WIP [hider=The Fenrian Wilderness] Name: The Fenrian Wilderness Flag/emblem/symbolism: Demonym: most commonly lycans, fenrian is also used Description: The Fenrian Wilderness is divided between four tribes that have gained power through different means. Generally these tribes function as almost independent nations but will band together in times of crisis or war and have monthly meetings between the tribe leaders. The tribes themselves generally live in small villages made of fur and lumber. The inhabitants of these villages are generally extremely ferocious and only obey those that display greater ferocity or display some other quality to fear them. Due to this natural ferocity it is not uncommon for lycans to raid nations they are not even at war with, or each other. The nation has existed for several thousand years in it's current state and has waged war with all of it's neighbours at least once in that time, despite this some lycans are beginning to interact with outsiders more and more outside of simple raidingm Government: The Fenrian Wilderness is divded into 4 tribes. Each tribe is ruled by chieftain that has fought their way to the top and holds it, albeit not all have actually fought for their rank. Shadowclaw tribe- A tribe of magic users and fanatics, the Shadowclaw tribe will take in magic users from other tribes and teach them how to control their powers and return them to their tribe. They also tend to teach the magic user more about the lycan faith and on occasion complete radicalize them. Generally the Shadowclaw tribe is one of the most passive tribes and woild rather solve most issues through diplomacy, however if religion becomes a issue they will quickly become the most aggressive and push the other tribes to support them. On the battlefield the Shadowclaw tribe consists of Voidcallers (aka mages and priests) casting fear spells and zealots, who are more than happy to die for their faith. The tribes leader is Vlath, an old,wise and cunning voidcaller who is fearful of the changing (and advancing) world and is currently attempting to unite the tribes under one banner. The Shadowclaw tribe supplies lycan fur (from lycans that have been skinned for a crime, usually heresy) to the Goldtooth tribe who will trade it to other races. Goldtooth tribe- A tribe of merchants and slavers. Generally the least aggressive of all the tribes , they are more interested in profit and material wealth than other tribes. In a word, greedy. The race has began refining lumber and lycan furs received from the Shadowclaw tribe, the Goldtooth tribe is currently the only economic power in the Fenria wilderness. Basir is the leader of the Goldtooth tribe and has earned his place through cunning and intellect , he seeks to turn the lycan race from a barely civilised race into a race capable of becoming an economic power. The Goldtooth tribe is generally on good terms with all the tribes due to their slave trade and supply of lumber for tribal villages and weapons. Bloodfang Tribe-A tribe of ferocious warriors, the Bloodfang tribe is generally what a foreigner imagines of a lycan; ferocious,brutal and generally primitive. The bloodfang hierarchy is based purely on ferocity in combat; a leader only remains chieftain as long as he can hold his place in open combat. The Bloodfang tribe is easily the most aggressive tribe in the Fenrian Wilderness with the majority of the tribe being combat trained and no strangers to real combat leading to vasts amount of this tribes population being called on in times of war. The Bloodfang tribe is led by Grash Bloodfang, a powerful fighter with large ambitions and an even larger ego. He believes that the lycans are powerful enough divided to dominate the continent and hold their own against the Commonwealth. Silentpaw Tribe- A tribe of hunters and scouts, the Silentpaw tribe known for their skill with bows and stealth, power in their tribe is given to the greatest hunter, whoever leads the most impressive hunt. The tribe often trades their excess leathers and flesh to the goldtooth tribe in exchange for goods they may have earned from other nations through trade. While the Silentpaw tribe is highly active in other nations, it is usually hunting parties chasing game although they do not discriminate between man and beast ; hunting other races is a event for Name Days and Celebrations, a true challenge to test hunters on those days. The Silentpaw Tribe is led by Mexa Silentpaw, a relatively new Mistress of the Hunt who felled a mighty beast in the west on her twenty third Name Day. Mexa is an inexperienced leader but shares Vlath Shadowclaws desire for unity in the region, she is also remarkably generous with game she kills on her hunts sharing it amoung every member of her village and even trading it off to other tribes shortly before winter. Economy: The Fenrian Wilderness has been, until recent years, an incredibly insignificant economic power. However, due to recent interest from the Goldtooth tribe to began trading with other nations, it has became a notable exporter of high quality lumber mainly caused by the huge quantity of very old forests in the wilderness that have mostly been left in peace for the last several centuries. The nation also exports a variety of furs due to the large populations of wildlife in the wilderness. There is also a far more exotic fur that is exported from the nation that can only be obtained from Fenria. Lycan fur. This fur is generally given to the Goldtooth tribe by the Shadowclaw tribe who commonly use live skinning as a punishment for heresy. Leather is also a common export, again thanks to the large abundance of wildlife in the wilderness. Metals are generally a rare and valued commodity throughout the Wilderness due to mining being a uncommon practice throughout the nation. Religion: The denizens of the Fenrian Wilderness generally have a zealous belief in the Trinity of the Void and some tolerance for any denominations, however they view any lycan that does not follow the belief as a traitor and is executed (the method of execution varies from tribe to tribe). The religion is Polyhenotheistic. They have three gods which they believe were banished from the mortal realm by the younger gods, which they created. Many priests and fanatics have an obsession with returning these gods to their former glory and believe they will be rewarded with eternal life. The three gods are The World Weaver- The creator of life, the universe and everything. Generally considered the most powerful of the trinity. Created the lycans to be his champion race. Worshiped by all lycans The Watcher- A being of infinite knowledge that sees all, gave living things their sentience and their senses. Believed to be very passive in it's preferences but is still revered by many lycans , but mainly scouts, merchants and priests The Warrior-A being of boundless ferocity and bloodlust, found the world that had been created to be slow and boring so he gave the mortal races their personalities, ferocity and determination. Giving the lycans more ferocity than most was to show his favour of them. Followed by most but especially warriors. Geography: The Fenrian Wilderness is a vast, rural nation with the only civilization being small tribal villages and religious sites. The majority of the nation is made up of rich forests home to a huge variety of different animals. The north of the nation is tundra, home to a small variety of species that have adapted to the cold conditions, although most tend to remain further south than this. Rivers are not a uncommon site and these rivers never seem to lack fish. The healthy condition of the nation has made agriculture relatively uncommon and the Lycans have hunted for generations with food shortages being reserved for the coldest winter months. Population: 3,900,000 Demographics 98% Lycan: 20% Goldtooth 15%Shadowclaw 35% Bloodfang 30% Silentpaw 2% other races (the majority of which are slaves) Notable Locations Bloodfang Village- Home to Grash Bloodfang and generally home to the largest army and best trainers in the nation. The few blacksmiths in the nation have set up shop here due to its military might. Bloodfang Keep- Currently one of the only keeps in the Fenrian wilds, it was built several years ago by the Bloodfang and Goldtooth tribe. Relations between the two tribes have been steadily improving ever since. The keep is capable of holding several thousand soldiers at once and is home to the largest Feast Hall in the nation. Shadowclaw Village- Home to Vlath Shadowclaw and many Voidcallers , the Shadowclaw village is the smallest of the 'capital' tribal villages but still holds a huge amount of influence on villages in the nation and is the main place of training for any lycans gifted in magic. The Caverns of the Gods- A large cavern system located close to the Shadowclaw village that is used for sermons, sacrifices and blood rituals. The voices of the priests in the cavern seem to echo for an unnaturally long time when their voices are raised. Goldtooth Village- The largest settlement in the Fenrian Wilderness and home to Basir Goldtooth, compared to other villages its buildings stand tall and it's market is always bustling with activity. In truth it is more a large town than a village. The Golden Port- The largest port under lycan control, it is located on an island to the north of the Golden Coast (the Fenrian coast) and is home to a relatively modest village, reinforced by Bloodfang guards hired by Basir to guard the port from raiders. The port always has resources on hand in large storage houses constructed further inland to prevent them being easily stolen by Goldtooth architects. Silentpaw Village- A village built into the great forests of Fenria and home to Mexa Silentpaw. The homes of the lycans here are carved roughly into the huge trees of the forest they inhabit. The Ageless Forest- A huge forest sprawling with wildlife and trees that have lived for centuries. The Silentpaw village is located towards the centre of this forest. Personalities of Note: Vlath Shadowclaw- Leader of the Shadowclaw tribe; an old, wise and cunning lycan and generally considered to be the most powerful voidcaller in the entire nation. He is currently concerned that the Fenrian Wilderness will become obsolete and conquered in the times ahead and is quietly attempting to unite the tribes under one banner so they may defend themselves from any true threats. Grash Bloodfang- Leader of the Bloodfang tribe; a ferocious and powerful warrior who has killed his way into power, defeating any opponents that have challenged him in single combat with ease and almost always leading raids personally to sate his bloodlust and for the thrill of battle. Grash firmly believes that the tribes separately are more than enough to beat any threat the Wilderness faces. This mixed with his distrust of other races has caused the Bloodfang tribe to become significantly more aggressive in recent decades. Basir Goldtooth- A greedy but ambitious lycan and ruler of the Goldtooth tribe; Basir wishes to extend the Fenrian Wilderness' influence not through military might, but through the trade of the various resources found in the region. While Basir has worked to build a good relationship with the other tribes of the wilderness, he generally dismisses their own ideals in favour of twisting any situation into benefiting himself. Mexa Silentpaw- 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: 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 strength that makes you special, 2 strengths and 1 weakness, or 3 strengths and 2 weaknesses. Ask if you're having trouble coming up with something) [/hider] [hider=Rolls] [h3]Rolls[/h3] [b]Basic Demographics & Government Info[/b] [u]Population:[/u] 3,900,000 [u]Territory Size:[/u] 6. Your nation sprawls across Albion as it dominates the map with its sheer size. But the dog's bark is louder than its bite; there simply aren't enough people to exploit all of your land and its resources, defending your borders or stopping smugglers is probably a futile task, and communications from one end to the other might very well be a major issue. At least you can retreat back almost endlessly when defending your nation, and you can probably count on your enemies lacking the manpower to occupy all of your land. [u]Technology:[/u] 1. Antiquated, the nation stubbornly clings to old methods and ways of life that were established traditions even in the time of their grandfathers. Technologically speaking, they are stuck in past centuries. [u]Prevalence of Magic:[/u] 4. You have decent amount of magic users with a number of schools ready to teach them. [u]Government Type:[/u] 8. Your nation is still a tribal society. The various chieftains or patriarchs of their clans rule individual settlements, and there may or may not even be a central figure that all the others owe fealty to. If there is some sort of high king, he probably wields much less power than a feudal king and your tribes are probably mostly autonomous. Tribes also have a tendency to develop rivalries, so there's a good chance that the occasional bit of infighting cripples your nation as a whole. [u]Political Stability:[/u] 1. Your country is suffering quite a bit of inner turmoil and is on the brink of having an outright rebellion. No doubt your neighbors are aware of this and perhaps looking to exploit your status for their own benefit! [b]Economy[/b] [u]Overall Wealth:[/u] 4. Your nation is rather weak economically, but you're developing. With a rapidly growing economy and likely a transition towards urbanization and industrialization, your people are happy. While you may not be an economic superpower yet, it's looking like you're beginning to enter a golden age that just might catapult you there. [u]Urbanization:[/u] 1. Towns and cities are largely absent for your nation. You might be nomadic or just lack the desire and/or funds to create large enough settlements. [u]Agriculture:[/u] 2. What your nation lacks in the way of farmland is made up for in the sheer bounty of its wilderness. Fishing, hunting, and plant gathering support your population. Unfortunately, this system doesn't support quick population growth or large food surpluses, so gathering food is always something on your peoples' minds. [u]Notable Resources:[/u] Furs, leather, lumber, [b]Military[/b] [u]Military Structure:[/u] 1. A small number of city guards, constables, and the personal retainers of nobles are the only standing armies. In wartime, vast (albeit seasonal) armies are mobilized via levying the peasants. [u]Military Focus[/u] 5. Emphasis on light infantry and skirmishers. [u]Navy:[/u] 1. Almost nonexistent navy that just serves to transport the army and perhaps ward off rogue pirates [u]Military Leadership[/u] 7. Generals are wealthy citizens that purchased their positions from the government; they are somewhat competent but often inexperienced; decadent [u]Military Reputation[/u] 12. To outsiders you military is seen only as a disciplined and effective force, but to your own people the military is ruthless and oppressive.[/hider]