Hidden 5 yrs ago 5 yrs ago Post by Meiyuuhi
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Meiyuuhi Her Divine Grace

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This is the thread where completed, approved nation sheets and descriptions of individual characters will be posted.

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Hidden 5 yrs ago 5 yrs ago Post by Zealossus
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Zealossus

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Nation Name: The Kingdom of Endaria

Flag:

Type of Government: Absolute Monarchy

Head(s) of Government: Zealossus, The Seventh King (age 26)

Economy: All internalized except for Azuria, the only city to trade with outsiders before the Yllendyr Subjugation. Though behind in technology (about 1800’s tech), Endaria is well known for having a wealth of resources that the Imperium coveted in their rise to power.

Primary Species: Humans(40%), Dwarves(30%), High and Wood Elves(30%)

Population: 40 million

Culture: Isolationist Militarist. The nation has always known the ways of war, and the people are battle hardened because of this intense environment.

Religious and Other Beliefs: No official state religion

Location/Territories: The large island North of the Imperium

Climate: Temperate. Judging from geography it should experience more tropical weather, but it somehow remains somewhat temperate

Military: Small but highly skilled army with an extremely effective military staff.

Magic Prevalence/Usage and Elemental Alignment: Magic is considered a tool that can only be used by a small populace. As such, mages are required by the crown to take up a job of their choice, so long as they work for the betterment of the nation

History/Background Info: Endaria is an isolationist militarist country. It is known for being the nation with the most civil wars out of anyone, most of which never resulted in a full unification of the whole island. The Imperium cared little for our internal squabbles, so long as we paid our dues. The nation has only ever been unified six times, the seventh being done very recently by Zealossus. Now, with a world threatening to leave them behind in technology, a nation to rebuild and an imperium to overthrow, Zealossus has much to do to bring Endaria to the world stage.

Territorial Map:


Map Key:
Dots/Mountaints = Faction Capitals

Blue Land = Azurian State
Purple Land = Quentalian Mage Sect
Red Land = Ashinoth Militant Sect
Dark Green Land = Lodnor
Light Green Land = Elven Lands

Purple Mountain = Mount Draka
Yellow Mountain = Mount Bhufdar
Orange Mountain = Cadrin Mountain

Blue Dot = Azuria
Red Dot = Ashintol
Purple Dot = Quental
Dark Green Dot = Lodnoria
Light Green Dot = Wood Elf Capital (name unknown)
Light Blue Dot = high Elf Capital (name unknown)
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Hidden 5 yrs ago 5 yrs ago Post by Meiyuuhi
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Meiyuuhi Her Divine Grace

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Nation Name: The Imperial Yllendyr Sovereignty (commonly called the Imperium)

Flag:


Type of Government: Absolute Monarchy

Head(s) of Government: Olarth Vyalviur and Ecruir Vyalviur, age 60

Economy (Main imports, exports, industries, technology level, etc.): The economy of the Yllendyr is primarily based still around a guild/artisan system, though industrialization has become increasingly common for mass market, low-level consumer goods. Magic is particularly integrated into the guild system, and most guilds have a large number of experienced enchanters to increase the quality, durability and usefulness of items like luxury goods, weaponry and armour, and clothing. The elite of Yllendyr society typically shun mass-produced, industrial goods in favour of these artisans. Primary exports are these luxury goods, books and other literature, magical items and potions, coal, silver and grain. Primary imports are many types of machinery and components such as steel and cement.

Primary Species: Yllendyr (dark elves)

Population: 147 million (112 million Yllendyr, 35 million various other races)

Culture: The Yllendyr culture emphasizes four main aspects: love of nature, love of magic, love of fellow Yllendyr, and the demonization and belittling of all that is foreign or destructive to those ideas. Aside from other elves which they treat with more respect, the Yllendyr are harshly elitist and discriminatory to other races, believing it as their natural right to hold dominion over them. As a result, martial culture is deeply ingrained in Yllendyr society, and major noble families compete over spots in the leadership of the Sentinels, the most prestigious of those institutions.

Religious and Other Beliefs: The Yllendyr are generally athiest, but they have a deep respect for the natural world, and believe that the spirits of their ancestors still inhabit the forests. They take care to offer thanks to their ancestors for every tree they chop down, and are cautious in this to avoid removing too many. There is also a minority religion centered around moon worship, the Disciples of Eluna.

Location/Territories: Northeastern peninsula on the largest continent in the old world, also has a colony just beginning to become developed on a part of the new world closest to their continent.

Climate: Primarily temperate with some cooler regions to the south, forested with sparse grasslands.

Military: The Yllendyr Imperium maintains three general army divisions: first, the Imperial Sentinels, second, the Imperial Army, and thirdly, the Imperial Navy. The Imperial Sentinels are strictly Yllendyr-only, and typically three legions (20,000 men each) are stationed in each constituent nation of the Imperium. They are highly disciplined and highly equipped, with the finest rifles, armour and sabres made with care by the Armament Guild. The Imperial Army is much larger and widely varied, and the vast majority of each auxiliary legion (auxilia for short, 50,000 men each) is composed of subject peoples. A strict rule is in place which prohibits more than 20% of a legion in a constituent nation from being citizens of that nation, to cut down on potential rebelliousness. Each legion regardless typically consists of infantry, cavalry, and a dedicated artillery team which recently also includes machine gunners. High leadership for the Army is exclusively elf (meaning other elven citizens besides dark elves are allowed) but many officers come from subject peoples and are extensively rewarded for their loyalty. Finally, the Imperial Navy is the pride of the Yllendyr, boasting over two hundred of mostly ironclad ships armed with cannons and flamethrowers of varying sizes and classes.

Magic Prevalence/Usage: Near universal, but mostly used for cultural and economic purposes rather than as a tool of war. Liquid alignment.

History/Background Info: The Yllendyr Imperium traces its history back over nearly five thousand years, founded with the ancient kingdom of Ylleria from which the race takes its name. The Vyalviur dynasty which was founded there is said to have continued interrupted to this very day. However, the Yllendyr people were only finally unified just two hundred years ago under Vyalviur rule, spending most of the time in intense internecine conflict. The Vyalviur dynasty once unified the country a thousand years ago but only kept it together for thirty years before it fragmented again on the death of the conquering ruler. The major legacy of that time period is the Altairis Wall, built to protect incursions on Yllendyr territory by barbarous invaders from the south. This time period reinforced Yllendyr zenophobia and general disdain for foreigners. Under the newly unified Yllendyr Sovereignty, in 4677 the 70th Emperor advocated for conquest as the final solution to the threat of outsiders, so they could be kept under a watchful eye no longer to threaten the Yllendyr. A series of wars saw Yllendyr domains growing, but slowly, and their main rival in the West, the Vaspen Empire, kept them in check. However, rapid advancement in technology which far outstripped their neighbors led to the development of advanced firearms and later the first automatic weapon, the gatling gun. Using this new technology, the Yllendyr took themselves from a regional power to a global superpower, embarking on the Wars of Barbarian Subjugation in 4818. The Vaspen Empire slowly lost ground as the Yllendyr also used their navy to great effect in the subjugations of Endaria and the Fibor in 4827 and the Kitagawa Shogunate in 4832. The last two nations to fall were the Vershellen and the Vaspen, in 4840, and these regions have been under Yllendyr supervision ever since. Three nations, the Fibor, Tokushima, and Vershellen, were granted vassal state status as leniency for their swift surrenders and racial status, and the remainder were incorporated into the Imperium proper. An uneasy peace has persisted for the last sixty-one years under the watchful eye of the Securitariat, the Yllendyr secret police, whom maintain a large informant network across the provinces in pursuit of even the slightest whiffs of dissent. Still, unrest is inevitable, and with the sickness and incapacitation of the aging Naerzo Vyalviur the Conqueror, the political situation is as tense as it has been for forty years. The status of the succession will likely make or break the Imperium's hold over the civilized world.

Characters:

-Yllendyr Royal Family-
75th Emperor, Naerzo Vyalviur the Conqueror (deceased age 167, 2nd February 4901, natural causes)
- Crown Prince, Vomlur Vyalviur (deceased age 74, 2nd February 4901, assassination)
- 2nd Prince, Olarth Vyalviur: Self-proclaimed emperor. Age 60.
- 2nd Prince, Ecruir Vyalviur: Self-proclaimed emperor. Age 60.
- 4th Prince, Filadi Vyalviur (deceased age 32, 2nd February 4901, executed by Ecruir)
- 5th Prince, Nidrak Vyalviur: In hiding, location unknown. Age 16.

Imperial Conclave of Advisors
- Ludrami Diesriniel, Minister of War. Veteran of campaign to quash rebellions, appointed by Ecruir

-Squad 6, 27th Imperial Auxiliary Legion-
Lunastri "Luna": Lieutenant of Squad 6. Has no last name, as an orphan of unconfirmed family.
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Hidden 5 yrs ago 5 yrs ago Post by Predawnia
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Predawnia Prolific caster of "Pot of Retcon"

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Nation Name: Celestial Empire of Amrea



Type of Government: Absolute Monarchy

Head(s) of Government: God Empress Marute Na-ryu, the Gwangyeong Empress

Species:
Amreans, resembling humans and light-skinned elves with fox-like features such as fur on their lower legs. a long flowin tail and canine ears. Amreans naturally live up to a century, but practitioners of magic frequently find themselves living up to two centuries on average. They are divided into five distinct ethnic groups, the Shen-zi, Yin, Ka-yon, So-nin and Kou'ji.

The Shen-zi (The Children of the Mountains): Amreans hailing from the western provinces bordering the Ten'sha mountain range. They are considered the oldest of the Amrean groups, being the genetic ancestor of the Yin, Ka-yon, So-nin and Kou'ji peoples. They comprise roughly 9% of the Amrean population. Their dialects of Amrean most closely resemble Classical Amrean in use by the Imperial Court and government bureaucracy.

Yin (The People of the Yin River): The first wave of Amrean settlers from the Ten'sha mountains who migrated to the Yin river over 5 millenia ago. They are the oldest of the Amrean river peoples comprising 45% of the population, mainly growing rice in the rainy, subtropical territories of southern Amrea. Around 100 years later, a group of the Yin, as well as additional Shen-zi settlers would migrate further North to the Ka-yon River.

Ka-yon (The People of the Ka-yon River): The descendants of the Yin and Shen-zi that went North to the Ka-yon River. Comprising 30% of the population. They can be distinguished from the Yin people by their more gruff way of speaking and general rowdiness. A trait perhaps inherited from their proximity to the So-nin.

So-nin (The Men of the Grasslands): The descendants of Yin and Shen-zi migrants who did not stop at the Ka-yon river but instead went further North. They dominate the lands further north, being traditionally herders and horse-riding raiders. Another group lumped into the descriptor of So-nin are the Aarehan of the Miranid Empire, descending from Yin migrants who made their home on the steppes southwest of modern Amrea. They are derogatorily referred to as 'Ratmen', and are treated with disgust for having reverted to barbarism by most Amreans. The So-nin residing within Amrea consist of 6% of the population.

Kou'ji (Those of High Blood): A mysterious ethnic group of Amreans whose origins are shrouded in myth and legend. They claim to be descendants of the Sun God, in holy union with a woman of the Yin, but written records of Amrean history cannot be traced back beyond 2500 years, and thus only oral accounts of their origins exist. The Marute Dynasty, as well as roughly 70% of Amrean nobility can trace or claim descent from this group. They account for roughly 8% of the population. They are seperated from normal Amreans by virtue of their longer lifespans, approximately 140 years on average and their distinct ear-shape, more clearly resembling that of an elf than a fox as well as a universal affinity for plasma magic.

Apart from the Amreans, there is also a population of humans residing in Amrea's south known simply as the Myeong-bin (The Civilized Guests) who account for 2% of the population. They are various groups of Tzücomen and Üarim that have over the past few centuries sought to settle within the borders of the Celestial Empire. Most of them are allowed to by Imperial authorities, on the condition that they adopt Amrean dress, customs and culture, embracing civilization and casting away the trappings of savagery.





Population: 312 million (± a few million)

Economy (Main imports, exports, industries, technology level, etc.): Agrarian economy transitioning to an Industrial one. The Steam engine was only introduced in the capital in the past decade, and the main industries consist steel and textile mills in the capital. Amrean Engineers are always looking for ways to innovate however, and there are rumours of a backroom war being waged amongst the intelligentsia to build a revolutionary device that would earn its creator a one way ticket to noble status.

In the countryside, life continues as it always has. A small trickle of young men and women head to the great cities where pyramids and temples rise to pierce the sky to find work and opportunity. The vast majority remain in the countryside, growing rice, herding livestock and harvesting fruits and fish to feed the ever growing populations of the urban centres. The Empire is rich in natural resources like coal, iron, copper, lead and bauxite, but much of it remains trapped in the ground and untapped due to lack of investment or demand.

Main imports: Silver from the Yllendyr colony and Gerudo, assorted tribute from tributary states.

Main exports: Limited amounts of tea, porcelain and silk to the Yllendyr colony. Gifts of assorted materials and weapons to tributary states.

Literacy: Due to the Amrean language being written in the form of logographic characters, it is quite difficult to measure literacy, as each logogram corresponds to a concept or word. Rural peasants may know simple characters like those for the sun, weather and animals, enough to get by in daily life but incapable of intellectual expression. On the other hand, the nobility are more likely to know the full set of characters in the Amrean language.

Culture: Amrean culture dates back to around 5000 years ago to clans of farmers around the fertile Y'in and Ka-yon rivers who migrated east and north from the Ten'sha Mountains, and highly based on two guiding principles, Legalism and Nobility of Blood. The principle of Legalism calls for society to be stratified, with educated scholar-bureaucrats and nobles taking the duty of reigning over the common folk. Nobility of Blood refers to the species whose duty it is to civilize the savage races (their racial subgroup or geographical neighbours). Amreans have the duty to civilize what they consider to be the barbarian states that neighbour them, whereas a race such as the Yllendyr have the duty to civilize the peoples of their empire. Amrean Noble Blood theory is split into two schools, that of Mutualism and Hierarchism, which is again split into various subgroups. The majority of Amrean aristocrats and the House of Marute sponsor the school of Mutualism, believing that the noble races are equal to each other and that the savage races may eventually be made equal, after centuries or even a millennia of being civilized. On the other hand, 13% of the Amrean nobility espouse the school of Hierarchism believing that the noble races are equal, but it is next to impossible for the savage races to be made noble.

Nominally, the entirety of the New World (known in their language as Tien'sha, meaning Lands under the Sun) is under Amrean control, with the myriad peoples ranging from the Strigoi of Wulfram to the Gerudo paying tribute and respects to the Emperors in C'hung-jin. In reality, Imperial control barely extends beyond the frontiers of the Empire and whilst the Empire is no doubt capable of projecting its might, it sees no need to whilst the illusion of control can be maintained.

Religious and Other Beliefs: The Amrean people believe in the inevitability of the End Times. It is foretold that one day, the world shall end in fire and blood, lest the Sun God, the father of light, love and life be ritually renewed with the souls of those with magic potential, as it is believed that the souls of mages is the essence of the Sun God, cast down to the Earth during his struggle against the End Times. Thus, the essence of the Sun God must be returned to him in great sacrificial altars to renew his power and stave off the End Times. They also believe the God Emperor to be the avatar of the Sun God to the Earth, chosen to guide his followers to aid him in his battle against the end.

Military: 800k professional 'modern' (20% armed with breech-loading rifle 80% with muzzle-loaded muskets, swords and trained in line tactics alongside their assorted cavalry and artillery) troops organized into Banner Armies under the joint control of the God Empress and court aristocrats, 2 million militia (armed with traditional steel swords, halberds, matchlock and flintlock muskets, the quality varies between provinces. Poorer provinces tend to use swords and matchlocks whilst richer ones afford flintlocks and the occasional rifle.) used as local police forces as well as reserve forces. Amrean combat doctrine consists of a barrage of Hwa-myeon fire rockets to soften the enemy, before initiating a mass charge towards enemy lines under cover of smoke-screens deployed by cannons, firing muskets at ranges of 10-20 metres and then closing for melee in an attempt to break the opposing force's morale and force a route or surrender.

Aiding the Banner Armies is a specialized army numbering 20000 known merely as the Man'shu Braves, named for the southern province from which the vast majority of its soldiers come from. (The rest come from the So-nin recruited in the northern steppes). It consists of the various steppe peoples who settled on the fringes of the Empire, specifically the Myeong-bin. Armed with sabres, the ocassional rifled carbine, flintlock carbine, bow and fire rocket as well as ceramic grenades, they fulfill the role of skirmishers, border guards and elite cavalrymen supplementing the iron discipline of the Bannermen with the ferocity and swiftness of the Steppes.

In additional to the conventional army, the Empire employs the services of some 50000 mages, known collectively as the H'ang-hyun (Dawnguard). The H'ang-hyun is seperated into five legions led by a Junior Commander numbering 10000 each, with each Legion consisting solely of users of one magical element. The 1st Legion, consisting solely of Plasma Mages is the most prestigious legion, with its commander granted the title of High Commander of the entirety of the H'ang-hyun. These Amrean Noble Mages take the form of monster hunters, in particular being used to wipe out the ravenous Strigoi that occasionally encroach on Imperial territory and tributaries in defiance of the agreement between the Regent Hildegund and the Gwangyeong Empress' grandfather, the Gwangwu Emperor signed two centuries ago.



The Amrean Navy consists of a grand coastal fleet of some 60 copper-hulled steamships and an experimental ironclad. It is mostly used to bully the surrounding tribes and nations to collect tribute. Amrean ships are armed with smaller cannons and a small team of mages (separate from the H'ang-hyun and more akin to Marines) to provide heavier artillery support, taking advantage of mobility to evade enemy fire

Location/Territories: Located in the central-east coast of the new world, on a large concentration of rivers and tributaries that provide it with ample farmland. Flanked by Ten'sha mountains to the west, hills to the south, steppes to the north and the great Sea of Krakens to the east, the Empire's borders are relatively self-contained, allowing it to remain somewhat isolated by land, but capable of projecting strength when necessary



Climate: Subtropical and Temperate

Magic Prevalence/Usage: Present in about 30% of Amreans and considered to be the essence of the Sun God. Usage of magic is restricted to the nobility. They have a natural affinity to plasma magic, at around 60% of the population, and a 10% occurance of the other forms of magic. However, due to the heavy restrictions placed on magic, it's usage in the military takes a far more even distribution.

Foreign relations: Limited trade with Yllendyr colonials, and suzerain of various tributaries on the continent.

History/ Background Info: In ancient times, the area constituting the empire consisted of warring Amrean kingdoms and lesser states which had varied in power over the millennia. Ultimately, all were subsumed into the Empire. Ancient stories tell tales of other creatures; goblins, dragons and the like, but many assume they were killed off during the rise of the glorious Empire. The Amrean Empire of the Marute Dynasty has existed in some form or another for three thousand years, although at times it may have been reduced to but a single city and its surrounding territory. Led by the enigmatic House of Marute and it’s line of God Emperors and Empresses, the Empire has expanded to its greatest historical extent in the present day and what it considers to be it’s “natural borders.” Under the dynasty's rule, only once had Amrea fallen to the control of outsiders. Eight centuries prior to the present day, the mighty Bankuo Emperor was defeated in a magic duel with the vampire lord known in Amrean history only as "The Weeping Emperor" (Emperor Wulfram to the vampires). His reign was a period known as the "Nights of Tears", with the vampire lord and his progeny ruling Amrea before his grief paralyzed his rule and allowed the commonfolk to rise up and restore the Bankuo Emperor's descendants to the throne. Whilst short and bloody, his rule was not without benefits. Numerous canals, roads and monuments headed by the newly-created Ministry of Public Works were constructed during his time to feed his thirst for blood and bring him closer to his grand designs. These were eventually repurposed after the Marute Restoration to transport water and irrigate agricultural land. Due to the relatively isolated position on the continent with the only easy way to access the Empire from the northern steppes and southern hills, the territory is almost entirely homogenous. Whilst wild Strigoi do occasionally intrude into the Empire's borders, reports of strigoi attacks are taken extremely seriously, and amount to the deployment of an entire mage battalion to exterminate the marauding vampire.




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Hidden 5 yrs ago 5 yrs ago Post by Ben1730
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Ben1730

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Vaspen Empire

Government: Constitutional Monarchy where the sovereign retains most powers, and the prime minister is primarily an advisor with some power to make decisions.

Heads of Government: Queen Lucina Vaspen (25) Currently in exile. Prime minister: Evrard Sendler, (48) current recognized leader of the territory.

Economy:

Imports:
Clothing
Livestock
Exotic goods
Explosives
Exports:
Raw Metals
Gold
Heavy Machinery
Copper Wire
Communications Equipment
Railroad Equipment
Steel

Industries: Most industrial complexes have been converted to civilian use after the take over. They continue to produce consumer goods but also specialize in Railroads and communication equipment like the telegraph and such. Providing the logistical support for their Yllendyr overlords. The state is also experimenting with naval ship building to cross the great ocean thereby increasing the approval from the overlords.

Technology: Before the Invasion the Vaspen Empire was considered one of the leading states in concerns to military theory, and alternative power sources such as steam, electricity and Gasoline/Diesel. While the military theorists have been “Integrated” into the Yllendyr research departments, the other research have been progressing smoothly leading to innovations in Internal Combustion Engines, Electrical breakthroughs, and Steam Efficiency boosts.

Primary Species: Wolfen, Humanoid-Wolf like, typically 5.5-6ft tall, well built. They Appear very wolf like, large ears and muzzle like nose, they also have a large amount of hair covering their arms, legs and torso to help them survive the harsh winters. They have the lifespan of a normal human, but do possess some enhanced senses of their wolf kin such as: Enhanced sense of hearing, smell, night vision, and cold resistance.

Population:56,604,567

Culture: The Vaspen culture dates back to 1650, when the country was established. The culture while still focusing on olden traditions, is still modern to some degree. The core of the Vaspen culture revolves around the state, and it’s monarch. The state is the protector of the people, and the monarch is the great leader that united the people to stand against tyranny. After the state the next group of importance is the family unit, in which traditionally the father provides for the family. However with the rapid industrialization women are beginning to find work in factories, gaining some independence from this reliance. Finally the core personal beliefs of the people revolve around the lack of a class system, they are only limited the amount of effort they choose to put in to advance in society.

Spoken Language: Ripuarian, Similar to Middle High German

National Religion: Alaephy, based on the belief that each race has a trait that is embodied by a god. The gods themselves can each be considered two entities, one for each side of the coin, a benevolent, and malevolent version of themselves. These gods are constantly embroiled in mortal affairs, using their respective peoples as proxies for their own battles. These conflicts between gods are the reason the mortal world came to be. After a great battle between the gods, and the near destruction of the universe they decided to create a world which they could influence to resolve their disagreements. The Wolfen God represents Honor, and Valor.

Location: Located on the western most point of the main continent in the old world.
Climate: The empire is situated in a temperate forest climate with Cold Winters and cool summers, the mountains in the north force the arctic air to settle in this region, only coniferous trees survive the winters. Large number of forests dot the landscape between the rolling hills, and streams, cities and towns appearing occasionally as you look out across the beautiful landscape.

Military: Other than garrison troops used by the Yllendyr in other countries the military is non existent.
4,683,021 men available for service as of the Yllendyr’s 1902 census.

Magic Prevalence: Appears in less than 15% of population considered a rare gift. Not forcefully weaponized, up to personal decision on use. Gas Alignment.

History: In 1650 Matthaus Vaspen founded the Vaspen Empire in its current location after the unification of all Wolfen states on the Western side of the continent. Throughout the next 250 years there have been many trials and tribulations within the Empire, but the most significant of which were the many Yllandyr invasion attempts.
Initially the Yllendyr Imperium had a significant land border in the east with the newly unified Vaspen Empire. The First of these in 1697, again in 1746, and 1763, finally in 1840 they successfully invaded. Before they could take over the capital the ruling family escaped to exile in the human kingdom in the north. After the Imperium completed their invasion they took out their centuries of loss and frustration on the populace of Vaspen, deepening the already bottomless ravine of hatred between the two peoples. In the years after during the occupation, the citizens of Vaspen endured harsh treatment and even slave like status within the Yllendyr’s new puppet state. Almost all government positions had been taken over by Yllendyr natives, and the industry was stripped of its military capacity. However many Nationalist holdouts escaped the wrath of Yllendyr, especially by hiding in the northern mountain range, they amassed firearms, and olden weapons to resist and sabotage the Imperium’s every move.
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Hidden 5 yrs ago 5 yrs ago Post by Neruu
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Neruu

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Nation Name: Fibor Dynasty
Flag:

Type of Government: Monarchy
Head(s) of Government: King Inroc III Fibor
Economy (Main imports, exports, industries, technology level, etc.):
Main imports: Steel, Cotton, Dyes and Salt
Exports: Refined Petroleum Products, Fish, Slaves, Textiles, Aluminum, and Copper
Industries: Petroleum Extraction/Refinement, Fishing, Textile, Mining and Lumber.
Technology level: Fully Industrialized and High Literacy Rate
Primary Species: Ogre
Secondary Species: Half Ogre, Oni, Giant
Tertiary Species: Orc, Human, Other
Population: 64 Million
Culture: Maritime Traders and Mercenaries.
Religious and Other Beliefs: Etholfi and Grese (Co-Dominate Religions)



Location/Territories: Detailed Map of Fibor Territory. (Will get more detail as time goes on)

Climate: Temperate Broadleaf Forest primary climate
Military:559,040
Magic Prevalence/Usage: Only allowed usage is by Ogre nobility. Most prevalent type of magic is mind.
History/ Background Info:
The Fibor Dynasty is the 9th unification of the ogre nations under a single banner. It rose to power 845 years ago unifying the warring states after death of Hog Dynasty King with no recognized heir. The Fibor Dyansty expanded reuniting the shattered ogre nations fully a feet not seen since the legendary 6th dynasty. However this great task would spell the downfall of Fibor dynasty.
For centuries after complete reunification the Fibor Dynasty would focus inward struggling to quell rebellions. The stabilization of realm would come at such a great price as the ogres ignored large continent to south. Looking inward for so long that only seventy years ago was the massive wooden fleet rallied. However a hurricane would shatter the backbone of Fibor strength forcing a humiliating surrender and becoming a vassal state. The boon of being a vassal was ability of rapid industrialization but only with great shame in the oldest generation.
Ancient History:
As chronicled by ogre recorders of history. Long ago before the first metal had been forged the ogres existed as slaves. The greatest of the giants known as titans ruled supreme upon island of Tiagrav. So great were the titans they towered above even the forests of primal Tiagrav and their magics were terrible. It is claimed that the neighboring islands around Tiagrav were raised by the powerful magics commanded by the titans. Ogres were powerless to fight the titans for simple wood and stone weapons were worthless against these great giants.
The blood of heroes would be born on Ember island. Legends have long forgotten this ones name but he was the first ogre to ever wield magic or so the legends say. The smallest of the titans lived upon Ember island and would be the first of his kind to die at hands of a ogre. Using the power of this magic the legendary hero would lift the severed head of the titan to the cheering freed ogres. From his heroic blood would be a lineage of heroes who would go forth wiping out the titans and all who sided with them. Only a single tribe of hill giant would see the wisdom of siding with ogres and side with them. It is recorded in legends with copper weapons the ogres were unstoppable and by the age of iron the last titan known titan drew breath. Bloodlines of heroes became the nobility who became kings.
However the last titan would get to enjoy its long life due to treachery of the oni. Up in the north the elder titan was cared for by oni. Feeble in body but powerful in magic the great noble King of the 6th dynasty would slay the final titan. Foolish oni fought back but the glorious ogre empire would not sit idly by trying for centuries to capture the northern island. The oni were monsters in eyes of contemporary ogres but by the 8th dynasty outright extermination attempts were stopped.
Hidden 5 yrs ago 5 yrs ago Post by Quetzalcoatl
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Quetzalcoatl Mildly Interesting House Plant

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POSTS:

1. The Beginning
https://www.roleplayerguild.com/posts/4791823

2. Mara and Agur
https://www.roleplayerguild.com/posts/4793486

3. Mara Goes Forth
https://www.roleplayerguild.com/posts/4799097
Hidden 5 yrs ago 5 yrs ago Post by Ever Faithful
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Ever Faithful Will always be Ever Faithful

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Nation Name: Kitagawa Shogunate
Flag:


Type of Government: Absolute Monarchy
Head(s) of Government: Shogun Emperor Eikou Takagi Kitagawa
Economy: Heavily industrialized with access to coal and iron ore deposits, Still exports agricultural products such as tea, incense, and rice.
Primary Species: Humans
Population: 88.7 million citizens
Culture: Split between three branches: Honor, Loyalty, and Duty. Easy to please and quick to anger, the inhabitants, called the Yamato, in civil life are raised on a code of conduct on justice and wisdom based on class. Inevitably, Yamato are very disdainful of the Yllendyr ever since they executed Emperor Toshiko's grandfather. Social classes, from highest to lowest, is split between the Shogun, Kazoku (comprised of the Daimyo), Samurai, Merchant and middle class, and farmers and lower class workers. Due to Kitagawa society heavily militarized, a Yamato male is expected to serve at least 2 years in the military when he reaches 18 years of adulthood. Yamato are very respectful of another race's culture since they expect the same level of treatment back. Only the Yllendyr are the only exceptions of this etiquette.
Language: Yamato, equivalent to Japanese
Religious and Other Beliefs: Traditional Yamato religion, Kami-no-michi, is the worship of ancestors and nature spirits and the belief in sacred power in both animate and inanimate things. Under Kami-no-michi, the Shogun Emperor is revered as a descendant of the Sun Goddess, Amaterasu-omikami. This is why Yamato was utterly shocked when the Dark Elves executed the Shogun Emperor after he surrendered. This is the official religion of the Shogunate.
Location/Territories:


Climate: Has all four seasons with mild, temperate weather. Lots of hills and mountains with plenty of plains, marshes, and natural harbors around the coastline. There are forests present but not very dominate of the region.
Military: Even though its still traditional where the Daimyo and the Samurai are officers and generals of the Shogunate Military, promotion through the ranks are becoming more based on merit rather than lineage but this is more apparent on a company and battalion level. Even though the Shogunate military is not as elite as the Yllendyr, it makes up for it through its sheer Fanaticism and undying loyalty to the Emperor and the Shogunate. This would lead to extremely dumb but exceedingly brave Kamikaze soldiers and sailors.
Magic Prevalence/Usage and Elemental Alignment: Seen primarily as a tool in civic society mainly used by exorcists to weed out demons. Occasionally, magic would be use in combat but only if deemed necessary. Mind Alignment
History/Background Info: Prior to the Kitagawa Shogunate, the territory was ruled by warring factions of Daimyo and Samurai that fought petty feuds and civil wars over the centuries. Even though a Shogunate was proclaimed, it was quickly split apart after a Shogun's death. It wasn't until the Dark Elves arrive when the Yamato Warlords band together and formed a Shogunate to drive them out. Due to the Dark Elves's superior technology and tactics, the newly-formed Shogunate was defeated in every battle and the subjugation ended with the Shogun Emperor executed and his son taking his place as a puppet ruler to the Yllendyr. Despite the humiliating defeat and the outrageous treatment of previous Shogun, the Shogunate quickly adopted technology from the Dark Elf overlords at the cost of its pride and ethnic treatment. So vicious was the anger towards the Dark Elves that numerous uprisings occurred, especially the Samurai class, under the guise of restoring national pride. The revolts were crushed but the perpetrators were secretly pardoned and lightly punished due to the fact that everybody despised the Yllendyr for their treatment of the Yamato people.
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Nation: The Pipemen (aka "Sewer Goblins")

Flag: A tribe's flag, if they have one, is usually a variation of a shit-covered dirty rag with at least one and a half footprints on it. If a particular tribe is enslaved by a nation, they might care enough about which nation they're enslaved by to hoist that nation's flag on Tuesdays just after lunch time, or whenever they're forced to otherwise.

Type of Government: Kratocracy usually, though some tribes manifest other forms of government due to either enslavement by other species or nations, or occasionally out of the ruling bugbear's drive to be contrarian for no rational reason. A tribe without a bugbear for whatever reason usually becomes a democracy, much to the dismay of every goblin involved. Goblins go insane after roughly one hour of not being enslaved by some form of authority backed by force, and have a tendency to become extremely religious and superstitious until some intelligent voice of reason decides it wants to subjugate them, at which point they fall back in line and regain their previous standard of sanity. This religion and superstition generally manifests as the gremlins suddenly becoming convinced that a particular inanimate object has godlike powers or otherwise controls their minds, and seek to appease it through nonsensical rituals. Hobgoblins usually are slower to fall for this kind of behavior, but pier pressure wins over after a while. Hobgoblins never rule because if there's a bugbear, they get bullied into submission for being nerds, and if there isn't, they're too insecure, unconfident, depressed, or disorganized to actually be leaders of a whole tribe. Hobgoblins are, however, quite often lower taskmasters and project leaders with authority over gremlins, who look up to them because they aren't mean and like to teach them big words to say to impress or annoy their piers.

Economy: The Pipemen, when dealing with other nations, generally accept barter in the form of edible substances (see primary species below), tools, or anything the ruling bugbear thinks is cool. Goblins within their own tribes generally have no use for money and no concept of personal possessions as the spontaneous loss of object permanence common among most gremlins prevent any sort of ownership lasting long. Bugbears and Hobgoblins often have possessions, but since the gremlins are numerous, everywhere, and like to randomly mess with things, particular items have a habit of getting lost rather quickly if not constantly guarded or locked away.

Primary Species: Gremlins, hobgoblins, and bugbears, in decreasing order of prevalence. These species are collectively referred to as "goblinoids", and share many common features, including a biologically pre-programmed drive to form colonies with other goblins and become enslaved by powerful individuals, and an ability to subsist off of any organic matter, so long as they eat a quantity of mass roughly comparable to their fist per day. Due to their short, violent lifespans, goblinoids measure their lifespans in weeks, and their "birth days" are the day of the week they were born on, though this is almost never kept track of and even when it is remembered, it is rarely celebrated. The goblinoid maximum lifespan is unknown, as they seemingly always die violent deaths within a year of their birth. Goblins are never born on Tuesdays, as any goblin born on a Tuesday, upon peeking its head out into the light for the first time, immediately realizes that it isn't the weekend (see culture below), and therefore sees no reason to start working yet. Goblin children reach adulthood the moment nobody is actively paying attention to them, meaning a goblin baby could potentially stay in its infant state forever, if given enough attention. Goblin babies are rarely cute enough to justify doing that.

- Gremlins: Gremlins make up over 90% of the goblin population. They are, on average, about three feet tall, green, simian humanoids with childlike personalities. They get excited easily, and as a species find violence and explosions to be objectively hilarious. Gremlin names are usually between one and seventy three rhyming, nonsensical syllable groups, with an average of about two. Examples: "Smingpling", "Bloomk", "Frimblepimblewumblemumble", "Vulpmubulb". The first thing a gremlin ever says becomes their name, which makes sense, because their names sound like babble.

- Hobgoblins: About one in a hundred goblinoid births result in the birth of a hobgoblin. Hobgoblins look like gremlins, but incredibly skinny, hairier, covered in acne, and are usually about five feet tall. Hobgoblins have an intelligence comparable to humans, but with a propensity for extreme jealousy, depression, and greed. Despite this, hobgoblins are also the most compassionate of the goblinoids, seeing their bugbear overlords as "big brother" figures, and gremlins as rambunctious younger siblings in need of guidance and protection. While hobgoblins have both male and female sexes, they are incapable of reproduction themselves. Hobgoblins are usually named after random, and bizarrely specific objects that may or may not have ever even existed at all. Examples: "Four-and-a-half-foot-long-piece-of-driftwood-with-a-hole-in-it", "Left-shoe", "Lightbulb-that-smells-like-bacon", "That-thing-that-makes-that-sound,-you-know-what-i'm-talking-about". Hobgoblins usually name themselves after reaching adulthood. Gremlins, however, never remember a hobgoblin's name and usually just call them "Mr. hob" or "Ms. hob". Bugbears, being bossy jerks, simply refer to a hobgoblin by whatever they're doing at the time, such as "pipe-fixer-team-leader" or "idea-come-er-up-with-er".

- Bugbears: There is a rare exception to the rule that goblinoids are never born on Tuesdays. About once per year, in each tribe, a hobgoblin will be born on a Tuesday and grow up to be a bugbear. Bugbears are seven to eight foot tall, rippled muscled goblinoids that have arguably less raw intelligence than the average gremlin, but have such charisma that they are able to play it off, and most goblinoids think of them as demigod-like beings with a divine right to rule. Bugbears are competitive, short-tempered, and hate almost everything except for themselves and one other kind of item or idea determined by some never-explored biological law. A bugbear might be obsessed with collecting a certain consistency of sawdust, or think that anything in the shape of a donut is a profoundly beautiful work of art. As such, a bugbear will drive it's tribe to any length to satiate their bizarre compulsions. Like hobgoblins, bugbears have male and female sexes, but cannot reproduce on their own. Bugbear names are titles in the form of "noun-verber" or "he/she-who-verbs", though they rarely have anything to do with anything the bugbear actually did in their lifetime. Examples: "Lugnut-finder", "She-who-blinks-fast-on-wednesdays", "Gremlin-punter", "He-who-likes-the-word-'sausage'-way-too-much".

Culture: Due to their biological imperative to become enslaved by powerful creatures, the Pipemen as a culture are almost always under the thumb of some other nation, monster, or when isolated, simply guided by the whims of the ruling bugbear until something really awesome comes along. When that happens, usually the ruling bugbear bargains with the awesome thing, attempting to trade servitude in exchange for the thing not killing him or her in the near future. When a tribe has more than one bugbear, the one that isn't ruling generally lives in secrecy, planning to overthrow the current ruler. Bugbears are too vain to rule together, as a general rule of thumb. Apart from this, the Pipemen only have one true defining cultural belief: every day is the weekend except for Tuesday. As often as the Pipemen are forced into labors of various sorts, usually consisting of digging sewer tunnels, repairing broken plumbing, or doing jobs that their overlords otherwise consider to be beneath the working class of their respective societies, they don't really enjoy doing so. Goblins are fundamentally lackadaisical, disorganized, and just plain lazy. In the extremely rare circumstance that whatever being is enslaving them actually tries to treat them with respect and compassion, however, gremlins at the very least can become fanatically devoted to their masters. In such a case, their work ethic improves substantially to the point that Thursday morning is no longer considered part of the weekend.

Location: Theoretically everywhere, though virtually always in subterranean colonies. Pipemen tend to just tunnel in random directions out of habit or to make space when a colony grows too large, so they end up in the oddest of places. Even more rarely, a bugbear will become obsessed with exploration, and bully their tribe into tunneling vast distances out of sheer curiosity.

Climate: Cold. Dark. Wet. Stinky.

Military: The Pipemen only go to war when their overlords make them, and generally never actually wage war among themselves (i.e. between tribes), though rivalry and frequent brawls keep morale high. That said, when they do go to war, they do so enthusiastically, as violence is hilarious to them, and death is such a frequent occurrence in goblin culture that they are utterly desensitized to it. Gremlins have no talent for using weapons, but they certainly try. They do, however, have something of a supernatural affinity for causing explosions, and being good tunnelers, make for great saboteurs. Otherwise, they make serviceable cannon fodder and shock troops, with little self-preservation instinct. That said, gremlins are usually horrible at recognizing the difference between who they're fighting for and who they're trying to defeat, and what their actual tactical goal is at any given point and time, so any battle plan that doesn't involve simply ordering the gremlins to mangle anything and everything in a certain area that can be pointed at generally fails horribly.

Magic: Goblins very rarely make use of magic. As most gremlins don't live long enough and aren't really smart enough to make sensible use of any magical talents that they would manifest, only hobgoblins and the rare bugbear really become functional mages. And even then, there exists a serious speedbump on the path to magical mastery in that goblinoids can only be void mages. Most goblin mages don't realize they have powers until they accidentally use them and spontaneously get themselves killed, much to the amusement of the surrounding gremlins at large. Hobgoblins that somehow learn the theory behind magic may become interested in experimenting to see if they in fact have powers, though should their ruling bugbear come to believe they are growing too powerful (or are spending too much time playing with magic to be actually useful), they tend to get executed. Bugbears that manifest powers and survive past the accidental discovery of them AND live long enough to hone their talents become incredibly powerful rulers, and sometimes even betray the being(s) they've become enslaved by. That said, such a bugbear usually develops a nasty case of being even more insane than usual and tends to die miraculously at the hands of their enslaver due to their coup attempt being poorly thought out.

History: The Pipemen usually don't keep track of history past the lifetime of the current ruling bugbear. They often have enough knowledge of time passing to know when tuesday is or was, but thats about it. No currently existing Pipemen tribe has existed long enough to remember the age of myth, adventure, and fantasy, and few living goblins were around when they were first enslaved by whatever power currently has them under their thumb. That said, through sheer accidental oral tradition, some goblins beneath cities have a concept of the fact that they, as a species, weren't always servile to powers that used them as a labor force. The idea that they are seen, in whatever small way, as actually useful by their overlord civilizations, brings goblins a sense of pride. Further, the transition from simply worshiping dragons and liches and disembodied glowing effigies of dark gods atop tall towers to being integrated as a labor class into another parent society is understood by the few goblins (usually hobgoblins) that reflect upon it to be something of a cultural renaissance for goblinkind.

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Squad-6 Member: "Smoog"

Smoog was conscripted into the Imperial Yllendyr Army on his second birthday after his best friend Gligmigpug dared him to climb a man-hole service entrance to see what was on the other side. The two ended up in the middle of a busy road in an Yllendyr city, which naturally caused scene. The two gremlins proceeded to invade a nearby cafe, defecated on multiple tables, and were involved in a competition to see which one of them could drink the most coffee through their noses until they were finally wrangled by the local police, and turned over to the local branch of the army.

The two were eventually separated, and over the course of many weeks, Smoog learned to fight... kindof. His superiors soon discovered his occasional loss of object permanence, and therefore resorted to tying his rifle to his arm in order to keep him from losing it. His other gear was similarly affixed to him, not that he really cared, as he was quite content to serve his new masters to the best of his ability. Naturally, his best wasn't very good, but he eventually qualified for the reserves through sheer luck and commitment.

Smoog learned several things over the course of his training. Firstly, the other soldiers kept using this word, "midget", to refer to him. As much as he tried to explain that his name was pronounced "Smoog", they didn't seem to get it. It wasn't until one of his comrades explained to him that the word meant "best fighter that ever existed", that he truly understood how much his hard work had paid off. From then on, his loyalty to the Imperium surpassed even that of a few of his commanding officers. He was told that, due to his patriotic zeal, he was handpicked to join the 27th auxiliary legion in their occupation of the Kitagawa Shogunate in order to help instill the local population with the appropriate level of admiration for the Imperium. That was the greatest day of Smoog's life.
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Nation Name:
The Republic of Avalia

Type of Government:
A Transitional Authoritarian Democracy

Head(s) of Government:
-King Harold Holfgar the VIII, the former ruling monarch, deceased
-Helna Govics, former head of the Royal Cabal, deceased
-Field Marshal Adron, Leader of the General Staff and commander of Avalian Armed Forces
- Alicia Karlsson, council member, Head of R&D
- Gunner Hampus, council member, Head of the Tears of the Sky Labor Union
- Albin Hescher, council member, famous Industrialist
- Niklos Eskil, council member, head of the "Republican Movement"


Economy/Technology:
Thanks to the progressive policies set forth by the preceding monarch, the Avalian economy has done well to modernize and industrialize to a point of being on par with most modern powers. This is also thanks to in part the large systems of navigable rivers that snake through the nation, generating a far higher ceiling for potential capital wealth. In fact, with trade and transport relatively easy, the resulting canals and railways only furthered this rise in both credit and capital. With a growing middle class and a easing of acquiring credit, this has led to a boom in entrepreneurship and innovation. Despite this industrialization, and with it, urbanization, some of the main exports come from agriculture, being namely cotton and wheat. Salt and Coal also remain high on the export list, thanks to the very rich low lying mountains that make up part of the northern border. The largest imports happened to be sugar, coffee, silver, and spices.

The lack of a proper merchant marine and the domestic problems at home as created a highly centralized economy within the nation. Large unions control vast swaths of labor, unions who not a decade before were entirely illegal. Various ideas of Social Liberalism and Market Liberalism are practiced within by said organizations as the government itself has yet to take any true hard stance on the matter. Regardless, the Republic most certainly practices and endorses capitalism and only seeks to modify the system, not outright replace it with an entirely different system. This has lead to an explosion of a middle class and with it, a internal consumer market, creating a healthy tax base that has been more than useful in stitching the country back together.

The nation’s military and civilian benefit from cutting edge communication technology which when combined with their complex railroad, road, and more recently canal efforts have lead to a nation where a message from one end of the nation could be spread to all the far corners in merely hours or days.

Among many of the innovations, none of have causes as much of a stir than in heavier than air flight. For the past few decades, the modernized army had utilized lighter than air balloons as both scouts and staging points for their now famous Winged Fusiliers, but much to the dismay of Valkyrians everywhere, their kingdom was not the first. Vaspen was able to get some aircraft flying before the Avalians could, and thus the previous king ordered full research to grow their own homemade aircraft. For now, the AR-3 serves as the latest in Avalian design, with much talk surrounding other related fields as well. However to this day, a sort of jealousy and rivalry is felt towards the Vaspen aircraft designers.

Primary Species:
Humans

Valkyrians, Valkyria
The natives of the lands the Autumn Republic are known as Valkyria. In terms of their physiology, they are fairly similar to humans, but with very notable differences. First and foremost is their bird like features.With their large wings and feathered tails sprouting from their lower backs, giving them the natural ability to fly. For a Valkyria, flying is nearly no different from walking or running, making them incredibly mobile creatures. For the rest of their physiology, Valkyrians stand at a modest 5’2 to 5’3 with rare exceptions, normally possessing hair/feather colors of black, white, and brown. Valkyrians also seem to naturally perform better at high, thin air altitudes, where normally humans would have difficulty breathing, making them right at home in the sky.

Population:
51 Million

Culture:
For much of Avalia’s history, a strong divide between the nobility and the peasantry has existed. Between the ethnic origins of the Valkyrians and Humans to the infamous book “The Peoples of Law”, a strong sense of servitude and noble birthright had been enforced to appease the mighty Imperium that the held vassalage to. This all changed, however, with the rise of King Holfgar the VII, otherwise known as the “Iron King”. His radical changes in both power and economic structure has lead to a growing sense of self determination and hatred for the nobility. Even as the merchants coffers grew, they were still held by tradition to be subservient to even the poorest of the noble families, as was their noble blood. This too, seems to be changing, quietly, in the dark.

Religious and Other Beliefs:
While many in this growing age of rationalism prefer to merely believe in the natural order of the world, some still speak of the ancient prophecies and traditions that swirl around the original peoples and the mysterious “King of the Skies”. Some call him a god, others merely think he was a powerful ruler of the time, but no one has yet known for sure what to make of it. Aside from that, various major religions are practice without much fuss for now.

Location/Territories:
Dark Green

Climate:
Fair temperate, experiencing warm summers and cold winters.

Military:

"Join Today! For Honor and Duty"


The entire military as a whole is headed by the “General Staff” with the Field Marshal at its head. From there it splits into the Avalian Army and Avalian Navy.

Within the Avalian Army there are two Corps, The Infantry Corps holding much of the artillery, infantry, and Winged Fusilier battalions and the Cavalry Corps which held Dragoons, light, and heavy cavalry battalions. These Corps hold within them various divisions and brigades. Of course, the most famous of which are the “Winged Fusiliers”. These brigades were formed during the Iron Kings reformations of the army alongside Field Marshal Adron. They’re purely made up of Valkyrians using their incredible mobility to their advantage. They wield often carbines, grenades, and pistols. They even use a unique pistol that was converted to launch grenades as pictured. These brigades are of higher quality than most, as Valkyrians also serve in the regular infantry battalions alongside human comrades.



In addition, the Army Corps has formed an experimental wing made up of scout aircraft and small lighter than air vessels for reconnaissance and harassment. This field is showing promise to the General Staff, so it is likely to be highly subjected to change.

The Avalian Navy is a luxury that the Kingdom has had a hard time affording. With potential land base enemies posing more of a threat, the naval arm acts more as a trade interdiction and coastal defense force, made of cruisers, destroyers, and even a few submarines. Some of the larger ships also host a platoon or two of Winged Fusiliers for commerce raiding and scouting.

Magic Prevalence/Usage:
Magic was outright banned from the masses centuries ago and has remained so ever since. Only the Royal Cabal of Sorcerers are allowed to practice. Every year “Dousers” go through the cities and farms to find those who contain large magic potential, and then are whisked away to become incredibly powerful sorcerers who serve the nobility, in particular, the king. Thus, while powerful and skillful users exist, they are very few in number, and solely serve the king. When they were outright slaughtered, magic within the nation died with them. Perhaps with the vacuum and changing times, it may return.

History/ Background Info:

Where All Things Must Begin
“Welcome the people of the sky, and they shall serve well.”
-A common phrase found on artifacts of the region.

Much of the early history of the native Valkyrians to this land has been lost to time. What remains is mostly speculation, as recorded history of the region only begins after migratory human tribes began to settle the region, and consequently interact with them. Full integration was suspected to have occurred during the raider invasions of around 400 BCE. These invasions are to have supposedly created a deal among the two races, in which the more fortified human communities allowed shelter and safety so long as the peoples of the sky served them loyally . Many radicals point to these events as evidence for human superiority, but with recent trends and archeological digs, the evidence seems to suggest a far more symbiotic relationship than previously thought. Much is being rediscovered, as it was destroyed when the later kingdom was vassalized by the Imperium.

The Rise of a Kingdom
“Those of noble blood, of noble mind, and of noble heart are the true heirs of this world!”
-King Aaden Holfgar’s coronation speech.

The Kingdom of Avalia was created when a man only remembered as “The Sky’s King” had binded the small fiefdoms surrounding his land under his rule through marriage, blood, and war around 200 BCE. Though this kingdom would not last too long. Around 1700, the Yllendyr Imperium had begun its expansion. The noble families and King Adalwolf the Wise were given an ultimatum by the Imperium, to either become a loyal vassal or be completely folded into the Imperium itself at the end of a gun.

King Adalwolf the Wise agreed hastily, fearing the Sky’s King would “return” should their homeland be laid to waste. In an attempt to appease the Yllendyr Imperium, to prove the completely loyalty, and gain favor in the higher court, the noble families went about destroying Avalian, and more often than not, Valkyrian symbols of culture and pride. This drastic move, while upsetting to many of the peasant Valkyrians and Humans who lived under this rule, seemed to have worked perfectly, for the Kingdom of Avalia was able to retain its name and relative indepence so long as it served as a loyal vassal and never operate on its own outside of the Imperium. The Avalian Accords, as this became later formalized as, solidified this agreement and thus began the longer chapter of the Kingdom’s history. A vassal kingdom.

Centuries of being a part of this Imperium lead to a growing gap and disconnect from the peasantry and the nobility, particularly the Valkyrians, as the various families competed to gain favor with the high courts of the Royal Family. The Valkyrians and human peasantry began to become further agitated, and in response to the growing unrest, King Enar the III requested aid from the high courts of the Yllendyr Imperium. In response, a cabal of powerful sorcerers arrived, swearing loyalty to the crown and nobility. After a demonstration of their powerful magic, the masses became quite once more.

This was further emphasized when in the early 1700s, a book was published titled “The Peoples of Law” detailing the necessity of the nobility. The very survival of the kingdom, the peasants, and the Valkyrians depended on the continued leadership of their King and his rulers, less the great and powerful forces and evils of the world, raiding from the sea and invading from the land, would destroy us all.

The book became widespread and soon was taught to many dukes and duchesses, as well as preached to the common folk of the land. A mentality soon set in among many, that the nobility and their blood were of a special breed, a higher quality crop, then that of other lesser peoples. From noble to peasant, it was all sincerely believed for hundreds of years that this held sway. Having good harvests and generally staying out the major wars the Imperium waged seem to justify, validate this belief. However, as the century began to turn, so to did Avalia’s history, and culture.

A Man of Iron
“One man always makes a difference. Sometimes it’s a small one. Other times, he tips a war.”
-King Harold Holfgar the VII to his advisors upon promoting Field Marshal Adron

The Kingdom of Avalia had more or less stagnated under Imperium vassalage. Series of unimpressive kings and queens had lead Avalia to the edge of outright decline in the 18th century, but soon one of the most ambitious men of Avalia’s history would take power. King Harold Holfgar the VII was crowned on May 3rd, 1820 at the age of twenty five years. This was a man with an insatiable appetite for power, and was the first of many to begin turning the nation towards total independence. For the first time, instead of seeking favor from the courts of Imperium to achieve power, he sought to distance himself from it, to make it clear he was the one in charge, not the high court. Of course he was not public with this goal or idea, but began to make subtle changes to how the kingdom interacted with the Imperium.

First and foremost was the banning of the once treasured book “The Peoples of Law”. While it was seen significant, it was already falling out of favor with recent discoveries in the fields of science and biology, and merely served to encourage the nobility to seek favor with Imperium rather than the king himself. Secondly, in private, he ensured the total loyalty of the royal cabal of sorcerers to further secure his personal protection. Using them, he began to strong arm noble families into attending conferences, balls, and festivals hosted in the capital itself more often, all the while displaying his vast wealth to show who really ran the kingdom. Any who showed a hint of disloyalty was imprisoned while any who proved their loyalty gained favors and reward. Very soon he had much of the nobility behind himself.

Once he had his house in order, so to speak, he began to work upon the nation itself. A century of near total stagnation had originally left the Kingdom of Avalia behind in many fields, thus he sought to change that. He invited merchants and artisans onto his council and together they began to re-industrialize the kingdom. Factories went up, mines were dug, and rail laid. A complete rework of the tax system fostered a great deal of easily acquired credit that, after the “adjusting” of a few laws, made it so those of lower class could acquire far larger loans than originally allowed.

Soon private ventures were establish and a growing middle class began to form. While originally the noble families protested such moves, they soon grew quiet as their own coffers grew thanks to the booming economy and industry. King Holfgar even established an official “Royal Research Division” and injected his own funds into the University of Avalia to foster a more common form of education. These particular actions and his strong control over the nobility earned him his title “The Iron King”. While he never formally accepted this name, he certainly didn’t stop people from calling him such.

With his economy pointed firmly in the right direction and modernizing, he turned his gaze towards the military itself. Previous kings had done little in the way of modernizing, but had at least created a professional standing army years ago. In this army, only the nobility could rise high in the ranks. It was unheard of, and almost illegal for a commoner to even become an officer, let alone a captain. Thus, it was a place were many of the noble families simpled dumped their bastards, sons, and daughters who were not being groomed to take over the house. As a result, the commissioned based system of the Avalian military had also lead to further stagnation.

The Iron King sought to change this immediately, but he needed an example. An infallible man who demonstrated, no, commanded authority, regardless of his birth. That man was Robert Adron. Adron had entered the military at the very bottom, and through courageous valor in the new world, cunning, and quiet a few duels of honor, had risen through the ranks as high as captain. That seemed to have been as high as he could go, as a noble family conspired to prevent him from climbing any further as revenge for shooting their son’s ear off in a duel. After reading through the seemingly endless pile of recommendations, commendations from both peers and officers alike, the Iron King stepped in personally and resolved the matter. Acting as a sort of not-patreon-yet-totally-a-patreon, Adron was able to rise higher and higher until becoming Field Marsha himself in 1880. With this promotion, Adron went about further modernizing the military, completely banning the noble commission system, reforming conscription laws, and modernizing both the military tactics and logistical systems.

It seemed that the Iron King had found his strong man general, and was just about to finally begin plotting his endgame. . .

Where All Things Must End

On September 8th, 1888, King Holfgar the VII died due to a sudden heart failure. His one and only heir, now King Holfgar the VIII, was more interested in his women than in his country. The royal court practically seized power and began to undo much of the Iron King’s work. Many loudly protested, and none louder than Adron and his wife. They both accused, quiet openly, that the nobility would rather see Avalia outright absorbed into the Imperium than care for its citizens. The nobility, at the height of their power, thought to teach Adron like a attack dog why he was to obey the hand that fed him, not bite it.

On a warm, spring day in 1891, the nobility in quick succession with both the royal cabal and King’s Guard arrested, tried, and beheaded Adron’s wife while he was away inspecting a military post. He was mailed his wife’s head in a box. From then on, it seemed the old attack dog had learned its lesson with Adron quieting down.

Now, after 10 years of meticulous plotting and planning, Adron shall have his revenge.

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Nation Name: The Hive-Collective of the Manymind (Ot-Skodat)

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Type of Government: The Hive-Collective is run as a representative democracy of sorts, with each hive offering between sixty and seven hundred and twenty Ot-Skodat representatives and six Selfgivers to the Chamber each month. The interaction between the various Selfgivers and the Chamber's own Outerself grants each representative a Truerank, which then allows them to interact properly amongst each other and the official residents of the Chamber. With this established, each individual will take up the role their Truerank grants them and govern or advise within their domain.

While the Chamber holds a fair degree of centralised power, there are still positions of not-inconsiderable power within each individual hive which - as with the representatives to the Chamber - are designated by the hive's Outerself. Even below this level, much the same pattern emerges - the Outerself of each hive bestows Trueranks upon the members of this hive, who then slot themselves into their role with a minimum of fuss. It is rare for the Outerself to be outright denied - more often, noticeable issues generally cause the Outerself to shift to correct - but when it is, the awareness such an act causes usually brings enough attention to it that the issue is solved on the conscious level.

This is a degree of harmony entirely absent from Leavers, who are unable and often unwilling to participate in the ebb and flow of social unconsciousness and revel in their social unorthodoxy. As such, those who remain within a hive often find themselves being treated with amusing awkwardness at best and with general suspicion at worst, depending on just how on-edge the hive is as a whole. Alongside those who are not themselves Ot-Skodat, Leavers are generally considered second-class citizens which are generally avoided if at all possible, and only dealt with when an issue pertaining to them arises.

The bizzare exception to this rule, out of all things, are the colonies of Pipemen which flourish in every hive of the Collective. In almost all cases, the Outerself and its constituents are utterly baffled by the strange creatures now residing within their hive, usually expending vast effort to keep the Pipemen entertained and, as such, relatively safe. A few attempts have been made at integrating them into the larger workforce, but the traditional Ot-Skodat methodology of slow, carefully planned work is often ruined within moments of the Pipemen arriving at the work scene. Instead, the Pipemen provide the impetus for the continual expansion of the hives, in the vain hope that the smaller beings stumble into a cave system and embark upon a vast exodus. It's been known to happen before.

Head of Government: While there is no Selfspeaker, the closest thing to an overall leader the Hive-Collective has is Nine-Eyes All-Sees, who is the official Governor of the Collective and is considered responsible for the province meeting its monthly tithes. Equally influential is Half-Arm Far-Wanders, who is a long-time resident of the Chamber and has a large degree of influence over its Outerself. The two represent the internal and external leaders of the Collective - insofar as it can be said to have leaders per se.

Economy: When considering their economy, it is important to note that the Ot-Skodat have rarely ever come up with technology themselves. Indeed, their current technological level was only really attained when Yllendyr subjugated them, but they have taken to this new technology level like ducks to water. Though they rarely prove able to produce new technology themselves, they have perfectly happily adapted it and refined it with the degree of methodical precision to be expected of the Ot-Skodat. Mechanisation of the workforce came as naturally to them as breathing and eating, and after a little internal rearrangement the hives became a wonderful nodal point in the production of materiel for the ongoing war efforts.

Internally, the hives operate entirely without currency. The Outerself is relied upon to provide the majority of individuals with their needs, and those who are not Ot-Skodat themselves more often barter than they do buy. Whether a failing or not this is unlikely to change anytime soon, given how heavily the presence of the Outerself looms over the Ot-Skodat civilisation. Still, as a people with little concept of value, their external dealings with currency are esoteric and bizarre and primarily revolve around the Hive-Collective offering what it has for what it needs.

And, as such, the Collective primarily trades for either technology or raw materials with which to continues its manufacturing operations. Any new technology is to be rapidly dissected and emulated, while the raw resources from other nations are often of a far higher quality than those mined locally. Weaver-silk from the Old Forest is a special favourite for the northern Hives, as their ability to rapidly turn thread into surprisingly high-quality fabrics and the relatively short transport distance allows the Ot-Skodat to churn out garments to sell to the Old World.

More enlightening than the merely industrial portion of the economy is the agricultural side, which sets the standard for integration and efficiency. Fields are rotated with crops and animals to keep them fertile and productive, heavily fertilised with both natural and enriched and filled with a diverse and hardy ecosystem meant to repel pests. What waste cannot be directly recycled back into the agricultural systems joins sewage to help cultivate fields of mushrooms below the hive.

Vital to both industry and agriculture are the integration of magical and mechanical processes and a heavily-ingrained system of experimentation in order to continuously fine-tune processes down to ever-smoother polishes. For example, the enforced ecosystem of most grain-fields is comprised of numerous Shaped meant to compete highly effectively, and numerous test-fields exist to optimise each organism without disrupting the careful equilibrium needed to provide the perfect growing conditions. Much the same exists in industry - the highest-quality forges are operated by the Collective's handful of Plasma mages operating alongside Solid mages, and often vary the compositions and heats used in the smelting process to find new and interesting materials.

In spite of this, it is perhaps telling that the leaps of intuition so common to other races simply do not take place within the minds of the Ot-Skodat. Where others would fill in the gaps and attempt something entirely radical, the Collective instead makes its slow, incremental changes until enough pieces are in place that a new idea can be confidently adopted. Without outside interference, it is unlikely that they would have industrialised for a few millennia more, and even now they play an eternal game of catch-up even as they polish now-obsolete technologies to a blinding standard.

Demographics: Of the known population of the Collective, the Ot-Skodat make up around ninety-two percent. Of the remaining eight percent, two percent is made up of Elves - primarily Dark Elves - and the last three percent is made up of the descendants of refugees who found themselves trapped in the Collective as it was overtaken. For the most part this last group of people tends to live further out in the wilderness, out of sight of the hives and where the Ot-Skodat rarely tread, while the Ot-Skodat themselves reside within their hives almost universally - those found wandering the wilds alone are either mad, or well on their way.

The Pipemen are not counted on any census. Not only would this present logistical issues which cannot easily be solved, the number fluctuates so rapidly that any census would become invalid long before it could be completed. The Ot-Skodat console themselves with simply knowing there are more Goblinoids than they know what to do with, and try to find newer and shinier lures with which to keep their charges distracted.

Population: The total Ot-Skodat population is between forty-five and forty-six million, with a further four-and-a-half million others and an unknown number of Pipemen on the periphery of every hive.

Culture: Ot-Skodat culture is, unsurprisingly, heavily conservative and highly meticulous. Values such as caution, foresight and emotional detachment are considered to hold the highest value, while impulsiveness, over-emotional behaviour and disobedience are heavily frowned upon, primarily owing to the influence of the Outerself. This probably helps to explain why Leavers are quite as insane as they are, and why they so gleefully start breaking things the moment they feel they can get away with it.

It can be noted that the Hives are, in general, painfully naive. This is primarily a result of their Outerself - should one Ot-Skodat attempt to harm another or lie to another, both parties will be fully aware of that fact. This engenders a form of blunt honesty from them, which they automatically assume of outsiders - an assumption which contributed heavily to their rapid subjugation by Yllendyr. This was also helped by the generally empathic nature of the Outerself - most fighting groups need very heavily-sanitised Outerselves with dedicated combat-Selfgivers in order to operate as a fighting force, and a hive can quite easily descend into a self-reinforcing terror.

Pressing beyond the purely practical, the Ot-Skodat is heavily rooted in the above- and below-ground structure of their hives. As such, outward-facing art is considered to represent danger and various methods of overcoming it, while inward-facing art (usually through forms of interior decoration, though kaleidoscopes and other such systems are popular) represent safety and are often prized far more than their counterparts.

As with their technology, Ot-Skodat art rarely improves itself but when intersecting with the art of others they often prove capable of assimilating the techniques and styles of others while still integrating them with the known baseline. Given the Yllendyr subjugation, the elves' own severe style of art has increasingly permeated the Ot-Skodat mindspace. Most importantly, the introduction of the fresco to the Ot-Skodat palette has enabled for traditionally inwards-facing and outwards-facing styles to be hybridised. The impact of this has been such that hundreds of new caverns have been excavated by storytellers and historians alike in order to portray their narrative on lime.

Beyond the actual methods of creating the art, however, the Ot-Skodat rarely care for the artistry of other races. For the most part, this is an issue of context - their attempts to express the Outerself dictates much of the Ot-Skodat artistic style, and they interpret it in that context. With that perspective, much of outsider art becomes seemingly pointless to all but the most esoteric of collectors, who stretch their minds to the limit in order to comprehend the strange perspectives of the outside world.

What little art the Collective produces from outside its Ot-Skodat population eschews or adopts the conventions of the Collective often within the same piece. The use of stylistic juxtaposition - such as the Ot-Skodat have discovered with frescoes - is a technique which has long since become commonplace amidst the refugee population, and often extends out into the conventions of other cultures. Bustle and solitude are the elements most commonly contrasted with each other, and common themes include alien landscapes or the mundane turned esoteric as the artists attempt to capture the experience of living within the Collective. Though small, this portion of the artistic community excels at pushing stylistic and societal boundaries, often aided by a small sub-sect of Leavers who have not yet become dangerous. Interestingly, the Pipemen of the collective contribute significantly to this community, and often help to hold it together when isolation and their alien nature of their homes threatens to send them flying apart.

Socially speaking the Ot-Skodat lack the concrete concept of a class as such, but certainly have an awareness of prestige. This is expressed as Truerank, or the ability of an individual to affect the Outerself and the individuals connected to it, and is the core of Ot-Skodat internal competition and their societal structure itself. The silent, subconscious decision-making systems which so characterise the Hive-Collective operate primarily by the constant feedback loop of modifications to Truerank and the subconscious changes to individuals which this causes.

Beliefs: Though they lack any official belief system, perhaps unsurprisingly, the Ot-Skodat have a very heavily-entrenched form of ancestor worship. This is traditionally closer to simple veneration than worship proper, but there have always been cults around particularly impactful figures - especially those who are still remembered by the Outerself. Despite this, each individual will choose their own pantheon to venerate based on their own experience and position in life.

For those beyond the Outerself, belief systems remain somewhat flexible. Most of the minorities living in the Hive-Collective are amalgams of various refugee cultures, and as such the dozens of pantheons and solo deities which swim through that sea are the result of myths and legends from numerous cultures being melted together and producing new and highly unusual products. If the Ot-Skodat cared, it would prove to be a fascinating course of study.

Since one Ot-Skodat is pretty much the same as another, the Pipemen of the Collective generally worship either their Bugbear leader or the hive they currently occupy, depending on just how megalomaniacal their leadership feels. On occasion the Gremlins will adopt, or bastardise, one of the minority religions and start labelling themselves as various mythological figures and deities, much to the amusement of onlookers.

Territories:


Climate: Primarily temperate, in part owing the warm-water current snaking its way around the southern coast and in part owing to the intense programme of weather control and forced climate change which the Ot-Skodat hives practice in order to sustain their vast populations. In general it becomes harsher as you head further inland, away from the warming effect of the currents, though there are still some temperate patches at the very tip of the Collective.

Military: In theory, the Collective has no standing military force of its own - both due to the Imperial occupation and the natural Ot-Skodat predisposition to having everyone possible actually at work. In practice, there are two primary - if unofficial - military factions at play outside the four Imperial Auxilia Legions - the Selfswords and the League.

The League is a coalition of refugee-descendants, Leavers, and Pipemen who aim to remove the Imperial occupation by any means necessary. For the most part they operate hit-and-run attacks, relying on the sheer brutal insanity of both Leavers and Pipemen to leave the enemy reeling and paralysed on first-contact before breaking and regrouping to begin again. These operations are usually screened by refugee-descended cavalry and light infantry, who usually also provide their allies with logistical support.

While often tactically successful, these operations currently operate without any real strategic framework, and the largest force which the League has been able to muster thus far has barely managed to scrape past fifty men. Some of the more influential cells have attempted to remedy this, but without access to major communication lanes this has been slow going at best. Still, the League's soldiers boast a chaotic competence which few can match, and those cells which boast alchemists can bring down watchtowers if need be. Maybe a small fort.

The Selfswords are considered to be "pest control" by the hives - though the Ot-Skodat group bandit raids, stray bears and wyvern packs under the umbrella term "pests", so the Selfswords are somewhat better-armed than most equivalent organisations. This state of affairs is most likely exaggerated by the constant desire of each hive to test out new and slightly different variations on each of its weapon styles, making the Selfswords one of the few pest control organisations to regularly bring canon into the field.

Doctrinally the Selfswords are weighted towards a more mobile style of warfare, and depending on the exact hive a unit hails from they might have a handful of Kol-Kurak per company or one for each squad. Either way, all Selfsword units have a large degree of airmobility which lets them intercept, ambush or simply pursue most enemies at their leisure. Of course, this - combined with the size of their operational envelope - means they don't need to be particularly numerous to do their job, and no hive has more than two thousand Selfswords. Most don't reach half that.

Finally - though not precisely a part of the Collective - it can be interesting to consider those Imperial Auxilia Legions which contain Ot-Skodat. Usually numbering approximately twenty thousand within these forces the Ot-Skodat here also keep Kol-Kurak, though these are usually reserved for specified airmobile companies and pure logistical extension. Kol-Kurut and Kol-Karat are also used by light and shock cavalry respectively, though their tactical airmobility is severely stunted compared to the Kol-Kurak.

Despite the unique forms of locomotion available to the Ot-Skodat forces, the most important part of their composition is the two thousand engineer-soldiers - replete with explosives - which is incorporated into their TO&E. While regular soldiers are perfectly capable of digging a few ditches or making a simple rampart, Ot-Skodat engineers can turn almost any natural choke into a deathtrap within an hour. Combined with airmobility and their distributed tactical awareness, Legions with Ot-Skodat elements can pull of a defence-in-depth like none other, should their commanding officers permit them to do so.

Between these two, Ot-Skodat forces tend to deploy somewhat lighter artillery than their counterparts, needing to be able to lift each piece with a Kol-Kurak and relying on good entrenchment or misdirection to keep enemy artillery at bay. Machine guns are a favourite with infantry teams, and some have even attempted to fire them while in mid-air - to the detriment of both sides - while engineers enjoy using semi-disposable rocket batteries against fortifications or dense enemy forces if at all possible. Attempts at using these from atop a Kol-Kurak have not yet materialised, but the engineers are still attempting to produce infantry-portable versions so all things are possible.

The four Imperial Auxilia Legions stationed within the Collective have around twenty thousand Ot-Skodat between them, but these forces are far less combat-capable than those in the wider world as they are too small to isolate themselves from the general Outerself of the hives and tend to lose resolve rapidly. Even still, the overall Legions have access to Kol-Kurak making them surprisingly mobile despite their size and somewhat deadlier than they would otherwise be.

Magic: Interestingly the Collective is Aligned primarily towards Liquid, with seventy-five percent of Ot-Skodat mages being Liquid mages with some degree of aptitude. Beyond this, fifteen percent are Solid mages, five percent are plasma mages, two-point-five percent are Gas mages and an equal number are Selfgivers. These statistics obviously go out of the window with the non Ot-Skodat community, but between their relatively small numbers and the Outerself's lack of involvement with the minorities it is rarely considered important for anyone.

Selfgivers are uniquely important to the Ot-Skodat, as they form the medium through which the Outerself permeates. While this might otherwise result in the Selfgivers becoming walking tyrants, the vast requirements on their minds renders them vegetative within days of being hatched. Still, they are cared for by the rest of the Hive and form a vital node within Ot-Skodat culture, and their few days of real life are the most comfortable any in the Collective know.

While the Outerself of a hive might stretch for dozens of miles around, voyages beyond this require dedicated Outerselves and, as such, dedicated Selfgivers. Vast numbers of Ot-Skodat are then added to create a healthy Outerself which can spread itself out over a few miles without too much issue. To facilitate the movement of the Selfgivers over these distances, Shapers long ago modified the traditional Kol-Korat into the Kot-Korat, which is equal parts mount and life-support system. Still derived from honeypot ants, the Kol-Korat was Shaped with an underslung pouch to hold the Selfgiver and a tube which steadily feeds them. While it is not quite the ceremony with which most Selfgiver meals are provided, it provides a degree of practicality otherwise impossible.

Other mages are treated with somewhat less reverence than the Selfgivers, though their Truerank is certainly boosted comparative to those around them. Even still, they are integrated practically directly into the machinery of the hive and often find themselves on the shortest end of the stick available in the hive. This ranges from the Liquid mages who distil water from excrement to the Gas mages who bring forth and trap deposits of natural gas, or the Plasma mages who often find themselves acting as literal forges. While there are plenty of opportunities for a competent mage to attain a Truerank of some note, it is a long and arduous road to reach those heights.

As with most things, the Ot-Skodat style of magic is heavily dependant on highly precise cooperation between individuals. This is most common between Liquid and Solid mages, and from this combination the most common usage is Shaping - the use of magic to physically and genetically change animals to suit the needs of the hives. These are used intensively, and permeate Ot-Skodat society - making them a good overall metaphor for magic within the Collective.

History: The founding myth of the Hive-Collective speaks of a living forest full of shadows, from which those who would eventually call themselves Ot-Skodat were forced to leave. In exodus, they fled south into new and darker forests, where fires would leap from tree to tree to sear at the skin of the refugees and strange figures would cleave through them with a single blow. Thousands died, but just as many managed to make it to the plains beyond where they took up a semi-nomadic lifestyle and began to settle down.

Unfortunately, other tribes wandered the plains and they turned upon the newcomers with blade and fury. The refugees found themselves wracked with strife and internal conflict and a small cabal of sorcerers - the reason the Forest initially rejected that people, according to the Leavers - offered to provide a ritual which would undo these strifes and allow the refugees to overcome those who assailed them. The refugees were split, but eventually those who did not accept the ritual were rounded up and sacrificed to help fuel it. All but one of the cabal died from the backlash of their efforts, but the one survivor found himself to hold the whims of those around him within his hands. With sudden, vicious unity, the refugees hunted down and slaughtered the tribes who had once threatened to do the same to them.

Within the decade, the refugees had become entrenched within the region and began to spread further outwards, still ruled over by their surviving cabal member. By the time of his death, the first hive had seen three generations and had hundreds of Selfspeakers to vie for the throne he had left behind. The war which broke out upon his death was intense, almost halving the total population before it finally ended, but in its wake was a rigid system of direct control where each Selfspeaker would answer to another in a chain ending in their absolute monarch.

With this system firmly in place, trusted Selfspeakers began to lead the first generation of new hive out into the world beyond. These would clash with new tribes all around, who would fall one after the other as the new hives strengthened their foothold in the world. Satellite hives were commonplace, each one the dominion of a would-be lord tied to the would-be lord above him, and skirmishes or full-on wars were waged at every border to push ever-outwards.

This ceased when the northernmost portion of the Collective was struck by plague sweeping in from the east. Refugees swept west, crowding hives and stressing their limited Outerselves, and birth rates skyrocketed as a result. Population density exploded, placing greater and greater strain on the Selfspeakers until they eventually succumbed and became catatonic. The first true Ot-Skodat were born out of these results as Outerself of each hive swelled with the increasing influence of regular citizens.

With a truly-distributed Outerself, the Ot-Skodat spent several decades regrouping before once more surging forth into the world. Clashing with various tribes which had moved into their hives in the interim, they began to make genuine advances for the first time in their history. Steel was mastered within a decade, the few Shaped creatures they had possessed before making way for the war more diverse plethora which the Ot-Skodat nowadays enjoy. Each hive discovered new and interesting forms of technology, and by periodically sharing their Outerselves they began to compound each other.

It still wasn't enough, and their first introduction to properly-modernised warfare was when the Yllendyr swept in from the still-weakened east and tore through the Hive-Collective like wildfire. Ot-Skodat forces managed to attain a few tactical victories, but between their manpower and technology advantage the Yllendyr conquest of the region was inevitable and barely even slowed down. Less than a year from the first shot fired the Chamber finished construction as the official capital of the Hive-Collective, from which elves would rule by proxy.

Even still, the Ot-Skodat have managed to adapt to the elven rule remarkably well, assimilating and polishing modern technology with frightful ease and even recovering their population faster than the Imperials can siphon it away for their Legions. Even so, they remain one of the smaller powers of the region in terms of population and size, with the northern half of the pre-plague Collective under direct Imperial rule, littered with hives and satellites and filled with Shaped creatures. Still, with the Collective being officially declared for Ecruir in the Imperial Civil War, perhaps an opportunity to change that will arise...
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Imperial Dominion of Vaurgemyr
(Ultranationalist elements occasionally refer to themselves as the Empire of Vaurgemyr)


Head of State: Emperor Vermathysliz und Lymwurm (age 14, under Regency)
Type of Government: Absolute Monarchy (Elements of Slaver-Aristocracy Oligarchy)

Summary: A european-esque land and slaver society dominated by a ruling minority of draconic elites, who were once landowning slavers and ruled purely through brute force (by virtue of being dragons) and now are industrialist-slavers who rule through various financial and economic forces and monopolies of resources - as well as force - and are using this to rapidly industrialise their empire and turn it into the world’s leading producer of cheap goods… using even cheaper slave labour. The majority of the country are either various minorities of human, harpy, goblins and other slaves, various groups of elves that are widespread on the continent (particularly high elves) and make up the Dominion’s fledging middle-class/lower-aristocracy, and the whole thing is watched by the tiny 1% draconic ruling elite, who struggle to take back sovereignty from their Elven compatriots.
Government
The change in technology in the world ended Dragon’s individual supremacy of warfare and their ability to singularly conquer or terrorise nations. While the ruling dragon minority remained highly powerful, no longer could a single dragon inspire the terror to maintain millions of slaves. Vaurgehm’s empire, Built two centuries ago, collapsed to the onslaught of massed advanced elven technology. With the fall of the empire, the rule of the old draconic and depotistic feudal-bandit style robber barons ended through the barrel of a gun. The remaining territory under control of Vaurgehm’s descendants, the Lymwurm Dynasty, eventually went through a period of adaptation in turn - The remaining Draconic Elites desperate to maintain hold of the lands, wealth and slaves they still held under their control.

Most importantly, the Dragons of Vaurgemyr maintained control of their mountain citadel-palaces and many of their deep mines and mineral wealth. As airpower had not yet been invented, the Yllendyr conquerors could not fully evict the Dragon elite from the lands, so permitted them to remain as unconquered vassals. Draconic aristocrats morphed and changed in their societal roles, transforming from landlords to mining barons, industrialists and, eventually even aristocratic-bankers - though they continued their role as slave-lords very well, using their wealth and economic monopoly to once again ensnare the lesser races (and keep the Petty Bourgeois down). The Bank of Wurms for example while not the world’s first bank, is considered one of the world’s first ‘modern corporations’, and the Banking elite would go on to propagate the concept of a ‘separate legal entity’, particularly in comparison to the archaic guild structure of Yllendyr. The Dragons surprising innovation would become a great success, and through their great wealth and influence, gradually began the process of retaking control of their nation and performing rapid industrialisation, even under the thumb of the Yllendtyr. The economic might of Vaurgemyr now grows rapidly with the massing of factories, foundries and smoking chimneys, the combination of corporations backed by a vast apparatus of cheap slave labour has led the Dominion to possibly hoisting the elves by their own technological petard.

Today, Vaurgehm’s descendants continue to rule, though they have branched out into numerous Cadet Dynasties ruling various banks, industrial manufacturing corporations and feudal lands, and even have financial interests in the larger Yllendyr Imperium. The actual ‘Emperor’ of Vaurgemyr is but a mere whelp (child), a puppet whose strings are fought over between his mother the Dowager-Empress who took over in a Palace Coup against her own husband; the Yllendyr Regent appointed by the Emperor in Yllendyr, The Draconic Slaver-Aristocracy and Military Aristocracy (who backed said Dowager-Empress' coup), Ellemite Bourgeois and Low-Aristocracy, Dragoon Elite-Slave Interests and even Dragon Ultranationalists who seek independence.

Economy
Vaurgemyr’s economy is dominated by a tiny minority of extremely powerful Draconic Slaver-Aristocrats, who have transformed from petty landowning sitting-bandits to full-blown Industrialist Slavers. This elite while typically decadent and complacent, exploiting feudal slaves by virtue of their physical strength as dragons and not much else, was forced into change by their catastrophic defeat to the Yllendyr, and so have embraced alien concepts like corporations and industrial-scale manufacturing, replacing Yllendyr’s old guild-artisan system and their own tributary banditry.

The ascendancy of proto-corporations has also led to the formation of the concept of the public company, and there are even talks of establishing a marketplace for ownership rights, what they are considering calling ‘shares’. Manufacturing is growing rapidly in the nation due to the opening up of finance and investment, and the economy may eventually overpower the archaic theories of the Yllendyr, even if slaves make complicated manufacturing impossible - Vaurgemyr can drown competitors in cheap labour. On the other hand, the rapid rise of manufacturing has also seen the rise of Ellemite (High Elven) low-aristocracy and even some free bourgeoisie Ellemites, the native elven majority seeing the rise of something never before conceived in these lands; a middle class. This middle class while further expanding the economy is considered a possible threat to the social order of the Dominion. The Elite Slave-Dragoon armies have also grown in influence due to the modernisation of warfare and Yllendyr’s Limiting Treaties forcing Vaurgemyr to rely on these slave paramilitary forces.

Industry: Industry is growing due to the great surplus of investment and finance, however complicated manufacturing remains underfunded due to the massive supply of cheap labour in the form of slaves. As such, manufacturing is typically more simpler mass-produced (labour intensive) items such as canned goods, steel, clothing and other small consumer goods that is simply for uneducated slaves to repeatedly put together. The production of low-quality massed and repetitive goods is extremely cheap due to said slave labour, and as such there are few competitors capable of meeting Vaurgemyr’s low costs of production.

Literacy: The Literacy Rate is moderate to low (40-50%), as while the upper class is highly literate and there is a growing educated middle-class, slavery remain legal and extremely widespread, even a core component of the culture, and as such ‘lesser races’ are both enslaved and uneducated - though there are many specialist and even ‘elite’ slaves with very specific skills such as Slave Calligraphers. Interestingly, the Draconic upper-class despite stereotypes and belief in the impracticality of it are highly well read and can even (with difficulty) write (though typically they have said specialised calligrapher slaves write for them).

Exports:

Imports:


Dramatis Personae
Head of State: Emperor Vermathysliz und Lymwurm (A fourteen-year-old goldscaled Dragon whelp, nominally the supreme absolute ruler of Vaurgemyr. In reality, he is under regency and his mother, the Dowager-Empress Ciziebetta rules following her Palace Coup that overthrew Emperor Vermathysliz' father and previous ruler. Suspected to not actually be the previous emperor's son. Surrounded by slave servants and maids of the lesser races, as his mother is relatively distant)

The Imperial Court and Government:
-Regent-Representative, Nolrimi Yirva (Nominal official Regent and Dark Elf Governor-General selected by the Yllendyr Emperor. A strict and disciplined military woman who was not prepared for the convoluted den of vipers that is the aristocratic sensibilities, palace politics and decadence of the Vaurgemyrean Imperial Court - and so is mostly seen as a rubber-stamp regent for the waning Yllendyr Imperium).

-Empress-Dowager, Ciziebetta ‘Cizi’ und Lymwurm (Former Harem Concubine of the previous Emperor and mother of the current Emperor. Took power in a violent Palace Coup with the backing of numerous disillusioned aristocrats unsatisfied with the previous Emperor's erratic and incompetent rule. De Facto leader of the country, though her rule is delegated between numerous 'favourites').

-General-In-Chief of the College of War, Ghrimaulung und Orthysliz (Chief-Of-Staff for the Imperial Army and head of the executive command/strategy apparatus of the military, multi-headed and goldscaled dragon aristocrat and Lord of Ungland-Orthygia (North-Eastern Vaurgemyr). Rose to power as one of the conspirators and the primary figure who led the physical Palace Coup that brought Ciziebetta to power while he was an Airknight Guard-Colonel of the 4th Airknight Regiment. Is one of the Dowager-Empresses 'favourites' and the current Emperor is suspected to be actually his. Brash, aggressive and arrogant).

-Captain Airknight and Imperial Valet, Caphorym und Pamotkyz (Redscaled Dragon and minor aristocrat, young Airknight from the Imperial 4th Airknight Regiment achieved far greater power than normal when he took place in the Palace Coup and personally escorted the Dowager-Empress to the Palace. Was later rewarded with promotions and a position as the Dowager-Empress' personal Valet, a powerful position however usually held by non-Dragon elite slaves. A prodigy despite youth, being able to speak numerous languages and well learned in numerous sciences and arts beyond war. Considered a dangerous upstart despite being one of the Dowager-Empress' 'favourites).


-Imperial Harem
-Ambassador ??? to the Yllendyr Imperium
-Ambassador ??? to the Kingdom of Avalia

Other Characters:
-Squad 6 Medic

Demographics
Population: 75 million
Racial Demographics: As a slaver empire, Vaurgemyr is quite ethnically diverse and in fact is a nation of minorities, with no single majority existing. Its ruling elite is also a tiny minority in comparison to the rest of the nation. Slaves make up the majority (over 58-60%) of the Dominion’s population, however the concept of ‘slave’ is broad, as certain specialist slaves have many different rights, roles and certain privileges that other slaves lack (E.g, the chattel slaves in the mines have far fewer rights than the Elite Slave-soldier Dragoons or Household Servants of the Dragon Aristocracy). Humanity is nearly universally a slave race, as are goblins, who actually enjoy their enslavement (due to their peculiar - and to Dragons very desirable - psychology). Harpies too are a slave race and descend from captured raiders and PoWs from wars with the Old Forest in the past. The Ellempyr are mostly middle-class and minor aristocracy, though a large minority of their race are also slaves - though generally ‘Elite Slaves’, being favoured Household Servants of the Draconic (or their own Elven) elite. Yllendyr are mostly settlers, merchants and aristocrats from the wider Yllendyr Imperium, and besides certain criminal elements are not a slave race. It is illegal to enslave a dragon in Vaurgemyr.





Culture
Slave Society: The Dominion of Vaurgemyr is built on the back of mass slavery. Every human, harpy and Goblinoid within its borders is a slave of some kind. Elves and Valkyrians are also slaves, however, there are also many free members of these races. Before the Dragons arrived, the old High Elven Kingdom of Ellem used slavery, and when Dragons usurped control of the region from them, they decided, likely due to their inherent nature, to adopt and then perfect this… grand institution. Today, a huge portion of the Dominion’s society is comprised of slaves. There are so many slaves that they are divided into subcategories and slave social hierarchies, with Chattel slaves and Breeding stock at the very bottom, working-craftsmen slaves and conscripts following them, and even what could be considered ‘middle-class’ or 'elite slaves' including specialists such as Indentured, Household slaves, concubines and highly influential slaves such as Dragoons, Slave Calligraphers and other personal servants of Dragon aristocrats... Slavery is considered a core element of Draconian and Vaurgemyrean culture, and the Draconic elite will defend the Grand Institution to great extremes, seeing as Dragons essentially live off slavery in some form or another. Elements of Slave culture can be seen everywhere, from slave collars and chains being nearly universal (even elite slaves wear golden collars, chokers or decorative necklace-like collars), Slave Breeding Pens being common, Slave markets taking in most town and city centres and society having developed a highly rigid, caste-like reverence for hierarchy and authority… even between slaves, in fact, particularly among slaves.

Decadence, Part I (Inherent Biology): Dragons are, by their nature, callous and often tyrannical creatures. They are inherently seeking to dominate, control and exploit others - and in fact, do not feel fulfilled or content unless this is being demonstrably obvious. A Dragon in absence of this control-domination will become mentally unstable, depressed or even eventually suicidal if given long enough time - though they will typically strike out aggressively and either win or die long before this. A Dragon's intelligence may alter this though, as a rather dim Dragon may be satisfied with being a Prison Warden for example, mistaking it's position as the ownership of prisoners - meanwhile, a highly intelligent Dragon may feel satisfied in a liberal democracy if it tricks itself into seeing its employees as wage slaves. The legendary image of a greedy dragon hoarding gold, stealing princesses and lording themselves over feudal peasants with threats of fire, demands of taxation and coercion of tribute exists for a reason. This is not to say that Dragons are incapable of empathy or are universally psychopathic, but rather are psychologically oriented towards domination and exploitation. A Dragon may be kind and charitable to its slaves/owned things because it makes them look good. In the words of some radical psychologists, they are an entire race of narcissists, to varying degrees of severity. Draconic states that have existed in the past are typically unstable since they were once a singular dragon (sometimes with a small family unit or harem) establishing themselves as a one-person absolute dictatorship, these states usually sucked dry those enslaved until the dragon was eventually vanquished by knights or other heroic figures. It was only when Vaugemyr The Magnificent conquered the entirety of Ellem and established his empire did things change. Despite societal conditioning and changing norms and conditions, dragons still remain fundamentally the same beings biologically, and the modern society they have created (and partly hijacked) reflects that.

Decadence, Part II (Societal Conditions):

Nobility Above All: Aristocracy is a dominant concept in Vauregmyr. Blood and hereditary are everything, and familial and blood ties define your class and status. Noble customs are widespread throughout the culture, and dragons have adopted many aristocratic customs of the elves or made their own. The nobility are considered a higher being inherently by their nature and there is stiff resistance to class mobility - a slave can become an elite slave, but they will never be a noble. And a poor aristocrat will always be superior to a rich bourgeoise. Family history is highly regarded and descendants will often have their lives shaped by their ancestors - a son of a traitor will be barred from positions of authority for example. Aristocrats are also provided many privileges and protections not afforded to other castes.

Rule of the Disparate Peoples: The Dragon Aristocracy of Vaurgemyr are well-experienced users of divide and conquer, and use it well to control such an ethnically diverse slave empire. The Dragons pit different minorities and slaves against each other. One way this is done is through using real-life current day issues, such as Harpy culture/religion advocating for widespread consumption of humans, another slave race, to alienate or deliberately spreading and reminding slaves of historical grievances, such as the fact that it was the elves responsible for the enslavement and destruction of human culture, not the dragons (also and similarly, the enslavement of Valkyrians by humans). The nation furthermore uses the complex hierarchy of slaves to cause slaves to view each other as superior or inferior to each other. Dragons have also cleverly devised further divide-and-conquer measures by fabricating ethnic subcategories out of thin-air, dividing, for example, human slaves into "Thoroughbreds", "Mutts" and other supposed bloodline-attributes, as well as even creating sub-ethnicities on things such as hair colour. Fairness of skin is also exploited, similarly to Yllendyr racial positions. Different states within the Dominion also have different racial hierarchies with slaves, for example, the south-west is renown for having humans take a higher position on the slave hierarchy than elves.

The Carrot and The Stick: The Slavery of Vaurgemyr besides exploiting ethnic tensions between different minority groups also use various other methods to maintain control over the vast slave populations. Tactics include fear (both warranted and unwarranted) of outside forces, in particular, the undead of Anhreich and their plague as well as the Old Forest, both of which are considered existential threats and deadly menaces to the common people and slaves of Vaurgemyr - particularly humans who are particularly threatened by both. Elite slaves are also given unique rewards, such as Harpy Dragoons being rewarded with human death-row criminals to eat, or human slaves being provided extra women as concubines (humans are typically monogamous otherwise, despite living in a polygamous society). There are also examples of attempts at provoking loyalty from victims of their enemies own excesses, such as in the past supporting Valkyrians against human slavers. More uncommonly, there are also softer or enlightened slave-holders, the concept of a 'liberal aristocrat' exists but is less common. Another common element of control of the quasi-religious concept of the "Protector-Uniter". Dragons have spread the concept that they, as a race, are necessary as a means to maintain order and peace among the many diverse peoples of the world - who without them would succumb to barbarism and chaos, such as the lands of the Old Forest and Anhreich demonstrate. The Dragons were created by the gods (or are gods themselves) that through them an orderly life of peace is possible.

Polygamy and the Harem: Dragons and the Ellempyr are both races that have cultures that are aligned with dominantly polygamous practices and mating practices. For the Draconic race, this has always been so and is a natural part of their biology and evolution, while for the Ellempyr it is due to cultural and societal influences, first started by the worship of the Goddess Ast (A historical predecessor of the current revivalist cult of Astayti) and then theorised to be reinforced following centuries of Draconic rule and culture. The frequency and presence of Polygamy have acted as a double-edged sword, as while dynastic extinctions are far less common, internal dynastic blood-feuds, fratricidal, patricidal and matricidal conflicts are more common during periods of succession. In terms of Draconic familial relations, the Yllendyr Imperium's War of the Twin Emperors is not particularly surprising or morally unusual. Ellempyr, being mostly equal in genders, even practice polyandry - though this practice is far less common among Dragons (A certain Dowager-Empress aside...) and is considered an aberration. Humans and other slave races are typically monogamous - though some Elite Slave humans are occasionally rewarded with multiple wives.

The Slave-Soldiery of the Dragoon Guards: Standing above most other slaves, Dragoons are slave-soldiers either taken as babes from their mothers or recruited in-house from the children of aristocrats household slaves, regardless, they are trained from a very young age and for some, indoctrinated through methods of drugs, brainwashing, conditioning and gradual use of mind magic. Depending on the master, Their lives are typically ones of discipline and austerity - though in-house Dragoons being members of the 'slave elite' are typically given far more than what is usually expected for a slave (or even a commoner). Religion is also common, Draconic cults of personality are widespread among the Dragoon Guards, drilled into them to worship Dragons like living gods, an extension of the already existing 'Protector-Uniter' ideology that the state advocates. That said, Dragoons are given unique honours and rewards for their services - and senior Dragoons can often be found as leaders in their own right in the military hierarchy.

Reactionary-Modernism, Innovation by Necessity: Romanticism and Reactionary thought are in vogue in the Vaurgemyr, in stark contrast to the rest of the continent which is rapidly embracing rationalism and the enlightenment. Vaurgemyrean thinkers, artists and philosophers occupy an interesting position of both being unpopular among foreign academics for being philosophical heretics, while also having cult/niche followings as they fill the void of alternatives snuffed out elsewhere. Despite this reactionary intelligensia, the actual leaders of the nation and its growing industrialists remain, staunch users of technology and progress - rather using technology and industrialisation as a weapon against its original enlightened advocates, and as means to return society to a far older and 'purer' form. Religion, occultism and abstract and often irrational belief systems are also growing, particularly in the cult movements, further dividing Vaurgemyr from a continent rapidly embracing laicism and irreligion.

Instinctual Fear: The humans of Vaurgemyr, besides cultural and historical reasons for hating their fellow Harpy slaves are also irrationally afraid of them, due to inbuilt instinctual fear and threat responses, evolved over thousands of years due to harpies being a primary predator of humans, who have been eating them for thousands of years as part of their religious practices. This instinctual fear is further exploited by the Dragon overlords to further divide the slaves, though does become problematic when they are trying to get Harpy and Human slaves to work together against their enemies. Vaurgemyrean humans have also evolved other interesting quirks, such as an instinctual fear-response of looking upwards, to search the sky for dangerous predators (be they Harpy, Dragon or even Valkyrian, who while not predators have been enemies of humanity in the past).

Religion:
Religion in Vaurgemyr is highly syncretic and consists of various cults, often competing with each other and syncretically steal mythos between themselves and other religions - typically creating bizarre fused belief systems - many adopting bits and pieces of foreign religions into them while being bastardised enough to be considered a separate religion. This syncretic nature is likely due to the number of different cultures and ethnic groups inhabiting the country as uneducated but needy slaves, combined with the general irreligion of the Dragon ruling minority, who while a tiny part of the population have the vast monopoly of power and so have blocked a centralised church from forming - though Dragons do tend to build or encourage certain cults, particularly if those cults are built around themselves.



Geography
Location/Territories: Old World, South-Eastern Continent. The Purplish-Burgundy on the far-east coast.

Climate: Primarily temperate, though with cold winters and somewhat colder than the northern temperate regions. Many mountains and hills, with the northern areas of Vaurgemyr being warmer and more fertile with grasslands and fields. The border with Old Forest is militarised and includes large sections of burned down areas and actively cut-down parts from aggressive logging operations.

Military
The military of the Dominion of Vaurgemyr is, due to Yllendyre’s control and the limiting treaties they have forced on the whole continent, much ‘smaller’ than it really is. On paper, Vaurgemyr supports an army of around 50,000 troops, divided into two Corps of 20,000 each, plus a Naval Force of 5,000 marines and an ‘Air Corp’ of 5,000 air-knights. The 2-corp army, the Imperial Army, mostly consists of middle-class Ellemites and Draconic aristocratic knights playing soldier. In truth, the real military force of Vaurgemyr are the various unofficial armies of the Dominion. These forces include the Dragoons, or slave-soldier elites bred and indoctrinated towards serving specific Draconic bloodlines. The Lymwyrm Dynasty’s own person Dragoon Guard numbers now around 80,000 troops. Officially it is dubbed as a security and intelligence agency, tasked with protecting VIPS and performing counterespionage - in reality, it is a private paramilitary and true army of the Dominion. These elite slave-troops include Aerial Harpy Corps, typically tasked with escort missions from Dragons as well as even including cavalry and hidden artillery units. The Dragoon Guards of other aristocratic families are also quite large, though are private armies rather than under the command of the Golden Hoard (Throne) of Vaurgemyr.

Besides Vuargemyr’s standing force, other military units include the 300,000 Yellendyr troops that watch over the country - while not under the control of The Dominion, they do serve to defend the nation from external threats (besides keeping The Dragons in line). There are also the multitudes of millions that can be raised as conscripts in time of war - particularly since a huge number of the populace are various kinds of slaves, and as such can be called to war quite easily.

Vaurgemyr’s navy is relatively small due to the Imperium’s limiting treaties. The ships they do possess are mostly standardised Yllendyr knock-offs, with the largest vessel being Heavy Cruisers... Beyond the official navy, Vaurgemyr does also possess a merchant fleet that could be retrofitted into military vessels, particularly Q-Ships.

Vaurgemyr is one of the few nations in the world to possess an already existing, and substantial air force - consisting of a combination of Draconic flyers (typically aristocratic air-knights) supported by Harpy Dragoon escorts or lesser dragon guards. Dragons do not typically allow passengers/riders on them (less they be humiliated and disgraced), and instead performing the attacking themselves, though they will include medics and other support staff in their Dragoon escorts, and they will often carry supplies on themselves. Dragons have soft underbellies that have made them highly vulnerable in the past to arrows and random heroes with swords, and their old trick of using encrusted gold and gems fails to stop bullets - luckily, Dragons nowadays armour themselves, particularly said underbelly, with heavy modern armour and other forms of protection, including complicated flying maneuvers and living shields in the form of Harpies acting as a kind of live reactive armour, intercepting shells and other projectiles in mid-air. Dragon Air-Knights with magic will often also use magic to protect themselves besides just attacking.

Magic Prevalence/Usage: Common but unpredictable and highly varied in terms of power among Dragons, who are already armed with powerful biological flame-breathing and flight, which is further supported by magic. Dragons have come up with quite a number of creative ways of making their breath even more deadly than it was normally. Plasma alignment (For Dragons). The Ellemites are, like their Yllendyr cousins, possessing near universal magic of the Liquid element. As a multiracial slave empire, Vaurgemyr has access to the magical abilities of many different races, however, slaves magic is highly regulated and is illegal unless given certain permits. Only draconic nobility is permitted unrestricted use of magic, though certain corporate and state entities possess widespread magical licenses as well.

History/Background Info
WIP:
-Elven ruled kingdoms, slavers
-Dragons occasionally took over petty-states as one-dragon conqueror-dictators, inevitably fall to some hero with a bow or sword.
-Chaos caused by Yllendyr’s rise/infighting allowed Vaurgemyr the Magnificient to conquer Elven Kingdoms and form empire. Begun quest of continental conquest, however was defeated by resurgent Yllendyr with guns that made Dragons highly vulnerable.
-Dragons fled to mountain citadel-palaces far beyond the reach of land-based mortals. Unable to attack them, Yllendyr accepted their vassalage.
-Dragons slowly regain their land and dominion over the country and slaves via using their vast mineral wealth. They convert themselves from martial-aristocrats to financial/slaver exploiter aristocrats.
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Wernher

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The Realm of Wulfram


Type of Government: Absolute Monarchy under Regency

Head(s) of Government: Patriarch Wulfram, Favored Daughter Hildegund

Economy:
Work specialization has been for many humans a path to salvation and a form of capitalism where being replaceable was seen as being edible by one of the bloodthirsty overlords meant that artisans have always had an easier time than say, your most basic dirt farmer. At the same time however, Strigoi are smart and always eager to make as much people as possible replaceable and as such, despite the Strigoi poor technological level, they have been excellent at establishing basic mass production, simplify and divide work and manage human resources scientifically. Especially to clothe the cattle and provide tools to them, uniqueness has no purpose, it is better to standardize and provide numbers quickly.

The technology operated has thus until recently being almost medieval and the catching up that has began 200 years ago by the new regent hasn't finished yet, but still this makes for a very unequal society. The cities are the center of production for everything and the country side only care about exploiting raw materials as fast as possible, with maybe a single smith per small town to take the city made horse shoes and don them on the horses. This interdependence is by design as this prevents localized civil wars from constantly happening when both parties need each other. Overall however, despite the low technology environement, the Realm remains surprisingly productive.

Notably as the work of artisans become more and more redundant, people still try to make themselves desirable and recently this has begun to take the form of an artistic renaissance as all adults would wish to see their child climb out of the muck by becoming the next sensation in the arts.

Primary Species:
-Strigoi: The children of Wulfram and Adelheid, they consider themselves of the blood of demi-gods due to their incredible strength, speed and boundless stamina coupled with incredible magical abilities they use with triviality. Still, their nature is violent and selfish, most Strigoi despise vampires and the urban 'civilized' ways of life, instead living lives ranging from that of nobles with large estates living in remote castles and manors to that of savage beasts living in caves praying on anything mortal.
-Vampires: Half-Strigoi born from Strigoi wombs. While they are in many ways lesser to their pureblood relatives, they enjoy preferential treatment and amicable relations with them should they be respectful and humble of course. Put simply, they 'Smell right' to their bestial parents. Like mules, these are sterile.
-Daywalkers: Sons and daughters of male Strigoi with female mortals, their vigor and physical qualities overall are superhuman but considerably less so than their fathers and less so than their vampire cousins. Likewise they aren't in the most terrible pain when under the sun, it is merely extremely inconvenient. In Wulfram society however they tend to consider themselves closer to their mortal kins rather than their fathers because said fathers tend to despise their offsprings who 'don't smell right'. Still, many strigoi understand daywalkers are extremely useful intermediaries to use when dealing with mortals and breed them for this purpose, giving them enough fatherly affection to insure themselves loyalty. Like mules, these are sterile.
-Mortals: Humans, elves, Gerudo, Amreans... They are many and varied, but they all share in common mortality, making them apart from those who share the blood of Wulfram.

Population:
Total: 172,000,000
Strigoi: 1,000,000 (??? Impossible to calculate, in especially dangerous areas Strigoi will devour censors)
Vampires: 640,000
Daywalkers: 11,360,000
Mortals: 160,000,000 (??? Impossible to calculate, in especially dangerous areas Strigoi will devour censors)

Culture:
In the backwater areas of the realm, whatever culture the local mortals might have is always centered around the presence of a super predator that wishes for blood. If it wanted them all dead, dead they would be. Some offer sacrifices to be left in peace, others try to fight it and consider themselves even victorious since they aren't all dead but no matter their words, they fear, for the Stigoi tyrant still looms.

The first sign an area is 'Civilized' is that the local Strigoi will mingle in human affairs. This generally begins with the demand that a castle be built for it and progressively, the Strigoi will feel more comfortable making more public appearances and demands such as ordering every woman to always be pregnant, much like livestock. The mortals notice this of course, but woe to those who refuse to comply. This allows for 'normalcy' in the life cycle. The strigoi having the sense to demand blood to quench its thirst and eat the old women or redundant males to quench its savagery. The ruler of this territory may then further increase its involvement to make sure its flock prospers, sometimes investing in infrastructure for they are immortal and thus the benefit of such projects will always be visible within their lifetimes (If something terrible doesn't happen of course).

The next step to become a center of culture is of course, to tolerate the presence of others. Except for mating, Strigoi generally shun the presence of their kin but no matter how powerful, a single Strigoi is just one entity and eventually when their lordship grows, it will become more preferable to accept the presence of others than risk losing control over a massive human population. Back in the days Strigoi did the occasional culling but now its more preferable to sell mortal males to the big cities. The regional lords prefer to keep a maximum of females. This means the big cities of the realm are overwhelmingly filled with males. Prostitution is a big business encouraged by the local Strigoi for who cares who makes who pregnant as long as the herd grows and doesn't rebel? Males are also useful for labor and labor they do, thus gaining more wealth and fabricating more things to sell to the local strigoi lords who don't have this industrial capacity who will sell more males.

At some point, the city might become so big and humans so numerous that administering every aspects of their lives simply becomes impossible. At this point, Strigois need to learn to just... leave the thing going alone. Of course they get involved in the most critical areas of metropolitan life because the point is still to make profit out of everything, but the mortals are left with a lot of liberties at this point and can accumulate considerable wealth. The overlords meanwhile can afford to murder every night in the comfort of large mansions and castles prime pieces of meat bough from the country side, no reason to stir up a hornet's nest. Large cities would thus be theoretically safe for mortals the most and yes, their death isn't scheduled so one might die of old age, but cities also attract the landless newborns who have nothing in life and thus prey on the poor during the night, so death tends to just be random.

Religious and Other Beliefs:
The mythology the Strigoi have and of course, force on their mortal followers, is astrology based, with stories of how the Sun, king of creation, made all the races to glorify him, but made them moral and weak to make sure they could never rebel. The moon was his sister-wife but he never conceived children with her by fear such divine entities could overthrow him, until one day, the pull out method failed him and the moon became pregnant. She managed to hide the pregnancy until it was delivered to term. The sun however, as it looked down on all of creation, saw the twins she had birthed to, named Wulfram and his sister-wife Adelheid, and cursed them with all his might. Never could they prosper under his gaze!

Thus, it is the destiny of Strigoi kind to one day overthrow the sun and rule over all creation as they do during the night. For the mortals of course, parts were added that hey, the vampires are immortal and more intelligent as such, it is their duty to administer the mortals and that also, the whole blood drinking and killing bit is due to the curse of the sun and that once the sun is defeated they'll all be able to live in harmony.

Territories and Climate:
Civilization tends to be found south where the winter is the harshest. Some people have linked this to the presence of... pines. Indeed, Strigoi and their bastardized offspring are all at some degree fond of the scent and taste of pine resin, something mildly addictive to them that seems to sooth their killing urges. The Strigoi living in heavily forested pine areas are thus those who were the more disposed to collaborate with mortals and the rise of civilization in the realm is attributed by some to the mass production and sale of pine resin based candies and 'medical items for the humor'.

Still, not all have discovered the miracle benefit of pine resins and as such, travel within the realm remains difficult by land. This insured that navigable rivers have become the arteries of this nation as the wild Strigoi will rarely attack anyone in the middle of these large water currents that generally border their territories anyways. Slowly however, the infrastructure is becoming more developed.

Military:
-The Questers:
Composed of around 150,000 strigoi and 200,000 vampires, the Questers were founded by Wulfram himself in prevision of the fact that land is finite and as such, they would eventually need to face strong foes to take this land, their greatest success dating to the taking of Amrea where Wulfram led the Questers to a new land of plenty. Simply, newborn Strigoi without territories are expected to find their ways to the Questers and await the next great invasion Wulfram will lead to glory. Still, with Wulfram being in his current state, new members are rare, most prefer to go out in the world by themselves and try their luck alone.
-The Day Guards:
Daywalkers bred for the purpose of guarding their fathers while they sleep, they can be considered the 'professional' soldiers employed as enforcers from the various Strigoi around. They are equiped with the best equipment available but generally are terrible at fighting organized enemies. They tend to rely too much on their personal strength and centuries of weapon mastery rather than tactics and team work.
-The Destined:
Humans with religious endoctrinement, they serve their masters in exchange for special privileges (such as they and their families being spared from any culling or dinner lists) along with the promise that worthy heroes will have the privilege to make an immortal child with a Strigoi. These people are trained professional and their advantage relies in the fact that both they and their commanders are aware of their individual weaknesses. Destined are thus trained to use tactics and such as a force multiplier to make up for this.
-The Rabble:
It isn't rare Strigoi force their cattle to fight in desperate situation and in fact for territorial wars, it is preferable to send barely trained and barely armed cattle first to sap the enemy of their ammunition and energy, soften them up for the real fight where the Strigoi and its professional warriors will charge in. The quality of these troops vary, cities are expected to maintain a trained force to draft for example, but overall with the advent of firearms the idea of mass mobilization over the use of small elite forces has increased.

Magic Prevalence/Usage:
There probably isn't another place in the world where magic is as present as in Wulfram's Realm. Strigoi and their subspecies are all magical users and it is said that the Patriarch and Matriarch, Wulfram and Adelheid, were both capable of commanding every forces of nature to their will. Their offsprings saw their powers divided and from them, all Strigoi carry the power from their mother.

-Solid Magic: These are the more numerous and tend to be found in most civilized areas. The enormous towers and architectural nonsenses that make the metropolis of the realm... they are made and maintained by magic forces for the most part. This design makes that they will always be needed and mortals know that they can't just chase their overlords out of the cities for without them, the stones around them would fall appart!
-Mind Magic: Where most solid mages prefer urban lives, mind Strigoi are more often the savages, those who live in the most recoiled and savage lands. They monitor their territories through the eyes of insects and animals, the very plants hide their every step... Some live in the cities, but more often than not they were the very founders, the ancestral owners of the land it is built on and always know every happenings.
-Gas Magic: They all come from Nantechildian blood, the first priestess of the sky. They have a variety of tricks up their sleeves of course, but they are known for being the harbinger of Strigoi everywhere for they can blot out the sun!
-Liquid Magic: Some use this power to sail the seas and rivers, but overwhelmingly this power is seen as that of the warriors, as the holy power of blood!

History/ Background Info:
The begining of the race is mythological and more detailed in the religion section and if Wulfram or Adelheid know better, they are not telling. History would thus begin when other eyes contemplated it after the birth of their first son, Theodulf. It might seem hard to believe to contemporary people, but at first, relationship with mortals were good and long before Amrea was a thing, they build the first cities of mortals and immortals together, the first traces of civilization. The mortals were afraid and justly so of what lurked in the night and thus, Strigoi were natural protectors all they need was their pound of blood, but blood was cheap in front of life.

For generations the Realm of Wulfram and Adelheid prospered and grew, goblins and dragons all but disappeared from the continent as Wulfram's influence grew for he and his sister-wife were not just immortal warriors, but magical casters of the likes that were never seen. Eventually, the attention of the divine rulers turned to Amrea.

They met like old friends and vanquished the last of terrible enemies together and ultimately, the Emperor of Amrea and Wulfram had a talk. The role of a leader was to protect and guide its flock, the virtue of power was mainly that of strength and as there was the matter of if the realm should join the empire or vice versa, then surely it could be decided by choosing who was the most apt to protect the whole of mortals? A contest of strength. Wulfram won and although history record a great fight, many of his sons would say that they found it obvious that their father was gallant and wanted to give his opponent a fight rather than crush him.

With this, there seemed to be nothing else to unite. The Strigoi influence was at its height and reached everywhere but still... it lasted only about 10h a day. It was then that Wulfram had his 'Great Idea' and sent his people on the path to damnation. Strigoi... they could borrow the strength of mortals through blood! An amazing power and one Wulfram wanted to use to do something that was never seen before. The lesser moon hung in the sky, going back and forth and sometimes it blocked the sun. He wanted to make it so permanently, move a moon between the world and the sun! Accomplish the oldest of prophecy.

Tens of thousands of mages were regrouped to try and achieve this feat and it began. Wulfram honestly thought it would be easy but then, a person died. He felt so close, he only needed to push a little more! Then hundreds and then thousands, he couldn't stop, he had to make their sacrifices worth it! Then, when only he and Adelheid were left he still had hope but his sister-wife was then consumed by the spell, just as he felt himself hanging the moon in place. He stopped everything in vein hope to save her and she disappeared in the cosmos in front of him until moments later, forever to be seen above the sky of what the Imperium would call the 'New World', the moon shattered.

Many of his sons and daughters had accompanied him to Amrea and had tied in the ritual, the road home was long and painful but... he had done something, to his race, to the cosmos. When he came back home it was not to welcoming arm but to a scene of horrors. In magical terms, the plane of thought, that of the Mind, it had forever been altered. So many had told him to stop, begged him as their souls were thorn apart, this hate, this resentment, it forever marked the Strigoi. Callous, brutal, uncaring, evil... these adjectives had become part of all Strigoi, forever and in these few nights, the oldest civilization had fallen to nothingness, the mortals who trusted the Strigoi for protection had all been eaten or had fled into the wild.

Wulfram would weep for the next thousand years as slowly his children were left to try and pick up the pieces. In time, the Realm would begin to recover but it would never be the same. Strigoi would never again be guardians but only Tyrants, ruling through fear and might alone.

He left his eldest, Theodulf, to rule in his name, just as he did when he was gone to Amrea. Theodulf however wasn't a builder, he only ever kept 'things going' while Wulfram was left and so this misery perpetuated itself. The situation couldn't last and when he and his siblings decided he would resign, it was in the hope Wulfram would have no choice but to leave the shrine he had made to his sister wife. They were betrayed however when Wulfram, going down the name of his children one by one, named Hildegund, the childless and loveless, who accepted to take the mantle of regent.

This was 200 years ago and since then, there is no doubt Hildegund's rule brought the Realm back to quite a significant status! Even Amrea no doubt fears them once again. But still her rule is tedious as her siblings have little respect for her.
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Nation Name: Lierin Dominion

Type of Government: Representative Democracy

Heads of Government:

Elected Council: (9 members)

Lura Genro (age 63) - Lura Genro is technically the most influential person within the Dominion as head of the largest faction: (The silver fist) as is therefore nominally the head of the Elected Council. From there she is able to espouse her rhetoric of staying loyal to the Imperium and continuing to support it, stating that since the Imperium took over it had done nothing but benefit Lieria, bringing in new technologies, allowing for a massive income of new luxury resources and creating many new opportunities for the people of Lieria to gain fame and fortune.
Vulven Yinhorn (Aged 72) - Vulven Yinhorn is the newest elected member of the council and the major opponent to Lura, his faction (The Imperial council) while it still espouses the logic of staying within the Imperium talks about how since technology is now of a more level playing field between them and the heartlands and since their forces have played such a large part of the victory of the Yllendyr victory that Lieria should be the true heartlands of the Imperium
Vulwyn Traro (Aged 43) - Vulwyn hails from the Island of Aiqua and more explicitly from the city of Primal - District 14. He and his party, (The Union of Lierian Businesses) represent the large number of growing businesses within the Dominion and is working to increase their profits while at the same time seeking to decrease and restrictions placed on them. Particularly his own up and coming heavy munitions plus railway business networks.
Zentha Enkas (Aged 39) - Zentha is the youngest member to ever get elected to the Council and as such has earned the ire of many of the other Council leadership, (Although she is not without allies) as her faction (The liberals), also hailing from Primal - District 2 is considered the most liberal, wishing that all races within Lieria could stand for governmental positions rather than just the Horned Elves.
Kidhel Quilen (Aged 85) - Is the leader of the second biggest faction within Lieria and also stands as the distinction of the of the most widely acclaimed of its generals. His faction (The Military Front) promotes the idea that the democracy that the country currently exists under is weak and flawed, that instead, the military which has been long serving their country should the ones properly running the country instead.
Inianlos Yinrie (Aged 73) - Inianlos is considered by many in the council to be the most rational member there, if not a bit stuck in his ways. He hails from the capital city of Thalor and was part of the original coup from 48 years ago which instated the democracy within Lieria, He and his faction (The Democrats) speak out for keeping the government as they are, changing little as it has benefitted the nation for so long
Ayrae Elmaer (Aged 53) - Ayrae is without a doubt the most controversial figure but one in Lierian politics, they have a powerful cult of personality behind them and have almost entirely built their faction (The people’s liberation front) from this. They espouse the workers being able to control parliament, the rising up of the working class.
Minuvae Dorro (Aged 65) - She is head of another of the more democratically minded of the members elected to the Council. She shares a lot of her views with Inianlos and their factions (The Nation Improvement Organisation) are quite closely linked, however, they differ on some key matters, such as the linking of religion and state, the controls the government has on the population and environment.
Aimon Qinharice (Aged 58) - The single most controversial figure in Lierian politics, the surviving son of the old monarchy. He and his quite significant number of supporters from the countryside have helped vote his faction (The restorers) into a relatively strong position within the government. He has quelled some fears of a violent uprising from the monarchists by openly acknowledging the usefulness of the current democracy but still insists that the nation would benefit from a figurehead such as himself and so is trying to pass a bill that would turn it into a constitutional monarchy.

Economy: The economy of the Lierin dominion depends greatly depending on which part of the nation you live in, for there are two distinct areas of vastly different economy. If you live to on the isle to the North: Aiqua then it is far more based on the most highly technologically advanced materials you can get as well as a mixture of banking thrown in. To the south on the mainland is the vast number of primary products, such as iron, steel, and coal. Here they put it to great use in their railroads and factories, constantly churning out munitions and weapons of even greater mass destruction.

Aiqua: The economy of the dominion holdings in Aiqua is mostly centralised around its two main cities there: Haven on the eastern coast and Primal in the center. As Aiqua has little resources of its own, (that the Dominion have the capability to use) its heavily invested in trade which it manages to pull of quite well due to its position on the heavily defended isle which controls access from the old world main continent to the island chains above it.

From there have developed some of the first big banks, especially within Primal, which have subsequently began trading with the rest of the dominion, a lot of companies began taking out loans which helped cement their position as a large presence on the Dominion economy, to the point where an early stock market has been set up on in Layer 3 - District 1 of Primal.

In addition to the way many of ways Primal and Haven laws work the twin cities have become a tax haven for any business willing to set up within them, coupled with a significantly increasing population and a willingness to buy up anything and sell it own at a tidy profit has meant the two, while not really producing any primary or even much (yet) secondary products are a marvel at churning out tertiary products, fueled by the power of their banks.

Mainland: The mainland is highly different to Aiqua, aside from the generalized lack of banking and self-made millionaires, it is highly rich in primary products of industry, such as coal, bronze, Iron and as such has highly benefitted from the industrialisation which came with the Imperium. Since then one of the major industries has been trains which in relation to automobiles are much more accommodating to the Aguria and so have become majorly profitable. It’s not uncommon for there to be several train lines running from one city to the next, each owned by differing companies.

Another of the major exports of the Dominion is arms, with such a large and warlike workforce as well as being so closely tied to the Imperium war machine they have found a profitible niche for themselves and dug very much into it. As such they are always looking to develop bigger and better weapons - Paticularly for land warfare as well as mass producing the ones they have. Their air and sea research divisions are sadly behind as air has not been considered a viable thing for them yet and the sea has been left to the Yllendyr.

Other more simple things like production technology itself is something the Dominion heavily focuses on too, with such a large workforce behind them, the idea of managing to outproduce those around them in terms of luxury and strategic goods is something they’ve been looking for, as such they are doing what they can to stay at the forefront of coal-fired, oil-fired and electric engines.

However, a big problem for the Dominion is food, considering much of its population is carnivorous it needs a massive amount of meat production and as such would be partially reliant on importing food from other nations to satisfy its own hunger.

Additionally, while it does have a large well of natural resources to draw from Lierin businesses would always be looking to buy more and more resources from other nations to bring more into their own production lines. The very idea of being outproduced by companies around them is despicable to many and so there is an ever continuing race to produce more and more. Funded quite a bit by the banks of Aiqua.

Primary Species: The two primary species of the Dominion are the Horned elves, tall slender and fair skinned elves who stand slightly taller than other species and all share the common trait of horns of varying size which protrude from their foreheads. The other race, which makes up practically 2/3rds of the general population is the Aguria. A race of giant Spider-Ant like creatures which naturally gravitate towards the worker positions within the nation, a place they see as much more theirs.

Population: 100 million ( Aguria ) 60 Million (Horned Elves)

Culture: Lieria stands in an interesting cultural position of being very loyal to the Imperium while at the same time, increadibly free spiritied. A lot of this stems from the ideals of the current government, that anyone (of course not the Aguria) can rise to the top and become part of the government, not simply a specific lineage. As such if an individual or group can get enough people to vote for them to get at least one or a few seats within government they have enough leaverage to continue doing whatever they want to pursue. As such the idea of a self-made millionaire is widespread across the nation with many aspiring to reach it, yet those who can are few in number and very much disproportionately living in Aquia

Aiqua: There are many major differences between the mainland culture and the one situated in the cities of Primal and Haven which make up the majority of the population of the Lierin part of Aiqua. Here the “free” market and the massive banking presence has vastly pushed the idea of a self-made millionaire, buying up stocks from different companies, founding their own and growing rich of the winnings earned by such. Of course, this is not always the case, but the dream is there and those that succeed are seen as almost celebrities in their own right, ones which then must prove their status by funding the production of even larger buildings atop the (Quite literally) multi-layered cities of Primal and Haven.

Conversely, the way in which Primal and Haven operate within the overall whole of Lieria have meant that other ideals, ones with labels such as progressive or liberal. A vast swathe of these movements stems from the mixing of cultural idealism and thoughts brought together in these twin haven cities for free thought. Both economic and political freedom have managed to be protected since the founding of the two cities by the way they have managed to collectively vote in two of the largest governmental factions and so occupy two of the seats on the elected council. As a result, Aiqua is fiercely independent to a fault and a hub of anti-strong government and monarchist ideas.

Yet within the areas most open to the public eye there are also sides to the twin cities of Primal and Haven which are less exposed. Within the corporate freedoms of the cities rival corporations have begun to hire mercenaries to engage in “Friendly discussions between rational businessmen.” The results have ended up with sudden death becoming a natural part of corporate life, not of course for the highly protected business owners at the top, but for the people underneath it just has become something they deal with.

Mainland: The cultures of the Mainland are incredibly diverse depending on the location that is traveled to within the dominion. In the southern and particularly countryside districts of the nation, there is a particular sense of nationalism which differs radically from the nationalism of the large cities. In the south there is more of a yearning for the past and as it was called “the better ways” here the monarchists get the majority of their support, although the ruling leaders of said movement do recognise that their supporters are mainly farmers with pitchforks and tractors against armoured cars and trains.

Yet life is more peaceful in the south and west of the nation as the hustle and bustle of much of the more northern and western cities are simply absent. Vast networks of fields stretch out over rolling hills and if you go a bit further south, mountainous slopes, yet even vaster are the networks of fields spread out for the maximum grazing space possible, each filled with a plethora of animals and livestock being bred as quickly as possible to supply the insatiable appetite of the nation.

However in the north, the people are much more clustered together in massive sprawling blots on the landscape known as cities. All of them are of at least two “layers” tall with that being a requirement for a settlement to be recognised as a city introduced in law 13 years prior. However, the vast majority of them have a third layer too which is created by hollowing out the tunnels under the city and basements and turning these too into more housing layers to aid the already high land value.

Religious and Other Beliefs: The religions of the Lierin dominion are a vast and numerous bunch with many claiming to be the largest or the most influential ones according to surveys they have funded. The most objectively influential religion, however, is one that works together with the idea that everything in the world is linked inexorably by an invisible force that supplies the world with magic and binds it together. This force is simply called Evol and is believed in by roughly 32% of registered dominion citizens. Others include the 7 lights, the King under the mountain and the green lady.

Location/Territories:The dominion sits on the North-western peninsula of the main continent of the old world where, in relative peace it has been amassing its monetary wealth. The other smaller nub of Lierin territories come in the form of the bottom half of the isle directly to the North of its coastline.

Climate: Temperate

Military: The Lierin Dominion’s forces are technically only 50,000 strong and while that is true they are one of the biggest suppliers of troops to the Imperium and so have a large number of forces generally loyal to the Imperium spread out over the old world. Back within the heartlands, however, there is a great number of recruitable population, ready and willing to be sent to war in service of their homeland.

While the dominion lacks advances in naval and air combat, it had been making headway with land warfare, especially in the department of heavy weaponry such as armoured trains and artillery.

Magic Prevalence/Usage and Elemental Alignment: Magic across Lieria is not seen as a common thing, however, it is of a low lying prevalence across much of the population, yet most are ither so untrained or are so weak its not worth utilising. The most prevalent alignment is of mind magic and its usage within Lieria is of a rather insidious nature. Their ability and training extend to warping the mind and how it perceives things, creating some of the most efficient torturers and psychologists in the world.

History/Background Info:

Lieria as it is today was formed roughly 478 years ago in the third war of the vale, where central forces finally overran the exterior defences of Alfa Dorei and managed to subdue the Vale itself, ending its status as the last kingdom occupying “claimed” Lierin territory. However, the biggest irony is that the initial driving force of the claim that Lierin held over the Vale in the south is that their monarch was a cousin of the one sitting on the throne of the Vale.

This proved to be an irony as after being deposed and made a low ranking member of the court Irhall managed to outlive the current king who died with no heir making them the de-facto leader. Following that came a period of instability for roughly 20 years as Irhall took to subduing a large number of rebelling nobles who feared their position would be taken away by the revenge fuel monarch.

Yet as time went on it became increasingly clear that Irhall had managed to convince the general Agurian population to side with her so while the rebel forces were lead initially by the more competent leader with more well-equipped forces they were so vastly outnumbered it made little difference.

The war ended with the rise of the introduction of the Standard Pay Decree which ensured soldiers fighting for Irhall were guaranteed better pay and work than those fighting for the increased supply blocked nobility.

Thus was ushered in the Neriro era, one which would see countless raids on the nations around Lieria, none of any sort of strength to pose a significant threat or to be ever anything more than routine. Yet the benefit for the people of Lieria was vast, the constant skirmishing lead to a general feeling of satisfaction with the Agurians and a general period of stability and financial growth.

During this period there came a time too of a slow-growing divide between the Northern and Southern regions with the north slowly transitioning towards larger and greater cities and feeling resentment towards the new capital of the Vale.

With everything era, nothing lasts forever and Zeno the third of his name was deposed by a force from the North, the first time in Lierin history where the massive cities in the North found that without the support of the general population it was extremely hard for a monarch to hold onto power, especially when they had slowly become the ones holding the purse strings.

And so 360 years ago there came the seven years anarchy, where many of the cites of Lieria declared their own independence and formed their own governments, mainly using the city councils as a governmental base.

The seven-year period came to an end when the different city-states slowly began reforming alliances and working together to stamp out the banditry endemic to a time where law enforcement rigidly refuses to go out into the countryside or for that matter anything less than a major urban center.

What followed was around 80 years of a slow rebuilding of the nation as city-states slowly expanded their influence, capturing more land until the city of Thalor stood as the central heart of the Kingdom of Lieria

This general state of affairs lasted up until around 80 years ago when a large scale invasion force from the Imperium arrived on their eastern shores. Impressed by the power of Imperium technology and armies the current Queen of Lieria decided upon a new way for her nation to move forward, she quickly submitted and allowed enemy forces to control the country, in return for avoiding a devastating war.

While the move was controversial at first, to say the least, the general population slowly became acclimatised to the state of affairs and more importantly it brought back memories of the “golden age” of Lieria, with the power of the Imperium providing plenty of new and astounding technologies as well as providing a number of successful and profitable wars for Lieria and its warlike population to get involved with.

Then 48 years ago the monarchy was completely overthrown by a fairly bloodless democratic coup, there had been a general anti-monarchy sentiment growing within Lieria so when it happened there was little internal resistance, especially as no repercussions were pursued by the victors in what would be called a “welcome but still a naive act of mercy”
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Nation Name: The Union of Zeeborg-Fallia

Type of Government: Federal, representative democratic, constitutional monarchy. Three chamber parliament, consisting of the lower house (Kamber’af Minskin/Chambre du Peuple), the upper house (Kamber’af Hearen/Chambre du Seigneurs) and the Royal Court (Keningskip/Conseil Monarchique).

Head(s) of Government:

H.R.M. King Vulfram of House Wittykr-Marla, Head of State.
Priminister Borb V. Ginderling, Head of Government.
Holy Father Frische Pomello, Head of The Church of Zeeborg-Fallia.

Economy:

Imports: Firearms, Explosives, Electric Parts, Automobiles, Specialty Metals.
Exports: Milled Stone, Grain, Yarn, Silver, Cement, Steel, Canned Foods, Machine-Tools/Parts, Music.

Much of Zeeborg-Fallia is agrarian in nature, with over half of the population employed in the agricultural sector, or as farmers to fill their own food demands. In recent times however, through government subsidies and education programs, there has been a calculated, planned increase of migration from the countrysides to city centers. In addition to this, with the advent of fertilizers and better farming techniques, food production increased beyond consumption rates, and encouraged the produce export industry, and the invention of various processes to treat, preserve and can food stuffs. The mineral sector is the next largest, the country being blessed with deep reserves of iron and coal but not much else, as a result, the quarrying of rock and sediment forms an unusually large part of the mining sector. A caveat to this however is silver, for which the country has two large deposits, in the proximity of the capital and the second city, the latter being the more plentiful. As far as heavy industry is concerned, most manufacturing takes place in the metropolitan area around the capital, due to the grand canal that allows goods to be transported out to the Meer and on to the world at large. The most prolifically produced luxury goods in Zeeborg-Fallia are those related to music, instruments, gramophones, vinyl records, microphones, high-quality cabling. Song, Poetry and The Spoken Word were and continue to be an important part of daily life, as such a well skilled community of craftspeople emerged to fill the niche. Zeeborg-Fallia also has control of a small but renowned merchant fleet, docking at ports along the banks of Lacq Meer, and flying the flag of the merchant navy. Most merchant navy ships often engaging in ocean whaling when out at sea, and generate added revenue from the valuable oils, meat, ambergris and highly prized scrimshaw. It has an operational tonnage of almost 4 million long tons.

Primary Species:

98% Human (Zeeborgish 61%, Fallians 36%, Other 1%), 1% Elf, 1% Other, a few Giants.

Population:

30,000,000

Culture:

Zeeborgs (Singular, Zeeborg or Zeeborger; Plural, Zeeborgish) are traditionally stiffer, quieter, and more reserved than their southern neighbors, they are concerned with functionality and efficiency. This is reflected in their personal appearances, blacks, white, beiges and greys are the de facto colors that make up what is acceptable (and economical). The Zeeborgs speak Zeeborgish, as a first language, a consonant filled language unusual due to the brevity of sentences and words, it is considered the least funny or romantic of the languages by all in Zeeborg-Fallia. To the south of them lie the other significant group, the Fallas (Singular, Falla; Plural, Fallians, Fallas) who are a stark contrast to the Zeeborgs. They are a more open, merry, and less drab people than their northern cousins, and have produced the vast majority of the poets, musicians and artists that have come to fame in Zeeborg-Fallia. Expectedly, as if the two groups have different uniforms, the Fallians dress in a wider range of colors, patterns and styles. Their language is lilting and filled with long, windy words and a love of plurals, even their syntaxes make it so that sentences are unusually long, despite this it is agreed that their language is more pleasant to the ear, but this does not mean one is richer than the other. There are however cultural norms that cross the divide of culture. Personal marksmanship is a critical part of the development of a male in Zeeborg-Fallia, and is often drilled into people from a young age, producing generations of competent marksman. If the rifle is the right arm of a Zeeborgish-Fallian man, the the dog is the left. Most households have some kind of dog, this stems from a long tradition of training and breeding dogs for hunting, shepherding and guarding. They developed a role in pest control with the advent of international trade, bringing in invasive species of birds and rodent. For a woman however, cooler heads prevail, they are often there to undo the mess of their menfolk, and as such they hold a well loved place in society. Being matrons of the home as well, as a national average, women are more likely than men to complete secondary school, and traditionally form the support men need to go be reckless. As such, most mothers and wives tent to know something about patching people up, and have taken this into advantage, most nurses, apothecers and general practitioners of medicine are women. In terms of education, every citizen has the right to free primary education, which involves Arithmetic, Zeeborgish, Fallian, and an Elective. Secondary education involves a small degree of specialization, and is of a more rigorous level, and is often different regionally, in contrast to Primary education which is prepared by the state. There are only three major universities in Zeeborg-Fallia, two in Zeeborg and one in Fallia, both teach in both languages but tend to have higher acceptance rates from students in their regions. Nevertheless, tertiary, university level education is very uncommon still. Despite having a written language, a significant amount of the knowledge and mediums of storing information are sound based, on record, or recording cylinders, and recently on experimental punchcard audiographs. Most articles of writing come with an audio counterpart, and in some cases are more popular, especially for poems and short stories. The proliferation of recording equipment and sound expertise also lead to the boom in the music industry, where before you were limited to where you could go and listen to music, now it is not unusual for households to have small libraries of music.

Religious and Other Beliefs:

The Church of Zeeborg-Fallia, is monotheistic faith, composed of a body of clergy of which one (Currently Father Frische Pomello) is first among equals. The theology of the church centers around the belief of a singular, omnipotent deity, Got, Lord of Worlds. They preach from the scripture that is believed to be the word of Got, and from the Anthology, a collection of volumes of analogies regarding the lives of saints and those chosen by Got to pass down his words from on high. The Church’s area of influence is subdivided into Ecclesiastical Provinces and Parishes, in descending size order. Parish priests are representatives of the Church at the local level, who performs baptisms, gives sermons and religious lectures, manages the church’s school and hospital, and collects census data on deaths and births in their parish. Ecclesiastical Priests are the parish priests for their particular parish, but have the added role of managing the regional coffers of the church and when the Holy Father passes on, elect a new one from among themselves. All priests are technically civil servants, due to the census data being collected by the governments from them, and because they run government primary schools and hospitals from their premises. A distinct part of the church is the Monastic Order, groups of priests who live in seclusion in places of sanctuary or divine importance and dedicate their lives to Got, they vow poverty and detach themselves from material possession. They often send members among them to preach itinerantly, and are renowned for the goods they produce, like wines and wood carvings and dyed fabrics and leathers. Martial Chaplins are also almost exclusively monks, as such most monks go through a level of militia training.

Location/Territories:

Climate:

The country experiences mild temperatures, temperate throughout the year, snow arrives in Decumber and recedes in Ganuary. Rain is most prevalent in spring and autumn, summers rarely exceed 30 degrees centigrade. The south of the country is divided from the north by a series of woodlands and hills, dividing two relatively flat planes, though the south is more hilly, approaching mountainous at the southernmost border. The north is marshy, though much has been reclaimed for agriculture, and is dotted with prominent hills. The climate dries up and elevation increases closer to the northern frontier, which is mostly rolling fields of tall grass and small patches of forestation.

Military:

Garde Civique/Borgwach: 77,000 personnel, 100 x 3” light field guns, 250 x belt-fed machine guns, magazine bolt-action rifles, hand grenades, revolvers. Basic volunteer forces, professional soldiers whose sole jobs are to soldier. They are characterised by their black great coats, silver buttons and buckles, heavy packs and black hats.
Garde-côte/Kustwacht: 1500 personnel, 100 x patrol boats, 10 x 9” Coast Guns, 60 x 6” Coast Guns, tube-fed lever-action carbines, auto-loading pistols, shotguns. Dressed in white and blue, the coast guard protect and monitor the comings and goings of merchant ships, boarding all of them before they come to port.
Gendarmerie/Miltêr-Plyse: 85,000 personnel, Shotguns, Single-shot breech-loading rifles, revolvers. The police of the country, they wear dark blue uniforms trimmed with silver, often wearing black leather rain cloaks and constabulary hats. For times when more force than their revolvers or truncheons is neccssary, they often dawn chest plates and arm themselves with rifles and shotguns.
Gardeduroi/ Keningwacht: 10,000 personnel, magazine bolt-action rifles, automatic pistols, hand grenades, light machine-guns, light/medium morters, automatic shotguns, melee weapons. The king’s guard is the elite military institution in Zeeborg-Fallia, with the best equipment and training, they are the cream of the crop, the most capable soldiers are skimmed out of training and are put through the rigorous process of becoming a king’s guard. The main differences between the Civil Guard and the King’s Guard uniforms are that the KGs carry much lighter packs, have more ammunition pouches, and have colored feathers in their hats. They are designed to be mobile, fast and effective, and are currently exploring the idea of motorization.

Magic Prevalence/Usage and Elemental Alignment: Basically nothing. Few individuals have trinket abilities, though not banned by the church, they look down at it.

History/Background Info:

De Sintoarloch/la Guerre de Scor/The Cinder War: The Cinder War is remembered in the sychy of the nation as a final dance, an epic battle for which they gave their all but it was not good enough. To their credit though, they held back the Elves for far longer than they had any right to. It was the Summer of 1719, and on her Northern Frontier, Zeeborg-Fallia was facing harassment from Illinderisch soldiers on her forts and towns, no one took much from it as the two countries had been hostile for years, a dispute over sea access. The garrisons in the north were enough to brush off the attackers. But without hindsight, the idea that these attacks were simply the pokings and proddings of a probing hand were inconceivable. Until on the 22nd of Ly, the Illinderisch launched an attack on the border fort at Bierblek. First hand accounts, though scarce, agreed that the fort fell in days and had been surrounded and overwhelmed before messengers could be sent out to warn the rest of the chain of the impending invasion. The Elvish armies left Bierblek in ruins, those who couldn’t escape or stay hidden when it was stormed were hunted and killed ruthlessly. The initial wave of attacks sent a shock through the nation, as forts all along the border fell in a similar fashion to Bierblek. By Vember all the forts in the frontier had fallen, much to the surprise of the Elven generals, who did not anticipate such vigorous defence or lack of willingness to surrender. This bought the Zeeborgs more time, as they bolstered the towns and cities to the south, dug fortifications and blew bridges. The Illinderisch high command were furious, they were making progress, but they would not reach the capital before winter snowfall came. The Elves sent an appeal, an ultimatum to the Fallians, whose land had yet to be occupied or otherwise wracked by the slowly approaching war: “Join us, and fight against your Zeeborgish overlords, and you will be guaranteed amnesty and lenient treatment.” The Fallians refused, instead taking up arms with their Zeeborgish cousins, it is noted that after the ultimatum, the number of Fallian soldiers heading to the front had soared rapidly. In the end, the Fallians were rewarded for their steadfastness, and the crown-prince took a Fallian commoner as his wife. Winter slowed the Elvish offensive down to a halt, during their retreat from the invader, Royal Engineers torched forests and caved in coal mines, livestock was hurriedly shepherded behind the lines and any crops or orchards still remaining were burnt to nothing. Skirmishers did their best to hamper supply routes behind the enemy lines, and the few months of snow and rain were made miserable for the Elven Army. However, in that winter the elves too would strike blows. The then king was visiting soldiers at the front line, much to their fanfare, when he was picked off by an Elvish sharpshooter. In anger, the troops launched an offensive against the Illinderisch lines, but were ultimately futile in changing the pitch of the war. Instead the Elves counter attacked, and sunk deep into the country, until finally they reached the walls of the ancient capital. Where not even the great guns, bombards and mortars of the walls and castle were enough to keep the war-furious invaders from breeching and finally ending the war with the capture of the newly coronated king. An unconditional surrender was signed, though the king was allowed to stay. In the next few weeks the elves imposed a new constitution on Zeeborg-Fallia, weakening the power of the king and establishing a parliament and cabinet to keep the power of the popular monarch in check. Additionally, to further aid their conquest of other lands, the elves demanded reparations of money and men to fight in their distant wars, the defeated nation could not say no. This vassalage set the stage for the next few hundred years, as the country recovered from the violent events and picked itself back up. Modernity had arrived and hope returned that eventually, one day, they would be free from the yoke of the Illinderisch. But still, the shadows looms over the country, and when the elves come to collect their due, the nation collectively scowls and carries on with its business.
Hidden 5 yrs ago 5 yrs ago Post by Roby6Com
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Roby6Com

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(removed due to re-design of nation)
Hidden 5 yrs ago Post by CrisisSolutions
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CrisisSolutions

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(Here goes my hat into the ring. I know its not as detailed as the others, since I only heard about this yesterday night, so I might make some more changes to it down the line, especially as I'm still new to this site. But I hope you all enjoy nonetheless.)


Name: Dominion of Drzewa
Type of Government: Monarchy
Head of Government: King Kajetan Klos, Second to the Throne: Prince Gawel Klos

Economy: The land is home to a large portion of the Imperium’s manufacturing base. Most of the inputs for these goods are brought in elsewhere, but the majority of military equipment, construction materials, textiles and even household commodities used in the new world can be traced back to Drzewa.

Primary Species: Mostly Light Elves, with communities of humans and dwarves living in the cities, along with Dark elf guards and officers.

Population: 64 million people, spread out in 4 different industrial cities

Culture: Originally an agricultural land, many of their traditions come from the different periods of harvest. However, due to the new demanding industries and strict oversight of the Imperium, most of the past traditions are practiced sparingly and mostly behind closed doors.
Religion: The primary deity is the Goddess Niiven, who is who the elves believe created them and gave each new light elf a life with a purpose. The clergy of this religion is composed of a Deacon of a City Cathedral, who rules over the priests and priestesses. They hold a sort of Mass every 6th day, where they take time to thank the goddess for her kindness and ask her of their true purpose in life. Due to the highly industrialized nature of society nowadays, with productivity trumping leisure, many people are still common visitors of the Cathedrals.

Location: Capital: Radoscy , Other cities: Smutku, Zlosk, Wstid.

Climate: Moderately cool all year round

Military: Has been granted rights to field its own military, already having 7 different infantry divisions, armed with the most deadly and modern artillery, rifles, reconnaissance and bomber aircraft, and transport vehicles that the factories can churn out. Including 4 light cavalry divisions on active duty, with 14 more infantry divisions in reserve that can each mobilize within days. There are also rumors of several secret projects being designed in Imperium military factories. Most military units however are commanded by Imperium officers, causing some strain between enlisted and officer than any other army. Its most prestigious unit is the Cavalry of Heaven, founded under the second of the Klos clan. This unit is said to have been chosen by Niiven herself to be her guardians, and were outfitted with halos, these warriors were the tip of the spear in nearly all of the Drzewa military campaigns, and the first to fight the Imperium incursion. It is now a shell of its former self, with its ranks now all being occupied with Imperium nobles.

Magic Prevalence: Solid/The majority of magic users are used in the factories and the military after being identified by Imperium officials during primary school and receiving training in Yllendyr.

History: The Kingom of Drzewa was once an agricultural valley, home of a proud union of light elf tribes, organized under the Klos dynasty. However, life for them was threatened by the Imperium, whom they faced with valor and bravery, but that was not enough, and they were absorbed into the Dominion. Now the citizens live under a puppet of a king, constantly humbled in their back breaking jobs and watchful guards.

Short Story
It was the moments of silence that made trips to the Cathedral of Niiven worth the trouble. However, the reason he got so much joy of visiting was not something that Gawel could properly explain. On some days he rationalized that it gave him moments of self-reflection that the normal halls in the palace could not, on others he thought that his visits were a good chance to get to know the people of his Dominion, despite him being in a full disguise and flanked by guards. But most of the time, it was the smell of the priest’s burning incense. It was by far no luxury, as he could afford far better and subtler scents from anywhere in the land. But even those velvety scents could not overpower the odorous backdrafts of the industry that his father praised so highly. But here, in the Cathedral, the common smell was so strong that you could almost forget the smell of burning coal and smog that resolutely reminded you were in the station that Niiven so mercifully put you in. But, like the few good things that Gawel thought was still left in the world, it was finally over.

The freezing masses of the congregation flooded back out onto the streets, flowing back to their homes and jobs. Gawel could almost taste their feelings of dread and dreary, or maybe it was the taste of the wine garnished with the sharp flavors of modern life that was served only minutes before. Both of his bodyguards were the only rocks in the stream of people leaving the building, faces as stoic as their training demanded. Gawel prayed that they would learn to actually blend in with a crowd before he finally getting up from his seat and Stojan’s voice being the first thing to welcome him back to reality. “If you’re all done with your excursion my lord, we should return you to the palace before the other guards start to suspect something.”
“Yes, lets. Although I feel that Deacon Leszek’s sermons are getting shorter and shorter these days, wouldn’t you think so?”
“I wouldn’t know about that, though I have been getting less sleep during his dreadful monologues if that’s what you mean.” Gawel let out a little chuckle, he always did like Leszek, him and his comrade Medard were the only parts of the Dominium Guard, Gawel could actually tolerate. The others being stoic statues or scheming rank climbers, or both when it came to their Yllendyr officers. He was risking a lot even speaking about doing something like this, if anyone too nosy found out, it could mean both of them would be without a source of income for their wives and children, or worse, execution. Gawel knew all too well how far the Yllendyr would take a mere threat of a chink in their armor seriously. Especially to the son of the leader of one of their so-called, “member states”. But those kinds of thoughts would better be served waiting in the halls of his palace, where his boredom would better serve his imagination. He exited the Cathedral and made the hike back to his regent life, all the while observing the still life portrait of gray made from the smoke of the factories in the sky, the cheap steel tenements, and the soot covered faces and sack clothes of the trinket salesmen and beggars they passed by. Gawel knew that this scene was far from the proud tales of cavalry charges and proud unions of elves that he admired when he was a child, but maybe one day, he can create his own stories. Gawel closed his eyes and remembered the scent of the incense.
Hidden 5 yrs ago 5 yrs ago Post by Ogelostrakur
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Ogelostrakur Gun Slinging Icelandic Redneck

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Nation Name: Gerudo Cheifdom
Flag:
Type of Government: Absolute Monarchy (Cheifs are heriarchially chosen, by eldest daughter)
Head(s) of Government:

Economy: Mainly based on oil and mining
Primary Species:

Population: 30 Million
Culture: Matriarchal, but a male is born every 500 years, who becomes the leader. However, the RP will be in between such a time, so all females right now. Very warrior like.
Religious and Other Beliefs: Monotheists who worship the goddess Hylia, believe the Chiefs are chosen by Hylia
Location/Territories: This entire chunk of land
Climate: Arid, hot, dry desert. Rainfall is extremely rare, most cities are build around springs, oases, and the few rivers they have
Military: Have only recently started using guns, mostly rely on scimitars, swords, and powerful magical bows called varks
Magic Prevalence/Usage and Elemental Alignment: Due to the low prevalence of guns, they heavily rely on solid magic. Gerudo in the past have even constructed massive cities and statues from magic, like the Seven Heroines
History/Background Info: zelda.wikia.com/wiki/Gerudo#Theory
The Gerudo were originally nomads who roamed the desert in many separate tribes, eventually, the Gerudo started settling near bodies of water, where the little agriculture they could have flourished. Over many years, they mastered solid magic, since most of the environment around them was solid. Eventually, wars between the tribes broke out, with the Gerud tribe conquering all the others (that is where the name “Gerudo” comes from), and the chief’s family are all thought to be chosen by goddess Hylia. The Gerudo chief became the absolute ruler of the race.
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