Still a work in progress. [center] [H2][b][i][color=ed1c24]Realm of Vathcras[/color][/i][/b][/h2] [img]http://fc08.deviantart.net/fs24/f/2007/327/d/3/Jungle_by_HeavenlyDeamonic.jpg[/img][/center] [hider=Vathcras] [B]Name:[/B] Vathcras [B]Flag/emblem:[/B] [center][img]http://www.salamanderbrewingcompany.co.uk/site_graphics/salamander-medium-l-r.png[/img][/center] Salamander or newt – colouring, shape and nature vary [B]Demonym:[/B] Vathrcasi, Vath [B]Description: [/B] Kings are thirteen in a dozen, ruling their dusky kingdoms, clans or tribes –which usually is little more than a single city and surrounding region- with vain pride. The very nature of their kingdoms is dynamic, for what is to say that when a leader dies his eldest succeeds? More often than not, his tiny realm is carved up between his sons who either fight one another to the death, or succumb to larger, more powerful neighbours. The Vathcrasi are unified culturally rather than politically, although every small ruler owes allegiance to the High-King of the nation. Fierce as they are, infighting is common and considered normal to keep their warriors practiced and alert. Blood, wealth and power keep the political wheels turning. However, the warlike Vathrcasi people sail up and down the coast intent on trade or plunder during periods of internal stability, dependent on the strength and influence of the Vath High-King. In the past, Vathcras was inhabited by a people with dark hair and copper-coloured skin. They were a strong but rather passive culture, and so fell prey to foreign invaders from the sea. An elite of blonde, golden-eyed warriors was established, as the dark skinned indigenous populace was slowly assimilated. Presently, the Vath are a people of copper or bronze skin with yellow or ashen hair and pale eyes, though the further one travels from the coast and into the highlands, the more often dark-haired individuals manifest. The seed of Vath has yet to be sown everywhere in the land. [B]Government:[/B] Decentralised Monarchy – many kings and princelings, one High-King, early feudal system [B]Institutions:[/B] [i]High Vath Council[/i] – Inner council of the Vath nation comprised of twelve individuals and led by the High-King. While legislative matters are up for debate in other assemblies, it is the High Council who drafts and ratifies them. Diplomatic and other matters revert back to this council’s decision. [i]Council of Viceroys[/i] – Political body meant to discuss both domestic and foreign policy, anything from agriculture, to legislature, to persecution and declarations of war. While this council is well within its rights to make propositions, actual decisions are the prerogative of the ruling High-King (provided, naturally, there is one). It is large and has no determined set of members, since any influential individual is allowed access. [i]Council of Captains[/i] – Oligarchic body responsible for the appointment of officers, sanctioning of official missions/raids and organisation of ships, military or mercantile. Delegate and leader of the Council of Captains is known as the High-Admiral, who serves as one of the chief magistrates at the court, and has a seat on the High Council. This is an assembly of mostly military commanders. [B]Economy:[/B] Vathcras’ economy is twofold; based on land and sea. While its valleys are lush and fertile, few land is actually suited for agriculture. As such, the Vath have taken to [url= http://www.farmxchange.org/wp-content/uploads/2013/11/longji-terraces-china.jpg]terraced farming[/url] for their crops such as rice and sturdy variants of wheats that are able to handle the hotness and humidity, as well as a plethora of fruits. Other edible produce is drawn from wild species of comestible plants (e.g. sugar, grape, date, …), hunted for or dug up (turnips and roots). The Vath also supplement their diet by keeping herds of goat, tiny sheep and a small sort of buffalo. The latter also aids them in tilling the fields and paddies. The other source of wealth, and in some views more important source, is water. Whether river or sea fishing, the silver bounty of the marine world adorns many a Vath plate. In addition, their gastronomy is expanded with squid, crustaceans, swamp lizards (of ranging sizes) frogs and even underwater plants. Not only do the Vathcrasi draw food from the lagoons, rivers and ocean, but being so accustomed to the intertwining streams and sea, it is also of great commercial value to them. When the Vathcrasi do not raid or fight, they trade. Whether that be among themselves or abroad depends. Timber is big business in Vathcras, for wood has a vast array of uses. Most notably, the woodcarvers produce furniture, carvings and, of course, ships of all shapes and sizes. Incense and a small amount of spices are also drawn from the jungle, while dyes are made of the shells of seacreatures or colourful plant roots. Aside from what they can produce from the seawater, the hills of Vathcras also contain deposits of salt. This resource is terribly important, since it allows them to pickle and salt their food for extensive sea voyages. Furthermore, moderate deposits of metal have also been found and are being exploited, most cheaply by employing slave labour or indentured personnel. Only minimal sources of precious, rare earth metals are found. Economic activity aside from farming, mining and forestry, is most heavily condensed in the cities. There are a large amount of artisans and craftsmen that process the raw materials into products much desired over the continent. The Vath mostly trade their wares for luxury goods (with which their elite buys social status), wine, processed metals and weapons, oils and textiles. Trade happens with an exchange of currency or goods. [B]Religion:[/B] The Vath worship a pantheon of deities of varying importance. Every river, creek or stream has its own spirits and gods or goddesses to whom prayers may be sent. Demons and ghosts are also prayed too. Usually, Vath rites dictate the use of incense and a sacrifice of blood, whether from an animal or human being. Relatively unimportant gods can be appeased with an offering of flowers, woodcarving, oils or fruit. Their visage can range from animal to man or a combination there of. Regionally, there can be a great difference in nomenclature and appearance but the chief deities are universally accepted. In addition, ancestor-worship is still practiced. Ashnara, goddess of the ocean is the main goddess of the Vath pantheon, and usually depicted as a mermaid with a crown of seaweed. Her husband, Marl, is king of the gods and commands the power of storm and fortune. Other important deities include Yasmi, goddess of lust and love, Chiana of the Fields, Mor of the Dead and Karnu of the Sword, Gullah the jungle Gorilla lord, Bellu the Masked Deceiver. Yasmi and Karnu in particular are considered sacred, thought of as the ‘second duo’ after Ashnara and Marl. The goddess of lust specifically, is celebrated in rich temples and at lavish shrines with rituals of blood sacrifice and orgiastic frenzy performed before sensuously carved idols of ivory. [center][img] http://fc01.deviantart.net/fs7/f/2006/346/e/9/Speedpaint__Green_hills_by_I_NetGraFX.jpg[/img][/center] [B]Geography:[/B] A wet but fertile region, Vatchras is a land of hills covered in hot jungles that weep rivers. Creeks and marshes dominate the lowlands, while leaf-covered rocks rule up on high. There is aquatic much to see in Vatchras; the waterways coursing towards the ocean, escaping via more than a hundred estuaries and deltas, flowing around coves or large stone formations seemingly put there by giants, and tumbling from overgrown cliffs. Vathcras’ jungles are dark and perilous, home to feline predators and ancient monsters such as the [url=https://i.warosu.org/data/tg/img/0262/27/1374737555105.jpg]Mammoth-Newt[/url]. [B]Population:[/B] 5,000,000 [B]Demographics[/B] (Makeup of your population; ethnicities, languages, minorities.) [B]Notable Locations[/B] [hider=Esebis][img]http://fc05.deviantart.net/fs70/f/2014/106/5/b/chen_tang_guan_by_flowerzzxu-d7epfyz.jpg[/img] [/hider] [i]Esebis - the Walled City[/i] Situated on a wealthy coastal plain, Esebis or the Walled City is one of the biggest urban centres of all of Vathcras, and consists of several levels. Aside from its sheer size (over two hundred thousand people call it their home), Esebis is important for the amount of protection it offers the surrounding region. Built on a promontory jutting out into the sea, it is ideally located to organise patrols along the coast as well as further inland. Seat of the High-King, Esebis is the political and thinking heart of the fractal nation. Apart from the palace, temples and public buildings, Esebis also sports a merchant quarter, mint and many markets and workshops. [hider=Shanizar] [img]http://fc07.deviantart.net/fs71/f/2015/028/a/d/ad0ecc5f2a5d9eca8314ae2c357164b2-d8fsd30.jpg[/img][/hider] [i]Shanizar - Paradise leisure city[/i] Half a day from Esebis lies a young city, recently burst from its original confines. A lush city in all aspects, Shanizar is where many of the nobility have their manses and palaces. This is where culture is lived and breathed, where the wealthy dictate fashion, for aside from the royal court, Shanizar is the cradle of style. [hider=Ormus][img] http://fc07.deviantart.net/fs70/i/2012/003/e/7/cliff_city_by_benef-d4l8av7.jpg[/img] [/hider] [i]Ormus - Hollow Rock[/i] The threatening maw of a city built into the cliffsides. Most of Ormus is concealed within the hollow rock, hewn from the earth, including its docks and shipwrights. In many ways, Ormus is the centre of the military navy, for the majority of heavy war vessels have their anchorage here. [hider=Hassor] [img]http://www.montecookgames.com/wp-content/uploads/2013/03/Cliff-City_4.jpg[/img] [/hider] [i]Hassor - Pirate's Roost[/i] Built on a barren rock, Hassor is a refuge for independent traders and raiders. A flourishing black markets co-exists with the substantial official mercantile efforts. The city’s establishment changes almost every week, from a king to a prince, to a collection of powerful captains, an honest merchant, demagogic rabble-rouser or another more creative sort of tyrant. One thing is for certain, if you need something and cannot find it anywhere, you will in Hassor. [B]Personalities of Note[/B] TBA [B]Military[/B] Organisation: (professional/militia/levy/..., doctrine, tactics, equipment, though the latter can be put underneath as well, etc.) Troop Total: (keep reality and upkeep in mind, e.g. 3% of your population as full-time professional soldiers would be a whole lot) Army: Navy: Other: (Such as siege equipment, a secret service, internal security, important mercenaries, or paramilitary forces, etc.) [B]Other[/B] Special traits, remarks, boons and flaws [b]Pro:[/b] [i]Sons of the Sea:[/i] Masters of travelling on sea-worthy vessels, they build and steer their ships better than most when it comes to traversing the waves. Few ships are as fast as a 'Windrider', or crewed by such vicious warriors. The gods of the sea have favoured your people, they will often find the weather suiting their needs and the prayers of sailors seem heard most clearly. Those favoured by the gods rarely get the chance to drown. [i]By Marl’s cock and Ashnara’s tits:[/i] You are masters of any and every ship that was ever made. They can navigate around even the tightest reefs. Escape into weather that no sane man dare pursue them within. Bad weather? What the fuck do you mean this is bad weather? The rain’s pelting down, the waves roar high as a dragons ass and our men are in good spirits, and I mean the drinking kind. Our sails are full and we’re making good time! This isn’t bad weather, its GREAT weather. Now stop your complaints and row! [b]Con:[/b] [i]The Bloody Altars of the Priesthood:[/i] The ‘Priesthood’ of your nation that handles all sacrifice and 'magical' power within your realm are a fixture of towns, cities and anywhere your people have gathered in large numbers. As such they can commit the necessary sacrifices anywhere (or unnecessary ones if they feel like it). Human sacrifice is still practiced, and without the proper offerings of blood, flesh and bone your people surely lose the favour of their sanguine gods. [i]Raiding Season, No Raiding Season:[/i] a big problem of your people is the importance of tradition, and well, traditionally only the summer, autumn and spring seasons are permitted for war and raiding. Come the weeks leading to winter any forces outside of your borders will want to return to celebrate and feast. [/hider] [hider=rolls] [b]ESSENTIALS[/b] Regionally Dense Population (Population - 5,000,000) - Adequate amount of manpower for economic and military purposes, but it also means that the social infrastructure is under increasing strain. Educational costs and civic projects tend to be affordable. Economy - Stagnation - The economy is performing adequately, though there is much room for improvement. There are little limitations on the economy that are bottlenecking real growth, such as a lack of funds or resources, tech limits. There is some unemployment and economic unhappiness among people, and there is a degree of criticism in what can go wrong, even if it hasn't gone wrong yet. Urbanisation - Urbanised: There are several towns and cities present, ranging from a few hundred to several thousand inhabitants. Technology - Slowly Modernizing: The industrial infrastructure is in the process of improvement, and this is a teething process. But the economy is seeing increased activity because of this investment. New technologies are becoming domestically available. However, there is a degree of dependence on imports, including in terms of the expertise to modernize the economy. Metallurgy is limited to bronze and some iron products. Domestic Political Stability - Quite stable [b]GEOGRAPHY[/b] Largely consists of hills, jungle and swamps [b]RESOURCES[/b] Mineral Deposits - Moderate deposits of metals and minerals. Valuable Mineral Deposits - Trace deposits of rare earth metals, predominately salt. Unique Materials - dyes, incense, timber Agriculture - crop and small livestock based, slight food surplus that is increasing over time [b]MILITARY[/b] Military Focus - decent army but excellent navy, relatively decent infantry and cavalry ratio (9:1) Military Recruitment - All Volunteer Force, forced conscription and levies in wartime Reliability - Levies are of decent quality, generals play politics Military Size - mid-size, relative to population: requires some upkeep, relatively difficult to equip/supply quickly. Military Technology - Slow Modernisation, your nation lags behind, you are dependent on what you can buy, pillage or otherwise take from others, but have certain fields of expertise. Military Training and Morale - Highly Trained; High Morale, levies have medium morale but are bad at following orders Military Leadership - Competent; Corrupt; Play at politics Military Reputation - Popular domestically; considered rabble by foreigners Siege Equipment - practically non-existent, instead your army relies on grapling hooks and infiltration [b]Strengths and weaknesses[/b] See sheet above. [/hider]