[hider=Netheryne, Kingdom of the Rustmen (Nation Sheet)][center][img]https://img00.deviantart.net/aeda/i/2013/333/f/4/flag_of_the_slavic_federation_by_andreios88-d6w2f3a.jpg[/img] [h1]PRINCEDOM OF NETHERYNE[/h1] [quote=Scholar Serenius Mons of Utyre][i]Netheryne, kingdom of no one ruled by a king worth nothing. A weak nation without purpose, left only because its land is useless. It would take a miracle to make something from this land of desolate hills and intoxicated soil, but I have to admit, it takes a hardy people to survive in such a terrible place. Too bad they won't amount to anything.[/i][/quote][/center] [h3]Government[/h3] The Princedom of Netheryne is a corrupt and defiled nation with an equally inept system governing its hideous realms. Ruled and administered by a feudal system governed over by a despotic dynasty of Princes that divide the lands of Netheryne amongst one another, the people of the Crossroads have to endure their political squabbles and petty family feuds. The princes are, to an extent, kept in line by the Archprince of Netheryne, often called Archprince of the Rustmen by foreign emissaries, the Archprince controls the central region of Netheryne, Kyprae, and the national capital, Pyraekum. The only way in which the Archprince not only acquires their status, but also maintains official rulership of the Princedom, is due to their power as well as dynastic roots. No prince, nor even the archprince, are wealthy enough to maintain standing armies, nor even maintain their decadent citadels commemorating ancient glories that never happened. As such, they outsource this duty to the scavanger guilds. Scavanger guilds have no innate political power, but through their pseudo-monopoly of the rustfields, abandoned battlefields that herald as far back as thousands of years, they amount to the only real military force that the Princedom has to offer. Therefore, the Guilds protect the Princes and their interests, in return they get free reign and matter-of-fact exemption from regular law enforcement (not that the law matters anymore in Netheryne). [hider=Scavanger Guilds (Governing System)][center][img]https://orig00.deviantart.net/c4f1/f/2016/222/d/d/prepare_for_battle_by_razuminc-dadflpn.jpg[/img] [i]It is common for the Scavanger Guilds to utilize their militia in manners of force projection, here you see a rather sizable Looting Band assembled to scare the denizens of the capital beyond the Old Walls.[/i] [h2]Grand Guild Council[/h2] [quote=Kyro Krum, Leader of the Osmium Guild][i][b]I hate the Princes as much as the next lad, but they don't rule - we do! Let's keep it that way.[/b][/i][/quote][/center] -Placeholder-[/hider] [hider=Rustmen's Revolt (Governing System)][center][img]http://orkenworld.com/wp-content/uploads/2017/06/PROOF-OF-GOLD.jpg[/img] [i]Kasyne Frammer, First Advisor to Sentinaelos Apothaeos, illustrating a point to several other Council Members, namely Kasandro Myrne and Mylle Marr.[/i] [h2]Council of the Rustmen's Revolt[/h2] [quote=Apothaeos the Animator, declaring the Rustmen's Revolt][i][b]I will build you a new nation, Kyro.[/b][/i][/quote][/center] -Placeholder-[/hider] [h3]Geography[/h3] The land of Netheryne, often referred to as the Crossroads or negatively denoted as the Rustmen's Resort, is a land of highly unique property, being the only nation in the world truly lacking any true positive quality. Having once been a vast forest with idyllic tranquility, upon the discovery and refinement of lumbering and woodsmanship, the region eventually turned into a settlement and colony for an ancient shipfaring people. Eventually abandoned by their progenitor peoples, the newly named Netheryne region became its own sovereign state, having grown large cities for the time and constructed some of the earliest road and transportation networks in the world. All of this came to conclude, however, in Netheryne being the absolute perfect place for armies to simply march their ways into foreign wars. As such, Netheryne became destined towards its downfall. Now, thousands of years later, the region which once had developed forestry has withered and died, and all that is left now is desolate, arid wastes and vast, flat marshlands. Lacking in any significant height differentiations, the land of Netheryne is surprisingly flat, simply aiding the atmosphere that Netheryne is dominated by; pergatory. Located in the center of Netheryne, surrounded by what some may say is the only solid ground in the region, is Pyraekum which is the richest region in the Princedom, although the only way that manifests is through hastily and amateurly arranged rustsheds constructed by the vast scavanger guilds that dominate the city. The old city walls, surrounded by these makeshift districts of melded scraps, divide the Guilds and the people from the Archprince and his affiliates. Though it is quite apparent that all that's necessary to break the wall is but a simple gust of hard wind; thankfully for the Archprince, Netheryne recieves little exotic weather, instead being dominated by rain and excruciating humidity. The region of Netheryne recieves its unexceptional temperance and warm weather from Matatharan. The entirety of Netheryne is dominated by equally flat, equally wet flatland. Its only unique feature, and the quality which the nation lives by and is often times referred by as well, is the immense amounts of rustic and iron toxicity. As the center between historically powerful and dominating empires and kingdoms alike, after having lost its glory in a catastrophic defeat against a now dead nation, the Princedom has been unable to recover, and has since been trampled over by every power in the area, quite literally. Serving often as the scene of battles and the area for maneuvering used by armies, the vast graveyards and battlefields after each clash has long since been abandoned and simply left to rust in Netheryne. Due to thousands upon thousands of such battlefields dominating most of Netheryne's landscape, to the point where you could always see a rusting sword sticking out of the ground no matter where in the nation you are, it has lead to vast iron quantities and rust toxicity seeping into the ground. Over thousands of years, this has now culminated in a land without wildlife and lacking forests, whilst farming is possible, food is so difficult to acquire that not only have the Rustmen biologically adapted, but they often result to cannibalism. [hider=Map (Small, Ugly)][center][img]https://i.imgur.com/k5XGNZJ.png[/img][/center][/hider] [h3]Culture[/h3] The Netheryne peoples, officially known as the Zerymon-Zarr (Children of Our Ancestors), have lived in Netheryne for millennia, being amongst some of the most ancient stationary civilizations on the continent. But this has given them no riches in culture or any fine arts to brag off, instead the Zerymon-Zarr, commonly known as the Rustmen, are unified by incredibly intense nationalism and general disdain for the outside world. Having been neglected aid, having been trampled and bruised, it seems only naturally that as they were forced to delve further and further from the outside world and into their own, that disregard for others who are not Rustmen would run rampant. And at this stage, with hundreds of years of intrinsic and chronic cases of extreme nationalistic tendencies, it is truly a miracle that anyone listens to Sentinaelos Apothaeos at all. It has gotten to the point where, should any nation ever feel the need to send envoys or diplomatic missionaries, that they'd be met with hostility by the general populace, though the ruling class obviously will allow foreign emissaries into their halls. Whilst Netheryne was still a beautiful country it still retained a piece of humanity even in its grave defeat, but all sense of pride and honour has gradually been scaled away from the moral compass of the Zerymon-Zarr. Cannibalism, pillage, and other atrocities are widespread beyond imagining and murder happens effectively every minute or so. With little food to go around and with massive child mortality rates, the only thing keeping the Netheryne people together is their nationalistic tendencies. They were born into the Crossroads, and their ancestors have before them, so what right would others have to devastate it as other nations have? It is a common dream, a united dream shared by all the peoples of the Rustlands, for the Crossroads to be healed of its millennia-old sickness and restored to the beautiful and bountiful forest that it once had been. This belief is so ingrained in the society to the point of fanaticism, with entire months spent celebrating the idea. These celebrations are coupled with mostly social festivities, but cannibalism and feasts of that kind are commonly performed. Lacking any definite religious unity like that of their nationalism, the people of Netheryne were once spiritual, but even that did not give them any salvation. After centuries of fanatical faith, the Rustmen have instead realized that either no God exists, or that any God that does exist is of no use for them. As such, nationalism has instead taken center-stage, for if there is no God, then there is a nation. A rising movement, however, is the Deusence Cult. Sheperded by the Hierophant Magnifix, this religious cult believes that the newly arrived Sentinaelos Apothaeos is the herald of a new world, effectively giving Apothaeos the same worth and sacreligious status as that of the Prophetess. The Deusence Cult operates in the shadows, lacking any definitive international holding, but it has sects spread across the northern continent. Sentinaelos, whilst officially ignoring the sect completely, is actually its leader. [hider=The Cult of Deusence, Transcendence beyond Monolithisism][center][img]https://i.imgur.com/hIzsBTm.jpg[/img] [i]Hierophant Magnifix Cephaeron, flanked by the High Council of the Court of Divinity.[/i] [h2]Court of Divinity[/h2] [quote=Hierophant Magnifix Cephaeron during a sermon in the capital's slums][i][b]To ensure the future of our nation- no, the world- we must ensure that the people know of the truth; Sentinaelos Apothaeos is the Son of God and the architect of our future.[/b][/i][/quote][/center] -Placeholder-[/hider] [h3]Military[/h3] How do your people fight? What strategies and tactics do they usually employ? What sort of equipment do your troops use? What’s the emphasis of your military? Try to be somewhat unique here. If a pre-existing country makes heavy use of heavy infantry and shield walls, for instance, don’t do the same yourself. I am not interested in numbers or percentages, so don’t use them. [h3]Heroes[/h3] Each country gets one superior hero and three normal heroes. In terms of combat strength expect a superior hero to be on par with about 150 men and normal heroes to be on par with 100 men. (Yes, this is the only place in the sheet where there are actually numbers) Basically these are the badasses of your country that you can use for point of view characters if you want. At absolute bare minimum you need a name and one line description of what your hero is good at; however, ideally this should be the largest section of your sheet. You can use any explanation you want for why your heroes are stronger than normal people. For example using magic, being blessed by a divine entity, or simply being very skilled with their weapons. Also keep in mind that if a hero dies you can replace him or her with a new one. [h3]History[/h3] A brief history of your country is fine, so long as you cover the last 20 or so years. I’m looking for more of a summary of important events than list of dead monarchs. [h3]Relations[/h3] How does your country interact with its neighbors. I am [b]not[/b] looking for a list of exports and imports, but feel free to add them if you want. At bare minimum I want a listed rival here, another country that yours viewed as an enemy and actively worked against during the past twenty or so years. [h3]Characters[/h3] Optional section. Put any info about any characters here. Examples of this would be your kings or queens, military leaders, and non-hero “badasses”. You can also put more detailed info of your heroes here as well.[/hider]