[hider=Nation Sheet][center][h2]Empire of Lynn-Naraksh[/h2] [h3]Inheritor of Lynnde, Bastion of the Old Gods, the Three Eyes[/h3] [img]https://img.roleplayerguild.com/prod/users/86ebe302-f4e9-4e87-8b05-4849f989f342.png [/img][/center] [h3]Government[/h3] Despite being nominally a monarchical state, Lynn-Naraksh resembles a feudal oligarchy (with strong theocratic undertones) more than a true imperial order. Its lands are divided into Demesnes, regions of roughly comparable size, each of which is under the rule of a member of the aristocracy, known as a Blood Lord. The Lords hold almost unlimited authority within their domains, being capable of creating and altering laws, issuing decrees and levying militias on a whim, as well as wielding immense power in individual fields of administration. They are free to command the imprisonment, execution and conscription of whomsoever they wish, as well as to pass judgment over any dispute, whether called to do so or not, levy armies and command the undertaking of grandiose projects such as building a castle or dam. All that is formally required of them is that they pledge their loyalty and obedience to the imperial throne, observe the tenets of the Order of the Divines, which are few and liberal, and bolster the armies of the suzerain with their own forces in the event of a war. In practice, however, all is not so simple. While the Emperor is indeed the highest authority over all matters temporal and spiritual, being, by virtue of position, the head of the Order, they rarely act directly or even pronounce themselves on any subject short of those affecting the entire nation. Instead, all necessities below this threshold are administered to by the Imperial Court, a gathering of the most disparate figures in the realm. Advisers, commanders, high cenobites, members of the imperial bloodline, envoys from the Kuraxxi bog-folk and the Vurogg tribes, executioners, kennel-masters, magisters of the militant orders, even some influential (and high-blooded) guild council members form complex but rigid hierarchies bound together by even more complex webs of codes and statutes. The Imperial Demesne, vastly larger than any other, is virtually a small empire within an empire, with various court dignitaries presiding over sections of it even as the Blood Lords do over their feuds. Knowing who of them can issue commands, who can give "advice" that is more or less worth heeding, and who can be disregarded altogether is vital for a Lord, lest they incur the displeasure of the Emperor or the scorn of their peers. Emperor and Lords alike generally come into their position by succession. As the Blood Lords' title indicates, for one to be admitted into the rank they must be of sufficiently "high" blood, that is, with strong enough traces of Primordial lineage. Prospective heirs are placed through gruelling ritual trials by priests of the Order, in the course of which their blood is sampled and their force of will, desire for power and mastery of the magical craft are put to the test. Should any of them fail, they are quietly done away with, and a suitable replacement is drawn from the ranks of the Deathless Guard. The procedure for heirs to the throne is similar, though the trials are harsher and carry heavier symbolic connotations. Candidates for substitution are numbered among the more prominent Lords, though to this day there are no records of it ever having been needed to call upon them. While, as far as most people in Naraksh are concerned, the power of the Blood Lords is absolute, there are nevertheless certain forces in the realm that are exempt from their rule and answer to the Emperor alone. The most notable of them is the Order of the Divines, the clergy of the state-mandated Primordial-worshipping religion, along with its affiliates, the Deathless Guard and the Scourge Knights. Tasked with upholding the old faith in the lands of the Empire and the minds of its subjects, the adherents of the Order can be spiritual guides, inquisitors and enforcers as the situation requires. The other parties not subordinate to the Lords are the Kuraxxi and the Vurogg, who exist as semi-independent polities within territories allotted to them by the imperial administration. Their only duty, aside from the universal pledge of obedience, are to offer a regular, yet not greatly onerous tribute to the throne. However, it is a tacit assumption that they are to support the Empire with force of arms should they be unofficially called to do it, and so far they have never disappointed. Internally, the two races are loosely organised into, respectively, a cult-like structure and a confederacy of minor tribes; owing to their small populations, such simple systems can exist in relative stability. [h3]Geography[/h3] [center][img]https://pre00.deviantart.net/2d26/th/pre/f/2013/009/b/a/invictus_by_tituslunter-d5qxkxb.jpg[/img] [i]"What usurpers of dirt can claim what is fit only for gods to rule?" - Krovris Naaher, Exarch of the Order[/i][/center] Even as its name is a dissonant amalgam of reverend speech from the east and the harsh accents of the region, the lands of Lynn-Naraksh are a patchwork of stridently unnatural contrasts. From the north, covered in cold, barren tundra and icy hills rising, here and there, into strange isolated mountains capped with glaciers, long and narrow stripes of frozen ground stretch like talons to clash with dry, scorched barrens. In the south, the soil is dry and smothered in ash perpetually rising from innumerable calderas and pits of restless magma which irregularly surge up and withdraw with no apparent rhyme or reason. These fiery regions have their own mountains - monoliths of bare rock, rich in valuable ores, yet perilous and volcanically unstable. Deep beneath the earth are vast chambers, once the abode of a Primordial, and now little more than glorified catacombs. Only the inhuman Lords of the land, the fanatical Order of the Divines, and hardy and ferocious beasts willingly make their home at these two unforgiving extremes. However, many fertile patches of volcanic ash in the more temperate central regions are inhabited and cultivated, and most of the subjects of the southern Blood Lords have little choice but toil in the mines to make a living. The west is an anomaly all unto itself. There, swamps, marshes and damp moors intersect and mingle with perfectly flat salten wastes, pitted with bitter lakes and veined with torbid rivers. They are no more welcoming than the tundra: the swamps crawl with all manner of pestilential vermin and venomous foulness, the lakes are tainted with divine blood, and miasma chokes the skies, too heavy for any wind to disperse. In sparse and unlikely places, thickets and small forests of twisted trees rise from the white desert, and they are replete with perils of their own. None but Kuraxxi and Vurogg lives here, for the land is too wretched even for the Lords to scavenge; yet those monstrous beings seem to thrive here, festering in the traces of their fallen progenitor like the parasites to which they have a strange affinity. Of the four corners of Naraksh, the east is beyond a doubt the least harsh for mortals to inhabit. While it is not without its oddities, for rocky plains cluttered with strange growths are common there, its soil is rich and well suited for tilling, and far fewer horrors plague it than the rest of the land. It is thus little wonder that most of the Empire's human population should be gathered here, both spread over fields and assembled in towns and cities. Several forests, less forbidding than those in the west, provide for many of the population's needs. Yet every blessing has a counterbalance: the fertile nature of the region is such that the Empire has deemed it ideal to sustain its war-beasts, and what the east lacked in monstrosity is amply compensated by the many kennels and stables that have grown across it over the years. [h3]Culture[/h3] While Lynn-Naraksh's population has always been divided since the days of the Great Beasts and their hybrid spawn's cruel rule over the resentful masses of their subjects, the passing of centuries and the weakening of the Empire's rule have greatly aggravated this. The two formerly monolithic strata have fragmented into numerous splinters, sects and factions; while the dominant class remains mostly united by its enduring common cause (with the notable exception of the heresy of the Charnel Prophet), the larger populace has become divided by discordant faiths and causes. This separation notably only extends to the Empire's human population, since the Kuraxxi and Vurogg minorities have, as far as anyone can recall, always been cohesive not only internally and with the Lords, but, curiously, between themselves as well. Superior to all in the imperial hierarchy are the Blood Lords, direct descendants of the Primordials that once held sway over the lands of Naraksh. Their efforts to maintain their bloodlines as pure as possible have led to virtually all of them being related to some extent, and generations of inbreeding, along with the strength of their elder lineage, make many doubt whether they are truly human at all. None has ever seen a Lord's face; all of them invariably appear clad in more or less ornate suits of armour. This is as much a tool of intimidation as it is a natural consequence of their abilities: the invariably high magic potential of the Blood Lords allows them to exert particular mastery over metal, ash and magma, which they are adept at conjuring and manipulating for their purposes. This enables them to wear their armour as nothing short of a second skin, reshaping it at a whim and not suffering any apparent ill effects from remaining encased in it for most of their lives. Due to the impossibility of discerning what is beneath their helmets and their own silence on this matter, the terms "Lord" and "Emperor" carry no connotations of gender in Narakshi, a peculiarity which has gradually spread to include most other titles and ranks in the Empire. The staunchest supporters of the Blood Lords' regime are the clerics of the Order of the Divines, recruited for the most part from offspring of the aristocracy not in line for succession and those portions of the people who, through either cultural inertia or misguided loyalty, remain genuinely faithful to the Old Gods and their descendants. Though politically united, the Order, as well as its militant offshoots, is doctrinally split into two main currents. The Successionists maintain that the demise of the Great Beasts is final and irrevocable, and that the sacred duty of Lynn-Naraksh is to produce worthy inheritors of their legacy, who will eventually become deities themselves. They are ideologically opposed by the Resurgentists who hold that the absence of their Primordial lords is only temporary, with them having disappeared to face threats unknowable to mortals and fated to rise again when the time shall come. While the latter sect is somewhat influenced by Tranquilist doctrine, the latter is clearly heavily distorted, as some of its core tenets - animism and personal closeness to the divine - are fundamentally incompatible with the centralised and rigidly hierarchical religion of the Three Eyes. It is worth noting that the two currents do not violently clash with each other, and several syncretic teachings exist. The colossus of the Empire's ruling faith is contrasted by the haphazard collection of what most of its subjects turn to for hope and support. While the worship of any entities, or even ideals, other than the Great Beasts is forbidden, the masters of Lynn-Naraksh have long since lost the power to effectively control the private lives of their citizens, and can only attempt to maintain appearances through terror and the occasional string of inquisitional trials. In the comparative safety of their homes, many revere the unnamed Primordials who struck down the Great Beasts and crippled the Empire's iron fist. For many, their number has been joined by the Prophetess, who is seen as a bringer of hope; tales of her being of humble origins are popular, as is the belief that the Silver Legion would have dethroned the Blood Lords, who scorned it, had it triumphed over the darkness in the east. Strangely, the Serene faith has failed to obtain much of a hold in Naraksh, despite having been at the roots of the rebellion against the masters of Lynnde. Its support of a strong aristocracy is regarded negatively by the land's inhabitants, who have long grown weary of the uncontested excesses of tyrannical rulers and firmly believe that power will corrupt any who holds it, regardless of any codes they might try and impose upon themselves. Nonetheless, those remains of the ancient bonfires of rebellion the Blood Lords failed to stamp out have not fully abandoned their erstwhile religion. Most of them have come to embrace Protestant Serenists doctrines, which continue to slowly gain support at somewhat irregular rates as their proponents conduct clandestine evangelism. Outside religious matters, life in the harsh environment of Naraksh, under the enfeebled but still vicious dominion of demigod-like figures who scorn them and treat them little better than slaves, has left many of its common folk hardened, if a little cynical. Though it will rarely find truly hostile manifestations, a distrustful, somewhat secretive and at times irreverent "us-against-them" mentality is a common sight among them, as are pragmatism and a strong attachment to family or small community ties. The Narakshi folk work hard when they must, rest when they can, preferably without being noticed, and celebrate quietly. Given the dismalness of the public order enforced by the Empire, the ability to find reasons for hidden joy in small things is valued and almost necessary. Far removed from most of this, the monstrous races of Naraksh are for the most part culturally insular. The [url=https://cdn.discordapp.com/attachments/270248331714756609/383662628008099840/cho-yonghee-white-knight.jpg]Kuraxxi[/url], creatures combining insectoid, reptilian and a number of other, not better identified traits are the less human-like of the two. Little is known about these hideous, agile beings, said to be the offspring of the Bogwraith, the Primordial of the west. They live in moderately large clades in some of the most perilous places of the swamps and gnarled woods, refusing to speak or even show themselves to anyone other than the Lords and the Order; anyone else attempting to discover more about them inevitably fails to return from their expeditions. Among the few things they are noted for are their skills with poisons, pestilential curses and the taming of many of Naraksh's terrifying beasts. The latter makes it so that they are often sought after as handlers for the imperial army. The [url=https://img00.deviantart.net/23e4/i/2011/204/2/4/koloss_by_jaspersandner-d41ezfy.jpg]Vurogg[/url] are believed to be descended from men touched by the vile blood that spilled from the Bogwraith when it fell. Large and strong beyond what most humans could hope to achieve, yet clumsy, feral and freakishly deformed, these brutish horrors are barely intelligent enough to congregate into tribal communities and follow the commands of the Blood Lords. Like the Kuraxxi, with whom they seem to understand each other quite well, much about them remains unclear, including how they reproduce - given that they are difficult to distinguish from each other in any way, and no one has ever seen anything that could be recognised as a Vurogg child. [h3]Military[/h3] [center][img]https://orig00.deviantart.net/670c/f/2012/191/1/9/frontline_warbeast_by_njoo-d56oo8d.jpg[/img][/center] The bulk of Narakshi forces in times of war is made up of troops, or more accurately militias, levied by individual Lords from their Demesnes. Their rank and file are far from an impressive force: they are sparsely armed, as each is required to assemble their own equipment and weapons (mostly consisting of pikes and the occasional crossbow), poorly trained, and their morale leaves much to be desired, seeing as they know full well they are fighting for interests far from their own and they will be fortunate to make it out of it alive at all. And yet, it would be dangerous to deny that the armies of the Empire are capable of tremendous destruction and bloodshed. The truth is that the strength of the hosts of Lynn-Naraksh does not reside in their bulk. The imperial armies are infamous for their use of monstrous beasts of war and of small units of individually tremendously potent combatants. Their tactics are invariably of the aggressive sort, regardless of their position; while this would be suicidal for a more conventional force, the sheer brute strength they can bring to bear is such that no obstacle seems too great. This might, however, comes at a price. Terrifying though the Narakshi forces might be in direct combat, many of them are unwieldy and difficult to control, and collateral damage tends to be significant whenever they take the field. At the core of the imperial hosts are horrifying creatures of the accursed lands of the Blood Lords, tamed and trained by the arts of the Kuraxxi. From the immense bonejaw terrors of the northern tundra and the cinderhide wurms of the south to the [url=https://i.pinimg.com/736x/ba/76/ca/ba76ca9a513f8c7af4e6a4eaef31c1fc.jpg]less describable[/url] [url=https://i.pinimg.com/736x/a4/a6/1f/a4a61faa206750be518c1f949df21211.jpg]monstrosities[/url] of the swamps, the most lethal and horrifying dwellers of Naraksh are fielded against the enemy, some even clad in plates of armour to add to their already fearsome resilience. Their handlers are often close by, with envenomed spears and plague-enchanted claws at the ready. Next into the fray are the troops proper. The Blood Lords themselves are seldom far from the heat of battle, either tirelessly marching on foot or, depending on how close their Demesne is to the tundra, charging astride monstrous armoured [url=https://art.ngfiles.com/images/159000/159961_kinase_arctic-war-beast.jpg?f1302417908]boars[/url] who have little to envy to the creatures unleashed by the Kuraxxi. Those without such a mount are typically accompanied by small, heavily armoured retinues, who, while they might lack the magical potency of their lieges, are for the most part well-trained and superbly equipped. Reinforcing them are the forces of the Order. For the most part, they are comprised of [url=https://pre00.deviantart.net/4578/th/pre/f/2016/076/d/3/legion_of_the_fallen___hound_knight_by_tsaber-d9vfvf2.jpg]Scourge Knights[/url], skilful and zealous warriors sworn to the Old Gods. Despite not having exceptional numbers of magic wielders among their ranks, the Knights are redoubtable foes, capable of combining hefty armaments with dangerous mobility on the field of battle. More rarely, they will be joined by [url=https://img00.deviantart.net/e31e/i/2012/302/9/5/armored_demons_by_arsfeb-d5hxzrp.jpg]Deathless Guards[/url]. This cryptic order, largely made up of Blood Lord offspring, is usually tasked with the defense of sacred sites in Naraksh; however, its members have been known to march to war when summoned by an Emperor. Completing the Narakshi ranks are Vurogg auxiliaries, poorly disciplined yet savagely effective if employed by a skilful commander. [h3]Heroes[/h3] [hider=Svorchok, Blade of the Empire] [/hider] [hider=The Charnel Prophet] [/hider] [hider=Nugrark] [/hider] [hider=High Castigator Sonverriel] [/hider] [h3]History[/h3] In the long-gone Age of Legends, Naraksh was part of the sprawling Lynnde Empire that covered most of eastern Askor. It might have been one of many unremarkable provinces, had it not been for its vicinity to the Empire of Huayuan, which time and again repelled the invading armies from the north. Perhaps curious about the force that could withstand the advance of the mightiest dominion in the known world, or perhaps simply drawn by the smell of battle and bloodshed, three of the Primordials that ruled Lynnde, known as the Great Beasts, came to join the fray in person. They are remembered as the Ashen God, the Bogwraith and the Iron Maw, their names either lost to the ages or never having existed. The Great Beasts reshaped Naraksh to suit their unfathomable tastes, and begat monstrous spawn to serve as their lieutenants. At their command, legions were marched off to the south every day, accompanied by unnatural creatures of magic and ferocity, yet still they could not overcome Huayuan's defences. The war dragged on, amid the torments and vexations with which the Primordials prodded their more reluctant subjects, until rebellion struck. Over all of Lynnde, mortals rose up against their divine masters, seeking to break their brutal rule, and so it was in Naraksh. Yet the Narakshi rebels did not possess the secrets that allowed their fellows in the east to overthrow the Emperor, and the blood-spawn of the Beasts, loyal to their progenitors, stood against them with their own forces. The uprising would have been crushed had it not been for the unexpected intervention of five other Primordial beings. Of those, much less is remembered than of the masters of Lynn-Naraksh; only their number remains in myth and chronicle, and it is said that they came from the sea. The five fought and slew the Great Beasts, supposedly due to taking pity on the plight of their thralls. They did not, however, take up arms against the Blood Lords, either deeming it dishonourable to battle such badly outmatched foes or hoping that even they might be brought to embrace freedom, and withdrew, leaving nary a trace of their passage. From that point, the tide of the war had turned in favour of the rebellion. The Blood Lords of old were said to wield each the might of an army, but they were few, and their enemies were many. But, once again, a force from outside Naraksh stepped in to alter the course of the conflict. The Empire of Huayuan would have rather aided its old foes than seen the Serene faith triumph, and so it happened. With its support, the Blood Lords were able to rally and soundly defeat the rebels, shattering the resistance, it seemed, once and for all, and bringing Naraksh under their sway once more. After the Huayuan withdrew into its borders, they spent years consolidating their rule and stamping out the last vestiges of the rebellion. Though the Empire of Lynn-Naraksh is but a shadow of its former self, the ambition of its rulers has not changed over the generations, and, now that war and chaos are stirring through Askor once more, they prepare to reclaim what is rightfully theirs. [h3]Relations[/h3] [To be added at a later stage.] [h3]Characters[/h3] [Idem.] [/hider]