Ulrik scoffed as he witnessed the ship overhead pass them by. He was annoyed that he had even bothered to stop his army from marching through. These tallfolk wouldn't even give him the light of day.
"Feckless cowards didn't even come down to meet us."
Halmdir came back through, "M'lord, the army's is holding."
The dwarves on the other side of the gate looked to Halmdir and finally, Ulrik said, "Fuck waiting. Get the army to march through the damn gate and send a messenger to the capital. I want another damned army ready, we're holding down this side of the gate."
Halmdir nodded and went back through the gate. A minute would pass and the first column of dwarves would arrive. Hundreds of dwarves at a time. Pikes, swords, hammers, and shields filling the immediate area. Ulrik looked towards the Horizon, this place was not their homeland of Dunmar.
"Well, it would've been fucking convenient if this was Dunmar aye lads?" he shook his head, "Now we have to rely on maps and centuries old knowhow to try and find this damned place. We will not be denied our glory."
"What do you want us to do if any other folk come through the gate m'lord?" Halmdir asked.
Ulrik looked to the gate, his eyes fierce and cold, "They haven't changed a wee bit. Talk to them, gently at first. But if they look down on you, make it fucking clear that we dwarves are not to be trifled with. Find out what they want with this place, why they're here, where they're from. If they don't want to fucking talk, KICK THEIR SORRY ARSES BACK TO THE SHIT HOLE THEY CAME FROM!"
Halmdir nodded, "Aye m'lord. I'll set a camp here then."
Ulrik raised a brow and looked back at Halmdir, "Only a camp?"
"M'lord?" Halmdir looked at Ulrik with a confused expression.
Ulrik looked around, "Halmdir, let's show these tallfolk we mean business. Get the earthworks and make fort they can't possibly ignore. A camp first, then a fortress."
"Wouldn't that give the wrong impression m'lord, I thought we were avoiding war." Halmdir asked.
"Halmdir, these fucking arseholes would do the same damned thing. What makes you think they'd just let us march our people through? Mark my words, if we don't, they will." Ulrik then looked back to the Horizon, his eyes searching for the snowy peaks of Dunmar.
Halmdir looked to a messenger, "You heard the king, pass the word!"
"Aye sir."
And so the dwarves worked hard to set up temporary fortifications in place of permanent ones. Hours would pass as more of the Dwarves poured through the gate. Ulrik would send a force of five hundred dwarves led by Halmdir out west as their compasses dictate to reconnoiter the surrounding area and find out where the hell they are. He would do this sending small forces in all four cardinal directions to secure his position near the gate and ensure that if there was anything here, he'd know about it.
There was much to do and many trials that awaited the dwarves, much more than they would anticipate. There were many realms that would march through the gate, some friendly, some malicious, some they could not even fathom. At the same time, there was also much to explore in this world, things that Dwarves who've only stayed in their mountain have never seen before. They too had much to learn about their ancestral world of Gaia. The ruins around the gate would be a good place to start.
Government Form: Police State masquerading as a Science Directorate
Demographics: Humans, Cyborgs, and Automata
Population: 5.5 Million General Population Split: 50% Human 30% Cyborg 20% Automata
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Planet Name and Description:
New Haven is an Earth-like moon that’s slightly smaller than Earth and orbits a gas giant. The surface is 57% Water and 43% Dry land. The days in New Haven last twenty eight hours. The climate is predominantly temperate in the south pole and gets warmer towards the north pole due to its exposure to the sun. Every few years this climate will shift as it makes its tilted rotations around the gas giant known as Elysium 03 also known as Atlas.
History: The colonists that landed on New Haven were pleasantly surprised by the habitabilty of the world they had found and named this world New Haven. However, their introduction into the new environment had unforeseen consequences. The early colonists were struck with alien diseases and as if that wasn't bad enough, the colonists themselves spread diseases from Earth to their surroundings.
For years the colonists battled against disease and in an effort to keep themselves sterile invested heavily into robotics and biological research. Their early efforts into scientific advancement to conquer their inherent weaknesses would turn into a staple of their culture and society.
After a number of decades, the colonists would establish themselves and would soon adapt to their new home. Slowly, the science that was used to keep them alive was put to greater use in understanding their new home and making life easier for the colonists.
Slowly and slowly the colonists would be divided into two groups: the capable hardworking professionals and the decadent consumerist. Inevitably, there were government reforms that would eventually evolve into the directorate state the New Havenists are today. Hard work was rewarded well and the fat and lazy were punished. Specialists that have worked towards the benefit of New Haven would be allowed to retire and were allowed to be decadent being seen as having well earned it.
In later years there would be political instability within the New Havenist government. Splinter groups of different leaders in government disagreed in which way New Haven was to grow. This led to the infamous “Robotics Proxy War” that spanned for 40 long years with no end in sight. After a long and pointless struggle, the New Havenists drew up a treaty and yet another government reform was enacted. This time with a more centralized board of directors with one lead director to govern over all of New Haven. For the time being there was peace.
That peace did not last. Years of rebellions and instability would rock the new government. The faction known as “Heaven’s Door” garnered large amounts of support against the directorate. The Directorate was forced to enter a long and bloody war in which the Directorate was able to gain the upper hand. Heavy amounts of propaganda and a transition towards more intelligence gathering systems have made sure that the Directorate has the capacity to nip problematic elements at the bud.
It has been thirty years since the revolts. All information of the years past has been heavily scrutinized and edited for the benefit of the Directorate. Only the Directors are privy to this information.
Culture and Society: New Havenist culture and society on their past hardships and their struggle. They derive great pride in their cunning and intellect. They are not adverse to different ways of achieving longevity be it artificial prosthetics and transhumanist ethics. However, they are not fanatics in this aspect and it is an generally an open choice whether to remain completely human or augmenting themselves.
Freedom of choice in most aspects of life is believed to allow people to find their niche in New Haven society. However, this only extends so much as the current Board of Directors allows. Spirituality for example is not strictly mandated. Religious freedom is encouraged so long as it does not disrupt New Haven's stability as a whole.
Disruption, even socially, is considered rude and so great care was taken by every citizen to be as orderly and as considerate as possible to the people around them. It is also because of their inherent struggle with alien diseases that they are meticulous with their own cleanliness - though not universal it is very common.
Technology Overview:
Advanced Automation - Their experience with drone technology is above average and has proven self-sufficient even after losing communications. Executing objectives quickly and making decisions based on mission parameters.
Advanced Medical Technology - Their early battles with disease has led to experienced medical physicians. Alongside them developed medical technology in order to allow them to do their jobs.
Advanced Manufacturing Technology - After the Robot Proxy Wars in that divided New Haven into several parties, an arms race was launched both metaphorically and literally. Every side was researching how to increase manufacturing capabilities such as nano-constructors. These technologies were folded into civilian use and expanded upon after the end of the Robot Proxy Wars.
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Governance and Politics: The governing body of the New Haven Directorate is a board of specialist directors of various departments of government. The most important is the Lead Director who oversees the Board of Directors. The Lead Director's role is a very powerful position, thus, the next Lead Director is carefully selected from a pool of candidates in secret - even the candidates themselves do not know. These candidates are selected by the current Lead Director. This process is mirrored in all roles within the board and all candidates are to be appraised of technical skill and knowledge on various subjects by the board before relieving the current board director.
Currently the Lead Director is a man named Hubert Seymour. An often times silly man with a penchant for the theatric. However, despite his eccentric personality he's proven himself as a leader for the last fifteen years. He spearheaded the campaign to explore the local system of New Haven (now known as Elysium) and reactivating the gates in order to expand outwards to rediscover Earth and explore new worlds in the name of science and discovery.
Military Overview: The New Haven Military structure is heavily invested in drones and automation. However, it still relies on manpower. New Haven infantry corps, New Haven mechanized corps, New Haven fleet, and New Haven air corps all have a role to play in battle operations. Though years have passed without conflict, the New Haven Military is still ready to defend Directorate interests and act as an peace enforcers.
Order of battle always begins with shock and awe. The fleet will move to establish air dominance whilst simultaneously pummeling the ground with bomber and orbital artillery. The landing force will then follow and establish a base of operations with a Nano-construction vehicle utilizing any nearby resources for base construction or being supplied with materials from orbit. Planetside artillery will help support the advance of infantry and mechanized corps. Air Support will be provided if possible. Airbases will be constructed to allow for planetside repairs and rearming.
To land a ground force the use of deployed decoys will be used to minimize beyond visual range lock on casualties. This should maximize the ground force's chances of survival if orbital artillery isn't enough to soften a target or if bombing and orbital artillery is strictly forbidden and there is simply no safer place to deploy.
New Haven Infantry New Haven Automated Infantry New Haven Infantry Support Mech New Haven AFV New Haven MBT New Haven APC New Haven Super Heavy New Haven AAA New Haven Artillery Walker
New Haven Ships New Haven Fighters New Haven Bombers New Haven Dropships
"Commander, NCV-5 "Astralis" is ready to depart for Earth." The station ensign reported.
The commander nodded, "NCV-5, repeat mission parameters before departure."
The NCV-5 (Nano Construction Vehicle) and its crew replied, "NCV-5 to Zeus, we are to move to the meeting place and relieve NCV-20 "Veritas" and finish up construction. NCV-20 will report back to Orion Platform for routine maintenance."
The captain of the Astralis awaited the response of the station commander. He sat down in the chair of command. The whole ship was geared towards the expedient and efficient construction of buildings and bases. The NCV was supposed to minimize the use of prefabricated structures. However, it still hauled building materials and prefabricated structures to aid in its job.
After what seemed like forever, "Zeus to NCV-5, mission parameters match, all documents check out as legitimate, begin your mission. And one more thing, the people there are testy, don't do anything that'll cause an international incident."
"NCV-5 to Zeus, we copy, no horseplay. We're moving now."
Astralis moved towards the gate. It was now patrolled by several military ships. In the six months, it seemed the military was moving away from self-defense duties, but military movements were top-secret.
EARTH MEETING PLACE NEW HAVEN SECTION 12:30 HRS
"THIS LOOKS FABULOUS!" Hubert threw up his arms and danced around for a bit.
Dick pushed up his glasses and looked at Hubert while he held his data pad in one hand, "Lead Director Hubert, please be careful. Our section is nearly finished and fully furbished, but a lot of the systems haven't been turned on in many areas because of the additional changes you requested mid build"
Hubert then spun one last time before stopping to put his fists on his hips, "Oh don't be a stick in the mud! The jacuzzi, the Augmented reality room, the pool, and many other amenities are completely necessary!"
"Necessary how? You just spent some of our defense budget on this, not to mention there's talk of a war-"
Hubert rushed over to Dick and covered his mouth, "SHHHH! We're not the only ones in the station, no talks of war or diplomacy yet! Like you said, we haven't routed power to a lot of the places here."
Dick stared at Hubert for a second, nodded, then slowly took off Hubert's hand from his mouth. "... But that still doesn't answer my question."
"Well, the people we're going to station here are supposed to be diplomats. They need to be in good moods, high spirits, etcetera! Which as you know is pretty hard when you're stuck above a dead world that looks nothing like your own for months on end without any form of entertainment other than mingling with other diplomats and the occasional sexual fling which can turn scandalous..." Hubert paused before taking in air after the explanation in which he did in one breath. He then stared at Dick, before continuing, "... Do you understand now why that's needed?"
Dick nodded, "... Okay, so they're not for guests?"
"Well they can be if they really want to. But you know how other nations are and their diplomacy! They're squares!"
"You know you just stopped me from talking about foreign policy but you're alright with foreign diplomats hearing that you think they're squares." Dick pinched the bridge of his nose.
Hubert then said, "Listen, listen, listen... They think I'm half-crazy and they probably think the same of our diplomats... And you."
Dick then glared at Hubert, "Really Hubert? Really?"
Another man entered the large open lobby, "Directors, NCV-5 Astralis has entered the system to finish up the system maintenance and add the... Um... The swimming pool..."
"Great!" Hubert exclaimed.
"There's another thing sir, we've been contacted by a new nation calling themselves the Hyginian Federation. Their survey ship exited our side of the gate."
Dick then looked at Hubert.
Hubert looked at Dick.
"Do they need either of us?" Hubert asks.
"No, but it might be good for you two to return as soon as possible. There are still things to oversee back planetside..." said the man said, "... Afterall, the experimental program you've put me on still needs some work."
"Ah right... I almost forgot. Sorry Admiral Donnel. I guess it is about time we return." Hubert replied.
Admiral Donnel then said, "I'll get the ship ready then. Oh and be prepared, since you might end up meeting these Hyginians anyway."
"Drats..." Hubert snapped his fingers.
"Be mature lead director. First impressions, remember?" Dick then fixed his coat and tie. "Shall we?"
"Whatever." Hubert replied. They then walked back to the ship and made their departure.
Several clans came here to lay claim to new lands and eventually make these colonies their own as a province of the Empire. However, the natives of these isles to the south, the Furin, a bird like people similar to harpies, proved to be troublesome. They knew the terrain better and fought to their strengths. In the end only three clans stayed, better tempered and led by much better negotiators. They were able to gain the support of the furin but only just. It has been five years since the bloodshed of the first foray. The memories of the first few months are hard to forget, the brutality that took place on both sides are particularly fresh in the mind.
Nagao Ryuji, the daimyo of the Nagao clan and the current governor general of the colony of Yayama appointed by the Matsukaze Karasu the emperor of Ikagai, called a meeting in the great mountain stronghold of Nagomi. The aggressive nature of Ikagai have had them pour more and more men into the region to reinforce their holdings in Yayama. The island itself has many names, but the Ikagai calls it Yayama after the colony. Many foreign forces have flooded into these small islands and it concerns the Emperor that some of them are known to be aggressive themselves. Ryuji wants to use this momentum and push eastwards across Yayama island and establish new mines, railroads, and settlements. The two other clan heads here arrived, Yamamoto Fujino and Akagane Nobuhide. Additionally, local furin leaders like Daodao Gono also took interest in these meetings as the relationship between the furin and the Ikagai people have been rather uneventful the past two years. While relationship between the two people is shaky, they nonetheless understand that if they do not resolve their issues with a little bit of trust and respect that they will once again fall into that violent cycle of annihilation.
The congregation of retainers, advisors, diplomats, and of course the daimyos themselves filled the courtyard. The castle grounds had a gravelly courtyard with many trees growing, surrounding, and covering parts of the castle. They walked as they talked about the Emperor's concerns.
Ryuji started the conversation, "We have been presented with a very valid concern from the homeland..." Ryuji turned his head to look back at the two other daimyos. He had an impressive seven foot frame, a rarity in Oni, Nobuhide and Fujino stood in his shadow. "... Over the five years we have stayed here foreigners have staked their claims and have grown ever closer to our borders. We have been left alone for the most part but for how long?"
"The Emperor calls for us to make war?" Nobuhide kept one hand on his sword, he spoke with confidence and a straightforwardness that could be misconstrued as rudeness. "If so, I can gather my army and march on them. They've been an eyesore across the water ever since they've gotten here."
Fujino echoed Nobuhide's sentiments, "There is no guarantee that they will leave us alone forever, after all, we too possess a more than modest amount of manarite."
Elegantly, Ryuji faced both of them as they arrived in one of the many gardens in the inner keep. "So we are all of the same mind. But we must secure our hold here on this island first. Let us use our new forces to renew our campaign eastward."
It was at this time Daodao made his voice heard, "You would pull the furin into another war?"
Ryuji directed his gaze towards Daodao, he was a rather old furin, large wings on his back acted like a cape to shield him from the elements but as a result his feathers looked rugged and raggedy. Ryuji, a governor before soldier, recognized him and dignified his presence with a reply, "War is inevitable whether it be with or without the Ikagai. In these times, it is hard to stand together, but I promise you, not all foreigners are so quick to understand the error of their ways."
Ryuji turned to a flower growing on one of the low hanging branches. He held his hand out and plucked it from the branch, "We here may not share all of our ideals, but we are willing to put aside differences for the sake of our continued cooperation..." he held the flower towards Daodao, "... Like this flower, we are only just beginning to see the most beautiful parts of our partnership. But..." he then crushed it in his hand, "... This is also when it is most vulnerable. Whether it be because of our distrust of each other or the threat of foreign powers, it can fall apart, it can be crushed. We must stand together now more than ever." his hand released its deathly grasp and let the petals and the flowers fall to the ground.
Daodao stared at the flower. For a moment he was silent and just as Ryuji and the others thought he had nothing else to say, "... The furin will protect our ancestral land, but we will only go as far as that."
Ryuji understood where Daodao and the furin stood. They had seen the horrors of war, it was only natural that they'd avoid it. Humanity was much the same before they mingled with oni and created the empire.
Nobuhide nodded and let out a satisfied huff, "Your people impressed me the first time we fought. Your people continue to impress me now. Your spirit is insurmountable."
Daodao turned to Nobuhide and said, "... If only that meant we were as free as you."
"Soon you will be, that was the promise that we made." Fujino replied. He then looked to Ryuji, "However, this campaign eastward may put us in direct contact with Fenice."
Ryuji then said, "We will first be open to them, but if they get in the way of our ambitions then we crush them for the sake of the Emperor and the empire."
"I volunteer my men to be the vanguard." Nobuhide placed a fist on his chest.
"Very well, the Akagane clan will be the tip of the spear for our expansion east." Ryuji said.
Fujino revealed his gunbai out of his sleeves, "Then my men will follow and secure the territory with the aid of the furin." he looked to Daodao.
Daodao simply bowed and said, "The furin will help you secure their homeland, but many of the tribes may still be against you."
"Daodao, that is why you and your men will be needed. Some of you need to go ahead of the main force and assure them that we mean no harm." Ryuji then approached Daodao and bowed his head as a sign of respect, "We may have stood on opposite sides, but you have stood against us with honor. We will honor you and your people, it is true that they may not trust us, but that is why I defer to your guidance and place myself in your hands."
Nobuhide and Fujin were surprised and so was Daodao. Daodao was a recognized leader among the furin, but to bow ones head to them signifies a higher form of respect. Daodao understood what this meant, Ryuji placed him among his equals. Nobuhide and Fujin could not believe their eyes, for them this meant that Daodao, a furin savage was considered their equals.
"Nagao. What is this? An insult!?" Nobuhide put his hand on the hilt of his blade and readied himself.
Fujin closed his eyes and bowed along with Ryuji. "Akagane-san, if we are to work together, we must acknowledge that they too have the same potential as we."
Nobuhide glared at the three of them as Ryuji's bodyguard closed in on Nobuhide. He gripped the hilt hard before letting go, "You better not dishonor us down Daodao."
"Unlike you, this is my homeland. My people will fight and die to defend it." Daodao met Nobuhide's eyes, matching his glare with a cold stare.
"Then we have an agreement." Ryuji's bodyguard stood down and the four of them strolled into the castle, "Now let us have some tea."
-Population 3.5 Million -Most Abundant Race: Oni -Second most abundant: Human -All other races are a minority
Governance & Politics:
Ikagai operates under a clan based system. There are several clans with vested interests who all follow a recognized Emperor. The Emperor governs over all clans and all clans govern provinces provided to them by the Emperor. There are rivalries between the clans, but in their colonial conquests this is settled by who can garner more territory.
The Emperor is selected by family, if the next in line of the ruling clan is not of age another Clan’s representative will be chosen. This is often a source of disagreement, however, it is decided by those closest to the gods and is often enough to quell unrest.
Culture & Society:
Ikagai society is hierarchical. There are those at the bottom of the rung, the beggars, the inept, the impotent. Then there are those that contribute to the society, fishermen, merchants, farmers and such. Finally those at the top, the warriors, the aristocrats, the philosophers, and provincial governors. Above them all sits the Emperor wielding both martial and administrative power.
It is important to understand that those in Ikagai society still hold their warrior culture close despite the modern times. They regard their armor as temples that protect ones body, they regard their weapons as extensions of themselves, they see dueling and fighting as a spiritual act of bonding between two souls. Furthermore, unlike other societies, they’ve held women as equals of men, mostly because of the physicality of oni women.
In their past time these oni indulge themselves in martial ceremonies and past times. Duels of great spectacle, choreographed dances that depict battles of great clans, feasts that last for whole weeks. However, despite how backwards that may sound, they are hardworking industrialists that have recently begun the standardization of their armies. Their armor and their swords can never be replaced, but now the gun has become a prominent battlefield weapon and is lauded for its killing potential and its ease of use.
Magic & Technology:
The Oni of Ikagai are very closely related to the element of fire, whether it be of their land, their god, or the manarite they've been exposed to, the people of Ikagai seem to have an affinity with fire magic. This is not to say that they aren't well versed in other forms of magic or elements, they are just naturally gifted towards using fire. That being said, a lot of their motifs and even their military technology is geared towards flames.
They've mastered inlaying manarite into their technology creating some crude form of circuitry. However, it's not like anything we would see in our world. They use it to warm their houses, to make rivers flow, and detonate rock for mining. Different manarite circuits create different results, it is a natural evolution of magic circle techniques and rituals. However, it cannot be done everywhere and it is certainly not without its set of risks. Manarite exposure is still a problem for those that maintain or work around these circuits. When done incorrectly, manarite circuits can have unforeseen and often unintended effects. As such these things are not used in a large scale and is still very experimental in military use.
Military Overview:
Their navy is average in strength and their ships are not very note-worthy of design. They heavily depend on the skill of their sailors and commanders at sea to produce results. They are regularly outpaced by nations who’ve refined their navies and have experimented further in newer, bolder tactics.
Their armies over land is a different story. Armored, six foot oni armed with their traditional swords and their newer firearms. Admittedly their firearms are still unstandardized consisting of a mix of paper cartridge guns, needle rifles, and the newest breechloaders. Their artillery is of the breechloading variety, originally designed for their smaller ships, the large guns can lob high explosives into the air and rain hot iron over their targets.
Their regular army doctrine differs from clan to clan, but the usual tactic is to close the distance on the enemy while shelling them with artillery. As the infantry get close enough, they let loose volley after volley in small formations, closing distance as they do. Once within ten paces of the enemy, they either equip bayonets or draw their swords and engage in melee where they have the upperhand.
Mages in hand-to-hand are vital as they become a vanguard of any assault. They can erect barricades, spew flames, create mists and much more with a bit of manarite and a wave of their hand. Of course, it sounds easy, but combat mages are specialists and are in few numbers. Only a handful of them are attached to companies at a time and this is assuming the clan that fields them has them.
Type of Government: Constituent Federal Directorial Republic
With its humble beginnings as a lucrative penal colony which was rapidly transformed into an extensive, plantation-based colony utilizing extensive prisoner and slave labor, the modern Bessarugan state had its origins in the plethora of wide-reaching slave rebellions which ravaged the former colony in the late 17th century. The colony, while profitable in the extreme, relied on a system of institutionalized peerage through control of vast inheritances. Social mobility was extremely limited, as there was no codified legal mechanism by which a slave could legally be emancipated and the land-based economic system heavily favored the extensive plantation system in place and the vast concentration of wealth in the hands of its landlords severely limited the growth of any emergent middle class. The colony was in all but name a feudal state, and it would be until a series of "red tides" - a series of extremely rapid blooms of algae that quickly and utterly demolished water quality - caused a mass outbreak of famines. Most of the lords refused to lend any of their received and traded aid to their slaves, which triggered a catastrophic series of slave revolts, hunger riots, and mass defections.
In time, the slaves, prisoners, rebels, and natives would overthrow their feudal regime, whereupon their success the presiding lords fled, or were killed or sent into exile. Its early history has not been an easy one: Bessaruga has been a republic, a monarchy, a dictatorship, a republic again, an empire, briefly controlled by a bank, a theocracy, a republic once more, a military junta, an empire again, and has back again returned as its Fourth Republic, where it has remained as such since 1800. Bessaruga has enjoyed a period of prosperity starting in the 1830s, which saw its population and its economy blossom.
Demographics & Population:
Artist's depiction of a Vasiri Male
Inhabiting the mountains to the North and along the East of Bessaruga's frontier, Vasiris are a humanoid peoples with several, Lepidosauric features, including predominant horns and scaled appendages. Some have been lead to speculate that the Vasiri peoples may be distant ancestors of other draconic peoples -- an idea that has gained traction in academia, but so far has little concrete evidence to validate this theory. Vasiri are quite strong and do not tire easily, and are also known to pick up kinesthetic and athletic skills quickly.
Artists depictions of a Sea Elf female (top) and a Sea Elf male in headdress (bottom).
Native to the vast coasts of Bessaruga, Sea Elf tribes made their living with semi-aquatic lifestyles, often migrating for whaling seasons atop large, flat-bottomed boats. They are very capable divers and swimmers,
Bessaruga is well known for its high ethnic diversity. Although it is a term only recently described by sociologists, the state of social consciousness in Bessaruga and its influence from various Eastern, Western, Indigenous, elven, human, orcish, and draconic sources into a hegemonous identity that can only be called "Bessarugian". Originally a penal colony that was largely propelled by slave labor in its many plantations, a series of slave revolts a century ago transformed the long coast into a haven for those who seek out a new life in the New World. With it came people of countless ethnicities and backgrounds who now call the Bessarugian Coast their home.
Governance & Politics:
As outlined in the Fourth Republic's 1815 Constitution, Bessaruga is a diretoral republic divided into electoral districts based upon population. Bessaruga is currently composed of 23 provinces as well as 13 "Junior Republics" -- special regions granted to indigenous governments who retain a higher degree of internal autonomy compared to a federal province. Junior Republics are uniquely allowed to maintain their own armies (a task that normally falls under federal jurisdiction) and maintain their own provincial tax and fiscal policy outside of the federal policy. They are not, however, sovereign nations and cannot host nor establish foreign embassies nor declare war. Junior Republics do maintain special seats in Parliament that have voting tallies counted independently of those in the provinces -- while provincial elections use a proportional voting system based upon population of individual voting districts, the Junior Republics utilize a mathematical counting equation called the Caraxa system. The Caraxa system allocates seats proportionately by using a mathematical system which divides seats among those parties who received the most votes, resulting in a multiparty system that still favors the most popular parties.
Suffrage is open to all citizens: Legally, this is defined as, "A count of two votes per household or residence" -- a notion which worked well in Bessaruga's early stages of being a rural, agrarian nation, but has grown considerably more cumbersome with Bessaruga's rapid urbanization and industrialization. Ballots are counted and recorded publicly, which in turn makes the ballots not confidential. Political parties can thus employ goons or government officials to harass opposition voters into voting for their party. Though this process makes the actual process of deliberate voting fraud very difficult to achieve, it comes at the cost of intimidation in politics and can lead to political violence.
Culture & Society:
Bessaruga's long history of revolution has unleashed a very libertine culture. If nothing else, it is (mostly) accepting so long as one is willing to show the same modicum of respect towards others as one would themselves. People of all races and sexes of all identifications have come and gone through Bessaruga, and more still call it home. When one comes to Bessaruga, they come in promise of a new dream -- A New Life in the New World. In many of its cities, a lot of people have been coming in and settling down, hopeful that a fresh start in a new country is all that they will need to turn their fortunes around and establish themselves. Many Bessarugan citizens are only second or third generation families, resulting in a cosmopolitanism in its vibrant cities where the touch of all cultures from all corners of the Earth can be found. Bessaruga has a plethora of skilled artisans who come without fear of persecution. Poets and thinkers, inventors and tinkerers litter Bessaruga to the point of ubiquity. Its people can be seen as a bit rowdy and rough - maybe even belligerent. Bessarugans don't mind getting into a little scuffle or two, and are always up for a good brawl.
Bessarugan cuisine is fashioned from the intertwining of several indigenous recipes with the influx of immigrants from across the world, often fusing native ingredients with the tastes of its cosmopolitan people. Seafood makes up a good portion of the diet, coupled with local staples such as rice and quinoa. Wine and tea is often made from the indigenous açaí fruit and are consumed with most meals of the day.
All in all, Bessaruga produces a cultural legacy that is truly difficult to understate. In the most unlikely of its unruly taverns and rancorous bars lie true masters of arts and sound, and across the alleys of its streets and the avenues of its villas. Even if the Bessarugian state shall cease to exist, the legacy of its licentious, free-spirited culture will produce nostalgics and imitators for centuries to come.
Magic & Technology:
For the majority of Bessaruga's existence as a colony, the infrastructure predominantly revolved around sizable plantations of cash crops and lucrative livestock, and whatever artisinal goods could be refined from the immediate fruits of the labor of these farms and estates. This tradition proved to be a time-tested staple of Bessaruga's light industry: Production of things such as rum, wine, sugar, paper, fabric, rubber, and canned goods dominated much of Bessaruga's principle exports. Agricultural exports mostly included crops like soybeans, maize, rice, and quinoa, while animal product exports were primarily cheese, beef, and seafood. Mining is mostly conducted along the sloping lowlands of the mountains, and predominantly include copper, iron, silver, and manarite.
With the wave of industrialization sweeping throughout the world, Bessaruga seemed to truly blossom throughout the 1830s and 40s. Factories sprouted up along its many coastal cities, which blossomed the towns into lucrative industrial centers, from which sprouted innumerable seaports and rail lines that ran all along its coast. Trade cities blossomed into sprawling metropolises and where once were quaint port towns now stand as impressive, sprawling modern cities with countless boroughs. Shipyards and machine parts factories are prominent features of most any city in Bessaruga. Not all of this development has come so evenly, however -- slums have cropped up around the outskirts of many cities, where working-class citizens live in cramped tenements and ramshackle haciendas.
Free from persecution, some of the most well-known wizards, sorcerers, and circus-performers have hailed from the Bessarugian Coast. A good number of these gifted mages go towards projects that most would not consider particularly contributional to the state of the the nation -- such as magic-powered distilleries, stage-play effects, and pornography -- yet all the same they have thrived and called Bessaruga their home for decades now. If nothing else, they all provide ample reason to come and visit, and each year Bessaruga attracts more than its share of tourists and sight-seers.
Military Overview:
Officially titled, "The Armed Forces of the Republic", the Bessarugan military has a long traditions bolstered by its esprit de corps of tenacious, dedicated soldiers, and enjoys considerable prestige. From even its humble beginnings as a fledgeling slave revolt, Bessaruga knew the vitality of an effective defense to guard itself against possible re-conquests or other wars of opportunity from its many neighbors. Massed military enlistment was a staple of the government, outlined in the 1703 Constitution: "Any man or woman who calls Bessaruga their Motherland is a soldier, and owes to Her defense." Originally, the term of service in the 1703 Constitution "owed" by citizens was 20 years for all citizens between the ages of 16 and 35. Throughout the years this has been constantly revised to suit the changing needs of the regime and Bessaruga at large, and current military law states that all adults over the age of 16 are required at least 2 years of service for voluntary enlistment, and 4 years for conscription. Citizenship is expedited to recent or hopeful immigrants in exchange of military service.
Accustomed to rough Frontier Wars and Littoral incursions, the Bessarugan Revolutionary Army is a fierce fighting force. Famous for their impressive shock tactics and pertinacious "rough rider" cavalry, the BRA is renown as a very "rough and tumble" military force, home to iron-willed and iron-jawed soldiers led by daring and adaptable officers. The Bessarugan Revolutionary Army is primarily divided into the Land Army Corps and the Aviation Army Corps. The primary task of the Land Army Corps is the primary ground army of Bessaruga, and acts the predominant force of the two in the organization of the Revolutionary Army. Further subdivided into the constituent various Republican Legions, the Land Army Corps is composed of several subdivisions that work together in various specialties, such as the Engineer Legion, Construction Legion, Medical Legion, Mages Legion, and so forth. On the other hand, the Aviation Corps serves as mostly as a supportive component of the Army, composed of balloon, glider, and airship flotillas that act to provide aerial supremacy and reconnaissance.
The uniforms of the BRA composes of a jacket and trousers -- either navy or khaki in color -- calf-high leather boots, a belt, and a single-strap bandolier. Headwear depends upon role and service, with a crumple-top kefi or a slouch hat being the most common. Infantry are usually issued with either the older M1860 Rifle, an accurate, single-shot breech-loader, or the Maripoxa 1869, an 8-shot repeating rifle favored more by cavalry and grenadiers, but disliked among generals who are concerned with their troops running out of ammunition too swiftly.
Of the two branches, the Bessarugan Revolutionary Navy certainly receives the favoritism of the annual budget. Pounding out an impressive array of airships, steambirds, monitors, and battleships, the BRN is certainly nothing to be trifled with. Capable of an imposing capacity of power projection, the Revolutionary Navy is not only capable of defending its skies and shores, but it can easily reach out and strike against threats miles and miles away. Pioneering designs such as the torpedo cruiser and the submersible, the BRN has long attempted to experiment with their self-styled "Escola Joven" theories of maximizing firepower and maneuverability in order to facilitate firepower-to-weight capabilities of their ships.
Name of your Nation: The Drow Confederacy/self-named People of the Darkling Womb
Type of Government: Tribal Confederacy
Demographics & Population: Approximately 5 million.
Governance & Politics: The People of the Darkling Womb, though a technical Confederacy, can barely be called a unified people. Individual tribes and clans are governed in various ways - some by force, some by gerontocracy, some of the most ‘modern’ by classical monarchy, and others by vote. The confederacy is merely a loosely formal way for these tribes and communities to cooperate, meeting in a central, neutral location; a sanctuary nestled into the Earthen Womb, the large, towering mountain range near the western edge of their homeland. Deep within this sanctuary is an enormous pillar of a highly concentrated form of what the Darklings call the 'blood of the gods' (known elsewhere as manarite), running far deeper within the ground than even the Darklings have gone, holding enormous religious significance to most tribes. It is, however, incredibly dangerous to be around to all but the most powerful mages or the most physically resilient people.
Culture & Society: Contrary to popular belief in the human nation-states, the Dark Elves (or the People of the Darkling Womb, as they commonly refer to themselves), adamantly believe that elvenkind is the 'race' which others descend from, including themselves. Their race, they argue, descends from the pale-skinned stock adapted to the underground with darkened skin to better camouflage themselves in poorly-lit places, a wild difference from the ways in which some elves adopt other drastic changes to adapt to their environments - often in ways that humans cannot.
This is not to say that they believe elves to be inherently superior, however, but rather stands as an example of how their culture, absent human influence, has developed along fundamental lines that are not generally compatible with assimilation into human society.
Another is the relatively different nature of gender roles in Darkling society. The Darkling Kin, perhaps due to the unusual environment in which their civilization emerged, developed to be highly sexually flexible due to extremely high death rates (that often were just as high at the home as they were away from it), resulting in the unusually high prevalence of offspring-viable intersex people, and the cultural expectation that anyone, regardless of their biological sex, was expected to be highly fit and capable of fighting.
Darkling mastery over magic has since reduced many of these pressures, as has the introduction of foreign agricultural techniques, but the cultural expectation of violence and flexible gender roles has not abated, remaining strong even in the presence of influence considered highly unusual to the Darkling people.
Magic, likewise, has enormous cultural influence in the Darkling people, and ability to use it, while not the sole determinant of one's status, is a major contributor. Magic has both an enormous spiritual significance to the Darkling people (due to its necessity for contacting the extraplanar beings the Darkling communicate with and occasionally work alongside, particularly daemons and the divinities they serve) and necessary practical utility. It is, after all, incredibly difficult to survive beneath the earth without access to magic, and, in many ways, the Darklings' access to magic without the use of manarite technology is what allows them to survive being fully colonized. The foreigners may be communicated with, but they are nonetheless viewed with careful caution, as a general rule.
Magic & Technology: Unlike societies that rely on the industrial exploitation of manarite for their magic, the Darklings rely on it in another way entirely - exposure. Highly resilient to manarite mutation as a result of millennia of proximity to it, the Darkling are a generally highly magically adept people, though their unwillingness to cannibalize a substance they view with such immense reverence, and their until-recently lack of access to easily proliferating agricultural crops (not to mention the simple fact that they mostly live underground) has resulted in very low levels of industrial development compared to the countries colonizing their home archipelago. Many types of livestock of beasts of burden that allowed these civilizations to proliferate mass agriculture, also, simply didn’t exist until they were introduced, and many of those that have been introduced (such as horses) are utterly unsuitable for life in massive underground caverns.
What the Darklings have, though, are several sources of potent magic, both that from within and without; that is to say, through spiritual means. This magic, in fact, has been a prime factor in keeping their lands safe from encroachment, causing casualties in conflicts with colonial powers that make their home even less desirable, though it nonetheless posesses enormous resources of lumber and valuable minerals, not to mention an extensive network of underground tunnels to expedite transport.
Military Overview: Although a warrior culture in many respects, until skirmishes and battles with the Viceroyalty of Veliký Zelená (which have since ceased), the Darkling tribes, for the most part, had nothing resembling a formal military, instead relying on loose bands of warriors to resolve conflicts when words could not. Since contact with colonizers, however, a handful of bands have seen fit to adopt relatively modern military arrangements, complete with regiments and formal officer training. Most, however, still rely on nomadic bands, forced to constantly move through the places beneath the earth to avoid threats and follow sources of food, lacking the ability to establish permanent places for training.
Additional Info: Rumours abound of a daughter of a noble sub-clan in the central mount of unusual magical potency - and as tensions run hot in the Vasiran holdings stolen from the clan of her thrice-distant cousins a scant few decades ago, rumour in the Confederacy is that she may push to remove the foreign devils from their land, whether by word or by force.
Holy Iakutian Empire
Government Absolutist Aristocratic Monarchy
Demographics & Population 15 million active working population.
Iakutians 57% Iakutians are a race of red to blue-skinned humanoids having tentacle beards, bone spurs in their body, eye colors varying from pure dark to yellow and blue and a snake-like skin that is very resilient their race is also known for being emotional and even very aggressive a possible side effect of their cold environment mixed with Manarite albeit it is unknown since their race is said to even predate the discovery of Manarite.
Vi’ar 20% is considered a subspecies of the Iakutians their origins are unknown spousing their same tone of skin and somewhat of the same looks differences being having four arms only 3 fingers even in feet and having an overall lower intelligence and generally are used as shock troopers and workers since they are very comforted about things.
Humans 17% [do you need me to explain the apes who walk on 2 legs?]
6% others [neighboring ~~player~~ races that are within the empire]
Governance & Politics
The Ikatutian Empire is a hierarchical aristocratic and even theocratic led by the Aur’blut caste the empire divided between 4 major castes forged during the empire's birth; the emperor holds complete authority over the empire by divine right of the faith of the flaming sun.
The empire is organized into two major branches, the imperial and the aristocratic branch, the throne and Imperial branch is generally the one where decisions are mostly made were executive, judiciary and partially the legislative, generally led by the Emperor or Empress and house Byax’tri the succession of emperors is generally a rule of absolute cognatic primogeniture with a exception in case a emperor or empress puts on the will a rule of appointment the first child can be skipped in favor of the one appointed by the ruler such rule generally creates problems but in general it's more calm thanks to the constitution of 624 of the Imperial age or the XIX directive setting many rules of succession to avoid disputes or civil wars.
The second branch is the aristocratic led by the senate of nobles and clergy established in 112 of the Imperial age the senate holds half of the legislative power generally competing against the crown for power the senate generally creates a internal governmental dispute due to the senate competing with its established familial and patrimonial houses against the Empires system and even appointed governors for provinces generally led by the 4 dynasties of nobles and one of clergy that are famous for controlling the senate the second group are the church of the eternal sun allied with the crown but also the nobility the clergy keeps itself as a third power one that is quickly waning due to the increasing secularism of the state something that keeps the churches worried about the situation presented growing increasingly fanatical.
Culture & Society
The Iakutians Empire are a stratified society where four castes exist the first are the Aur’blut or purple blood in common tongue something that while can be called a joke its a biological event people with purple blood in the higher standards of society aren't uncommon to see and also blue blood is also not uncommon generally being composed of priests and the aristocracy of the empire who claim their role is to rule and govern then there is the Hiva’yat translated into commoners generally are the ones who work and keep the state ruining the industry, merchants and many many other functions generally being the 1st largest in the pyramid the Yio’zae are the military caste of the empire composed almost entirely of Vi’ar being the 3rd biggest ahead of the Pur’blut they are the military wing of the state while obviously bloated they also serve as cheep manpower for massive construction the lats one are the Zir’bo or Slaves but translated over as serfs are a cast of enslaved peoples that serve only to care for the fields and to work in mines and even factories being the second largest population of the chart.
Culturally speaking the empire is famous for having great expressions of art due to Iakutians being famous for being heavily emotional beings the biggest outlet for then is in the zone of arts ~~when war is not present~~ and generally seeking crafting as a second passion one thing that is very celebrated is the festive of the flowers when the summer reaches its height and nature is at its height the people into celebration in the name of the birth of the sun.
Architecturally speaking the Empire has a different form of architecture preferring pyramids for administrative areas and in religious areas with buildings generally being stylish and very pretty to the eye in painting but it also is split into a north and south divide southern architecture is more made to not retain heat while north is made more to retain heat due to cold winters and generally utilizes more wood compared to southern ones that utilize more stone and rock for buildings.
The faith of the flaming sun is the primary culture of the nation a ritualistic and spiritualistic religion focused on the well being of nature and the spirits but also the existence of the god of the sun one of its most famous traditions is the festival of the birth of the sun but also one thing that is famous for is the ritualistic sacrifice of animals to the sun and the spirits.
Technology
The empire is famous for being tinkers, engineers and architects but not good mathematicians generally using creative minds to create good improvised fortresses made out of wood or stone in quick time but also creating artillery for sieges and battles when needed.
Magic
Overly speaking magic for the Empire is generally assigned to the Aur’blut caste but sometimes it also has practitioners of lower castes magic is generally associated with enchanting where items and weapons are given runes that allow weapons to be more sharp resilient or fire bullets that explode generally more associated with smiths of the lower castes who use blood to make this powers appear.
The second type is what is called Alchemy generally practiced by higher castes alchemy is a mysterious field of study where magic is used to create elements transmute elements alter life and even change people some believe that it was the secrets of this field of magic that resulted in the Vi’ar alchemy is generally famous for being used more in battle as mages use reactions to create near impossible events come to life.
Military Overview: Mass assault is the empire's main military doctrine, generally focused on overwhelming the enemy in firepower and numbers while its standing army lies in nearly 800k active personnel across its borders.
Additional Info: (Miscellaneous information that don't really fit in any category.)
I dunno how active I can be, but I really enjoy thinking up little nation states, so I figured I'd join in the fun. I'll do my best to participate regularly.
The Dual Monarchy of Conquerdia-Vinlac
Government: Constitutional Monarchy
Demographics & Population:
The Dual Monarchy is populated by majority human, and Vinnish speaking peoples. The Royal ledger has determined there are in excess of six million Vinnic people, most of whom are rural farmers or herdsmen, poor and greatly stratified from the Vinlac nobility whom they serve as serfs. In recent years, to match the rapid industrialization of Conquerdia there has been a urbanization of the population, leading to a decline in agricultural production, and hard times for the average Vinnic, who often have the appearance of exhaustion and hunger. They are small on average, with dark hair and blue eyes, and pale yet sun touched skin. These people are the descendants of the natives of Vinlac, and have always lived on the archipelago. They live mostly in the great swaths of hill and grasslands on farms and in small communities. There are only three proper cities in Vinlac, with the vast majority of the population being rural, but this is quickly changing.
The second largest population are the colonial Jervan, however since gaining their independence from their home Empire they have taken on the name given to them by the native Vinlac, as the Conquerors, or Conquerians. There are a few more than a million Conquerians, and they mostly populate the urbanized coastline near the bay of Landin. These hardy and industrious people hold outsized power over the governance of the Dual Monarchy, and have a dominate control over the trade of manarite making even the common man exceedingly wealthy. It is said they breed like rabbits, and fight like lions, and work like bees. In the short hundred years since their colonization began, they have quadrupled in population, won a war of independence, and conquered the Vinlac kingdom, unifying it into their sphere. On average they are tall, with light hair, almost white, and bright eyes and have a general distaste of anything non-human. Pushing almost all alien creatures from the borders of the Dual Monarchy with the exception of the Eurokin.
The final population of note residing in the snowy peaks of Eurokon Mountains are a mysterious tribal people, known as the Eurokin. They are a large species, with a mostly humanoid shape, but with razor sharp tusks like a boar, and no discernable ears and covered in a thick layer of shaggy grey-white hair. They are an aggressive, but practical bunch, and the best Conquerdian estimates suggest there are roughly one hundred thousand, to three hundred thousand of them living on the icy peaks of the Eurokons. They prefer the cold and rarely stray down from their high villages during the summer months, but during the fall and winter war bands will gather and reave and ravage all the lowlands beneath their mountains. Their fearsome shamanistic magics render defenses worthless, and their massacres know no mercy. The Conquerdians at first attempted to remove them as a threat, but soon discovered that the Eurokin were as permanent and difficult to eliminate as their mountain home. Instead the Conquerdians discovered a system of payment the Eurokin's would accept, and eventually accrued good standing amongst the Eurokin, utilizing the savages martial prowess to aid in their own conquests. Yearly tribute is required, tribute the Conquerdians are more than happy to pay to preserve the Conquerdian-Vinlac integrity. Eurokin warbands instead descend from their mountains and ravage the south and westlands beyond the Dual Monarchy’s borders, before turning north to Laun-vac in the spring to sell off their spoils, and then depart back to their home, in a bloody, yet profitable yearly cycle.
Governance & Politics:
The Dual Monarchy of Conquerdia-Vinlac, better known as the Dual Monarchy, is a political joining of two separate kingdoms, tied together in a personal union, of which Conquerdia is the senior partner. Several other autonomous territories and governments reside within the Dual Monarchy, such as the Free City of Laun-vac, the Tribes of Eurokin Peaks, and the Duchy of Parlov, however these states defer foreign policy and war to the Dual Monarchy, with the exception of the Eurokin who do as they will. The King in New Landinburg, (the royal capital of Conquerdia) is the first amongst equals, alongside the King of Vinlac and the Duchess of Parlov. The Monarchs govern executively in accordance to the Landinstag, a assembly of nobles elected to legislate law for both kingdoms and handle both foreign and domestic affairs. There are fifty seats for Conquerdia, thirty for Vinlac, ten for Parlov, and five for Laun-vac. The Landinstag is heavily favored to the nobility of Conquerdia, and in recent years the power of this governing body has grown considerably, as both kings offer greater influence to the governing body for their continued support. Many whispers suggest that the true power in the realm rests in the hands of the Mayor of the House, the elected head of the Landinstag.
Magic & Technology:
The Conquerdians have never been a magically inclined people, they have long since let their mystical traditions slip away. Those few who still possess the skills and knowledge use it for performance art, or tinkering in the scientific fields. They make up for this loss through industrialization and technological ascendency. They are most well known for their efficient machinery, long range artillery, and rapid production and development. Simple electricity and running water flow through most Conquerdian homes, placing them in stark contrast to the average Vinnic who has trouble even warming their homes during the long harsh winters. The introduction of the steam engine has led to an even greater disparity, as goods could now be shipped by rail and ship, leaving the roads that once cut through Vinlac towns even less used. By contrast the Vinnic people utilize a semi-religious magic that focuses on changes in pressure and temperature, a potentially powerful but ultimately underutilized system. Their colleges are tightly regulated, with nobility clergy often the only ones permitted to learn the ancient arts. Fears of revolt, and peasant uprisings being foremost on the minds of the aristocracy should the serfs be taught en masse. Finally, the Eurokin, the savage brutes have barely advanced past the iron age, but their powerful and costly blood magic make them formidable. Often preluded by chanting, sacrifices, and dancing the Eurokin can unleash unholy carnage upon their enemies in the form of natural disasters, explosions, and disease often at the cost of their own berserker shamans.
Military Overview:
The Dual Monarchy’s military is of middling power, with wide disparities in its capability. The bulk of its ground forces are made up of poorly trained Vinnic conscripts, usually under the command of noble officers who vary wildly in quality. Several regiments of professional soldiers of Conquerdian formation exist, well supplied, and equipped but they rarely see action in preference for the expendable Vinnic units. During the winter months Eurokin mercenaries become available, proving to be invaluable raiding and special operation units, excelling at ambush and guerilla warfare. The typical method of war is heavy bombardment followed by mass infantry and armored advances in small but steady pushes.
The real power of the Dual Monarchy rests in their air and sea corps. A powerful, well-equipped navy and with several marine battalions defend Conquerdia’s lucrative trade routes, whilst her airborne skyships and fightercraft guard the vast skies. Coastal raiding, and economic bombardment has not failed the Dual Monarchy yet, as they prefer to bleed their foes dry rather than achieve quick battlefield victories.
Historical Foundation:
Historically Conquerdia was founded as an economic colony of Jervan under the governorship of the Emperor’s tenth son. Domestic affairs saw the Empire collapse shortly after the colony’s founding, which led to significant growth, as refugees fled the mainland seeking a new life on the distant archipelago. Following continued separation from the remnants of the Jervan Empire the Emperor’s Grandson, now ruler of the colony declared independence, and after a short war crowned himself King of Conquerdia. The proceeding decades bore witness to several wars of conquest against Conquerdia’s neighbors, which eventually saw the King’s children seated on the thrones of Vinlac, and Parlov ruling over the native Vinnish people. After the King’s death the three crowns formed a personal union, with Conquerdia being first, Vinlac being secondary, and Parlov being third in royal influence. Thus the Dual Monarchy was born.
Notes of Interest: (WIP)
The Duchy of Parlov, is a separate entity from the Vinlac Kingdom, and holds autonomy over the Parlov Peninsula. The region is of high religious importance for the Vinnic people, and shall always be ruled by a female priestess, known as the Duchess of Parlov who as of now is part of the Conquerdian royal family. The City of Parlov holds the magical colleges, where magically talented nobility and clergy alike travel to learn the mystic arts. The Vinnish religion, the Faith of the Northern Winds has been largely adopted by Conquerdians, and assimilated into their culture, a necessary step for pacifying the Vinnic people, and a further separation from their paganist roots as Jervans.
The Royal Banner is the official symbol of the United Dual Monarchy. It is a split orange and blue field, with the seal of the royal family emblazoned in the center. Later, the crimson cross, the symbol of the Faith of the Northern Winds was added to symbolize the Duchy of Parlov, outlined in white in a presentation of the Dual Monarchy's unity. The separate Kingdoms individually fly the standard of their Monarchy, a blue field and Royal seal of the lion for Conquerdia, a Orange field and Royal seal of the rose for Vinlac, and a Red cross on a black field with a green star for Parlov.
Still here for it!
Vecrya
The red line is Alos Vidi's origin, eventually, his people migrated West picking up other lines of refugees which are represented by the different colors. It is not a specific illustration as it is more to simply show the movement across geography and how others joined. These caravans are currently about 3/4 of the way to where the red territory is on the water. This territory will show where Vecrya settles in 2-3 posts.
Vecrya, the unofficial title of a people loosely led by Alos Vidi, govern themselves through a democratic process of open dialogue between decision-makers and followers. There are no set structures that must be rigidly adhered too. Everyone has freedom to lead, follow, challenge decisions, and leave. When disputes do emerge, it can be settled in a vote or in a duel. A fight to the death is not permitted, and engaging in a duel must be sanctioned as to maintain morale and order. If a duel occurs without being sanctioned by the people, the parties disputing will be left behind.
Culture & Society
Vecrya is a loosely organized group of refugees with varying backgrounds. Many intersecting cultures converge within Vecrya, and Vecrya itself has no standard set of traditions. The only unifying notion that bonds these people together as a culture is their pain and suffering, this can be immediately recognized in the unofficial name that members refer to their group “Vecrya”, translated to, “The Path of Tears”. The existential feeling each member shares, longing for a home that can provide peace and security, a reality their birth homes never realized.
Many Vecryans have lost family, close friends, lovers, and soulmates. Their shared experiences and diverse backgrounds shape next generation Vecryans as eclectic artisans, swordsman, and merchants. As a whole, there is no place for theoretical exercises or time to pursue academic ventures, everything a Vecryan learns can immediately translate into pragmatic and useful returns that either assist in the security of Vecryan society or help build it up physically. These directions may change as the society itself settles and realizes a new overarching identity.
Magic & Technology
Technology
Vecryans are resourceful inventors who are extremely skilled at repairing, modifying, and deconstructing existing technology. However, they have no technology that is going to be on the edge of research or what is possible. In fact, much of their gear will look as if it came out of an artist’s backyard.
Magic
Vecryans come from all walks of life and so does their magic. There is no consistency to the Vecryan’s pool of magic, yet, slowly as the next generation buds, there is a form of magic that has become the focus, Abjuration.
Abjuration is the practice of giving up one’s magical abilities for offense and solely converting their energy and spells into defensive techniques. This phenomenon began to emerge in the minds of Vecryan as they shared stories of their history. In all instances, magic was introduced and used for destruction. The Vecryans do not wish to repeat their origin stories and collectively began reorienting their magical affinities or those whom have some to mastering the art of dispelling and protecting against magic using magic.
Military Overview
The might of the Vecryan are dispersed across a roving caravan as guards. There is no real offensive military strategy other than whatever shapes up after an offensive force throws their will at the will of the Vecryans. Most of what the Vecryans have faced together could be boiled down to bandits and organized gangs festering in abandoned ruins, cities, and towns. Individually however there are extremely skilled veteran warriors who have seen all types of warfare and even some who have experienced moments of life in the prisons of their enemies. The next generation of Vecryans are taught in all sorts of combat, strategy, and weapon wielding. The most focused art of combat for a Vecryan however is the use of a horse. The caravan extends miles long and defending it using only foot soldiers was never going to sustain the life expectancy of the group enough to reach their “promised land”. Horses make up for this challenge in distance and at a young age the children of Vecryan are all taught how to ride, fight, train, and care for their horse.
I believe these are all the sheets that have been pending for a while. I find no overarching problems with your sheets and I believe the territorial out of game have been settled. So without further ado, you're all approved.
There are an estimated 60,000 Witches within Choyla, supported roughly ten times that number of slaves and servants. The Witches themselves look human while their servant base is made of virtually all other races.
Governance & Politics
Choyla is loosely ruled the High Coven, three Witches who hail from each of the lands main three Clans; The Red Claws, Black Talons, and Silver Fangs. These Witches are the most cunning and strongest among all their kin; they are succeeded by a chosen heir who is rarely one of their own line. While the High Coven exists it is not unusual for the various Clans to engage in limited warfare, skirmishes, raid, slave snatchings, Witchling kidnappings, etc. So deep are their suspicions of each other, no one can remember a time when all three clans fought side by side.
Culture & Society
The Choyla are all exclusively female. They are unable to bear male offspring, though males are required for breeding purposes; only human mates are capable of impregnating a Witch. Other races, Elves, Orks, and even some other humanoid species are known to be used for pleasure purposes. Witchlings are rare and highly valued by all Choyla. A Witchlings father is killed instantly to prevent any foolish paternal urges or actions.
The Clans occupy different portions of their Island home, a ragged yet beautiful land of towering spires and deep valleys that are ideally suited to their flying mounts. The Choyla ride Wyverns which are raised from a young age after being taken from nests found throughout the islands. These mounts are integral to a Choylas life and are bonded to their rider; if a Witch dies, so does her mount.
The Choyla keep significant numbers of "enthralled servants" who serve to keep the Witches fed, and harvest required resources for basic survival. This population serves to act as a food source if needed as the Choyla will consume the flesh of pretty much any other living creature when they're hungry enough using their retractable iron teeth and claws.
Magic & Technology
Technology
The Choyla have zero modern technology.
Magic
The Choyla are magically powerful, the only thing that has prevented them from being utterly overwhelmed by their enemies. Each Clan boast its own unique magical ability from being able to control the beasts of their home and the surrounding ocean, to shape shifting into various different animal forms, and even offense magics that serve to counter modern weapons. Each Witch has the single powerful ability to commit themselves to a "warding", an act that kills the Witch outright but creates a tremendous magical surge capable of killing almost anything within a radius of the warding.
Military Overview
The Choyla are a highly militant species that have preyed on their neighbor for centuries. Their ability to move quickly and larger undetected has made them a terrifying force to be reckoned with. The arrival of modern armies, however, and much of the resulting technology has levelled the playing field, if not tilted it the other way. Once powerful "Wings" of Choyla flyers have been burned from the sky by gunpowder weapons and recent loses in the last decade have halved the population leaving the survivors much more cautious.
Interesting... I'm into it. It gives me Star Wars Night Sister vibes.
Name: The Most Serene Republic of Fenice, Fenice, Serenissima Capital: Fenice Government Type: Maritime Republic Leader: Doxe Andrea Alberghetti Dominant Species: Elf (27%) Notable Species: Human (38%), Dwarven (8%), Other (27%)
Fenice is an old maritime republic with thousands of years of history. The city was once part of an elvish empire which dominated the world. Even before their collapse various city states grew into power across the Diorno Peninsula. They adopted the idea of republic in an era dominated by monarchic rulers. Thanks to their strategic position and maritime power these republics soon became rich. Their freedom and wealth thus made the Diorno Peninsula a popular nexus for the arts and culture. Eventually the peninsula came under the influence of a single city, Fenice. Using their newfound power they began establishing a colonial empire of their own. Fenice is well-known for their maritime prowess and unique technology they guard jealously. Their influence is widespread and they are well-renown in most parts of the world. Yet this is all on the surface. In truth the once progressive and enlightened Fenice is stuck with ancient traditions, stubborn leadership and a "democratic" system that serves the rich. Yet the once great republic of Fenice has yet to stumble hard enough to realize their hubris.
Demographics & Territories:
Fenice territorially has 4 different categories. First being the metropolis of Fenice, a system of port cities with the total population of over 2 million people. This is the most affluent and overall important region of the Serenissima. The city's population is predominantly elvish, albeit more than half the population are from other races. While technically there is no discrimination for being from other race in practice there is a strong system supporting already rich families and basically the government is compromised almost entirely of elves.
Next territorial unit is the Terrafirma, which covers the Diorno Peninsula. These regions are culturally very similar with rich mercantile cities, budding industrial regions albeit a more mixed population. Migration into Fenice is much more regulated than to the rest of Diorno, afterall. There's also the Zwölfberg mountain chain which is predominantly inhabited by dwarves. This region used to have a larger degree of autonomy yet by the 19th century they are just part of the Terrafirma.
Following territorial unit are the various seaside holdings. With one exception these are strictly for lands in Fenizian possession before the era of colonizations. They can have very diverse populations, albeit some of them could be very similar to mainland Diorno. The exception is the Halagiz Principalty, originally a protectorate of Fenice. When their autonomy ended they became acknowledged as part of the maritime holdings rather than a lowly colonial status.
Colonies, as expected, are mostly the natives. They are not viewed as part of Fenice's population (barring citizens from the mainland settling there). The regions tend to be undeveloped and mostly held for exploitation purposes. Albeit for Fenice such possessions also have importance as ports for their busy trade empire.
Governance & Culture:
Fenice is an old republic built on values older than most civilizations. They believe in liberty, equality and justice. Yet thrse values only strictly apply to those living in the city-complex of Fenice. In broad strokes the system can be considered an Elective Constitutional Monarchy rather than a proper republic. The Doxe (spelled "Doke") is the head of the state who rules for life or at least until they abdicate. The govetnment is a bicameral system where the Couincil of Forty is thr upper house and the Council of Representatives is the lower house. Except that the lower house has very limited power so it's mostly down to the decision of the upper house. Said forty councilors are chosen from wealthy citizens of Fenice, and only from the city of Fenice. The selection itself is random from a relatively narrow list of eligible choices. Said people are being recorded in the Golden Book. This is a plutocracy in all but name. And they aren't even hiding it that much anymore. That being said the power of the central government is relatively weak and there is significant autonomy for the individual states under Fenizian rule.Said autonomous local governments can vary wildly and it's usually down to ancient traditions more than decisions from higher up.
Fenice may be irreparrably corrupt yet their core values are noble. Their governance system is based upon the pillars of democracy and to prevent the rule of tyrants. They consider voting systems easy to manipulate hence they prefer random choice from the candidates over something which can be influenced. They abhor personal cults and they prohibit posters with the image of governors or the Doxe. Same for coins, postage stamps or anything in public circulation. These are gross violations against Fenizian beliefs. Their government is also under supervision and once an official quit/ended their service they are thoroughly investigated. If they are found guilty of corruption they can even make posthumous fines towards the family. Of course one has to question the efficiency of internal investigations within a flawed and corrupt system but in theory they have all the tools they need.
The Fenizians separated the religion and state for many millennia. This does not mean they are generally atheist, though. Dionism is by far the most popular within the Diorno Peninsula. They revere the Phoenix God who rules over the Sun and all that is light. It teaches enlightenment through personal improvement and generally has an optimist message. That being said Fenice accepts nearly all religions and often accomodates to allow the citizens to freely practice their faith.
Magic & Technology:
Fenizian culture is dominated by sorcerously gifted elves. The practice of magic is natural as breathing to them. Fenice embraced Manarite and its derivatives from the early times. What once was perceived as a dangerous rock viewed with caution gradually transformed into something part of a Fenizian's everyday life. Manarite is refined and mixed with various agents to make it safer to handle. Thr material forms the core of many Fenizian technologies. Separating magic from their technology is almost impossible. Elemental-powered steam engines, golems mechanics, magical arclamps, etc.
The Republic of Fenice may not be the most industrially developed country but they have the world's most impressive shipbuilding complex, the Fenizian Arsenal. Filled with assembly lines that predate the shipbuilding industry of most countries the Arsenal mixes modern with the traditional, technology with magic, to produce some of the most beautiful vessels ever known. It has more artisans and experts of the field than multiple countries combined. Yet thr existence of the Arsenal highlights the prevailing issues of their civilization. In spite of all these advantages Fenice is still outmatched by the younger pioneers of this field. The Arsenal is grand, yet outdated and frivolous practices undermine its supposed greatness. If you'd give the same resources (human, infrastructural and material) to for example Mooliand they would produce 2-3 times as many ships than the Arsenal.
Military Overview:
The State Army of thr Serenissima is thr main standing force of the republc. Unlike other standing armies it doesn't use conscription, not in the strict sense. Yet those who acquire debt and unable to repay it may be forced to enlist in the army, term dependent on the amount owed. This can even result in generations serving in the military to pay back the debt of their ancestors'. Yet even like this Fenice has a hard time to recruit a large enough force. The State Army usually fulfills a defensive role and may be mobilized to protect state interests. For other purposes they rely on dedicated elites and mercenaries. Fenice spares no gold to pay their fluctuating force of mercenaries. In return they tend to be loyal yet very greedy. There are countless tales about Fenizian mercenaries breaking ranks or act out of line when they attempted to grab more loot. While formal code on warfare made these occurences less common the mercenaries find other ways to be scummy and fill their money purses.
On the sea the Fenizian Armada is well-known and not many nations dare to face them in a naval conflict. Fenizian seamen are reputed to be one of the best in the world and their beautiful warships can be awe-inspiring. Fenice is the sole producer of the so-called "steam galleys" these mechanized vessels are driven by trilobite-like mechanical legs and possesses a strong golem spirit. Galley warfare never died for Fenice, only transformed. The Armada of Fenice is quite impressive yet in practice they are significantly less powerful than given credit for. Steam galleys are more maneuverable but the legs are occupying a lot of space and can be targeted by enemy guns. Armoring them is unwise and generally the presence of legs makes side armor weaker on the ships. Yet since the Fenizians have yet to experience a major defeat they maintain an inflated reputation which they often capitalize on. The Republic of Fenice is a middling nation in size so they wouldn't have the means to outproduce the rest of the world. Yet with their reputation they can maintain relatively unstrained logistics and naval presence around their territories.
Name of your Nation: The Drow Confederacy/self-named People of the Darkling Womb
Type of Government: Tribal Confederacy
Demographics & Population: Approximately 5 million.
Governance & Politics: The People of the Darkling Womb, though a technical Confederacy, can barely be called a unified people. Individual tribes and clans are governed in various ways - some by force, some by gerontocracy, some of the most ‘modern’ by classical monarchy, and others by vote. The confederacy is merely a loosely formal way for these tribes and communities to cooperate, meeting in a central, neutral location; a sanctuary nestled into the Earthen Womb, the large, towering mountain range near the western edge of their homeland. Deep within this sanctuary is an enormous pillar of a highly concentrated form of what the Darklings call the 'blood of the gods' (known elsewhere as manarite), running far deeper within the ground than even the Darklings have gone, holding enormous religious significance to most tribes. It is, however, incredibly dangerous to be around to all but the most powerful mages or the most physically resilient people.
Culture & Society: Contrary to popular belief in the human nation-states, the Dark Elves (or the People of the Darkling Womb, as they commonly refer to themselves), adamantly believe that elvenkind is the 'race' which others descend from, including themselves. Their race, they argue, descends from the pale-skinned stock adapted to the underground with darkened skin to better camouflage themselves in poorly-lit places, a wild difference from the ways in which some elves adopt other drastic changes to adapt to their environments - often in ways that humans cannot.
This is not to say that they believe elves to be inherently superior, however, but rather stands as an example of how their culture, absent human influence, has developed along fundamental lines that are not generally compatible with assimilation into human society.
Another is the relatively different nature of gender roles in Darkling society. The Darkling Kin, perhaps due to the unusual environment in which their civilization emerged, developed to be highly sexually flexible due to extremely high death rates (that often were just as high at the home as they were away from it), resulting in the unusually high prevalence of offspring-viable intersex people, and the cultural expectation that anyone, regardless of their biological sex, was expected to be highly fit and capable of fighting.
Darkling mastery over magic has since reduced many of these pressures, as has the introduction of foreign agricultural techniques, but the cultural expectation of violence and flexible gender roles has not abated, remaining strong even in the presence of influence considered highly unusual to the Darkling people.
Magic, likewise, has enormous cultural influence in the Darkling people, and ability to use it, while not the sole determinant of one's status, is a major contributor. Magic has both an enormous spiritual significance to the Darkling people (due to its necessity for contacting the extraplanar beings the Darkling communicate with and occasionally work alongside, particularly daemons and the divinities they serve) and necessary practical utility. It is, after all, incredibly difficult to survive beneath the earth without access to magic, and, in many ways, the Darklings' access to magic without the use of manarite technology is what allows them to survive being fully colonized. The foreigners may be communicated with, but they are nonetheless viewed with careful caution, as a general rule.
Magic & Technology: Unlike societies that rely on the industrial exploitation of manarite for their magic, the Darklings rely on it in another way entirely - exposure. Highly resilient to manarite mutation as a result of millennia of proximity to it, the Darkling are a generally highly magically adept people, though their unwillingness to cannibalize a substance they view with such immense reverence, and their until-recently lack of access to easily proliferating agricultural crops (not to mention the simple fact that they mostly live underground) has resulted in very low levels of industrial development compared to the countries colonizing their home archipelago. Many types of livestock of beasts of burden that allowed these civilizations to proliferate mass agriculture, also, simply didn’t exist until they were introduced, and many of those that have been introduced (such as horses) are utterly unsuitable for life in massive underground caverns.
What the Darklings have, though, are several sources of potent magic, both that from within and without; that is to say, through spiritual means. This magic, in fact, has been a prime factor in keeping their lands safe from encroachment, causing casualties in conflicts with colonial powers that make their home even less desirable, though it nonetheless posesses enormous resources of lumber and valuable minerals, not to mention an extensive network of underground tunnels to expedite transport.
Military Overview: Although a warrior culture in many respects, until skirmishes and battles with the Viceroyalty of Veliký Zelená (which have since ceased), the Darkling tribes, for the most part, had nothing resembling a formal military, instead relying on loose bands of warriors to resolve conflicts when words could not. Since contact with colonizers, however, a handful of bands have seen fit to adopt relatively modern military arrangements, complete with regiments and formal officer training. Most, however, still rely on nomadic bands, forced to constantly move through the places beneath the earth to avoid threats and follow sources of food, lacking the ability to establish permanent places for training.
Additional Info: Rumours abound of a daughter of a noble sub-clan in the central mount of unusual magical potency - and as tensions run hot in the Vasiran holdings stolen from the clan of her thrice-distant cousins a scant few decades ago, rumour in the Confederacy is that she may push to remove the foreign devils from their land, whether by word or by force.
Approved.
I might have to redesign my civ (City of Lancet) a bit because i wasnt expecting a dieselpunk setting. But when i do they'll probably resemble valkyria chronicles a bit... if i have time...
Valkyria Chronicles was one of my inspirations for this so I see no problem. Though keep in mind, it's not entirely dieselpunk. Tanks, Mechs, big Sky ships all of these technologies are at this moment incredibly rudimentary for the entire world.
Hey, I had that land claimed in the interest check - is there any way I could convince you to part with it?
Specifically this sheet.
Name of your Nation: The Drow Confederacy/self-named People of the Darkling Womb
Type of Government: Tribal Confederacy
Demographics & Population: Approximately 5 million.
Governance & Politics: The People of the Darkling Womb, though a technical Confederacy, can barely be called a unified people. Individual tribes and clans are governed in various ways - some by force, some by gerontocracy, some of the most ‘modern’ by classical monarchy, and others by vote. The confederacy is merely a loosely formal way for these tribes and communities to cooperate, meeting in a central, neutral location; a sanctuary nestled into the Earthen Womb, the large, towering mountain range near the western edge of their homeland. Deep within this sanctuary is an enormous pillar of a highly concentrated form of what the Darklings call the 'blood of the gods' (known elsewhere as manarite), running far deeper within the ground than even the Darklings have gone, holding enormous religious significance to most tribes. It is, however, incredibly dangerous to be around to all but the most powerful mages or the most physically resilient people.
Culture & Society: Contrary to popular belief in the human nation-states, the Dark Elves (or the People of the Darkling Womb, as they commonly refer to themselves), adamantly believe that elvenkind is the 'race' which others descend from, including themselves. Their race, they argue, descends from the pale-skinned stock adapted to the underground with darkened skin to better camouflage themselves in poorly-lit places, a wild difference from the ways in which some elves adopt other drastic changes to adapt to their environments - often in ways that humans cannot.
This is not to say that they believe elves to be inherently superior, however, but rather stands as an example of how their culture, absent human influence, has developed along fundamental lines that are not generally compatible with assimilation into human society.
Another is the relatively different nature of gender roles in Darkling society. The Darkling Kin, perhaps due to the unusual environment in which their civilization emerged, developed to be highly sexually flexible due to extremely high death rates (that often were just as high at the home as they were away from it), resulting in the unusually high prevalence of offspring-viable intersex people, and the cultural expectation that anyone, regardless of their biological sex, was expected to be highly fit and capable of fighting.
Darkling mastery over magic has since reduced many of these pressures, as has the introduction of foreign agricultural techniques, but the cultural expectation of violence and flexible gender roles has not abated, remaining strong even in the presence of influence considered highly unusual to the Darkling people.
Magic, likewise, has enormous cultural influence in the Darkling people, and ability to use it, while not the sole determinant of one's status, is a major contributor. Magic has both an enormous spiritual significance to the Darkling people (due to its necessity for contacting the extraplanar beings the Darkling communicate with and occasionally work alongside, particularly daemons and the divinities they serve) and necessary practical utility. It is, after all, incredibly difficult to survive beneath the earth without access to magic, and, in many ways, the Darklings' access to magic without the use of manarite technology is what allows them to survive being fully colonized. The foreigners may be communicated with, but they are nonetheless viewed with careful caution, as a general rule.
Magic & Technology: Unlike societies that rely on the industrial exploitation of manarite for their magic, the Darklings rely on it in another way entirely - exposure. Highly resilient to manarite mutation as a result of millennia of proximity to it, the Darkling are a generally highly magically adept people, though their unwillingness to cannibalize a substance they view with such immense reverence, and their until-recently lack of access to easily proliferating agricultural crops (not to mention the simple fact that they mostly live underground) has resulted in very low levels of industrial development compared to the countries colonizing their home archipelago. Many types of livestock of beasts of burden that allowed these civilizations to proliferate mass agriculture, also, simply didn’t exist until they were introduced, and many of those that have been introduced (such as horses) are utterly unsuitable for life in massive underground caverns.
What the Darklings have, though, are several sources of potent magic, both that from within and without; that is to say, through spiritual means. This magic, in fact, has been a prime factor in keeping their lands safe from encroachment, causing casualties in conflicts with colonial powers that make their home even less desirable, though it nonetheless posesses enormous resources of lumber and valuable minerals, not to mention an extensive network of underground tunnels to expedite transport.
Military Overview: Although a warrior culture in many respects, until skirmishes and battles with the Viceroyalty of Veliký Zelená (which have since ceased), the Darkling tribes, for the most part, had nothing resembling a formal military, instead relying on loose bands of warriors to resolve conflicts when words could not. Since contact with colonizers, however, a handful of bands have seen fit to adopt relatively modern military arrangements, complete with regiments and formal officer training. Most, however, still rely on nomadic bands, forced to constantly move through the places beneath the earth to avoid threats and follow sources of food, lacking the ability to establish permanent places for training.
Additional Info: (Miscellaneous information that don't really fit in any category.)
This was one of the reasons why I was hesitant to approve anything in that region. Y'all have to talk it out. I'll mediate but for the most part I need you all to come to some sort of middle ground about that piece of clay.
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[center][img]https://img.roleplayerguild.com/prod/users/faca2651-b94f-4700-a18c-c9c60cad6818.jpg[/img][/center]
I'm a space cat.
<div style="white-space:pre-wrap;"><div class="bb-center"><img src="https://fontmeme.com/permalink/180608/d4bbef67240f61a7ae8c3bbfaf8eb569.png" /></div><br><div class="bb-center"><img src="https://img.roleplayerguild.com/prod/users/faca2651-b94f-4700-a18c-c9c60cad6818.jpg" /></div><br><br>I'm a space cat.</div>