Heavy WIP, looks like a mess. This is just for safekeeping and so people get a really rough idea of my guys. [hider=The Iqza WIP] Name: The Iqza; the Realm of the Sun Flag/emblem/symbolism: (optional; feel free to give picture or description) Demonym: Iqzan/Mayziki Description: Government: (Your rolls gave you a general guideline, but feel free to elaborate and go into as much detail as you like here) The Iqzan people are lead in a rather unique way of both a monarchy of a living god incarnate and a democratically elected republic. At the head of it all is the Sun King Inti and the Moon Queen Heqilli; the divine couple who lord over the realm. They have reigned since the beginning of the Iqza civilization but not necessarily as the same person. They require living hosts to take over every few years to keep themselves fresh and strong although some individuals have been strong enough that they have been able to keep their godly guests at peak for over decades at a time. At one point it was the duty of the royal bloodline to produce worthy heirs but after rejecting their duties, the ensuing civil war saw their role removed and instead has been replaced by an election system where those willing to give up their lives so their god can be reincarnated are brought forth and vote upon based on their merit. Heirs to the Sun and Moon are chosen for their faith, strength, character and apperances as it is hoped that with the finest heirs, the Sun King and Moon Queen can grow ever more powerful as they absorb aspects of their hosts in to them. This has also lead to something of a cultural sexual dimorphasizm where men tend to be more tan and overally bronzer while women are often paler with a moon like white. Although the Sun King and the Moon Queen have the final say in all matters, the true day to day runnigns is overseen by a ruling council of elected elders and chiefs known as the Pahutalt (lit. “Law Gather”). They are divided into Manja-Pahutalts which are akin to specialized divisions responsible for various aspects such as construction, taxation, etc. The Manja-Pahutalts for the Army and Navy are lead by the higheset ranking commander by default. There is degree of politicking involved as various guilds, nobles and merchants constantly attempt to pay their way in or at least use money and favors grease or clog the gears of legistation in their favor. The use of enslaving lesser children to those in power or set to gain power is also a common practice although this aspect of slavery will be covered in another section. Being able to vote first requires a “donation fee” before one can participate as well as requiring some length and kind of military service meaning that wealthy families will attempt to give more money to maje sure their vote and goals are just a [i]little[/i] bit more important. Economy: (Just describe the major industries, activities and how they are organized. What are notable exports and imports? What is your nation lacking? Your rolls should help you figure this out) Despite all apperances, Iqza has slowly moved away from traditional handcrafts and villeage crafts and uses a form of proto mass production where they have a system of craftsmen who work on particular section or piece of something and then move it on to the next craftsman. This method has allowed Iqza to produce far more in a shorter amount of time with less skilled craftsmen. Although, master artisans who specialize in building thigns from start to finish on their own is also a common enough sight. The major resources for Iqza are bronze (and its components), some small amount of rare metals and the prized Iqzan Spider Silk. It is said that it was the lost race of LIzardmen who taught their human forfathers how to harvest and contain the spiders for the silk but seldom used it themselves for they had no need for it with their scaly hides. The spider silk is what forms much of the clothing, rope and even armor of Iqza although typically its only the rich who can afford such luxuries. A variety of guilds exist known as “Lumkpos” who oversee its members productivity and profits. They will act as a centeral gathering hub as well as a representative and offer insurance as well; their reach is felt throughout the realm but lesser guilds and independent merchants are still around, peddling their wares in the busy market places next to them. Religion: (if present, more than one?) Geography: (Jungle, grassland, mountains, etc. Be sure to identify where on the map you are, preferably by posting a clip of the region you wish to occupy, keeping in mind the relative size of your territory as was given in your rolls. We may have to move you around to make it work.) Population: 2.8 Million Demographics (Makeup of your population; info of the different species of your people, further subdivided into ethnic groups if you like, maybe even mention linguistics) The Iqzan people have a very unique history and tale of how they came to be. Originally a human tribe from eons ago that got lost in the jungles, they were taken in by a race whose true name has been long forgotten and only known as the Lizardmen. It’s unknown why the Lizardmen took in this one group of lost humans, perhaps it was because they saw in them capable successors to their own dying race. Whatever the reasoning, they were accepted into their society and learned much from them. When the LIzardmen finally mysteriously disappeared into history, their lost children attempted to connect with them to no avail. In a desperate attempt, they thought that perhaps if they strode into their Spawning Pools, they could call back the lost race but no such luck. Instead when they came out, they became something else, men with blood altered by the primordial soup of the Spawning Pools. Now they are now “off humans” with tougher skin, remarkable homeostasis, and bestial eyes with improved vision. Some also show more physical changes such tails, spikes, fangs, claws or even scaly patches. Such “Blessed Born” are looked upon with great respect and reverence as they are seen to be the closest with the Lizardmen of old. Iqzans also seem to have a more innate connection to nature, especially with their jungle home; large predatory and deadly animals often are more passive around the Iqzan. They have also artificially “bred” a type of sexual dimorphism. Men have a more bronzy tan while women are naturally paler and lighter skin; this results from their Sun King and Moon Queen, both of which have golden bronzy skin and paler moon-like skin respectively. Notable Locations Xhotl – The First City Zalikam – The City of the Moon Queztel – They City of the Sun Barixinolt – The City of the Stars Personalities of Note The Sun King The Moon Queen The Institutions: (Major non-military institutions of the nations, such as legislative bodies, guilds, religious sects) Military: Organization: (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. Many seemingly unrelated factors can go into this, including abundance/lack of food and your nation's wealth) Army: The basic foundation of the Iqzan army is the Warrior Braves, militia really made of the men and women of villages with some training and access to actual weapons in some cases. They are not technically considered warriors but being a Brave is a prequiesite to any of Warrior Socieites that make up the professional standing army. Entirely made of volunteers, Warrior Socieites are groupings of soldiers to specialize in one particular area. They form the crux of the armies and include: Leopards who use claw weapons and are savage shock troops that rip and tear, Monkeys who dart and leap around trees and jungles with bows and blowpipes to pepper the enemy from afar, Falcons who dive into enemies with brightly colored whistling wings, Cranes who wade into war atop enchanted armored stilts with great poleweapons and specialize in monter hunting and Sarus who are the elite guards of the temple cities and true predators on the battlefield. Supporting infantry are a variety of animals and beasts. Every settlement wether they be a small village or a temple city has Wild Riders who mount any animal they can as militia cavalry ranging from zebras to gazelles to even giant reptiles and lions. Rhino Knights ride atop mighty horned beasts as heavy shock cavalry and while not as fast as horses, are more than terrifying enough to make up for it. Two large primal beasts round off the list; the Triceradon who often carry howdas and weapon platforms on their backs and the savage Saruodon, a massive carnivorous beast that only the greatest of champions and heroes can hope to mount. Navy: Other: (Such as siege equipment, internal security, important mercenaries, spies, etc.) Other: Special traits, remarks, boons and flaws(Here is your chance to decide something unique and important about your nation without basing it on the rolls I gave you. You may have 1 big strength that makes you special, 2 big strengths and 1 big weakness, or 3 big strengths and 2 big weaknesses. Ask if you're having trouble coming up with something) [/hider]