's bond.
Arafito has a linear religious hierarchy with the High Wisdom, seated at the Owakaya temple, being at the top. The High Wisdom leads the Arafito faith and as its highest authority has the final say in the interpretation of scriptures and ideals. Beneath the Arafito is a council who collaborate in making decisions concerning the faith, normally how sins are to be dealt with. Beneath the council are oracles who communicate with the deities and relay messages to the council for analysis. Oracles are simply messengers are not allowed to interpret the messages they receive in any way less they be punished. Beneath oracles are missionaries who are charged with growing the faith and beneath them are miscellaneous clergymen who are meant to fill various roles within their communities, most being affiliated with a single deity.
Geography:
Savannas, jungles, and desert. The Dusmai Desert, for which the empire is named, comprises roughly 55% of the nation's land.
Population: 10,200,000 Demographics: The different races and ethnicities of Dusmaiji all speak their own language. Given the sheer amount of them within the Empire, there are well over a hundred different languages spoken across its borders. To 'simplify' communication across cultural lines, a common tongue known as Dusmaijik Tradespeak has been invented. As its name may suggest it was popularized by traders. Apart from Dusmaijik Tradespeak, the Chizu language is the most common ethnic language spoken within Dusmaiji. With a population of approximately 1,326,000 the Chizu tribe is the single largest ethnic group within Dusmaiji and its culture is regarded as dominant among all others.
Dusmaiji is mostly inhabited by dark-skinned humans divided into ethnic tribes. Many tribes thrive within Dusmaiji and no exact count has been tallied. Only tribes that are officially recognized by the Empire are allowed to lay claim to land. The majority of Dusmaijik tribes are small and number less than a hundred. Only three comprise more than five percent of the total human population and they are the Chizu, the tribe to which the imperial family belongs; the Nayan, and the Kiwongi. These tribes are known as the Three Great Tribes of the Dusmai.
Ethnic identity among Dusmaijik humans is important and the tribes place a high emphasis on being distinguished from the other. While some tribes share similar cultures and are closely related, others might as well be from opposing ends of the world. Prior to being united within the empire many of the tribes were enemies and tension still exists despite inter-tribe conflict being strictly prohibited. Inland settlements typically have a single tribe or two that make up the majority population. Because of trade, coastal settlements tend to be more diverse and accepting of differences.
Three Great Tribes
Chizu - 20%
Nayan - 12%
Kiwongi - 8%
Major Tribes
Ipowok - 4%
Dumala - 2%
Shali - 2%
Nyesora - 1%
Minor Tribes: 47%
The orcs of Dusmaiji pose the largest non-human presence in the Empire and, while still facing discrimination like other non-human races, are to a degree revered for their combat potency and contribution to the Dusmaijik military. They are also the only non-humans to have a group, the Muggarfang clan, be recognized by the crown.
The sand elves of Dusmaiji live in their own separate tribes and are nomadic hunter-gatherers who follow prey across the Dusmai Desert. There has been longstanding bad blood between Dusmaijik humans and the sand elves, the prior believing the latter to be their cursed counterparts. Out of all the non-humans native to Dusmaiji, the sand elves have by far faced the most discrimination as their presence alone is seen as bad luck to Dusmaijik humans. It is not unusual for a human tribe to ban sand elves from their lands.
The centaurs of Dusmaiji are a distinct species in that their lower halves are not those of horses but rather camels. Similar to the sand elves, they also predominantly reside in the Dusmai Desert in nomadic tribes. Famed for their pacifism rather than their warriors, they frequently fall to the mercy of the lizardfolk who enslave them for transportation purposes.
The lizardfolk of Dusmaiji are the smallest native non-human race, their numbers having dwindled due to their violent history with the human tribes who have always held superiority in numbers. It is understood that there are two types of Dusmaijik lizardfolk - those who reside in the jungles and those who reside in the desert. These two groups of lizardfolk feud due to their cultural differences and even regard each other as entirely different species altogether. The jungle lizardfolk are isolationist and remain secluded in their hidden villages. The desert lizardfolk are aggressive and are known for raiding trade caravans as well as human settlements.
Apart from the defined races and ethnicities which each have a noteworthy presence within the empire, there is an array who do not. While some of these minorities are native it is known that foreigners from all across Albion and the known world have migrated to Dusmaiji. While the Empire is strict on citizenship its immigration policies are to a degree lax allowing those who are willing to comply with its laws to reside within its borders. Ordinarily, immigrants come to Dusmaiji because of trade and educational opportunities. Conversion to Arafito is an increasingly popular attraction for immigrants as pilgrims often remain after making their trips to the holy city of Kiakala.
Notable Locations: There are three cities of note.
The capital of the Empire and the location of the Imperial Palace. It is built over a large lake in the Dusmai Desert.
The largest port settlement in the Empire.
The sacred city. Kiakala is where those of the Arafito faith come to get in touch with their spirituality.
Personalities of Note:
Emperor Matizam, Supreme Lord of the Dusmai and Head of the Chizu
Empress Thelanda
Prince Sanyir
Prince Kanis
Prince Jaseel
Princess Serira
Princess Eserah
Princess Njumira
Princess Fokona
*Note: Emperor Matizam has many, many bastards both acknowledged and unacknowledged. They are not in the line of succession.
Kirondou, Eminent of War
Mphira, Eminent of Magic and Leader of the Enchanters' Guild
Namin, Eminent of Architecture
Hamoz, Eminent of Trade
Elorik, Eminent of Diplomacy
Kaidan, Eminent of Nature
Sizari, Eminent of Art
Chaker, Eminent of History
Baniri, Eminent of the Sea
Adunis, Eminent of the Sky and Leader of the Sky Watchers
Joshari, Eminent of the Mind
Kijoda, Eminent of the Eye
Great Tribes
Kongabu, Head of the Nayan
Rumondo, Head of the Kiwongi
Major Tribes
Jukun, Head of the Ipowok
Shekin, Head of the Dumala
Harethu, Head of the Shali
Akiji, Head of the Nyesora
Krothu, Head of the Muggarfang clan of Orcs
Ivrek, a Sand Elf nomad leader
Phebran, a Centaur herd leader
Gonto, a Lizardfolk clan leader
Rik, a Lizardfolk clan leader
Shandeam, High Wisdom of the Owakaya
Osamka, Archmage of Nokora College of Spellcraft
Ahabaran, Grand Master of the Tontu
Institutions:
Enchanters' Guild: An order which specializes in the study and development of magically enhanced items for the benefit of Dusmaiji society.
Sky Watchers: The astronomy guild who, as their name suggests, are responsible for watching the sky for signs and identifying constellations and other celestial bodies.
Nokora College of Spellcraft: A prestigious school of sorcery that attracts students from all over. Nokora is difficult to both get and stay into as underachieving students are regularly dropped to make room for other applicants. As Nokora's establishment was funded by the Empire it, like most other magic schools, swears its students and staff to the military. Out of all the magic schools within Dusmaiji, Nokora is said to contribute the highest quality mages.
Owakaya: A massive temple situated in the holy city of Kiakala and one of the marvels of the Dusmaiji Empire. It is believed to have been constructed long before the conquest of Mubarum and still stands as the headquarters of the Arafito faith and its hierarchy. Those on pilgramage seek out the Owakaya to read scriptures that can only be found within its library.
Tontu: An order of warrior monks who strictly adhere to Arafito. The Tontu are an independent peacekeeping force who mediate any conflicts that may arise between Dusmaiji's ethnic groups. They are only permitted to act within its borders and cannot take part in conflicts on foreign soil. Any Arafitan is allowed to join the Tontu regardless of origin granted they complete the necessary training.
Military:
Organization: Magic schools such as Nokora pledge their students and faculty to the empire's military as payment for the land they were granted to construct their campuses. This the closest to a standing army that the Empire possesses as the remainder of the forces are levied from tribes or recruited as mercenaries. The Eminent of War raises the levies whenever he is instructed to do so by the Emperor. Tribe Heads who contribute troops usually lead them in battle while operating under the Eminent of War's direct command. Mercenaries who are hired into the forces either remain under their own leaders if they are recruited as a company or sorted into the ranks of a tribe head if they aren't. Overall, the army of the Empire is commanded by the Eminent of War at the Emperor's orders. While the Emperor is the ultimate authority, The Eminent of War is trusted because of his merit and is allowed to interpret orders from the Emperor in a way that he feels will most likely result in success for the Empire.
The Dusmaiji navy is organized differently from the army. As most Dusmaiji tribes specialize in unmounted land combat, there are less who are skilled in sailing and thus the navy is required to be more structured than the army to produce the best possible fleet. Unlike the army there is a clear rank division that exists within the Dusmaiji navy with the Eminent of the Sea at the top. Just like the Eminent of War he answers the Emperor and no one else. Having control of the entire Dusmaiji fleet, it is up to the Eminent of the Sea to guide it not only according to the Emperor's orders but in a way that will keep its casualties to a minimal as finding talent for the navy is harder. Besides commanding the navy the Eminent of Sea is also responsible for deciding the composition of the navy such as the amount of ships, the types of ships, and how crews are organized.
Troop Total: 20,000 mages from various magic schools are always available. A maximum force of 153,000 (1.5% of population) can be attained through levying.
Army: A maximum of 113,000 soldiers.
Navy: A maximum of 40,000 personnel.
Grand Whale Lord - held by the Eminent of the Sea
Senior Whale Lord
Whale Lord
Under Whale Lord
Shark Knight
Sworntail
Commander
Lieutenant
Beneath lieutenant, all other naval personnel are unranked and considered equal in standing as peons. They are derogatorily referred to as "snooks" by ranked personnel.
Other:
The rights of non-humans within Dusmaiji are restricted and there is little room for them to progress up the social ladder. However, the Dusmaijik military is rather non-discriminatory in comparison to its social structure. Non-humans, while they usually never achieve remarkably high rank, are respected to some degree when they join the Dusmaijik military and are supplied stable residences as payment for their services. This has prompted a considerable amount of them to enlist. However, there are many non-humans who are forcibly drafted nto the Dusmaiji military via levying. These non-humans are usually offered to the Empire by the tribe head that presides over the land which they inhabit as a tactic to conserve their own men, non-humans typically being seen as expendable by the tribe heads when levies are called.
Notable Non-human units TBA.
What cannot be levied is made up for in the hiring of mercenaries, many of whom are foreign. While they are only as loyal as the amount of coin they are paid allows them to be, the Empire makes sure to hire those who are of commendable quality to supplement its forces. Mercenary companies which greatly satisfy the Empire are placed under extended contracts which secure their loyalty.
Within the Dusmaiji military's rankings contracted mercenary companies retain their own hierarchy with their leaders being held in the same regard as tribe heads meaning they answer directly to the Eminent of War. Non-contracted companies or independent mercenaries are placed under the command of a tribe head to supplement their personal forces.
Contracted Mercenary Companies TBA.
Strengths:
Natural Born Fighters: The Dusmaiji infantry is renowned across Albion as tribes begin training their young to fight from the moment they are able to walk. Warriors are taught that retreat is dishonorable and that giving their lives for their nation and brethern is the best way to serve it. A one-on-one fight against a Dusmaiji pikeman will prove exceedingly difficult and a group are likely to overpower foreign troops that are not well prepared to face them.
Elephant's Fortitude: With the Eminent of Architecture being an exceptionally qualified designer and planner, Dusmaiji structures are resilient and require additional effort to destroy.
Heat Resistance: As Dusmaiji is a tropical country with the much of its land being desert, its natives are accustomed to high temperatures and dry weather. When fighting under such conditions Dusmaiji troops take longer than normal to succumb to the elements.
Weaknesses:
Dangerous Wilderness: The Dusmai Desert is already tough enough to cross on its own and much of the jungles are shrouded in mystery. Though travelers must brave these untamed environments to make it to their destination it is highly probable they won't survive. Feral man-eating beasts lurk within Dusmaiji's jungles and roam its savannas while unrelenting, spontaneous sandstorms sweep through the Dusmai Desert. Travelng Dusmaiji without capable protection is suicidal. Trade and communication by land take significantly longer than they would if such obstacles were not present. Uninterrupted travel can only occur during certain periods.
Ethnic Tension: Dusmaiji is multicultural which has added to its beauty. However, this has come at a price. Its human tribes are far from harmonious. If two tribes are allied then the third is surely a foe. Add the marginalized non-humans into the mix and feuds tend to erupt. While violence among Dusmaijik tribes is forbidden they have found other ways to spite their rivals. Internal political intrigue is detrimental to Dusmaiji's unity as just about any and everyone is seeking the next step up, even if they have to stab their neighbor in the back to progress.
Other:
Dusmai translates to "golden sand" in the language of a long extinct tribe. Dusmaiji means "of the golden sand."
Elephants are sacred animals in Dusmaiji and are seen as cultivators of the land.
Slavery between tribes in Dusmaiji is forbidden. But, a barely regulated system of indentured servitude does exist for native humans. The enslavement of non-humans, foreigners, and criminals is not explicitly forbidden but is discouraged by the Empire.
Personal property and ownership are vague concepts in Dusmaiji. Typically, only the upper class retain the right to truly possess their belongings on an individual level (because they have the power to protect them) whereas commoners share their belongings on a community level. This would mean that the pot of one man also belongs to his entire village. The belongings of non-humans and immigrants of Dusmaiji can be seized by the tribe head of the land on which they are occupying as compensation for inhabiting their territory. Such acquistions can be omitted from any taxes that must be paid to the Empire as non-humans and immigrants are not seen as true citizens, thus they are not expected to contribute to its sustainment.
The order of social hierarchy of Dusmaiji is known as Gaku. It is recognized by the majority of the Empire, is ordained by the crown, and to be upheld in any colonies established by the Empire.
Rha Kasdor (High Kindred) - Dusmaijik humans that are part of a tribe's leading family. Essentially the nobility.
Kasdor (Kindred) - Native Dusmaijik humans who are not part of a tribe's leading family. The common folk. There exists a sub-class system in this level that is more merit based. If those from a lower primary class level manage to attain one of these sub-classes they are held in higher esteem than others of their respective class but still not on par with those who were born into this class.
Jihnur (Sanctified) - Those who achieve rank within the Arafito faith. The Tontu are included in this class.
Rodalo (Valiant) - The warrior class attained by those who enlist in the military.
Momani (Enlightened) - The scholar class attained by those who attend a university.
Kabiba (Craftsmen) - Those who are certified as skilled in a particular trade.
Farba (Familiarized) - This class compries of non-humans inhabitants of foreign descent who are born in the motherland.
Wurfar (Unfamiliar) - This class comprises of immigrants to the motherland.
Gatath (Outlander) - A newer class meant to refer to those originating from the New World that have been pooled into the Empire through colonization. Because they are not from Albion or Dusmaiji, they are believed to be furthest removed from what is considered an ideal citizen of the Empire and thus are held in the lowest regard.
Rolls
Basic Demographics & Government Info Population: 10,200,000 Territory Size: 3. Your nation is smaller than average but there's still plenty of territory to work with. While the lack of endless farmland might prove an issue, you do at least enjoy the benefits of relatively small and easily defended borders. Technology: 4. Adequate modernization, you manage to keep pace with the rest of Albion. Prevalence of Magic: 4. You have decent amount of magic users with a number of schools ready to teach them. Government Type: 4. Your nation is ruled by one great emperor with functionally unlimited power. Beneath him is a large bureaucracy, but under this imperial system there is a meritocracy. Your magistrates and administrators have been tested and found competent; therefore, they earned their position unlike some noble that simply inherited it from his father. Political Stability: 3. There's some mild urban unrest with criminal gangs and corruption, but nothing threatening to overthrow your country.
Economy
Overall Wealth: 6. Opulence and obscene wealth define your nation. Your streets might not be paved with gold, but great monuments, beautiful works of art, and a large variety of public works stand testament to your economic power. Your government of course has the funds to do almost whatever it wants. Urbanization: 4. Your nation is decently urbanized with the fair balance of towns and rural areas Agriculture: 4. Your nation has its farmlands, but you aren't blessed with particularly fertile land nor regular rainfall. As such, seasonal famines are a common thing. Notable Resources: Silk, iron, marble
Military Military Structure: 4. A school of battlemages, but little else to serve as a standing army. Levies and mercenaries both utilized during times of war to create an army of average size. Military Focus 7. Focus on lines of pikemen along with missile troops. Navy: 5. Decently powerful navy with enough ships and sailors to fight as much you'd like Military Leadership 3. Generals are pretty competent; however, they are corrupt and play at politics Military Reputation 3. Many call your forces valorous; others say that they are brave to the point of stupidity.
Demonym: Dusmaijik Description: The Dusmaiji Empire is an union of ethnic tribes brought together by the conquest of the warlord Mubarum who lead his own tribe, the Chizu, against the others that occupied the Dusmai Desert and the encompassing lands. As strength was always highly valued by the Dusmai peoples, Mubarum's conquest was respected and honored by those who failed to defeat him and the Dusmaiji Empire was born. The tribes who submitted to the Empire were allowed to retain their lands while those who did not were exterminated. When established, the Dusmaiji Empire was intended to be a civilization "for those who roots were truly of the Dusmai Desert," as per the words of Emperor Mubarum I himself. While in the present it is unknown what exactly he meant by having roots truly of the Dusmai Desert, his great grandson Mubarum IV declared that this statement meant that the Dusmaiji Empire was only for the humans of the Dusmai Desert and thus began the marginalization of its other races such as the centaurs and more so the sand elves who always had a past of persecution by the human tribes. Even in the present non-humans (in addition to foreigners) are not allowed to own property within the Dusmaiji Empire though the Emperor can grant this privilege to those who earn his favor.
While the inhabitants of Dusmaiji vary in culture and language, collectivism is an almost universally upheld value and it is the rope that binds its different peoples together. Citizens are expected to put the good of the empire first, the good of their tribe second, and their own personal good last. To prioritize oneself is an act akin to treason and those who are found doing so are ostracized. Surnames are not used by Dusmaijik humans. Instead, they are distinguished by their community first and their parentage second. For instance, a man named Kuza of the Shali tribe would refer to himself as Kuza of the Shali. Should he come across another of his name and tribe he would refer to himself as Kuza, son of his father and mother's name. In Dusmaiji gender roles vary between tribes though the imperial dynasty has a strictly male line of succession. Therefore, is not rare to find women in positions of high esteem.
Government: The Empire is an absolute monarchy with the head of state being the emperor whose word is regarded as law. There is a feudal system in place in which tribes are able to hold and control their own territories but must supply the Empire with whatever is demanded whenever they are asked to do so. There exists a meritocracy, the Chamber of Masteries, which the Emperor can control but cannot directly assign members as its positions must be earned.
Although they pledge fealty to the Empire, the tribes of Dusmaiji are allowed to retain their lands. While they are far from equal in strength and influence all tribes possess the same rights and responsibilities as one another. Tribe leaders must collect taxes and pay a percentage to the crown and levy troops for the Empire during wartime. Otherwise, they have full reign within their lands as long as they do not contradict the mandates of the Empire. Tribe Heads are able to support candidates for the Chamber of Masteries.
There are well over a hundred tribes within the Dusmaiji Empire and the majority of them are very small numbering less than a hundred. Larger tribes have a tendency to subjugate smaller ones though such relationships are neither encouraged or discouraged by the empire. Lands which are unclaimed by a tribe are under the direct control of the emperor until he decides to grant them to a tribe.
Non-humans, although allowed to live within the empire's lands, are treated as second class citizens and any tribes/groups they may assemble are usually unrecognized by the empire. The only exception is a single orc clan, the Muggarfang, who were able to gain recognition for their military prowess. In most cases, any lands occupied predominantly by non-humans belong personally to the Emperor unless he gives them to a tribe head.
The Chamber of Masteries consists of administrative positions that are earned on the basis of skill within a particular area and recognition for feats that have benefited the Empire as a whole. While the Emperor has the right to command the Chamber of Masteries as he sees fit, he cannot directly assign anyone to these positions (however he is allowed to nominate his own candidates). Typically, a candidate of the Chamber of Masteries must complete a trial of some sort to be officially awarded the position. Such trials always require them to outperform the position's current holder. As many seek to become an eminent, the title which those within the Chamber are known by, it is an ever changing body with only those who are truly competent retaining their position for longer than two years. Terms within the Chamber of Masteries have no limit and one may reign for as long as they remain worthy. The Emperor can immediately remove an eminent if they are found guilty of treason. Disobeying the Emperor, which may or may not be deemed treason depending on the circumstance, is grounds for automatic removal from the Chamber of Masteries.
Eminent of War The Eminent of War is the individual regarded as not only the strongest fighter in the empire but also its greatest combat leader. They are in charge of the Empire's entire land army and are responsible for levy troops from the tribe heads in times of war. The Eminent of War typically cooperates with the Empire and tribe heads to concoct strategies though their qualification usually allows them the final say in matters. To become eligible for the position, a candidate must first gain the support of seven tribe heads before being allowed to face the previous Master of War in a trial of combat.
Eminent of Magic The Eminent of Magic is recognized as the best mage in the Empire and it is understood that they should be able to perform the most difficult spells. Whoever holds the position is also designated as the leader of the Enchanters' Guild. Essentially, the job of the Eminent of Magic is to act as the chief of all arcane matters within the Empire. They supervise the usage of magic within the Empire and advise the Emperor on handling subjects relating to it. The selection of the Eminent of Magic is made by the archmages of the Empire's magic schools. Trials vary with examples comprising the performance of a high caliber spell to the brewing of a rare potion.
Eminent of Architecture The Eminent of Architecture is the best builder in the entire Empire. They are responsible for designing structures and managing major projects approved by the Emperor. To become the Eminent of Architecture, a candidate must complete a structure that earns the praise of seven tribe heads. It cannot be the first project by the candidate.
Eminent of Trade The Eminent of Trade is in charge of the Empire's treasury and keeping track of its expenses. They advise the Emperor on financial matters, make sure that other eminents remain within budget when carrying out their duties, and raise money for the Empire by seeing to it that the tribe heads pay their taxes. The Eminent of Trade also orchestrates international trade routes and works with the Eminent of Diplomacy to secure deals with other nations that are best for the Empire. Trials for deciding the Eminent of Trade vary but are always mathematically oriented.
Eminent of Diplomacy The Eminent of Diplomacy is in charge of overseeing the Empire's international relations and affairs. If there is a meeting in another country and it isn't exactly viable for the Emperor himself to attend, they will on his behalf. Only the most eloquent speaker in the Empire is allowed to attain the position and a candidate is selected through a debate judged by a panel consisting of several important figures within the Empire, the Emperor himself included.
Eminent of Nature The Eminent of Nature is the top survivalist and agriculturalist in the Empire. They are entrusted with keeping tracking of the nation's geography, wildlife, and updating its map whenever new discoveries are made. Becoming the Eminent of Nature requires a candidate to be recommended by seven tribe heads before partaking in a survival trial in the Dusmai Desert. To pass the trial, the candidate must surpass the current's record.
Eminent of Art The Eminent of Art is the most esteemed artist within the Empire and is a master of multiple forms of expression such as music, painting, literature, theater, and sculpting. The Eminent of Art takes charge of major projects authorized by the Emperor and sets the standard within the Empire for what is and is not appropriate as artistic expression. They often work closely with the Eminent of Architecture in designing structures as well.
Eminent of History The Eminent of History is the top authority on the Empire's past and is entrusted with recording accurate accounts of present events. If the Eminent of History does not have a record of an event then the validity of its occurrence is questionable. The Eminent of History is chosen based on their writing capability.
Eminent of the Sea The Eminent of the Sea is regarded as the best sailor that the Empire has to offer. They are also placed in charge of the navy and hold the rank of Grand Whale Lord.
Eminent of the Sky The Eminent of the Sky is the individual most knowledgeable about the cosmos and the leader of the Sky Watchers. They are in charge of monitoring the sky and reporting anything of interest to the Emperor.
Eminent of the Mind The Eminent of the Mind is regarded as the brightest scholar within the Empire and is trusted with distinguishing science from magic and providing their expertise on the former. The Eminent of Mind should also be an esteemed philosopher who is able to give insight on matters concerning morals and ethics. An academic test orchestrated by the Empire's top non-magical colleges decides eligibility for the Eminent of Magic.
Eminent of the Eye The Eminent of the Eye is the best spy within the Empire and is in charge of all intelligence gathering operations.
Economy: Due to its sporadic droughts and an extensive dry season, Dusmaiji's growing seasons are not as long as those of more fertile lands and there are only certain times within the year that substantial amount of crops can be farmed. Agriculture is far from the most profitable industry for Dusmaiji but they do manage to produce the minimum amount of food to survive. Whenever farming cannot be relied on meat from animals is resorted to as the primary means of nourishing the population. Therefore, additional crops are a major import of the Empire and are highly sought after.
The Dusmaiji economy places more emphasis on manufacturing. The premier export of Dusmaiji is silk and its production has led to a booming industry that has brought a population influx from rural areas to the cities. Boasting decent iron deposits, Dusmaiji is also a big arms dealer and sells affordable weapons and armor to other nations with higher quality options available if demanded. Art, while deemed not as important as the previously denoted sources of revenue, has also been a chief export for the Empire with its sculptures being highly coveted by collectors due to the unique black and purple coloration of Dusmaijik marble.
Religion: There are a plethora of animist faiths that exist within the Empire but there is only one official religion supported by the crown. Foreign religions are frowned upon but are allowed to be privately practiced.
Arafito is the official religion of the Dusmaiji Empire and is practiced by a good sixty percent of the population. According to ancient scriptures, its name means "bond" but its exact origins cannot be pinpointed. Arafito is a polytheistic faith with the chief deities being twins known as the Locked Gods. Practitioners of Arafito are known as Arafitans and they believe that the world was formed by the decapitation of both the Locked Gods. The individual names of the Locked Gods have lost their significance over the years and in the present they are regarded as a single, unified deity rather than two separate ones. The Locked Gods are depicted as two male, headless humanoids that are bound together in a circle formation with both holding onto the ankles of the other.
Besides the Locked Gods there are other minor deities worshiped in Arafito and they are all regarded as the younger siblings of the Locked God though the parentage of the pantheon is never explained. Unlike the Locked Gods they still retain their individual names though their titles are also frequently used by worshipers to identify them. The prominent minor deities of Arafito include Miagi, the God of Nature; Surnir, the God of Time; Xomes, the God of Miracles; Iduna, the Goddess of Strength; Gatar, God of the Night; Kaddal, God of the Day and Olra, Goddess of Vitality. Altogether Arafito has around seventy minor deities with a good amount having dropped in and out of obscurity over the centuries.
The central focus of Arafito is community and fellowship. A good Arafitan is selfless and desires are meant to be small with ambition being held in the same regard as lust. All Arafitans are meant to leave the world better than they found it and are expected to make decisions with their community in mind ahead of themselves. Arafito heavily correlates to the collectivist values of Dusmaiji which accelerated its popularity within the Empire.
As it is a faith built on bonds, marriage is of course highly cherished in Arafito. Union between a man and a woman is seen as a high level of service to the community as it is the foundation of a familial unit and essential to the raising of children. Infidelity is highly frowned upon but, as forgiveness is also encouraged by the faith, spouses are expected to eventually overcome any that may occur during the union. Bastard children, especially those born from infidelity, are accepted by Arafitans as members of the community though there is stigma placed on them.
Arranged marriages do exist in Arafito in higher levels of the social hierarchy and these unions are seen as benefits to the community as opposed to the individuals involved. Marriages in Arafito are conducted with the production of offspring always in mind. Those who do not plan on having children and expanding their family unit are not encouraged to get married but neither they are dissuaded away from doing so should they wish. Vows are regularly renewed on a basis of three years and in each instance the marriage is considered to be renewed. For instance, a couple that has been together for fifteen years would declare their current marriage as their fifth. These marriages are viewed as a cycle with every three marriages (nine years) representing a different stage in the couple's bond.
Arafito has a linear religious hierarchy with the High Wisdom, seated at the Owakaya temple, being at the top. The High Wisdom leads the Arafito faith and as its highest authority has the final say in the interpretation of scriptures and ideals. Beneath the Arafito is a council who collaborate in making decisions concerning the faith, normally how sins are to be dealt with. Beneath the council are oracles who communicate with the deities and relay messages to the council for analysis. Oracles are simply messengers are not allowed to interpret the messages they receive in any way less they be punished. Beneath oracles are missionaries who are charged with growing the faith and beneath them are miscellaneous clergymen who are meant to fill various roles within their communities, most being affiliated with a single deity.
Geography:
Savannas, jungles, and desert. The Dusmai Desert, for which the empire is named, comprises roughly 55% of the nation's land.
Population: 10,200,000 Demographics: The different races and ethnicities of Dusmaiji all speak their own language. Given the sheer amount of them within the Empire, there are well over a hundred different languages spoken across its borders. To 'simplify' communication across cultural lines, a common tongue known as Dusmaijik Tradespeak has been invented. As its name may suggest it was popularized by traders. Apart from Dusmaijik Tradespeak, the Chizu language is the most common ethnic language spoken within Dusmaiji. With a population of approximately 1,326,000 the Chizu tribe is the single largest ethnic group within Dusmaiji and its culture is regarded as dominant among all others.
Dusmaiji is mostly inhabited by dark-skinned humans divided into ethnic tribes. Many tribes thrive within Dusmaiji and no exact count has been tallied. Only tribes that are officially recognized by the Empire are allowed to lay claim to land. The majority of Dusmaijik tribes are small and number less than a hundred. Only three comprise more than five percent of the total human population and they are the Chizu, the tribe to which the imperial family belongs; the Nayan, and the Kiwongi. These tribes are known as the Three Great Tribes of the Dusmai.
Ethnic identity among Dusmaijik humans is important and the tribes place a high emphasis on being distinguished from the other. While some tribes share similar cultures and are closely related, others might as well be from opposing ends of the world. Prior to being united within the empire many of the tribes were enemies and tension still exists despite inter-tribe conflict being strictly prohibited. Inland settlements typically have a single tribe or two that make up the majority population. Because of trade, coastal settlements tend to be more diverse and accepting of differences.
Three Great Tribes
Chizu - 20%
Nayan - 12%
Kiwongi - 8%
Major Tribes
Ipowok - 4%
Dumala - 2%
Shali - 2%
Nyesora - 1%
Minor Tribes: 47%
The orcs of Dusmaiji pose the largest non-human presence in the Empire and, while still facing discrimination like other non-human races, are to a degree revered for their combat potency and contribution to the Dusmaijik military. They are also the only non-humans to have a group, the Muggarfang clan, be recognized by the crown.
The sand elves of Dusmaiji live in their own separate tribes and are nomadic hunter-gatherers who follow prey across the Dusmai Desert. There has been longstanding bad blood between Dusmaijik humans and the sand elves, the prior believing the latter to be their cursed counterparts. Out of all the non-humans native to Dusmaiji, the sand elves have by far faced the most discrimination as their presence alone is seen as bad luck to Dusmaijik humans. It is not unusual for a human tribe to ban sand elves from their lands.
The centaurs of Dusmaiji are a distinct species in that their lower halves are not those of horses but rather camels. Similar to the sand elves, they also predominantly reside in the Dusmai Desert in nomadic tribes. Famed for their pacifism rather than their warriors, they frequently fall to the mercy of the lizardfolk who enslave them for transportation purposes.
The lizardfolk of Dusmaiji are the smallest native non-human race, their numbers having dwindled due to their violent history with the human tribes who have always held superiority in numbers. It is understood that there are two types of Dusmaijik lizardfolk - those who reside in the jungles and those who reside in the desert. These two groups of lizardfolk feud due to their cultural differences and even regard each other as entirely different species altogether. The jungle lizardfolk are isolationist and remain secluded in their hidden villages. The desert lizardfolk are aggressive and are known for raiding trade caravans as well as human settlements.
Apart from the defined races and ethnicities which each have a noteworthy presence within the empire, there is an array who do not. While some of these minorities are native it is known that foreigners from all across Albion and the known world have migrated to Dusmaiji. While the Empire is strict on citizenship its immigration policies are to a degree lax allowing those who are willing to comply with its laws to reside within its borders. Ordinarily, immigrants come to Dusmaiji because of trade and educational opportunities. Conversion to Arafito is an increasingly popular attraction for immigrants as pilgrims often remain after making their trips to the holy city of Kiakala.
Notable Locations: There are three cities of note.
The capital of the Empire and the location of the Imperial Palace. It is built over a large lake in the Dusmai Desert.
The largest port settlement in the Empire.
The sacred city. Kiakala is where those of the Arafito faith come to get in touch with their spirituality.
Personalities of Note:
Emperor Matizam, Supreme Lord of the Dusmai and Head of the Chizu
Empress Thelanda
Prince Sanyir
Prince Kanis
Prince Jaseel
Princess Serira
Princess Eserah
Princess Njumira
Princess Fokona
*Note: Emperor Matizam has many, many bastards both acknowledged and unacknowledged. They are not in the line of succession.
Kirondou, Eminent of War
Mphira, Eminent of Magic and Leader of the Enchanters' Guild
Namin, Eminent of Architecture
Hamoz, Eminent of Trade
Elorik, Eminent of Diplomacy
Kaidan, Eminent of Nature
Sizari, Eminent of Art
Chaker, Eminent of History
Baniri, Eminent of the Sea
Adunis, Eminent of the Sky and Leader of the Sky Watchers
Joshari, Eminent of the Mind
Kijoda, Eminent of the Eye
Great Tribes
Kongabu, Head of the Nayan
Rumondo, Head of the Kiwongi
Major Tribes
Jukun, Head of the Ipowok
Shekin, Head of the Dumala
Harethu, Head of the Shali
Akiji, Head of the Nyesora
Krothu, Head of the Muggarfang clan of Orcs
Ivrek, a Sand Elf nomad leader
Phebran, a Centaur herd leader
Gonto, a Lizardfolk clan leader
Rik, a Lizardfolk clan leader
Shandeam, High Wisdom of the Owakaya
Osamka, Archmage of Nokora College of Spellcraft
Ahabaran, Grand Master of the Tontu
Institutions:
Enchanters' Guild: An order which specializes in the study and development of magically enhanced items for the benefit of Dusmaiji society.
Sky Watchers: The astronomy guild who, as their name suggests, are responsible for watching the sky for signs and identifying constellations and other celestial bodies.
Nokora College of Spellcraft: A prestigious school of sorcery that attracts students from all over. Nokora is difficult to both get and stay into as underachieving students are regularly dropped to make room for other applicants. As Nokora's establishment was funded by the Empire it, like most other magic schools, swears its students and staff to the military. Out of all the magic schools within Dusmaiji, Nokora is said to contribute the highest quality mages.
Owakaya: A massive temple situated in the holy city of Kiakala and one of the marvels of the Dusmaiji Empire. It is believed to have been constructed long before the conquest of Mubarum and still stands as the headquarters of the Arafito faith and its hierarchy. Those on pilgramage seek out the Owakaya to read scriptures that can only be found within its library.
Tontu: An order of warrior monks who strictly adhere to Arafito. The Tontu are an independent peacekeeping force who mediate any conflicts that may arise between Dusmaiji's ethnic groups. They are only permitted to act within its borders and cannot take part in conflicts on foreign soil. Any Arafitan is allowed to join the Tontu regardless of origin granted they complete the necessary training.
Military:
Organization: Magic schools such as Nokora pledge their students and faculty to the empire's military as payment for the land they were granted to construct their campuses. This the closest to a standing army that the Empire possesses as the remainder of the forces are levied from tribes or recruited as mercenaries. The Eminent of War raises the levies whenever he is instructed to do so by the Emperor. Tribe Heads who contribute troops usually lead them in battle while operating under the Eminent of War's direct command. Mercenaries who are hired into the forces either remain under their own leaders if they are recruited as a company or sorted into the ranks of a tribe head if they aren't. Overall, the army of the Empire is commanded by the Eminent of War at the Emperor's orders. While the Emperor is the ultimate authority, The Eminent of War is trusted because of his merit and is allowed to interpret orders from the Emperor in a way that he feels will most likely result in success for the Empire.
The Dusmaiji navy is organized differently from the army. As most Dusmaiji tribes specialize in unmounted land combat, there are less who are skilled in sailing and thus the navy is required to be more structured than the army to produce the best possible fleet. Unlike the army there is a clear rank division that exists within the Dusmaiji navy with the Eminent of the Sea at the top. Just like the Eminent of War he answers the Emperor and no one else. Having control of the entire Dusmaiji fleet, it is up to the Eminent of the Sea to guide it not only according to the Emperor's orders but in a way that will keep its casualties to a minimal as finding talent for the navy is harder. Besides commanding the navy the Eminent of Sea is also responsible for deciding the composition of the navy such as the amount of ships, the types of ships, and how crews are organized.
Troop Total: 20,000 mages from various magic schools are always available. A maximum force of 153,000 (1.5% of population) can be attained through levying.
Army: A maximum of 113,000 soldiers.
Navy: A maximum of 40,000 personnel.
Grand Whale Lord - held by the Eminent of the Sea
Senior Whale Lord
Whale Lord
Under Whale Lord
Shark Knight
Sworntail
Commander
Lieutenant
Beneath lieutenant, all other naval personnel are unranked and considered equal in standing as peons. They are derogatorily referred to as "snooks" by ranked personnel.
Other:
The rights of non-humans within Dusmaiji are restricted and there is little room for them to progress up the social ladder. However, the Dusmaijik military is rather non-discriminatory in comparison to its social structure. Non-humans, while they usually never achieve remarkably high rank, are respected to some degree when they join the Dusmaijik military and are supplied stable residences as payment for their services. This has prompted a considerable amount of them to enlist. However, there are many non-humans who are forcibly drafted nto the Dusmaiji military via levying. These non-humans are usually offered to the Empire by the tribe head that presides over the land which they inhabit as a tactic to conserve their own men, non-humans typically being seen as expendable by the tribe heads when levies are called.
Notable Non-human units TBA.
What cannot be levied is made up for in the hiring of mercenaries, many of whom are foreign. While they are only as loyal as the amount of coin they are paid allows them to be, the Empire makes sure to hire those who are of commendable quality to supplement its forces. Mercenary companies which greatly satisfy the Empire are placed under extended contracts which secure their loyalty.
Within the Dusmaiji military's rankings contracted mercenary companies retain their own hierarchy with their leaders being held in the same regard as tribe heads meaning they answer directly to the Eminent of War. Non-contracted companies or independent mercenaries are placed under the command of a tribe head to supplement their personal forces.
Contracted Mercenary Companies TBA.
Strengths:
Natural Born Fighters: The Dusmaiji infantry is renowned across Albion as tribes begin training their young to fight from the moment they are able to walk. Warriors are taught that retreat is dishonorable and that giving their lives for their nation and brethern is the best way to serve it. A one-on-one fight against a Dusmaiji pikeman will prove exceedingly difficult and a group are likely to overpower foreign troops that are not well prepared to face them.
Elephant's Fortitude: With the Eminent of Architecture being an exceptionally qualified designer and planner, Dusmaiji structures are resilient and require additional effort to destroy.
Heat Resistance: As Dusmaiji is a tropical country with the much of its land being desert, its natives are accustomed to high temperatures and dry weather. When fighting under such conditions Dusmaiji troops take longer than normal to succumb to the elements.
Weaknesses:
Dangerous Wilderness: The Dusmai Desert is already tough enough to cross on its own and much of the jungles are shrouded in mystery. Though travelers must brave these untamed environments to make it to their destination it is highly probable they won't survive. Feral man-eating beasts lurk within Dusmaiji's jungles and roam its savannas while unrelenting, spontaneous sandstorms sweep through the Dusmai Desert. Travelng Dusmaiji without capable protection is suicidal. Trade and communication by land take significantly longer than they would if such obstacles were not present. Uninterrupted travel can only occur during certain periods.
Ethnic Tension: Dusmaiji is multicultural which has added to its beauty. However, this has come at a price. Its human tribes are far from harmonious. If two tribes are allied then the third is surely a foe. Add the marginalized non-humans into the mix and feuds tend to erupt. While violence among Dusmaijik tribes is forbidden they have found other ways to spite their rivals. Internal political intrigue is detrimental to Dusmaiji's unity as just about any and everyone is seeking the next step up, even if they have to stab their neighbor in the back to progress.
Other:
Dusmai translates to "golden sand" in the language of a long extinct tribe. Dusmaiji means "of the golden sand."
Elephants are sacred animals in Dusmaiji and are seen as cultivators of the land.
Slavery between tribes in Dusmaiji is forbidden. But, a barely regulated system of indentured servitude does exist for native humans. The enslavement of non-humans, foreigners, and criminals is not explicitly forbidden but is discouraged by the Empire.
Personal property and ownership are vague concepts in Dusmaiji. Typically, only the upper class retain the right to truly possess their belongings on an individual level (because they have the power to protect them) whereas commoners share their belongings on a community level. This would mean that the pot of one man also belongs to his entire village. The belongings of non-humans and immigrants of Dusmaiji can be seized by the tribe head of the land on which they are occupying as compensation for inhabiting their territory. Such acquistions can be omitted from any taxes that must be paid to the Empire as non-humans and immigrants are not seen as true citizens, thus they are not expected to contribute to its sustainment.
The order of social hierarchy of Dusmaiji is known as Gaku. It is recognized by the majority of the Empire, is ordained by the crown, and to be upheld in any colonies established by the Empire.
Rha Kasdor (High Kindred) - Dusmaijik humans that are part of a tribe's leading family. Essentially the nobility.
Kasdor (Kindred) - Native Dusmaijik humans who are not part of a tribe's leading family. The common folk. There exists a sub-class system in this level that is more merit based. If those from a lower primary class level manage to attain one of these sub-classes they are held in higher esteem than others of their respective class but still not on par with those who were born into this class.
Jihnur (Sanctified) - Those who achieve rank within the Arafito faith. The Tontu are included in this class.
Rodalo (Valiant) - The warrior class attained by those who enlist in the military.
Momani (Enlightened) - The scholar class attained by those who attend a university.
Kabiba (Craftsmen) - Those who are certified as skilled in a particular trade.
Farba (Familiarized) - This class compries of non-humans inhabitants of foreign descent who are born in the motherland.
Wurfar (Unfamiliar) - This class comprises of immigrants to the motherland.
Gatath (Outlander) - A newer class meant to refer to those originating from the New World that have been pooled into the Empire through colonization. Because they are not from Albion or Dusmaiji, they are believed to be furthest removed from what is considered an ideal citizen of the Empire and thus are held in the lowest regard.
Rolls
Basic Demographics & Government Info Population: 10,200,000 Territory Size: 3. Your nation is smaller than average but there's still plenty of territory to work with. While the lack of endless farmland might prove an issue, you do at least enjoy the benefits of relatively small and easily defended borders. Technology: 4. Adequate modernization, you manage to keep pace with the rest of Albion. Prevalence of Magic: 4. You have decent amount of magic users with a number of schools ready to teach them. Government Type: 4. Your nation is ruled by one great emperor with functionally unlimited power. Beneath him is a large bureaucracy, but under this imperial system there is a meritocracy. Your magistrates and administrators have been tested and found competent; therefore, they earned their position unlike some noble that simply inherited it from his father. Political Stability: 3. There's some mild urban unrest with criminal gangs and corruption, but nothing threatening to overthrow your country.
Economy
Overall Wealth: 6. Opulence and obscene wealth define your nation. Your streets might not be paved with gold, but great monuments, beautiful works of art, and a large variety of public works stand testament to your economic power. Your government of course has the funds to do almost whatever it wants. Urbanization: 4. Your nation is decently urbanized with the fair balance of towns and rural areas Agriculture: 4. Your nation has its farmlands, but you aren't blessed with particularly fertile land nor regular rainfall. As such, seasonal famines are a common thing. Notable Resources: Silk, iron, marble
Military Military Structure: 4. A school of battlemages, but little else to serve as a standing army. Levies and mercenaries both utilized during times of war to create an army of average size. Military Focus 7. Focus on lines of pikemen along with missile troops. Navy: 5. Decently powerful navy with enough ships and sailors to fight as much you'd like Military Leadership 3. Generals are pretty competent; however, they are corrupt and play at politics Military Reputation 3. Many call your forces valorous; others say that they are brave to the point of stupidity.
Demonym: Dusmaijik Description: The Dusmaiji Empire is an union of ethnic tribes brought together by the conquest of the warlord Mubarum who lead his own tribe, the Chizu, against the others that occupied the Dusmai Desert and the encompassing lands. As strength was always highly valued by the Dusmai peoples, Mubarum's conquest was respected and honored by those who failed to defeat him and the Dusmaiji Empire was born. The tribes who submitted to the Empire were allowed to retain their lands while those who did not were exterminated. When established, the Dusmaiji Empire was intended to be a civilization "for those who roots were truly of the Dusmai Desert," as per the words of Emperor Mubarum I himself. While in the present it is unknown what exactly he meant by having roots truly of the Dusmai Desert, his great grandson Mubarum IV declared that this statement meant that the Dusmaiji Empire was only for the humans of the Dusmai Desert and thus began the marginalization of its other races such as the centaurs and more so the sand elves who always had a past of persecution by the human tribes. Even in the present non-humans (in addition to foreigners) are not allowed to own property within the Dusmaiji Empire though the Emperor can grant this privilege to those who earn his favor.
While the inhabitants of Dusmaiji vary in culture and language, collectivism is an almost universally upheld value and it is the rope that binds its different peoples together. Citizens are expected to put the good of the empire first, the good of their tribe second, and their own personal good last. To prioritize oneself is an act akin to treason and those who are found doing so are ostracized. Surnames are not used by Dusmaijik humans. Instead, they are distinguished by their community first and their parentage second. For instance, a man named Kuza of the Shali tribe would refer to himself as Kuza of the Shali. Should he come across another of his name and tribe he would refer to himself as Kuza, son of his father and mother's name. In Dusmaiji gender roles vary between tribes though the imperial dynasty has a strictly male line of succession. Therefore, is not rare to find women in positions of high esteem.
Government: The Empire is an absolute monarchy with the head of state being the emperor whose word is regarded as law. There is a feudal system in place in which tribes are able to hold and control their own territories but must supply the Empire with whatever is demanded whenever they are asked to do so. There exists a meritocracy, the Chamber of Masteries, which the Emperor can control but cannot directly assign members as its positions must be earned.
Although they pledge fealty to the Empire, the tribes of Dusmaiji are allowed to retain their lands. While they are far from equal in strength and influence all tribes possess the same rights and responsibilities as one another. Tribe leaders must collect taxes and pay a percentage to the crown and levy troops for the Empire during wartime. Otherwise, they have full reign within their lands as long as they do not contradict the mandates of the Empire. Tribe Heads are able to support candidates for the Chamber of Masteries.
There are well over a hundred tribes within the Dusmaiji Empire and the majority of them are very small numbering less than a hundred. Larger tribes have a tendency to subjugate smaller ones though such relationships are neither encouraged or discouraged by the empire. Lands which are unclaimed by a tribe are under the direct control of the emperor until he decides to grant them to a tribe.
Non-humans, although allowed to live within the empire's lands, are treated as second class citizens and any tribes/groups they may assemble are usually unrecognized by the empire. The only exception is a single orc clan, the Muggarfang, who were able to gain recognition for their military prowess. In most cases, any lands occupied predominantly by non-humans belong personally to the Emperor unless he gives them to a tribe head.
The Chamber of Masteries consists of administrative positions that are earned on the basis of skill within a particular area and recognition for feats that have benefited the Empire as a whole. While the Emperor has the right to command the Chamber of Masteries as he sees fit, he cannot directly assign anyone to these positions (however he is allowed to nominate his own candidates). Typically, a candidate of the Chamber of Masteries must complete a trial of some sort to be officially awarded the position. Such trials always require them to outperform the position's current holder. As many seek to become an eminent, the title which those within the Chamber are known by, it is an ever changing body with only those who are truly competent retaining their position for longer than two years. Terms within the Chamber of Masteries have no limit and one may reign for as long as they remain worthy. The Emperor can immediately remove an eminent if they are found guilty of treason. Disobeying the Emperor, which may or may not be deemed treason depending on the circumstance, is grounds for automatic removal from the Chamber of Masteries.
Eminent of War The Eminent of War is the individual regarded as not only the strongest fighter in the empire but also its greatest combat leader. They are in charge of the Empire's entire land army and are responsible for levy troops from the tribe heads in times of war. The Eminent of War typically cooperates with the Empire and tribe heads to concoct strategies though their qualification usually allows them the final say in matters. To become eligible for the position, a candidate must first gain the support of seven tribe heads before being allowed to face the previous Master of War in a trial of combat.
Eminent of Magic The Eminent of Magic is recognized as the best mage in the Empire and it is understood that they should be able to perform the most difficult spells. Whoever holds the position is also designated as the leader of the Enchanters' Guild. Essentially, the job of the Eminent of Magic is to act as the chief of all arcane matters within the Empire. They supervise the usage of magic within the Empire and advise the Emperor on handling subjects relating to it. The selection of the Eminent of Magic is made by the archmages of the Empire's magic schools. Trials vary with examples comprising the performance of a high caliber spell to the brewing of a rare potion.
Eminent of Architecture The Eminent of Architecture is the best builder in the entire Empire. They are responsible for designing structures and managing major projects approved by the Emperor. To become the Eminent of Architecture, a candidate must complete a structure that earns the praise of seven tribe heads. It cannot be the first project by the candidate.
Eminent of Trade The Eminent of Trade is in charge of the Empire's treasury and keeping track of its expenses. They advise the Emperor on financial matters, make sure that other eminents remain within budget when carrying out their duties, and raise money for the Empire by seeing to it that the tribe heads pay their taxes. The Eminent of Trade also orchestrates international trade routes and works with the Eminent of Diplomacy to secure deals with other nations that are best for the Empire. Trials for deciding the Eminent of Trade vary but are always mathematically oriented.
Eminent of Diplomacy The Eminent of Diplomacy is in charge of overseeing the Empire's international relations and affairs. If there is a meeting in another country and it isn't exactly viable for the Emperor himself to attend, they will on his behalf. Only the most eloquent speaker in the Empire is allowed to attain the position and a candidate is selected through a debate judged by a panel consisting of several important figures within the Empire, the Emperor himself included.
Eminent of Nature The Eminent of Nature is the top survivalist and agriculturalist in the Empire. They are entrusted with keeping tracking of the nation's geography, wildlife, and updating its map whenever new discoveries are made. Becoming the Eminent of Nature requires a candidate to be recommended by seven tribe heads before partaking in a survival trial in the Dusmai Desert. To pass the trial, the candidate must surpass the current's record.
Eminent of Art The Eminent of Art is the most esteemed artist within the Empire and is a master of multiple forms of expression such as music, painting, literature, theater, and sculpting. The Eminent of Art takes charge of major projects authorized by the Emperor and sets the standard within the Empire for what is and is not appropriate as artistic expression. They often work closely with the Eminent of Architecture in designing structures as well.
Eminent of History The Eminent of History is the top authority on the Empire's past and is entrusted with recording accurate accounts of present events. If the Eminent of History does not have a record of an event then the validity of its occurrence is questionable. The Eminent of History is chosen based on their writing capability.
Eminent of the Sea The Eminent of the Sea is regarded as the best sailor that the Empire has to offer. They are also placed in charge of the navy and hold the rank of Grand Whale Lord.
Eminent of the Sky The Eminent of the Sky is the individual most knowledgeable about the cosmos and the leader of the Sky Watchers. They are in charge of monitoring the sky and reporting anything of interest to the Emperor.
Eminent of the Mind The Eminent of the Mind is regarded as the brightest scholar within the Empire and is trusted with distinguishing science from magic and providing their expertise on the former. The Eminent of Mind should also be an esteemed philosopher who is able to give insight on matters concerning morals and ethics. An academic test orchestrated by the Empire's top non-magical colleges decides eligibility for the Eminent of Magic.
Eminent of the Eye The Eminent of the Eye is the best spy within the Empire and is in charge of all intelligence gathering operations.
Economy: Due to its sporadic droughts and an extensive dry season, Dusmaiji's growing seasons are not as long as those of more fertile lands and there are only certain times within the year that substantial amount of crops can be farmed. Agriculture is far from the most profitable industry for Dusmaiji but they do manage to produce the minimum amount of food to survive. Whenever farming cannot be relied on meat from animals is resorted to as the primary means of nourishing the population. Therefore, additional crops are a major import of the Empire and are highly sought after.
The Dusmaiji economy places more emphasis on manufacturing. The premier export of Dusmaiji is silk and its production has led to a booming industry that has brought a population influx from rural areas to the cities. Boasting decent iron deposits, Dusmaiji is also a big arms dealer and sells affordable weapons and armor to other nations with higher quality options available if demanded. Art, while deemed not as important as the previously denoted sources of revenue, has also been a chief export for the Empire with its sculptures being highly coveted by collectors due to the unique black and purple coloration of Dusmaijik marble.
Religion: There are a plethora of animist faiths that exist within the Empire but there is only one official religion supported by the crown. Foreign religions are frowned upon but are allowed to be privately practiced.
Arafito is the official religion of the Dusmaiji Empire and is practiced by a good sixty percent of the population. According to ancient scriptures, its name means "bond" but its exact origins cannot be pinpointed. Arafito is a polytheistic faith with the chief deities being twins known as the Locked Gods. Practitioners of Arafito are known as Arafitans and they believe that the world was formed by the decapitation of both the Locked Gods. The individual names of the Locked Gods have lost their significance over the years and in the present they are regarded as a single, unified deity rather than two separate ones. The Locked Gods are depicted as two male, headless humanoids that are bound together in a circle formation with both holding onto the ankles of the other.
Besides the Locked Gods there are other minor deities worshiped in Arafito and they are all regarded as the younger siblings of the Locked God though the parentage of the pantheon is never explained. Unlike the Locked Gods they still retain their individual names though their titles are also frequently used by worshipers to identify them. The prominent minor deities of Arafito include Miagi, the God of Nature; Surnir, the God of Time; Xomes, the God of Miracles; Iduna, the Goddess of Strength; Gatar, God of the Night; Kaddal, God of the Day and Olra, Goddess of Vitality. Altogether Arafito has around seventy minor deities with a good amount having dropped in and out of obscurity over the centuries.
The central focus of Arafito is community and fellowship. A good Arafitan is selfless and desires are meant to be small with ambition being held in the same regard as lust. All Arafitans are meant to leave the world better than they found it and are expected to make decisions with their community in mind ahead of themselves. Arafito heavily correlates to the collectivist values of Dusmaiji which accelerated its popularity within the Empire.
As it is a faith built on bonds, marriage is of course highly cherished in Arafito. Union between a man and a woman is seen as a high level of service to the community as it is the foundation of a familial unit and essential to the raising of children. Infidelity is highly frowned upon but, as forgiveness is also encouraged by the faith, spouses are expected to eventually overcome any that may occur during the union. Bastard children, especially those born from infidelity, are accepted by Arafitans as members of the community though there is stigma placed on them.
Arranged marriages do exist in Arafito in higher levels of the social hierarchy and these unions are seen as benefits to the community as opposed to the individuals involved. Marriages in Arafito are conducted with the production of offspring always in mind. Those who do not plan on having children and expanding their family unit are not encouraged to get married but neither they are dissuaded away from doing so should they wish. Vows are regularly renewed on a basis of three years and in each instance the marriage is considered to be renewed. For instance, a couple that has been together for fifteen years would declare their current marriage as their fifth. These marriages are viewed as a cycle with every three marriages (nine years) representing a different stage in the couple's bond.
Arafito has a linear religious hierarchy with the High Wisdom, seated at the Owakaya temple, being at the top. The High Wisdom leads the Arafito faith and as its highest authority has the final say in the interpretation of scriptures and ideals. Beneath the Arafito is a council who collaborate in making decisions concerning the faith, normally how sins are to be dealt with. Beneath the council are oracles who communicate with the deities and relay messages to the council for analysis. Oracles are simply messengers are not allowed to interpret the messages they receive in any way less they be punished. Beneath oracles are missionaries who are charged with growing the faith and beneath them are miscellaneous clergymen who are meant to fill various roles within their communities, most being affiliated with a single deity.
Geography:
Savannas, jungles, and desert. The Dusmai Desert, for which the empire is named, comprises roughly 55% of the nation's land.
Population: 10,200,000 Demographics: The different races and ethnicities of Dusmaiji all speak their own language. Given the sheer amount of them within the Empire, there are well over a hundred different languages spoken across its borders. To 'simplify' communication across cultural lines, a common tongue known as Dusmaijik Tradespeak has been invented. As its name may suggest it was popularized by traders. Apart from Dusmaijik Tradespeak, the Chizu language is the most common ethnic language spoken within Dusmaiji. With a population of approximately 1,326,000 the Chizu tribe is the single largest ethnic group within Dusmaiji and its culture is regarded as dominant among all others.
Dusmaiji is mostly inhabited by dark-skinned humans divided into ethnic tribes. Many tribes thrive within Dusmaiji and no exact count has been tallied. Only tribes that are officially recognized by the Empire are allowed to lay claim to land. The majority of Dusmaijik tribes are small and number less than a hundred. Only three comprise more than five percent of the total human population and they are the Chizu, the tribe to which the imperial family belongs; the Nayan, and the Kiwongi. These tribes are known as the Three Great Tribes of the Dusmai.
Ethnic identity among Dusmaijik humans is important and the tribes place a high emphasis on being distinguished from the other. While some tribes share similar cultures and are closely related, others might as well be from opposing ends of the world. Prior to being united within the empire many of the tribes were enemies and tension still exists despite inter-tribe conflict being strictly prohibited. Inland settlements typically have a single tribe or two that make up the majority population. Because of trade, coastal settlements tend to be more diverse and accepting of differences.
Three Great Tribes
Chizu - 20%
Nayan - 12%
Kiwongi - 8%
Major Tribes
Ipowok - 4%
Dumala - 2%
Shali - 2%
Nyesora - 1%
Minor Tribes: 47%
The orcs of Dusmaiji pose the largest non-human presence in the Empire and, while still facing discrimination like other non-human races, are to a degree revered for their combat potency and contribution to the Dusmaijik military. They are also the only non-humans to have a group, the Muggarfang clan, be recognized by the crown.
The sand elves of Dusmaiji live in their own separate tribes and are nomadic hunter-gatherers who follow prey across the Dusmai Desert. There has been longstanding bad blood between Dusmaijik humans and the sand elves, the prior believing the latter to be their cursed counterparts. Out of all the non-humans native to Dusmaiji, the sand elves have by far faced the most discrimination as their presence alone is seen as bad luck to Dusmaijik humans. It is not unusual for a human tribe to ban sand elves from their lands.
The centaurs of Dusmaiji are a distinct species in that their lower halves are not those of horses but rather camels. Similar to the sand elves, they also predominantly reside in the Dusmai Desert in nomadic tribes. Famed for their pacifism rather than their warriors, they frequently fall to the mercy of the lizardfolk who enslave them for transportation purposes.
The lizardfolk of Dusmaiji are the smallest native non-human race, their numbers having dwindled due to their violent history with the human tribes who have always held superiority in numbers. It is understood that there are two types of Dusmaijik lizardfolk - those who reside in the jungles and those who reside in the desert. These two groups of lizardfolk feud due to their cultural differences and even regard each other as entirely different species altogether. The jungle lizardfolk are isolationist and remain secluded in their hidden villages. The desert lizardfolk are aggressive and are known for raiding trade caravans as well as human settlements.
Apart from the defined races and ethnicities which each have a noteworthy presence within the empire, there is an array who do not. While some of these minorities are native it is known that foreigners from all across Albion and the known world have migrated to Dusmaiji. While the Empire is strict on citizenship its immigration policies are to a degree lax allowing those who are willing to comply with its laws to reside within its borders. Ordinarily, immigrants come to Dusmaiji because of trade and educational opportunities. Conversion to Arafito is an increasingly popular attraction for immigrants as pilgrims often remain after making their trips to the holy city of Kiakala.
Notable Locations: There are three cities of note.
The capital of the Empire and the location of the Imperial Palace. It is built over a large lake in the Dusmai Desert.
The largest port settlement in the Empire.
The sacred city. Kiakala is where those of the Arafito faith come to get in touch with their spirituality.
Personalities of Note:
Emperor Matizam, Supreme Lord of the Dusmai and Head of the Chizu
Empress Thelanda
Prince Sanyir
Prince Kanis
Prince Jaseel
Princess Serira
Princess Eserah
Princess Njumira
Princess Fokona
*Note: Emperor Matizam has many, many bastards both acknowledged and unacknowledged. They are not in the line of succession.
Kirondou, Eminent of War
Mphira, Eminent of Magic and Leader of the Enchanters' Guild
Namin, Eminent of Architecture
Hamoz, Eminent of Trade
Elorik, Eminent of Diplomacy
Kaidan, Eminent of Nature
Sizari, Eminent of Art
Chaker, Eminent of History
Baniri, Eminent of the Sea
Adunis, Eminent of the Sky and Leader of the Sky Watchers
Joshari, Eminent of the Mind
Kijoda, Eminent of the Eye
Great Tribes
Kongabu, Head of the Nayan
Rumondo, Head of the Kiwongi
Major Tribes
Jukun, Head of the Ipowok
Shekin, Head of the Dumala
Harethu, Head of the Shali
Akiji, Head of the Nyesora
Krothu, Head of the Muggarfang clan of Orcs
Ivrek, a Sand Elf nomad leader
Phebran, a Centaur herd leader
Gonto, a Lizardfolk clan leader
Rik, a Lizardfolk clan leader
Shandeam, High Wisdom of the Owakaya
Osamka, Archmage of Nokora College of Spellcraft
Ahabaran, Grand Master of the Tontu
Institutions:
Enchanters' Guild: An order which specializes in the study and development of magically enhanced items for the benefit of Dusmaiji society.
Sky Watchers: The astronomy guild who, as their name suggests, are responsible for watching the sky for signs and identifying constellations and other celestial bodies.
Nokora College of Spellcraft: A prestigious school of sorcery that attracts students from all over. Nokora is difficult to both get and stay into as underachieving students are regularly dropped to make room for other applicants. As Nokora's establishment was funded by the Empire it, like most other magic schools, swears its students and staff to the military. Out of all the magic schools within Dusmaiji, Nokora is said to contribute the highest quality mages.
Owakaya: A massive temple situated in the holy city of Kiakala and one of the marvels of the Dusmaiji Empire. It is believed to have been constructed long before the conquest of Mubarum and still stands as the headquarters of the Arafito faith and its hierarchy. Those on pilgramage seek out the Owakaya to read scriptures that can only be found within its library.
Tontu: An order of warrior monks who strictly adhere to Arafito. The Tontu are an independent peacekeeping force who mediate any conflicts that may arise between Dusmaiji's ethnic groups. They are only permitted to act within its borders and cannot take part in conflicts on foreign soil. Any Arafitan is allowed to join the Tontu regardless of origin granted they complete the necessary training.
Military:
Organization: Magic schools such as Nokora pledge their students and faculty to the empire's military as payment for the land they were granted to construct their campuses. This the closest to a standing army that the Empire possesses as the remainder of the forces are levied from tribes or recruited as mercenaries. The Eminent of War raises the levies whenever he is instructed to do so by the Emperor. Tribe Heads who contribute troops usually lead them in battle while operating under the Eminent of War's direct command. Mercenaries who are hired into the forces either remain under their own leaders if they are recruited as a company or sorted into the ranks of a tribe head if they aren't. Overall, the army of the Empire is commanded by the Eminent of War at the Emperor's orders. While the Emperor is the ultimate authority, The Eminent of War is trusted because of his merit and is allowed to interpret orders from the Emperor in a way that he feels will most likely result in success for the Empire.
The Dusmaiji navy is organized differently from the army. As most Dusmaiji tribes specialize in unmounted land combat, there are less who are skilled in sailing and thus the navy is required to be more structured than the army to produce the best possible fleet. Unlike the army there is a clear rank division that exists within the Dusmaiji navy with the Eminent of the Sea at the top. Just like the Eminent of War he answers the Emperor and no one else. Having control of the entire Dusmaiji fleet, it is up to the Eminent of the Sea to guide it not only according to the Emperor's orders but in a way that will keep its casualties to a minimal as finding talent for the navy is harder. Besides commanding the navy the Eminent of Sea is also responsible for deciding the composition of the navy such as the amount of ships, the types of ships, and how crews are organized.
Troop Total: 20,000 mages from various magic schools are always available. A maximum force of 153,000 (1.5% of population) can be attained through levying.
Army: A maximum of 113,000 soldiers.
Navy: A maximum of 40,000 personnel.
Grand Whale Lord - held by the Eminent of the Sea
Senior Whale Lord
Whale Lord
Under Whale Lord
Shark Knight
Sworntail
Commander
Lieutenant
Beneath lieutenant, all other naval personnel are unranked and considered equal in standing as peons. They are derogatorily referred to as "snooks" by ranked personnel.
Other:
The rights of non-humans within Dusmaiji are restricted and there is little room for them to progress up the social ladder. However, the Dusmaijik military is rather non-discriminatory in comparison to its social structure. Non-humans, while they usually never achieve remarkably high rank, are respected to some degree when they join the Dusmaijik military and are supplied stable residences as payment for their services. This has prompted a considerable amount of them to enlist. However, there are many non-humans who are forcibly drafted nto the Dusmaiji military via levying. These non-humans are usually offered to the Empire by the tribe head that presides over the land which they inhabit as a tactic to conserve their own men, non-humans typically being seen as expendable by the tribe heads when levies are called.
Notable Non-human units TBA.
What cannot be levied is made up for in the hiring of mercenaries, many of whom are foreign. While they are only as loyal as the amount of coin they are paid allows them to be, the Empire makes sure to hire those who are of commendable quality to supplement its forces. Mercenary companies which greatly satisfy the Empire are placed under extended contracts which secure their loyalty.
Within the Dusmaiji military's rankings contracted mercenary companies retain their own hierarchy with their leaders being held in the same regard as tribe heads meaning they answer directly to the Eminent of War. Non-contracted companies or independent mercenaries are placed under the command of a tribe head to supplement their personal forces.
Contracted Mercenary Companies TBA.
Strengths:
Natural Born Fighters: The Dusmaiji infantry is renowned across Albion as tribes begin training their young to fight from the moment they are able to walk. Warriors are taught that retreat is dishonorable and that giving their lives for their nation and brethern is the best way to serve it. A one-on-one fight against a Dusmaiji pikeman will prove exceedingly difficult and a group are likely to overpower foreign troops that are not well prepared to face them.
Elephant's Fortitude: With the Eminent of Architecture being an exceptionally qualified designer and planner, Dusmaiji structures are resilient and require additional effort to destroy.
Heat Resistance: As Dusmaiji is a tropical country with the much of its land being desert, its natives are accustomed to high temperatures and dry weather. When fighting under such conditions Dusmaiji troops take longer than normal to succumb to the elements.
Weaknesses:
Dangerous Wilderness: The Dusmai Desert is already tough enough to cross on its own and much of the jungles are shrouded in mystery. Though travelers must brave these untamed environments to make it to their destination it is highly probable they won't survive. Feral man-eating beasts lurk within Dusmaiji's jungles and roam its savannas while unrelenting, spontaneous sandstorms sweep through the Dusmai Desert. Travelng Dusmaiji without capable protection is suicidal. Trade and communication by land take significantly longer than they would if such obstacles were not present. Uninterrupted travel can only occur during certain periods.
Ethnic Tension: Dusmaiji is multicultural which has added to its beauty. However, this has come at a price. Its human tribes are far from harmonious. If two tribes are allied then the third is surely a foe. Add the marginalized non-humans into the mix and feuds tend to erupt. While violence among Dusmaijik tribes is forbidden they have found other ways to spite their rivals. Internal political intrigue is detrimental to Dusmaiji's unity as just about any and everyone is seeking the next step up, even if they have to stab their neighbor in the back to progress.
Other:
Dusmai translates to "golden sand" in the language of a long extinct tribe. Dusmaiji means "of the golden sand."
Elephants are sacred animals in Dusmaiji and are seen as cultivators of the land.
Slavery between tribes in Dusmaiji is forbidden. But, a barely regulated system of indentured servitude does exist for native humans. The enslavement of non-humans, foreigners, and criminals is not explicitly forbidden but is discouraged by the Empire.
Personal property and ownership are vague concepts in Dusmaiji. Typically, only the upper class retain the right to truly possess their belongings on an individual level (because they have the power to protect them) whereas commoners share their belongings on a community level. This would mean that the pot of one man also belongs to his entire village. The belongings of non-humans and immigrants of Dusmaiji can be seized by the tribe head of the land on which they are occupying as compensation for inhabiting their territory. Such acquistions can be omitted from any taxes that must be paid to the Empire as non-humans and immigrants are not seen as true citizens, thus they are not expected to contribute to its sustainment.
The order of social hierarchy of Dusmaiji is known as Gaku. It is recognized by the majority of the Empire, is ordained by the crown, and to be upheld in any colonies established by the Empire.
Rha Kasdor (High Kindred) - Dusmaijik humans that are part of a tribe's leading family. Essentially the nobility.
Kasdor (Kindred) - Native Dusmaijik humans who are not part of a tribe's leading family. The common folk. There exists a sub-class system in this level that is more merit based. If those from a lower primary class level manage to attain one of these sub-classes they are held in higher esteem than others of their respective class but still not on par with those who were born into this class.
Jihnur (Sanctified) - Those who achieve rank within the Arafito faith. The Tontu are included in this class.
Rodalo (Valiant) - The warrior class attained by those who enlist in the military.
Momani (Enlightened) - The scholar class attained by those who attend a university.
Kabiba (Craftsmen) - Those who are certified as skilled in a particular trade.
Farba (Familiarized) - This class compries of non-humans inhabitants of foreign descent who are born in the motherland.
Wurfar (Unfamiliar) - This class comprises of immigrants to the motherland.
Gatath (Outlander) - A newer class meant to refer to those originating from the New World that have been pooled into the Empire through colonization. Because they are not from Albion or Dusmaiji, they are believed to be furthest removed from what is considered an ideal citizen of the Empire and thus are held in the lowest regard.
Rolls
Basic Demographics & Government Info Population: 10,200,000 Territory Size: 3. Your nation is smaller than average but there's still plenty of territory to work with. While the lack of endless farmland might prove an issue, you do at least enjoy the benefits of relatively small and easily defended borders. Technology: 4. Adequate modernization, you manage to keep pace with the rest of Albion. Prevalence of Magic: 4. You have decent amount of magic users with a number of schools ready to teach them. Government Type: 4. Your nation is ruled by one great emperor with functionally unlimited power. Beneath him is a large bureaucracy, but under this imperial system there is a meritocracy. Your magistrates and administrators have been tested and found competent; therefore, they earned their position unlike some noble that simply inherited it from his father. Political Stability: 3. There's some mild urban unrest with criminal gangs and corruption, but nothing threatening to overthrow your country.
Economy
Overall Wealth: 6. Opulence and obscene wealth define your nation. Your streets might not be paved with gold, but great monuments, beautiful works of art, and a large variety of public works stand testament to your economic power. Your government of course has the funds to do almost whatever it wants. Urbanization: 4. Your nation is decently urbanized with the fair balance of towns and rural areas Agriculture: 4. Your nation has its farmlands, but you aren't blessed with particularly fertile land nor regular rainfall. As such, seasonal famines are a common thing. Notable Resources: Silk, iron, marble
Military Military Structure: 4. A school of battlemages, but little else to serve as a standing army. Levies and mercenaries both utilized during times of war to create an army of average size. Military Focus 7. Focus on lines of pikemen along with missile troops. Navy: 5. Decently powerful navy with enough ships and sailors to fight as much you'd like Military Leadership 3. Generals are pretty competent; however, they are corrupt and play at politics Military Reputation 3. Many call your forces valorous; others say that they are brave to the point of stupidity.