My character is confirmed and is fully up, and my Kingdom sheet has also been sent, but I'll post it here too if anyone wants to see ^_^ [hider=League of Kyrantes] [center][h1]League of Kyrantes[/h1][/center] [center][h3][i]The Arid Expanse[/i][/h3][/center] [img]https://cdna.artstation.com/p/assets/images/images/005/231/126/large/ilyes-boutemeur-fini02.jpg?1489524635[/img] Image Source: https://huginn.artstation.com/projects/NeJBz [i]“Hot as fury, cold as cruelty, this land cares little for your life. Yet these are a people who chose to not care about the desert’s brutality. Surrounding themselves with walls and weapons, they endure day after day things that would break our soldiers. To conquer this place, much blood will be paid, to both their arms, and the land itself…”[/i] - Excerpt from the journal of an Imperial Expeditionary Chronicler. Dated during the era of the Empire’s “Unity Crusade” [center][h2][b]Landscape:[/b][/h2][/center] [img]https://cdna.artstation.com/p/assets/images/images/005/921/900/medium/ihor-reshetnikov-desert-12-da.jpg?1494711804[/img] Image source: https://www.artstation.com/artwork/DVGZO An arid place where the land is divided mostly into vast sandy deserts, and hilly, savannah-like areas. Scattered oases and a few rivers are the main sources of plant life and water. Most settlements have cropped up around these sources. At the further reaches of the desert, there lies a mountainous area where another kingdom resides. [center][h2][b]Brief history[/b][/h2][/center] Formerly nothing more than a scattered collection of tribes and villages, they formed pacts and alliances out of necessity as opportunistic bandits and other exiled undesirables often raided their settlements and attacked travelling caravans. Eventually, the majority of power was held by the largest city of the region, Kyrantes (Kee-Ran-Tes), a walled behemoth towering over the wasteland, protecting one of the largest stretches of farmable land in the region, provided by a river that flows through the heart of the city. They soon adopted an official form of government and named themselves as “The League of Kyrantes”, after the center of their power. During the “Unity Crusade” where the empire sought to expand its territory, and bring all others under their heel, The League held out against the attack, and even managed to go so far as to attack the Empire with assistance from other kingdoms that had been provoked by the Empire’s war-mongering. This proved to be more costly than anticipated however due to the incursion of enemies from beyond the breach. Currently, the League enjoys a seat in the Council of Seven with peaceful, though wary, relations with other kingdoms. Despite the demilitarization following the Council’s pursuit of peace, the people Kyrantes and The League are ever suspicious of anyone who lives beyond their walls. [center][b][h2]Summary and Role[/h2][/b][/center] [img]https://i.pinimg.com/originals/f7/5e/d7/f75ed7cbb1eae14f266e1f408157ab9f.jpg[/img] Image source: https://www.artstation.com/gabe-11 The League of Kyrantes is an alliance of various villages and cities, all submitting to the will of the great fortress-city Kyrantes, and its Grand Vizier. The Grand Vizier is passed down via heritage among influential noble houses in the city. While the title is highly coveted, and can at times be a cutthroat competition, the Grand Vizier is still required to please the other members of the League by creating unity and consensus. Otherwise they may find themselves replaced rather quickly. Being composed of different settlements, The League is run by its own council of leaders, with each town and village having their own methods of selecting leaders. The Grand Vizier of Kyrantes simply gathers them all into the fortress-city whenever region-wide matters must be discussed, and they often debate on matters within the opulent Dawn Palace at the center of the city. While attempts are made for consensus among the leaders, if immediate action must be taken, and the leaders cannot agree on a decision, the Grand Vizier has the power to bypass discussions and do as they wish, so long as the rest of the League is made aware of this. Through this, they can force the League to work by their will, at the cost of their public reputation. Grand Viziers often do not abuse this power, as those who do usually have short-lived reigns when public unrest rises due to the myriad of hardened mercenaries and assassins often for hire within their region Their role among the Council of Seven both during and after the War of the breach, is to act as one of its defense specialists. Their generals and tacticians being equally skilled in both defending a city, and besieging it by subverting their own strategies. However, their armies excel most at repelling enemy forces from behind a wall, or a fortified base of operations. Their archers being highly disciplined at holding the line and maintaining a hail of fire upon their enemies. Their infantry, resilient and fearless, fighting with almost a mad fanaticism against those who threaten their homes and families. Their cavalry, adept at breaking enemy lines and repeatedly scattering assaults, keeping any enemy from being able to find their footing in a siege. Any place under the protection of The League will demand payment in countless lives before it will be taken. [center][h2][b]Patron God[/b][/h2][/center] [img]https://stmed.net/sites/default/files/fantasy-temple-wallpapers-28162-892798.jpg[/img] Image source: https://stmed.net/wallpaper-133222 [center][i][b]Guurut:[/b] God of the Sun and the Moon[/i][/center] [center][i]Temple location: Solune (Sol-une)[/i][/center] Guurut stands nearly eight-feet tall. During the day hours his appearance is one of fiery fashion, with vibrant reds and yellows being the predominant theme while a loud, boisterous personality embraces all who come near. Parties as legendary as time has seen have taken place in his temple, with copious amounts of both alcohol and foods being consumed. Though as night rolls around, his appearance instead changes to more somber colors. Black and a dark blue color scheme wraps his body tightly during these hours, while a mellow and often sad personality push away any who come to see him. It is in these hours that people find that they have a chance to reflect on who they truly are in the temple. It is during both dawn and dusk, do the two sides of this coin mesh. His appearance is a clash of purple and white, and a calm personality emanates forth. Those at his temple during these hours have a chance to reflect on what they truly want. [/hider]