[hider=Galaysyia] [b]Nation Name:[/b] Galaysyia Government Type: Meritocratic Monarchy Succession Type: Hereditary & Merit for the Throne: Merit for all other official titles and positions Flag: [img]http://i172.photobucket.com/albums/w33/Jennifer_Paul_Gibson/assassin_s_creed__old_norse_guild_flag_by_okiir-d62ixp0.png_zps6fiqkrzd.jpg[/img] Head(s) of Government: Xavier Delmore; King & Grand Master Of Nation Dynasty name: Delmore (Old Blood) Authority level: Absolute Noteworthy persons: Bahari Delmore; Crown Prince & Master Of Nation (Reigning Heir To The Throne) Adrianna Delmore; Princess & High Priestess of Seas Murrough Delmore: Prince & High Priest Of Lands Varun Delmore (Aka Tseng): Prince & Master of Fleet Lambert Alkoff: Grand Advisor Nicola Masters: Lady High Command of Sea and Stone(Highest Military Offical) Alfred Casco: Master Of Justice (Ranking official of law and court) Dominique Gervais: Grand Priestess Of Sea and Lands (Overseer of Religion) Delanto Veris: Master Of Leviathan Fleet (Head of Whaling Fleet) --- Geography: Claim(please fill in squares reasonably): Climate and noteworthy traits: Isthed – The Northern & Largest Island [img]http://i172.photobucket.com/albums/w33/Jennifer_Paul_Gibson/the-elder-scrolls-v-skyrim-ivarstead_zpsldsclx6v.png[/img] Moderate Summers (75F/24C average) and Harsh Winters (27F/-3C average) – Though temperatures can go higher in the summer and much lower in the winter, especially during storms. Due to the island high latitude days during the summer seem endless and during the winter never seem to come. Heavy rain and snow fall is rare but there seems to be a constant mist of both depending on the season. During the summer, granite and slate is mined once the ground has thawed as well as other minerals. Spring and Fall are dryer and this time of the year is used for harvesting of the rich lumber that can be found. The island is also home to many artic creatures including but not limited to wolves, fox and bear. They are hunted throughout the summer and fall for their meats and their hides. Man-made caverns that came about from mining have been turned into underground villages to help keep the population safe from the harsh winters and to store goods at a constant temperature. Leyden – The Southern & Smaller Island [img]http://i172.photobucket.com/albums/w33/Jennifer_Paul_Gibson/viking_harbor_by_alexson1-d80cjdh_zpsq4ctkyjn.jpg[/img] Has a more moderate climate than The Northern Island, slightly warmer summers and milder winters. Due to the coastal waters, the rain and snow is significantly more than the northern island but the thaw comes quickly in the spring. Rich forests cover the island, with areas that have been cleared out for villages, cities as well as some farming and herding of smaller animals such as goat. Wild boars live on the island and are hunted regularly to keep the population in check plus to provide meat to the population. The Capital City of Sleshpoul is on the south eastern side of the Island. The inner bark of the Balsamea trees on both the northern and southern islands during the spring and ground down into flour before the lumber is cut for use. Critan - Section of Main Continent – [img]http://i172.photobucket.com/albums/w33/Jennifer_Paul_Gibson/2014-08-20132400_LP_final1_zpstwkqqnru.jpg[/img] This part of the continent is swamp and marsh lands. Though it is part of Galaysyia it is not looked at as a much more than a forgotten place for foraging. Though due to the fact it is more southern than the rest of the Nation, which brings amiable weather throughout the year, it is more easily accessible. Much of the nations edible and medicinal plants come from the marsh. The following is a list of some examples: Angelica – Similar to celery, the young stems can be peeled and cooked in stews, they can also be candied and are one of the favorite treats to children on the islands Rubus – Similar to Blackberries, these berries are sweet and are many times used in jellies to hold them over during the winters and calming teas. Arrowhead – A tuber that is found in the more shallow areas of the marsh, similar to a potato. (Po-Ta-To; boil it, mash it, put it in a stew) Butternut – a small leafy plant that has two uses: the nuts that grow are gathered, the leaves when boiled down produce a thick sap that is made into either a sweet syrup or a dried sugar to be used as sweeteners. Canadense – This flowering plant that grows in clusters is harvested for the bulbs, which are onion like and can be roasted or boiled Solanum - A poisonous berry that children are taught young to stay away from but hey, adults always find a use. Vernix – A poisonous bush similar to Sumac – you don’t want the itchy itchys do you? Acorus – Cattail like plant that the root is used in teas or chewed raw to help with aliments such as bloating, heartburn, fever, coughs, antispasmodic, anticonvulsant and an anti-depressant Baneberry – Roots used in tears to help women with women issues. (Do you really want detail? I can give it) Alisma – Leaves are used in teas and as mush packs to help with urinary diseases and to help with irritated skin. The root is used to help many problems but a good root is rare so it is usually reserved for the overseers of the nation. (Think home remedy for high blood pressure, diabetes and fatty liver.) Anemone – Boiled roots is used to clean out wounds to prevent infection. (Beats boiled down cow urine doesn’t it?) The swamp lands contain other useful plants and are rich for easily catchable aquatic life but it takes time since there are not fields of anything. The part of the nations population that lives and works the swamps is low but they were born and raised in the swamp so are able to find what is needed and what to avoid with relative ease. The live in small villages, harvesting and fishing throughout the year, and trade with the Islands for materials they need. Though a small part of the nation they provide many things that help keep the nation as isolated as it has been over the centuries. Internal map(feel free to add mountains and other small changes in respect to your geographical location: [img]http://i172.photobucket.com/albums/w33/Jennifer_Paul_Gibson/Galaysyia_zpsouidpirg.jpg[/img] Cities, noteworthy settlements, and castles: Sleshpoul – Capital Of Galaysyia Tar’Lyn – Main City On Citan Rentila – Main City On Isthed Noteworthy buildings, locations, structures, and landmarks: --- Culture and Demographics: National Culture: Galaysians are a diverse nation brought together over the centuries through fair rule and reign. The live under the rule of a fair days work for a fair days pay. The ruling government works with the population instead of against it and even though the population is divided into three separate land masses, they are united with each other for the grand scheme of things. Each land mass holds its own ways and races, with moderate mingling due to trade between the three. Each population knows the value the others provide to it and strive to keep the peace to make it work. This has provided peace for centuries within the communities and the nation. Even though they are a peaceful nation they are anything but pacifists, they hold a true Northman mentality, quickly coming to arms against any that threaten their peace. They are one of the most accepting of nations; where merit outweighs blood lines, a place where truly any one can grow to be great if you are willing to work for it. They do not care what religion you practice, who you love, or where you came from. As long as you don’t cause problems you are welcome. Though if you do, they are unforgiving, harsh and even barbaric. Looking to their past to deal with those they deem unworthy of living in their nation. The backwaters of the swamps hold many a foe that has been tossed aside there, refusing proper burial for any that cross them. The nation is known for its strong navy and vicious tactics against outsiders. Drawing on the skills they use to survive they are some of the worlds best builders of ships, a strong people that have been able to survive and flourish in a region most wouldn’t set foot on. They welcome the cold harsh winters and dare the ocean tides to rise. They are fiercely loyal to those they keep close and believe there is no greater death than a death found while protecting all they love. They are built strong and broad of shoulder and gender never plays a part in what is expected of one. All are trained to fight from a very young age, (and military service in some form is mandatory upon reaching adulthood), be it standing army, ranger training, navy, etc.), they are an effective militia force to defend their homes from invaders. It has been some time since any invasion has taken place but this has not made them soft. They smell war on the winds and know to always be ready. For when it is most peaceful is when the beasts strike. Population demographics: 450,000 Approximate Total Human: 370,000 (50,000 in the swamp lands, 170,000 on the north island, 200,000 on the south island) Elf: 50,000 (All but a handful live on the south island) Dwarf: 25,000 (All prefer to live in the caverns of the North Island) Giant: 5,000 (2,000 on each island, 1,000 in the swamp lands) Major Religion: Sykdom – Worships the All Father Of Land & Seas. Other Religions: N/A Religious structure: The religion of Skydom is a loose religion but it effects the daily lives of population in small ways. More a collection of stories passed down through the generations. Tales of Gods and Heroes and their great deeds and their harsh wrath. Each Landmass has a bishop that oversees the day to day running of the churches and performs basic ceremonies. Religious Heads: Dominique Gervais: Grand Priestess Of Sea and Lands (Overseer of Religion) Adrianna Delmore: Princess & High Priestess of Seas Murrough Delmore: Prince & High Priest Of Lands Artifacts, and noteworthy objects: Spear of The All Father - a relic from an era long forgotten Magic colleges practiced, common magics: Magic is not a large practice in the nation but more of a series of prayers from the people for safe days and calm seas. It is rumored that the High Priestess and Priest can call upon a Leviathan and other seas creatures to protect their ships and that is what makes them so deadly in battle. Though they have not been attacked in so long some believe it only to be a rumor. Relationship between magic and citizens: Accepted Relationship between citizens and government: The people are very happy with their government Relationship between Religious heads and government: Good, two of the Royal Family are high ranking religious officials. Government Internal Relationship: Well-balanced and trusting Renown characteristics: “Never get in a sea war with the Galacians when death is on the line.” Agriculture: Rich for the Nation, moderate for trade Deep Sea Fish Crustacean Whales (for meat, oils and bases for perfumes) Lumber Rare medicinal plants harvested from the swamps Furs Amber Wool Cloth Down Ice Industry: Ship builders; weapon & armor smiths; health remedies; perfumes; weavers; harvesters Trade for: Silk, spices, luxury items, gold, silver, grains, salt, glass Economy: For a nation of their size their economy is relatively strong, though they do have their own coin, the Shem, that is based on precious metals, most purchases within the nation itself happen through trade. “You need that? Okay, I need this.” International Relations: Nearly non-existent due to isolation. Trade goes through the Imperial. Imperial Relations: Basically they pay their taxes to keep the Palace out of their business. Come when summoned but other than that, they keep to themselves. They have no want for expansion and power. National Flaw: Artic winters, largest land mass within the nation is swamplands and cannot be used as full settlements, high seas and rough storms can pop up and do constantly, battering the shores and harbors. Winters on the northern island shut nearly shut down the island completely as people take refuge from the harsh weather. Ground freezes make mining stop until the spring thaw and creates a short mining season. Freezing also causes trees to weaken and once winter is over, many villages must spend the spring rebuilding. Isolated nation and seas keeps trade at a minimal and if they were to be invaded, chances of help are slim. National Strength: Best ship builders and sailors on the seas, terrain makes invasion unlikely and difficult, extreme devotion of the people, resourceful and strong people, intermixing among the races has helped the small nation stave off “genetic shortfalls” that can come from a smaller population. --- Military! Type of Military recruitment:(caste, levies) (One term required of all citizens upon reaching adulthood. Officer ranks for those who quality, career service for those who want it, up to the current maximum troop numbers for the standing army. Those who do not qualify or choose to return to civilian life do so with the thanks of the nation.) (In times of emergency, the vast majority of the adult population can be called upon to defend their homeland in the form of brutally effective militia, scouts, and guerilla troops.) Possible military manpower: (total troops and war engines) (Standing Army – 1,000: These men and woman form the backbone of the troops. Uniformly armed and outfitted, these units are drawn from the citizenry during their mandatory service periods. Many stay on for extended careers.) (Potential Conscripts/Militia: These troops tend to vastly outnumber the standing army, if utilized fully. While not as uniform in appearance, almost all members of the militia have taken at least basic military training and can be made combat ready in short order.) (War Engines: Broken down into two areas, Army and Navy. Because of space requirements, Naval war machines generally consist of catapults, capable of firing a variety of volleys including but not limited to rocks, hot slag, pitch, and various innovations by the Alchemists, described below. Each Naval vessel typically carries six such catapults, three for each side (although with some crowding all six will operate on one side). Dragonships, being the martial equivalent of Whalers, will be equipped with ballistae rather than catapults, but they are the only ship type to do so (except for the Flagship). Naval war machines are kept up by Naval Engineers, counted amongst the Standing Navy troop type. Army siege machines are kept up by Sapper/Engineer troops, and are fewer in number than Naval machines. They are, however, much larger. For simplicity’s sake, the Army uses two types of war machine; Catapults and Ballistae. There are 150 of each, with a single engineer assigned to each one, with regular army support. (Giants – 50: A balance-tipping unit, outfitted however they please but usually with large rocks and treetrunk spears. Far more maneuverable than common siege machines and capable of defending their location or acting as living battering rams, this troop unit is versatile and powerful. Most such Giants have taken to the use of the bow and arrow, sized appropriately for incredible range and maximum damage.) (Standing Navy - 6000 sailors: The heart and soul of the Galaysyian military. Strongest, fastest ships on or around the Empire with the best crews, trained and mastered by the most capable and experienced officers. Galaysyian shipwrights, even apprentices, are in high demand in every part of the Empire; they rarely stray, however, as they are treated with celebrity status at home.) [center][img]http://i172.photobucket.com/albums/w33/Jennifer_Paul_Gibson/Inspiration%20for%20Regalia%20-%20Great%20Dromond_zpse70svvzn.jpg[/img] The Regalia[/center] (FLAGSHIP: After losing his fiancée, Prince and Master of Fleet Varun Delmore personally designed and commissioned the first Glacial Cutter Class warship, a Great Dromond he named “The Regalia” in her memory. This is the crown jewel of the Galaysyian Navy, easily the fastest, strongest, and most seaworthy vessel in existence today. It is just over 250 feet long and 30 feet wide, with two masts sporting triangular sails, plus a jib. It features three decks and a cargo hold. The main power from this vessel comes from the two offset banks of oars, upper and lower, projecting from either side of the hull. A great, triangular, scythe-shaped blade of sheerest, silvery metal dominates the entirety of the bow and well above the upper deck. It seems to be unblemished by rust or corrosion, though does require regular upkeep. The Regalia sports fore, amid, and aft castles, the aft and amid castle rising two more decks above the main, the fore (directly behind the blade) only one. The castles serve as high firing platforms for war machines generally too large for naval use, but for the size and masterful design of the vessel. The main deck houses naval ballistae and catapults, six each, in addition to the castles. Fully outfitted for war, it requires a crew of around 250, but can be operated at base function (without oar power) with about 40. Cargo capacity is about 220 tons. If used purely for assault, cargo capacity is easily modified to accommodate additional soldiers. When joining the fleet proper for war, it is often accompanied by Dragonships and Knarr to act as escort and supply vessels. The blade, coupled with the awe-inspiring momentum and steering of the Regalia, was designed to cleave glaciers and pack ice, though it has found to be even more effective destroying blockades and enemy vessels completely undaunted. If not bound for combat, the excellent seaworthiness of the ship and cargo capacity can keep a crew safe and happy for greatly extended periods of time, becoming something of an ocean-going village or very large home. At any given moment, The Regalia comfortably maintains a minimum additional crew of 15 Engineers, 50 Archers, and 185 Marine Troops. The Regalia, in all of her glory, is a thing of beauty and peril. To her countrymen, her distinctive silhouette on the water is a source of hope and pride, while others (even allies) become nervous at her approach. Rumors abound concerning this Queen of the Open Seas, with varying degrees of truth to them. The Regalia is very close to passing from the realm of naval specifications, and into legend. ) (Dragonships - 5: Each Dragonship averages 120 feet in length and 15 in width. They are powered primarily by rowers, forty-five on each side, but have a single mast hoisting a broad, rectangular sail. Cargo space allows for additional supplies and sleeping space, or can hold an additional 180 soldiers for shorter range military excursions. The Dragonships also support Naval war machines as described above. Additionally, the impressive dragons adorning the bow feature grimly effective rams just above the waterline, moreso making this ship fast and dangerous. Dragonships generally carry 10 engineers, 100 marines, and 40 archers in addition to standard crew.) (Galaysyian Longships - 25: Forming a good portion of the Navy, the average Longship is about 80 feet long with 40 oars on each side. They boast axe-shaped cutters on the bows, somewhat similar to that of the Regalia but not designed to break the same kind of ice. Nonetheless, these vessels are properly reinforced and can be oared to tremendous speeds, making the cutters exceptionally effective against blockades and other ships. Longships sport a single mast with large, square sails, and can hold either an additional 150 soldiers or 50 tons of cargo. They are more than fairly seaworthy and can be used by small to moderate sized groups for long voyages. Longships, as standard, carry an additional 50 marines and 10 archers plus equipment) (Knarr – 50: These ships form the cargo-bearing vessels of the fleet, carrying main supplies for the more martially inclined vessels, allowing them to stay out longer and better maintained. Like the Longships, they have a single mast with a broad, square sail, but only have oars toward the fore and aft. These oars are commonly only used in case of emergency or unfavorable wind. They average the same length as a Longship (80 feet), but are broader, with greater carrying capacity at 100 tons. While not built for ramming, this ship is not without defense, outfitted with naval war machines, described in the appropriate area, above. Further, the cargo space can be used to transport liberal amounts of additional soldiers. Base crew is 15. The Galaysyian Knarr is also remarkably seaworthy, and is more adept at inland river travel. A favored tactic is to move all catapults onto one side of the vessel and blockade an area with several attached Knarr as a surprisingly effective defensive measure. The average Knarr, equipped for supply lines, typically use their extra space for cargo. 6 engineers man each Knarr, and 8 archers. The base crew assists in the defense of the vessel, manning oars to break and run from conflict. Archers and engineers are expected to pull double duty in need, as well.) (Outfittable Whaling Fleet – 10: These are civilian vessels that are used to hunt whales. Essentially civilian Dragonships, these boats often hunt in packs to secure the largest and most profitable of prey. The Whalers come standard with two ballistae, one fore and one aft, which can additionally fire massive harpoons moored to the vessel by stout lines. Cargo areas are generally used for their catch and supplies. All rowers are trained in the appropriate use of the harpoon, but there are dedicated deckhands that act primarily as harpooners. Each individual boat is a family enterprise, and though not necessarily bound by blood, the whaling fleet considers themselves members of the same clan. They operate with uncanny coordination, and always bring their catch back to a main flotilla vessel, from which they can operate for an extended time in open water. During the off season (winter), the Whaling Fleet makes a tidy industry cutting and distributing the purest of glacial ice. Kept insulated by lesser pack ice and sawdust, glacial ice can be kept solid for long periods of time and transported remarkable distances. Such sales to the wealthy and powerful across the Empire has turned around even disastrous whaling seasons, and taxes paid to the kingdom have bankrolled several social and military projects. LEVIATHAN: The Whaling Fleet Flagship, this vessel is less of a boat and more of a slowly moving city/factory floor. Three massive hulls, positioned parallel to each other, are connected by two-decked platforms with an intricate network of rigging and cargo netting draping from the undersides. Each of the hulls feature fore and aft castles, rising an additional two decks from the main to make six raised platforms topped by massive ballistae, in the same form as the whaling ships’, but at a larger scale. Depending upon the situation, catapults and other ballistae are able to be installed at regular intervals, but for the most part the Leviathan depends upon her fleet for defense. There is enough clearance underneath the platforms for two whaling ships each to dock and offload their catch. Between the two platforms and mooring stations on the outer edges of the vessel, the Leviathan can offload and process six ships simultaneously. When the Leviathan wants to move, she does so ponderously. Three sails, one for each hull, can be raised and interconnected to form a canvas, air-catching network. Between this network and a series of unique jibs and riggings and one massive rudder on the middle hull, steering is possible. When greater maneuverability is needed, she is aided by a number of her fleet towing her to her new position.) (Outfittable Merchant Fleet - 600 sailors: Basically just merchants that are very loyal to the nation they serve, transport ships. The naval equivalent of conscripts or militia, the Merchant Fleet sees combat far more rarely considering the comparative strength of the Navy. These units consist of, as the name implies, merchant and civilian vessels that could possibly be put to use for skirmish. It should be noted that, unless of foreign origin, crewmen of the Merchant Fleet (like every other citizen) have spent a term of military service, usually Navy. Further, the standard merchant vessel is the Knarr, the standard type used by the Navy for supplies and personnel movement. Several other types of small vessel may be commandeered or conscripted, but they will mostly be fishing boats or personal transports used for speed and stealth.) (Rangers - 100: Individually or in small groups, Rangers of Galaysyia patrol the more wilderness or outlying areas, utilizing a fairly discreet communication network to inform each other and report to a central authority. They act as scouts, messengers, border guard, and at times the only visible national authority for more outlying settlements. In times of crisis, local militia and other citizenry will defer to their guidance; even other branches of the military will listen when a Ranger speaks. Their nature makes them part of the national intelligence network. Rangers are primarily found in the great swamps, small island networks, and forests of Galaysyia, but may be anywhere. Operate with a great amount of autonomy.) (Sappers/Engineers – 500: These are the builders, the fortifiers, the diggers of tunnels and trenches. Sapper brigades are called in for the purpose of sabotaging enemy placements and fortifications, circumventing defenses by tunneling, digging fortifiable trenches, constructing barriers/walls, and builders/operators of war engines. When paired with shock troops, they make a very skilled small unit capable of infiltrating heavily defended locations. Not to be confused with Naval Engineers; their numbers are counted among the Standing Navy.) (Alchemists - 50: Makers of things that burn readily or go boom, Alchemist units or individuals have received basic military training but have chosen to follow a more cerebral approach to combat. Innovators of wide-use poisons, fulminating formulae, exothermic deliveries, and creators of general chaos on the battlefield, offensive or defensive in nature. Few in number but extremely valuable.) (Berzerkers - 300: Not-so-standard shock troops, form the initial push in a raiding party or offensive. They outfit themselves however they please (within certain guidelines) and their numbers can be called from any of the previously mentioned troop types, after a period of additional training. One does not simply decide to become a berserker, it is something of a calling.) Unit Demographics and Equipment: (please give me realistic numbers of each type of troops your country produces, and describe them) (keep in mind I will ask you to tweak things if I find them unfit and unrealistic, I.E. standing armies are going to be smaller than levies) Tactics(optional): Element of Surprise Strengths: Exceptionally powerful Navy, strong militia on home soil, surprise raiding tactics, loyal military force, berserkers Weaknesses: Unknown tactics of other militaries due to isolation, has not participated in a land war in ages so behind the times in current tactics when battling on land in a large scale battle. Also, due to the nation being built on 3 land masses, the military forces have little cohesion when on land, attacking more like a swarm of bees instead of a professional army. Generals, Tacticians, heads of Military: Varun Delmore (Aka Tseng): Prince & Master of Fleet Nicola Masters: Lady High Command of Sea and Stone(Highest Military Offical) Delanto Veris: Master Of Leviathan Fleet (Head of Whaling Fleet) --- Past conflicts with other players: N/A in current times due to isolation. Grievances and Victories: None in the current era [hider=Previous Campaign] [url=http://www.roleplayerguild.com/topics/80046-brimstone/ic]Brimstone[/url] [/hider] [/hider]