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From Ruination [FRP] [OOC]


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Nation Name:

THE KINGDOM OF NUMERIA

 

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BRIEF History:

The Numerians were one of the many people that fled the interior of Naros after the tumultuous collapse of the Symmonian Empire. After fleeing from their original homeland bordering the Maw of the World, and then making the crossing of the Sumaq Desert, they stumbled across the Dawenti River and attempted to continue westward. The Roots of the World stopped any hope of the Numerians being able to flee Naros, too ragged to attempt a crossing, or navigating around it, the bulk of the refugees settled upon an ample patch of land near a Lake that could come to be known as Lyria.

 

The three century after settling proved to be disastrous period in time for the Numerians. The original crossing over the Duwenti River fractured bands of people from one another, but as they entered the forests and met the Roots of the World, they too would settle down but away from the rising central authority of the Numerian settlers on Lake Lyria. Tensions rose as the inhabitants of Lyria saw themselves as the rightful rulers of all Numerians, and sought to rule over them all, leading to conflicts, skirmishes and wars. Distinct subcultures would form during this Era as opposing Numerians would attempt to differentiate from one another, leading to an even greater distance in relations.

 

It was during these times that the Dynast, Namyr came into fruition, led by their Patriarch Aemyr. Now widely considered to be a legendary near mythical figure in history for the Numerians, Royne was the founding father of the modern people. It is said that after receiving a prophetic revelation, he went on a quest to unite all the people under one, one by one the settlements that had begun to form outside the influence of Lyria began to surrender to his Campaigns. In reality, the man simply excelled at the arts of warfare and had ambitions he wished to fulfill, leading to the complete unification of all Numerians.

 

For the next 400 years, the House of Namyr would rule the Kingdom through peace and turmoil, all the way to the present day. With their reign now solidified permanently, the Namyrian Monarchs may now look outward, towards expansion and foreign politicking.

 

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The Great Fleeing - Numerian Expedition Westward

 

750 years ago - The Numerians flee Naros, attempting to reach the Green Throat but stop their expedition upon being blocked by the Roots of the World.

 

700 years ago - The City of Lyria is founded upon a Lake named the same. It now serves as the Capital of the Numerians.

 

650 years ago - The Era of Conflict begins, a 200 year long period of war begins. Distinct bands of Numerians seek total domination over one another.

 

600 years ago - The City of Lyria is sacked by a band of Numerians at the South of the Roots of the World, they originally intended to occupy it, but failed to wrest control from its inhabitants that prevailed.

 

550 years ago - The Era of Conflict continues, with many cities falling and rising. Lyria continues to hold strong, but is checked always by a Coalition of nearby Cities that sought to withheld Lyrian Influence.

 

500 years ago - An ambitious lord from the southern reaches of the Numerian forests rises up and invades near half of the traditional Numerian territory. He is however incapable of breaching Lyrian, as the City had formed a Federation of Cities that checked his advance northward, a stalemate ensues, but the forest is now split between two significant Numerian Nations. The Conquering Lord forms the Tymerian Dynasty, and his own lineage, which would continue to harass their northern kin.

 

450 years ago - The House of Namyr comes into power in the City of Lyrian, having occupied it after a bloodless coup. A continued stalemate persists between the Federation and the Tymerian Holdings.

 

420 years ago - The birth of the legendary Aemyr Royne, the man destined to unify the Numerians.

 

400 years ago - The War of Reunification begins. At the head of his northern Federation, Aemyr begins a large scale campaign southward into Tymerian Territory. A spectacular display of military prowess, Aemyr defeats his foe Tymar IV at the Battle of Shadows at the Roots of the World. Following such, the Tymarians fold, but instead of executing their Dynasty as would be customary, Aemyr marries into it as a way to secure relations between the two powers. The beginning of the House of Royne-Tymar. Aemyr is coronated as the first King of all Numerians and enters a Golden Age.

 

350 years ago - Aemyr passes due to natural causes. His Kingdom had been molded into his image, and his heirs had been rightfully groomed for rule. The prosperity brought upon by Aemyr continues into his heir’s rule, Laemyr. But with such a persistent era of untold wealth and comfort, keen observers can witness the beginning of it all falling apart.

 

330 years ago - Laemyr was a worthy King, but a poor father and husband. His interests were dedicated to that of ensuring the Numerians are properly assimilated into one cohesive Kingdom. His sons were left to toil amongst themselves within the decadent splendours of the Lyrian Palace, which led to distasteful traits forming within his offsprings. He dies unexpectedly, having been killed in a stumble upon one of his Palace’s Stairwells, the impact of falling cracking his neck. A tyrant takes his place, his son, Laemyr II.

 

320 years ago - After a reign of cruelty and malice, Laemyr II is deposed in a well calculated armed rebellion that saw the Capital of Lyria set on fire, killing most of its inhabitants. From the lineage of the ancient Tymarian Lords, Tymar V is coronated as the Monarch of All Numerians, but a period of unease commences as the people of the Kingdom saw the descendants of Aemyr as the rightful ruler. Subterfuge and court intrigue take a hold of the nation, and stagnancy soon follows.

 

300 years ago - An opportunistic Namyrian Prince announces his claim to the Kingdom and raises a massive army. He is coronated as Aemyr II and proceeds to march onto the Capital. He virtually wiped out the Tymarian Army set against him and proved victorious during the conquering of Lyria. He orders for the extermination of the Tymarian Dynasty and reforms the Nymar Dynasty, claiming to inherit the Will of Aemyr the Unifyer.

 

240 years ago - Aemyr II passes away, having ruled the longest out of any Numerian Monarchs at this point. His rule emphasized upon the matters of religion, constructing many great temple, wayshrines and ensuring religious fidelity throughout his Kingdom, at the cost of many other fields of importance. His reign is nonetheless stable and earns himself the moniker of Aemyr the Holy after his death. His son, Daemyr assumes control of the Empire.

 

230 years ago - While a generally peaceful reign, Daemyr proved to be incapable of siring any offsprings, leading an unstable succession crisis upon his death. Before he could remedy such issues by declaring an heir of his choosing, he is assassinated at his dining table, killed by a glass of poisoned wine. The War of Brothers begin

 

200 years ago - The War ravaged the Kingdom as several Namyrian Princes were propped up in attempt to claim the throne during this 30 year period. It was at this point the Council of Eight gained prominence, successfully ensuring the safety of the Capital as the Princes slaughtered one another in Grand Battles upon the countryside. One Prince would eventually dominate the rest and proclaim himself Aemyr III, he is however, too exhausted and feeble and the Council continues to reign in his stead.

 

180 years ago - Aemyr III passes away earning himself the moniker of Aemyr the Worthy, his heir, Daemyr II inherits the Kingdom, but his rule is mostly controlled by the Council of Eight. Despite such, Daemyr proved to be a content moderate ruler, satisfied with ruling only figuratively as he spent his affairs with family and doing what he wishes. The Council, though corrupt to some extent with acts of swindling, extortion and frauds being present, are nevertheless capable rulers of the Kingdom, ensuring realm wide stability.

 

150 years ago - Daemyr II passes peacefully, his designated heir Taemyr inherits the Kingdom. Taemyr proved to be a technological innovator, ambitious projects were carried out as roadways, dams and much more were constructed or improved upon. His love for construction would proved fatal though, as his coffers ran dry, he garnered loans from the Eight Members of the Council.

 

140 years ago - The accumulated debt of the Kingdom eventually brought down Taemyr, in a show of force for those involved, the Monarch was killed off in a discreet manner, publicly stated as an incident, only few knowing of the Council of Eight’s involvement. He earns the moniker of Taemyr the Builder. Taemyr II inherits the Kingdom from his Father, but is placed under heavy pressure from the Council.

 

110 years ago - The Council of Eight had twisted into a corrupted entity, siphoning from the life out of the Kingdom in their quest for complete domination. In the past, the Eight figures of the Council worked together in conjunction to ensure they checked each other’s growth, but the Manager of Finances saw himself delusioned with grand ideals, wishing to sit himself on the Throne. Taemyr II is killed in a poorly executed Palace Coup, making the Finance Manager the occupant of the Throne, but failed to eliminate the other Councillors. The Council War begins.

 

100 years ago - Amidst the chaos of the War, a young Namyrian Prince rose to power, leading a formidable Coalition of Loyal Lords. Proclaiming himself to be Aemyr the Unifyer reborn, he takes the mantle of Aemyr IV, and proceeds to lead a dominating campaign against the other Councillors, executing them one at a time until he reaches Lyria. The Capital is razed during the attempt to capture it, but the Prince does eventually capture it, executing the entirety of the ruling class within it.

 

60 years ago - Aemyr IV is successfully in his attempts to solidify the Kingdom. He undergoes the process of reforming the Kingdom into a proper nation, life standard rises and taxes are eased. Most notably, the Capital is rebuilt into new splendour. His heirs are groomed for perfection alongside with the advent of Royal Academies, sites of learning for those of the privileged classes of the Nation. The Army is remade into a singular fighting forces, forgoing the system of levies previously implemented - at the loss of many privileges of the Nobility, the Kingdom is centralized. The King dies of natural causes, earning the moniker of Aemyr the Reformer. His heir, Daemyr III inherits the Kingdom.

 

40 years ago - Daemyr III, while not revolutionary in his rule, proved to be wonderful Monarch. His reign was spent mostly on solidifying what his father had begun. He lived a long a fruitful life, full of security for the future and joy. He passes away peacefully, earning the moniker of Daemyr the Good. His heir, Baemyr, inherits the title of King.

 

10 years ago - Baemyr was a peculiar King, by Nymarian standards. His attention was spent mainly focused upon the machinations of this world, his curiosity having no bound as he would delve into the Royal Libraries for days in his quest for knowledge. Occasionally he would be sent out by his wife to behave like a King, which ensured the continued stability of his Realm, but usually he would never be seen for days outside of his Palace. He would die unexpectedly in an explosion that destroyed the tallest tower in the Lyrian Palace, it is said that an alchemical concoction went awry and obliterated the King. He is known posthumously as Baemyr the Scholar. His son, Baemyr II would inherit the Throne.

 

5 year ago - Baemyr II was a slothful King, he cared not for the matters of his Kingdom, and interested himself mostly with the matters of hunting. On one such fateful day, Baemyr was gored to death upon a boar’s tusk after missing his strike. His reign was considered as unremarkable, with nothing much occuring. He earned the moniker of Baemyr the Hunter. His child heir would inherit the Throne, known as Aemyr V but would be placed under a Regency led by the child’s Mother.

 

Present Day - With his rite of adulthood now passed, Aemyr V assumes complete control of the Kingdom.

 

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Aemyr the Unifyer accepting the surrender of Tymar IV at Lake Lyria - 400 years ago

 

Glossary:

 

Maw of the World - A body of water on the eastern coast of Naros, said to be the original homeland of the Numerians.

 

The Empire of Symon - A vast nation that ruled over most of Naros, oppressors of the Numerians due to magic traits made apparent on most Numerians.

 

The Great Fleeing - A period in ancient Numerian history in which the entire bulk of people fled the Symon Empire upon its collapse and fled westward. Thousands would die making the journey, but eventually the Numerians would settle at the base of the Roots of the World.

 

Roots of the World - The Cradle of Life for the Numerian people, it is a mountain range that stretches across the interior of the Narosian Continent. For the past 700 years, the Numerians have lived in its shadows.

 

Lyria - Originally the name given to the biggest Lake in the region, Lyria can to be known colloquially as the City based on its shores. This settlement would eventually become the Capital of all Numerians.

 

Era of Conflict - A period in time in which ancient Numerians fought each other for supremacy at the Roots of the World.

 

Tymeria - The southern half of Numeria. Tymerians are the result of continued foreign gene mixing, in which they have lost more of the traits that made them Numerians. Is also the name of a Dynasty, Tymar.

 

House of Namyr - The ruling House of the Numerian Kingdom, founded approximately 500 years ago.

 

Aemyr the Unifyer - The First of his Name, Aemyr was a Prince from House Namyr who defeated the Tymerians at the Battle of Shadows, and united the Kingdom.

 

House Namyr-Tymar - A union between two great noble families, lasted only near a century.

 

War of the Brothers - A succession crisis born out of the issue that Daemyr I was incapable was siring any offsprings.

 

The Council War - A conflict in which saw the exponential rise of Council of Eight’s influence throughout the Kingdom.

 

List of Monarchs

 

Aemyr I of House Namyr - First King of Numeria. Praised as a legendary figure. Known as the ‘Unifyer’.

 

Laemyr I of House Namyr-Tymar - Second King of Numeria. A man incapable of foresight. Known as the ‘Unready’.

 

Laemyr II of House Namyr-Tymar - Third King of Numeria. A tyrant that was deposed. Known as the ‘Tyrant’.

 

Tymar V of House Tymar - Fourth King of Numeria. A man put into an unfortunate situation. Known as the ‘Unworthy’.

 

Aemyr II of House Namyr - Fifth King of Numeria. A claimant to the Throne, responsible for the extermination of House Tymar, as well as his involvement with the Pantheon of Gods. Known as the ‘Holy’.

 

Daemyr I of House Namyr - Sixth King of Numeria. A monarch incapable of siring any heir. Known as the ‘Impotent’.

 

Aemyr III of House Namyr - Seventh King of Numeria. A man who restored balance to the Kingdom. Known as the ‘Worthy’.

 

Daemyr II of House Namyr - Eighth King of Numeria. A content man who allowed others to rule for him. Known as the ‘Moderate’.

 

Taemyr I of House Namyr - Ninth King of Numeria. A man greatly invested into the affairs of technology. Known as the ‘Builder’.

 

Taemyr II of House Namyr - Tenth King of Numeria. A man incapable of ruling. Known as the ‘Hunchback’.

 

The Interregnum - A period in time in which the Kingdom had no Monarch. During the Era of the Council War.

 

Aemyr IV of House Namyr - Eleventh King of Numeria. Restored order to the Kingdom during the Interregnum. Known as the ‘Reformer’.

 

Daemyr III of House Namyr - Twelfth King of Numeria. A jovial Monarch yet sensible monarch, remembered fondly for his empathetic and caring attitude. Known as the ‘Good.’

 

Baemyr I of House Namyr - Thirteenth King of Numeria. A man obsessed with the gathering of knowledge and the secrets of the world. Known as the ‘Scholar’.

 

Baemyr II of House Namyr - Fourteenth King of Numeria. A slothful King, unbothered by societal constrictions, instead spending his entire life dedicated to hunting. Known as the ‘Hunter’.

 

Aemyr V of House Namyr - Fifteen King of Numeria. The current ruling Monarch of the Numerian People.

 

Nation Culture:

 

The Numerians are a hybrid of a union between Humagi and Humans during the Age of the Symmonian Empire. The Empire’s attitude towards the affairs of magic proved arduous for the Numerians as they would be oppressed and shunned for being sub-humans. Such treatment would impede the process of the Human Numerians converting entirely into Humagis, but certain traits still persist.

 

A typical Numerian would boast natural hair colored silver, with their eyes being that of purple. In recent history, a merger with a lesser branch of Numerians, the Tymarians, would introduce more dark-haired genes into the Numerians, nevertheless the white haired denizens of Numeria are still dominant. Their lifespan is increased only minorly, the large amount of mana flowing through their blood permitting them at best an additional decade.

 

Societal Livelihood is still dominated by the affairs of Feudalism within Numeria. A system of serfdom still persists, in which one’s life is dominated by their designated landed-lord.

 

Religion still plays a key role in Numerian life, having worshipped a Pantheon of Gods for near a millenia - at first done so discreetly as the Symmonian Empire would not tolerate such. The influence of the Faith itself is checked by the Royal Faction though, preventing such a religion from militarizing itself and garnering any major political influence, a balance in power that has persisted for centuries now.

 

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Daemyr the Good and his Children - 40 years ago

 

Human Or Humagi (Describe Humagi):

Human-Humagi,

Numerians,

Narosians

 

Nation Government System:

A feudal society with an absolute monarch at its head. The Council of Eight rules in the stead of the Monarch should they prove incapable or unable to carry out their duty.

 

Economy:

5, the basis of the economy is built upon serfdom, which at the moment is performing optimally.

 

Education:

2, nearly the entire Kingdom is illiterate, save for those of Noble blood.

 

Size (include rough area on map): 8

Four Million Citizens. Mostly rural. Quite large.

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Military:

4, the Kingdom has seen an Era of Peace lasting near a Century now, which has rendered the Military to a figurative role. Nevertheless, the defense of the Numerian People always come first.

 

Mysticism:

1, Royal Administration has always done their best to stifle the influence of the Faith from spilling onto the political board, which has rendered it incapable of effectively indoctrinating the populace.

 

Key Figure 1:

 

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His Majesty, Aemyr the Fifth of House Namyr. King of All Numerians.

 

Key Figure 2:

 

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His Excellency, Velar Daeryen. High Chancellor of the Council of Eight. Friend of Aemyr.

 

Key Figure 3:

 

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His Excellency, Avon Lyria. Lord Commander of the Council of Eight. Mentor of Aemyr.

 

Unique Unit:

 

The Woodland Guard - An independent Order of Numerian Rangers that patrol the forests of their homeland to prevent any foreign incursions. [Light Archers]

 

Hidden Fruit: f2rNRVHg1v93HkrXng7ZxNzDZhvgrZDTAcKRayaUOTO79zxxagFJjbZ5C3kOUVOWjFXLpnkLln5JMp4GLTHSJ9udFmBArKVkUv1tCcXpkxgRHZr6QBtGd8JQ5l7xzEy3Fs6SHY-W

 

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Nation Name:
The Noctum Republic

 

 BRIEF History:
The Noctum State is a nation born out of necessity from a band of villages fighting the creatures of that haunt the world. Terrorizing them, and having no place to turn but each other and prayer.

 

The Bright One, was the one to answer their call for help. No longer would they be without light. This brought together the villages, in banishing the creatures and evils in their land, into forming Noctum. A nation built paying homage to their God, the one who lit the way for their future.

 

After the nation became established, it’s growth halted at a moderate size. The ruling council decided against massive expansion for the sake of protection. With focuses in other areas like studies of the world, and a growing economy with new nations appearing on their coast daily. The further they advanced into these the more a divide became with the mystic followers that still believed the nation owed its presence to the Bright One. With political intrigue at an all-time high, tensions were starting to boil within Noctum’s city centers.

 

Nation Culture:
Western Arosi, Portuguese.

Human Or Humagi (Describe Humagi):
Human

 

Nation Government System:
A recently reformed government into a Merchant Republic. Considering it’s idea changes. The government is relatively inexperienced.

 

Economy:
6, Just entering its peak. The economy is not well developed to the point of a powerhouse. Focusing mostly on agriculture and fishing.

Education:
8, the people of Noctum have dedicated themselves to advances in technology that will assist them in being better prepared for the world. Whether it is to harm or help them.

 

Size (include rough area on map):
4

https://gyazo.com/f2572ecd740ae4974579167bfd9d1dac ((Location choice 1)

https://gyazo.com/d4e7bb80a91c258fe12d41e50741ceb6 ((location choice 2))

Military:
1, The Military is a weakness of Noctum’s though they pride themselves on their prowess to fight.

 

Mysticism:

2

The ongoing worship of The Bright One had led to an internal conflict in the Republic which was quickly resolved between political leaders. Yet now, the danger lies in the political landscape. Between the rich and the mystics

 

Key Figure 1:
Consul João Neves, the last neutral man in Noctum. He aspires for peace and balance between the two parties. Though his counterparts push for him to pick a side.

 

Key Figure 2:
Head of Commerce Diego Pele, the richest man in the Republic. His agenda pushes far stray from Mystism. He and John II were childhood friends growing up, living side by side.  

Key Figure 3:
Cardinal John II, a devout man in the religion of The Bright One. He is the shining example of a zealot, and anyone in his path. He will not let get in his way.

 

Unique Unit: Noctum Inquisitors, this unit replaces the medium infantry. They specialize in purging creatures from this earth as well as spreading the word for Noctum. Crazy men, that will do anything for the good of the Republic.
 

Hidden Fruit: lichi

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Nation Name: Auldhauan Hierarchy of Melda

BRIEF History: With the fall of the Symon Empire and Enlightened Kingdom of Auldhau came the Married Gods’ chance. A small city-state successor to a Auldhauan auxiliary force, Melda, would be their target – and quite the target it would make. Its largest city and capital, Melda lor mir Korfir, on the Lord’s western coast, would be hit by a burst of potent, wild energy, and destroyed. The Meldan remnants would live dispersed for centuries, before a trader from far North would bring a strange book and tale from the ruins of the Enlightened Kingdom – the myths of the Lord and Lady. Worship in one prosperous village, made more prosperous by their children being born in pairs, became worship in three, then in seven. Soon, it had taken the entirety of the two peninsulas, and the priests had taken over. Made twin rulers are the archons of the Auld sen Mel Dynasty, a family now famed for its magic potential – and for their claim to relation with the ancient and wise Kings of Auldhau.

Nation Culture: Tan, tall Humagi, the Meldan live generally secluded lives from the affairs of the rest of Man, but are well renowned for their near-obsession with knowledge and power.

Human Or Humagi (Describe Humagi): Humagi – Little different from the average Human, save two unique and interesting characteristics – children are always born in sets of two, and Meldans often live as many as 20 years longer than average Humans. (If too strong, it’s no issue to have their birth rate cut to half.)

Nation Government System: Dual Monarchy – Named the Lord and Lady incarnate and taking those names as titles, they rule equally, though by law the Lord’s children are the successors to the dynasty. Below them rules the Knights’ Council, Auld sar Kneckt, a group as old as the nation itself tasked with the collection of knowledge and defense of knowledge and mystic items.

Economy: 3 – Strictly average, perhaps even below average, even though they live in relatively fertile grasslands and forests.

Education: 4 – Perhaps the economy is so average because they must spend so much on teaching the children the complex Meldan language?

Size (include rough area on map): 8 – A large nation, for, after all, all children are born in pairs. The capital, New Auldhau, is on the point where The Lord is closest to The Lady, as is its second largest city.  The third city is on the southern end of The Married Gods’ Strait, where the mountains give way to coast on the Lord’s eastern edge. Meldan claims include the Twins and the Storm of the Younger, though the Twins are ruled by others and the Storm of the Younger is just a large storm. (Twins and Younger not actually in borders).

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Military: 1 – Who might they need to protect themselves from? The wolves? The militarily weak Fivers? A guard force just large enough to hold the islands.

Mysticism: 4 – The Lord and Lady occupy key places in Meldan life, and it shows.

Key Figure 1: Graevien Auld sen Mel, Lord of Melda, a stern, though generally fair, patriarch.

Key Figure 2: Haeviel Auld sen Mel, Lady of Melda, an unmarried beauty that seems to spend all of her time with various paramours.

Key Figure 3: Parovien Yast – High Ser of Melda, his duties primarily consist of the storage and protection of knowledge, and of New Auldhau.

Unique Unit: Noble Duets – A form of Adept, in its simplest terms, the Holy Duets are sibling Priest-Priestess teams that, in exchange for using only 1 Adept Slot, can each only use half the spells of the Lord and Lady – the female can use the healing, protection, and otherwise pacifist spells, while the male uses aggressive or attack spells.

Hidden Fruit: it’s spelled lychee you ****

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Nation Name:

Surya

BRIEF History:

Surya, the mirrored city. Surya, the city of eternal light. For centuries, the greatest of the west’s capitals has sat on the Kumbha Strait, the bridge between the twin continents of Pratyush and Chandra. (Known as Esman and Golun to outsiders.) It lords over the jungles and hot plains that surround it, just as Mihir the Bright One lords over the world each day. None can doubt its splendor, nor escape its armed servants, who have so bravely brought neighboring Varchas and Chittor into the fold.

 

By day, a ship can see Surya from miles away, for the many towers of the city are covered in mirrors which scatter Mihir’s light in every direction. By night, the mirrors serve a different purpose, for the purifying light of Mihir must never fade. In Surya, bonfires are lit each sunset, and their warmth refracts throughout the mirrored city. It is a wonder beyond any in the western world, and the surrounding land is kept in constant awe. To the north is Varchas, city of merchants and explorers. To the south is Chittor, providing the eternal city with great shipments of supplies.

Nation Culture:

To be touched by darkness is to be tainted, for the darkness is alive and seeks to rob you of Mihir’s gifts. None understand this better than the Sattva, the pure. The priests of Surya are born within the city, and must avoid leaving lest they become unfit to channel Mihir’s grace. When one is seen abroad they are constantly surrounded by candles and mirrors, in a shallow imitation of the sun’s judgement. The Sattva are revered, and spend their days paying tribute to the Bright One and seeking to spread His will.

 

But a city cannot survive closed from the world. That is the reason for the sacrifice of the Rajas, the Sanctified. They too are born within the mirrored city, and so come into the world untainted. But a Rajas does not fear the darkness as the Sattva do. Instead they go out into the world as warriors, as kings, to brave the night’s poison in the service of Mihir. They are however permitted to return to Surya, in fact encouraged to do so in pilgrimage lest they fully lose themselves to darkness. To a man, they are devoted servants of the Bright One, but they can never be permitted to defile Him by channeling His power.

 

All others are Tamas. Born beyond the walls of the holy city or else having turned to apostasy, they are forever torn between day and night, and may choose to serve either. A Tamas cannot live permanently within Surya, but they are permitted to visit in order to trade and receive blessings. They make up the vast majority of Surya’s realm, and are largely devoted its cause...at least when the Rajas are watching.

Human Or Humagi (Describe Humagi):

Human – By Mihir’s grace, the people of Surya remain untainted by darkness. Their eyes are bright with righteous faith, their skin dark from the warmth of their lord.

Nation Government System:

Caste-based theocracy: The Sattva are the highest caste and their word is law. But the Rajas function as de facto rulers, for only they leave the capital regularly.

Economy:

6: The twin continents of Pratyush and Chandra are a land of natural wealth. The jungles teem with exotic animals and timber, while plentiful rain and fertile soil lend themselves to farming. The large population are willing to pay Surya’s taxes, for Mihir’s splendor is clear to all.

Education:

1: Outside Surya, the farmers think little and know less. Inside, the Sattva turn to their god while the Rajas are concerned with practical matters. Most innovation is stamped out as heresy.

Size (include rough area on map):

8: Surya rules a sprawling, agrarian swath of jungle and hot plains, where rain is plentiful and people more so. The Kumbha Strait divides its territory, but due to the city’s strategic position this is more of an advantage than anything else.

 

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Military:

2: Three units of spearmen, two of light cavalry. Two cogs. (Total upkeep 2,000 gold)

Mysticism:

4: MIHIR SEES ALL. MIHIR GUIDES ALL.

 

Key Figure 1: High Sun-Seer Chanda Mazumdar

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Key Figure 2: Arwana Kaur, Maharajas of Varchas

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Key Figure 3: Kunwar Viswan, Maharajas of Chittor

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Unique Unit:

War elephants: massive, aggressive, and deceptively fast, the elephants of Pratyush have long been used as mounts by the natives. With their vitals protected from spears by thick armor, and archers and pikes on their backs, they are a terrifying sight for any opposing army. The Rajas of Surya train them to go where directed and to smash enemy formations with long, fierce tusks. It does, however, take practice and a good deal of nerve to stand on the back of these beasts and fight. They are not cheap.

Hidden Fruit: Lichi

Edited by Zanderaw
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Nation Name:

T H E  C O N F E D E R A T I O N 
O F 
F R E E  E L E S S I A N  S T A T E S

 

Brief History:

 

The People of Elessia, originally natives from the south of the Sumaq Desert which had once been a lush tropical land turned slaves by the artistrocratic imperial class, fled from their Imperial oppresers when the empire began to crumble, before making it to the Rhoyne river. While others chose to journey onward to escape the continent, most of the people of Elessia, tired from their flight decided to settle on the eastern banks of the river and soon flourished there; establishing a patch-work of free city states living together in mutual cooperation.

 

However such a beneficial peace would last only a few years, as when the Empire finally collapsed many refugees fled into the lands of Elessia. These refugees were originally allowed to cross, but as the groups became more numereous and unpredictable attitudes towards them from the Elessians hardened. Until the largest group yet, led by the Numerians themselves second class citizens of the Empire ended up sacking many city states after a dispute over crossing.

 

The situation looked dire, until the warrior-princess of Chroyane; Allyria the Great led the defense against the barbaric invaders driving them out westwards of the river Rhoyne. Because of this, the other city states joined their power with Allyria’s forming the confederacy of free Elessian states which has existed for more than seven centuries weathering hardships, war and strife yet ultimately standing the test of time. It now has a new leader, the Prince Merion II of Chroyane.

 

Nation Culture:

 

Their people having faced the cruelty of slavery, are unsuprisingly rather progressive compared to the other peoples of the world. For one, women are equal with men socially, poltiically and religiously. On religion, the Elessians are devoted to a denomination of the God of Elements, the Mother Dawenti. With an emphasis on water most of all, for above all things they adore the river which they cling to and it is said the priests of the sect of Dawenti can call upon their mother to protect them; harnessing the power of the river for destruction or healing.

 

Nation Government

 

Theocratic Monarchy (Though all peoples of the Confederacy enjoy citizenship just as long as they pay taxes and remain devout followers of the Faith of the Mother Royne)

 

Categories

 

Economy: 5,  due to the position of the Elessian nation on the Rhoyne river trade is important however it is no priority at the current moment.

 

Size: 5, the Confederation of Elessian states controls the eastern tributary of the Mother Rhoyne however in the future they make expand to control the entire river. see the map.

 

Military: 2, due to the loose make up of the Confederation, maintaining a large army is difficult, such hurdles must be overcome in the future.

 

Mysticism: 4, the people of Elessia are deeply religious because of their strong ties to the river they live on.


Education: 4, all ciitzens are given basic education however education is controlled by both the state and the faith’s doctrine. 

 

Unique Unit: Water Mages (Devoted to their mother Rhoyne, these mages are sometimes able to call upon the river to either heal hurts or cause them on invading armies. They are able to summon the power of the river for use of defensive barriers or for destruction.

 

Key Figures: Prince Merion the II of Chroyane

 

 

 

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Key Figure 2: The Princess Alyssa

 

TBA

 

Key Figure 3: The Prince Alexandros

 

The Confederation of Elessia

 

Fruit; (Lichi)

Elessia.jpg

Edited by UnusualBrit
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Kingdom of Bulgar

BRIEF History:

The people from the Kingdom of Bulgar were once normal humans trapped in the forests of the Greenthroat. Originally of ice tribes to the extreme north, they were offered a new existence by a demigod known as Grimsborith. The few ice tribes that were able to escape the Greenthroat through the sacrifice of their kin spread across the world but the ones that were trapped took the offer of Grimsborith in those sacred woods. Binding his flesh to the first human turned lithborn Humagi was Chieftain Tiber Korkus then his family. The people of the northern tribes were never the same, with their skin changed to the green forest that trapped them and their facial features mimicked to be that of Grimsborith (Elder Soul). Grimsborith offered these gifts to the Lithborn in exchange of eternal prayer to him, accepting his boons, the Lithborn began to increase in population and power soon moving from the northern icy woods southward to the ocean coast of the Delmatic. The people under the command by the established ruling family of 'Korkus' settled in the river basin near the Greenthroat. Several human and humagi were either conquered or massacred in the name of Grimsborith and his boonful light known as the War of Three Tribes, the War of Spite, and the Reclamation War of The Greenthroat Trees.

Nation Culture:

Lithborn Humagi

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Human Or Humagi (Describe Humagi): Humagi, created from the wild magic of the Greenthroat, these humagi known as the 'Green Devils' or 'Lithborn' have lived in the border areas of the Frozen Gulf before they travelled southward to the Delmatic Ocean. Led by a monarch known as the High Lord, the Lithborn were told by their god, 'Grimsborith' maker of Greenthroat and slayer of frost giants, to travel southward till they hit the coast, from there to wait till he sent an envoy to direct them again. It has been over 300 years since the recorded history of that initial event happened and it is now that they control a large portion of land which they use to trade and travel. The lithborn are normal humanoid shaped but their characteristics change with every Lithborn. Some Lithborn can show horn protrusions crowning their head while others will have long tails ending in a spike. All Lithborn have extremely sharp teeth as well as angular features. They are able to breed with any human race but these creatures do not carry the same rights a full blooded Lithborn may have. The lithborn pride themselves on their lineages, while the monarchs pride themselves purely on their god blood they say was derived from Grimsborith himself.

Nation Government System: Absolute Theocratic Monarchy

With the king as the head of both religion and of the kingdom, he retains all power he was granted by Grimsborith in the initial blessing. An aristocracy works under the royal family handling projects throughout the city and manage sections of the kingdom in the Crown's name. A lesser nobility run high ranked positions such as the courts and banks as well as are the primary members of the acting church. A gentry of commoners promoted to lesser nobility exists but are few and far between, ultimately being a goal every lithborn may wish to achieve. The commoner class of farmers, merchants, and artisans work as free men and women as slavery does not exist in the kingdom but exceptions occur for battle captives and conquered peoples. The lowest of the people are half borns, either born from lust or spite, these halfborns are treated as lesser than lithborns and often act as middlemen between trades with other foreign nations.

Economy: x5

A primarily self contained economy, the people of the kingdom provide all of their wants and needs within their own land. Their needs being simple and their wants little.

Education: x2

A majority of the populace live as simple humagi with little to no knowledge of the outside world.

Size (include rough area on map): x8

A large population of 4 million, the kingdom rarely has a humangi power shortage and an even larger base for prayer to Grimsborith.

Military: x1 (2,500 T1 Cav, Enforcers of Bulgar)

A ruling elite keep the private military of the kingdom small until expansion is required during war and unrest. The primary job of the military is to enforce the court orders and the crown orders within the kingdom.

Mysticism: x4

Unrest is short lived in the kingdom, with dogmatic and zealous belief in the ruling family and the Grimsborith's ever blessing hand, the people have little to fear beyond a possible bad harvest due to lack of faith.

 

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Key Figure 1: High Lord Relis Korkus

Leading the kingdom for nearly 25 years, the king of age 45 is still in surprisingly fit condition as he prepares the kingdom for military expansion and with him at the head of it.

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Key Figure 2: Crown Prince Daerin Korkus

A renown hunter of the border areas of the Greenthroat, the crown prince of 21 is next in line to achieve the throne, following his father everywhere as if his shadow. His two younger brothers (17)(13) often read the notes he leaves behind after hunts and council meetings so they understand the workings of the growing kingdom.

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Key Figure 3: Lord Oracle Taper Greenhand

The second to the High Lord as the head of the church, the Lord Oracle (35) and the High Lord often engage in lustful actions with each other as the king has claimed no queen but many suspect the two to become married soon enough.

Unique Unit: Warriors of Grimsborith

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These legendary units are the best warriors coming from the Kingdom of Bulgar. After consuming a rare mineral in a mystical ritual the body of the warriors change, forming into 10ft green devils. Armor is specially made for these changed beings that are inscribed with mystic markings of praise to Grimsborith. The warriors of Grimsborith are unable to be controlled once they engage in combat, only able to be stopped by the direct command of the divine Grimsborith or when battle ceases completely (Either in their death or everyone is dead). Few reach the position of becoming a Grimsborith and many only undertake this ritual when coming from non-nobility attempting to achieve fame or fully dedicating their existence to Grimsborith.

Hidden Fruit: Lichi Dadi

Location:

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Starting cash: 37500

Gold Production: 5000 Economy + 3000 capital + 12000 from population = 20k p/t

 

Edited by Dtrik
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D U C H Y  O F  U L Y A D A R

 

BRIEF History:

 

The name Ulyadar comes from the term in the native vocabulary for ‘men of Ulya’. Ulya, is the principal settlement of the Reykverfi lands. It was the first, and for much of history, the only permanent settlement occupied by the Reykverfi peoples, which is why the people of the Duchy have coined such a denonym for themselves. The people of the Duchy live, breathe, and revolve around the city of Ulya, it is their home, it is their heart, and it is the source of their power amongst the many other small chiefdoms and nomadic tribesmen. Therefore to comprehend and understand the history of Ulyadar, you must know of the history of Ulya.

 

The first logs of Ulya were laid after the Symonian Empire had barely breached the White Alps, as it is known among the Reykverfi peoples. The Reykverfi were the inhabitants of the Peninsula, and most of them share a very similar culture and are  very homogenous ethnically, however they are fiercely divided by long drawn out pedigrees tracing their lineages back to before the Empire of Symon, including Gods, and their offspring.  The  Reyverkfi’s have been living in this lands for hundreds upon hundreds of years, however  they lived in mostly hunter-gatherer societies and were not introduced to the methods of sustainable agriculture needed to shift lifestyles from nomadic clan-based hunter gatherer societies to the permanent settlements which were found in the rest of Naros, especially in Symon. However the Symon invasion forever changed the history of the Reykverfi forever. 

 

As written in the Chornicle of Ulya, the only reason why the Symon legion was able to penetrate the White Alps was because of a banished woman from a clan who lived straddling the Alps. The Hunter, known to Reykverfis as Hemsun, told the Symons of a mountain pass which penetrated the Alps, which conveniently led right into the heartland of the clan who banished her to begin with.  The Symon General did not believe the woman, and instead imprisoned her and spent countless days and countless nights trying to find his own way through the icy snow capped peaks, however he had no avail. He finally decided to listen to Hemsun, after his second in command began suffering from the effects of the cold. Hemsun led the Symon soldiers through countless ravines and crevasses, until finally after 4 days of marching through the alps, the vast expanse of Reykverfi terrain was available to the taking of the militarily superior Symons.  The legion was in the lands of the Reykverfi for only 6 months,but in that period of time they had already transformed the land forever.

 

Within this period, Symon soldiers had established a fort and a settlement, of which the name was Mytila. The settlement at first, was simply just for the soldiers and the General, who was named Governor of the region. Later, the Symons ventured out and brutally enslaved the clan of Reykverfis which banished Hemsun, who became the wife of the Symon Governor, which is only remembered in Chronicles as Krepra. The Symon men lived in the settlement for almost 15 years, before the bulk of the soldiers departed back over the Alps as they were obligated by the then crippling Empire to fight elsewhere, after leaving a sizable garrison to maintain control. This 15 year period was named by the Rekverfi as the Blood Days, as the Symon men periodically went out and slaughtered hundreds of Rekverfis, attempting to establish their control over the land. They never could do so, as resistance was too stiff, Reykverfi arrows and fighters causing more damage then the Symons could sustain.

 

Eventually, after the exodus of the bulk of the Symon men left, Hemsun and her son, Rakir, was left in charge. For almost 30 years, the Symon settlement, called Cinisi by the soldiers, remained the nightmare of any northern boy and girl. Most of the Symon men had  produced children of Rekverfi blood but Symon minds and souls, which became the bulk of the soldiers participating in raiding parties against Rekverfi’s. This period created a high sense of militarization among the Reykverfi, as constant raids and combat made the society increasingly patriarchal and warrior based, a big diversion away from equal sex roles. This was the driving factor behind Ulya the Great, a Tribal Chieftain from a fishing clan near the coast, who lead a united force of Reykverfi warriors from all corners of the peninsula against the Symon Garrison in Mytila. This was the first time that most of the Reykverfi Clans and families had united against a threat, and it would be Ulyas dream to continue this unity in the form of a state.

 

A massive battle followed of epic proportions. Blood was spilled on both sides, but in the end, Ulya and the 7 other great warriors, known as hero’s, and their armies seized the day and captured the town. The inhabitants of the town were all massacred under the pretense of being ‘corrupted’, after consulting the Oracle of the Blue Ice, and the settlement, now a proper town, was wiped clean, and Ulyas tribe, as compensation from the other tribes, was allowed to move in and make the settlement their home.

 

After hundreds of years, the people of Ulya bore many sons and daughters, and spread, utilizing many Symon books and knowledge left over to their advantage as they are one of the strongest Tribes of the 4 which inhabit the peninsula, and with their devotion to the great Blood God, they will achieve this goal at all costs.

 

Nation Culture: The Reykverfi are the product of thousands of years of harsh cold winter environments. As such they are pale skinned humanoid, with hair ranging from Blonde to Ginger in the Essne tribe, and most having blue eyes. The men are often adorned with light blue ink depicting family pedigrees, family legends, or religious inscriptions. Their hair is worn long and loose in the women, however is binded upon marriage. In men, the hair is worn long, but binded until they begin growing facial hair. Once they grow facial hair they wear their hair loose, to represent the freedom granted by adulthood. The hair can only be cut ,by a priest ,on specific religious occasions. The Reykverfi dedicate themselves to fur trapping, whale hunting, and growing grains in small personal farms(mainly barley,). The latter are used as currency amongst the tribes, and as a result of the abundant poor soil they have a heavy meat based diet. Reykverfi families often live in units of 5+, with one man, 1-2 wives, and 2+ children. Most also own a dog, which is believed to be the manifestation of their principal God, Utar. The Dog is prohibited to be killed, and those who find dead canines are believed to have brought bad luck upon their entire family. Tapestry weaving is an intirical part of Norman Culture, as those Tapestries are the Books if the nations and illustrate ancient clan feuds, epic battles, and other times pedigrees, laws, and taxes. 

 

Human Or Humagi (Describe Humagi): Humagi

Reykverfis from the outside look like any normal Human, however as a result of thousands of years of small Magical manifestations and the work of early tribal shamans, they have gained a high level of tolerance towards frigid temperatures and its not uncommon to see Reykverfi people walking around in snow shirtless or lightly dressed.

 

Nation Government System: Feudal, The Duke is elected amongst 5-6 Aristocratic houses, the election is carried out by low ranking nobility, and succession most of the time follows hereditary lines as a result of corruption and under the counter agreements and arrangements.

 

Economy:4

The Dukedom has decent trade, as the various settlements have become the trade markets of the entire peninsula, and it is where all can come to trade their goods. The main trade goods are as follows : Meats (of various types/quality), Furs (of various types/quality), Foods, Weapons, and Religious trinkets

Education:1

Reykverfi’s lack any serious academic education and many do not know how to read or write at all. Only the shamans and priests know how to read and write, as well as select Government officials. The only knowledge that your average Reykverfi knows is of the environment and the activities he does on the day to day, such as hunting, or sailing.

Size (include rough area on map):5

https://imgur.com/a/Mvg2Isk

Military:6

Ulyadar soldiers are, in times of war, recruited by the populace. When raised up by feudal lords, they are often times simply covered in whale hide, which is better suited to the impacts of arrows and blows of blades. The Palace guard are the only ones financed with armor and proper weapons and training, and they are often times decorated by goods from their home lands. The shared characteristics of the palace guard is their iron helmet, which is egg shaped with a slot for their faces.

Ulyadar Archers are very much well known, as archery is something all boys learn how to do from a young age. Ulyadar bows are very long, measuring, on average, up to 4 feet in height. These bows allows the arrow to travel faster, quicker, and hit much longer distances then normal bows found throughout the continent, which is not only suitable for hunting for jittery small furry animals, but for piercing through the hide and leather armour of their foes.

 
See the source image

 

 

 

 

 

Palace guards of the Duke of Ulyadar

The Ulyadar navy is the largest of the various tribes of the Peninsula, as most of the Ulydarians engage in whale hunting activities throughout the Frozen Gulf, where the majestic creatures thrive as a result of the cool water present. As a result the ships have been tailored to chase after pods of whales, utilizing both oar and sails for added speed. They can also be used to traverse through cold rivers, and are very multipurpose full.

 

 

2-Army (1000 Light Infantry, 1000 Light Archers, 4000 Medium Infantry, 4000 Medium Archers)

4-Navy (3 Galley 3 Cog

Mysticism:4

 

As a result of the years of warfare caused by the Blood Days, the people of the land began to flock to the Blood God for his tidings of victory against Symon invaders. Straying from an old outdated Pantheon, the Blood God has found a loyal base within the people of Ulyadar whose militaristic way of life rely on the tenants of the Blood God. 

 

Shamans are present in every clan, however regarded by many as the most powerfull shaman in all the lands, the mysterious and illusive Tancred belongs in the court of the Duke of Ulyadar, Arvid.

 

 

Key Figure 1:

Duke Arvid Ulya, 57, Duke of Ulya

See the source image
Key Figure 2:
Crown Prince Bruce of Ulya, 24, Heir to the Dukedom and reowned warrior across the lands.
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Key Figure 3
Tancred, Oracle of the Blue Ice, Powerful Shaman and Seer, Advisor to Bruce, Legendary Hunter
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Unique Units:

Long Boats: Boats built in the typical Reykverfi style, however much larger. It has a nearly 20x08 feet with a large deck to hold hundreds of soldiers and siege equipment if needed, and below there holds 50 oars on each side along with a square shaped sail. These ships were designed to spend months chasing after mythical ocean creatures, most of the time over sized whales but over time of skirmishes evolved into a flexible war machine.

Hidden Fruit: Lichi

Edited by Alfonso X el Sabio
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Nation Name:
Kingdom of Hilmedhi

 BRIEF History:
The people of the Hilmedhi, were normal humans for awhile. Living on the Hilmedhi Peninsula, the people in Hilemdhi were in a unique position. Protected from out threats from the mountain ranges on the east, but provided with fertile land and lumber from the forest and river that cut through the western section. They had not experienced any setbacks, until people discovered the vast wealth that was had on the peninsula.

 

During what is considered in history as the Dark Nights. Having been backed against a wall, from constant raids, and assaults. High King Valen Cinder, had ordered his people into the mountain ranges. Abandoning the coastal cities, and fertile lands. For the safety and protection of the mountains that the elders had warned Cinder to do. After a three day, bloody march through the forest against enemy forces. The citizen’s had arrived at Cinder’s Valley. The new capital of Hilmedhi.

When the light shined on the people of Hilmedhi, the people had begun to dig into the mountains just one hundred years after the ruination. They were becoming masters of stonework, and learning advanced mining techniques to carve out their first stone hall. They would soon realize what came with digging deeper into earth. They hit a store of magical energy, one strong enough to sweep through the surrounding area of Cinder’s Valley, for days the Kingdom laid in silence. Until the first one’s started to awake. They felt different however, with their bodies changed. Shorter than normal but stout, the magically energy was strong enough to change their body composition entirely.

 

The first days of Change, held the Kingdom in turmoil. Similar to what the Dark Nights had brought. People were enraged at the change, while some others welcomed it. Praising it as a sign from the Gods, and they should welcome it. One man stepped forward and began, preaching the God of Creation. That he had spoken to him in his sleep, and that he was the one responsible for their change. That they should worship him, like they did before. Thanking him for his many gifts, including the land they had settled upon.

 

So changed the Kingdom forever, finding a god to worship. Devout in their worship to him. They began constructing temples of worship, even having personal shrines in their homes. High King Valen Cinder, had passed a decree that any worship of other god’s would be deemed heresy and punishable by death. The Church of Creation was pleased, and seeing their power grow. They took full advantage of this decree.

 

Months later, King Cinder had fallen ill. Bed ridden, his son took over. The barely 16 year old boy took over, and his inexperience led to him seeking guidance which he received from the Church. The young boy, thought they were helping him out of the kindness of their heart. But like most, they just seeked to increase their power even further. For years, they exploited the boy. Years they used him to increase taxes that would be given to the church, and giving them power for them to take authority into their hand when dealing with heretics. Until one day, they claimed his sister as a heretic. Which he defended in his honor. The Church saw her as their biggest threat. With her ways, she could not be left to live. After weeks of keeping her hidden, the Church found her, and murdered her in cold-blood. Soon after this would trigger one of the darkest, and well hidden secrets of Hilmedhi. Know only as the Culling to the modern Hilmedhians, High King Valen Cinder II demanded a meeting with the Church leaders. After they meet in the throne room, they doors were slammed shut. Valen II raised from his throne, his war axe in hand. His men followed suit, and the massacre began. Cutting down, every church official there was in his way. He left one alive, the youngest. His friend, Thames. Swearing him into a vow of silence for the reminder of his life. The new Cardinal of Change, would never speak a word again.

 

The ways of Mad King Cinder II are mostly forgotten, the Cinder family still rules Hilmedhi. That soon might change, with no living hier left. With the King approaching his later years, the Kingdom was about to experience something they have not experienced in sometime.  

 

Nation Culture:
Southern Arosi, Hildemhi.

Human Or Humagi (Describe Humagi):
 

 

Humagi, the people of Heldemhi now stand on average at 4’10 these stout beings were changed by a massive energy blast that led to them being changed physical. They are more resilient than their human counterparts, with the ability to take a beating and work in tough environments.    

 

Nation Government System:

Medieval Feudalistic government, with a few twist. One being the church has a good deal of sway in decisions, and the other being opportunity for education by many.  
 

Economy:
4, For the most part, being isolationist have worked out well for the people of Hildemhi, crafting jewels and exquisite weaponry from their magic abilities. With a wide supply of limber, to assist them. Trade within Cinder’s Valley, is luxurious. Only being held back by the Kingdom’s isolationist views.   

 

Education:
8, the people of Hildemhi have dedicated themselves to advances in technology that will help with their endeavors deep into the mountains and continue their advanced smithing techniques.

 

Size (include rough area on map):
3

https://gyazo.com/d4e7bb80a91c258fe12d41e50741ceb6 ((location choice 2))

Military:
1, The Military remains a weakness in Hildemhi as isolation has kept them from achieving strength.

 

Mysticism:

4

The ongoing worship of The god of Creation had led to an internal conflict in the Kingdom which was quickly was handled by the Culling. The Church following is still a big part of the Kingdom.

 

Key Figure 1:
High King Throck Cinder IV, the last living high king. With no heir to date, the legacy of the Cinder’s might die with him.  

Key Figure 2:

High Queen Ruthna Cinder, a younger queen who was apart of a marriage between the Cinder’s and a Lord of Hildemhi. She is ruthless for a lady and cunning, she holds her own. She’s capable of much more. Her love of Throck is the one downside, loyal to a fault. 
Key Figure 3:
Cardinal Thames Rune X, the decedent of Thames I the family remained in the power of the Church. Remaining friends with the Cinder’s, but unlike the other Thames X is not sworn to silence.

 

Unique Unit: Hildemhi Ironbreakers , this special unit is stalwart. Engaging in close combat with them is almost certainly to spell doom for their opponent, equip in heavy armor with war axes and a round shield. These men are the elite of the Dwarf warriors, these warriors are seen in the most important battles and their deaths are treated as a great lose to the nation.   
 

Hidden Fruit: Licihi 

Edited by Sneaky2
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Nation Name: Ischyros

BRIEF History: Ischyros began as a small city on the banks of the Eye, a fairly unimportant part of the Symon Empire, which relied mostly on river trade to flourish. With moderate industry and better than average craftsmen, Ischyros came to prosper over the years, leading it to slowly grow as the rivers and the roads pumped life into the city. Somewhat ironically, the fortress of Kastropolis had existed many years before the foundation of Ischyros, and it provided the urban centre with a great deal of protection – a situation the politicians of Ischyros would soon come to be thankful for.

 

Ischyros remained neutral as civil wars raged throughout the Symon Empire, quickly becoming the focus point for large bands of refugees and immigrants desperate to escape the turmoil of a collapsing Empire. What had once been a small fishing city on the banks of the Eye swiftly blossomed into a great and sprawling urban centre, and perhaps the largest city in a by now crippled Symon Empire.

 

Unfortunately, this was taken as an insult by some, who used conflict and disorder to launch raids and attacks on the city, usually being turned back at Kastropolis, but succeeding in sacking the city more than once. This state of affairs led to the rise of the only King of Ischyros, a warrior by the name of Parmenos. A hard man, Parmenos quickly extended his sovereignty well down the river and almost to the coast, while fortifying his capital city against further incursions. However, the harsh nature of his rule soon led to his assassination, and gave the people of Ischyros a certain distaste for royalty. Parmenos, however, had left one thing of note behind, the massive fortifications known as the Tyrant’s Walls. 

 

Nation Culture: The Citizens of Ichyros are a proud and reliable people, well versed in the arts of trade and of making money. While they are not particularly over zealous in religious thought, they do make up for this with copious offerings to their chosen God of Magic, mainly so they can swiftly forget about him again. A people of middling height and olive skin, it is often the thoughts of invaders that the people of Ischyros are ill suited to war, a thought quickly remedied. Fiercely protective of their independence, the Citizens are as liable to support the conquest of a potential threat as they are to allow its continued existence.

 

Human Or Humagi (Describe Humagi): Human

Nation Government System: Ischyros is a democracy, in a rather strange and backwards fashion. Power, in theory, lies with the people of the city to make decisions, however the Peoples’ Assemblies often accept the advice of the Senate – in theory a body with no legislative power, in reality a body with extreme influence over legislative power – a group of men who held their positions by means of their wealth and their election to public office. The Senate and the Assemblies were, in turn influenced by the Council of Sorcerors, a group with no right to interfere in political matters, but who interfered so often and so extensively that it seemed they did.

 

Economy: 4

Economically, Ischyros has an extremely strong economic base, and by rights should be absurdly wealthy from the amount of tax that poured into the coffers. Unfortunately, the citizens of Ischyros were an awkward and contrary bunch, and much of this coin is paid back out on things such as public works and the grain dole. Ischyros cannot, unfortunately, boast of great wealth as she squandered more than half of her yearly treasury.

(30’000 gold)

 

Education: 4

On average, education belongs to he who can afford it in Ischyros. Most of the upper-lower classes can read and write, a status afforded to them by the wealth of their parents. On occasion, one may find a few lesser citizens who are literate, reading is not usually considered an essential skill for those of the lesser occupations.

 

Size (include rough area on map): 8

Ischyros controls sparse territory, but has an unbelievably dense population. Millions call the vast city their home, and it is undoubtedly the greatest urban centre in the world. The great lake known as the Eye is the beating heart of the city, and it is common for whole families to live and work on the lake, while there are many farms along the banks, there is, however, no urban concentration comparable to the City of Ischyros, all other settlements taking the form only of small villages and towns, made to make fishing and farming easier.

 

Of a population of 4’500’000, all but 500’000 live within the walls of the city itself, the rest scattered over the limited territory occupied by the City-State.

https://imgur.com/a/d1LexC2

 

Military: 4 

While not a massive military power, Ischyros boasts a fairly strong army and a strong series of defenses. In the city itself, the Tyrant’s Wall protect much of Ischyros, along with the three Great Fortresses spread along the  city’s perimeters. To the immediate south of the city lies Kastropolis, a large fortress designed to act as the first line of defense for Ischyros.

 

A strong army is maintained by means of the Citizen-Levy – an onus placed upon each man of a certain age to maintain arms and armour in defense of his homeland. Typically, men are expected to serve for five years, to then be dismissed back to a civilian life. Interestingly, only the better off classes join as the Ischyros Comitatenses, well trained and equipped regular infantry, while the lower classes join the army as Limitanei and skirmishers.

 

3’000 Medium Infantry(Comitatenses), 3’000 Archers(Limitanei), 4’000 Light Infantry(Limitanei)

 

Mysticism: 1

Religion and magic play a moderate role in the City of Ischyros. While the Council of Sorcerors wields much influence over the Senate and the Lower Assemblies, most citizens think but little of magic, preferring to perform the basic acts of piety and to continue on with their lives, leaving the tending of the God of Magic to those who actually practice magic. 

 

Key Figure 1: Aeropas, an influential senator and general, rival to Koinos.

Key Figure 2: Koinos, an influential senator and general, rival to Aeropas.

Key Figure 3: Tyrimmas, an ancient scholar and head of the Council of Sorcerors.

 

Unique Unit: Palatini Comitatenses

Extremely well trained and disciplined infantry, the Palatini Comitatenses represent the absolute cream of an Ischyros Legion, and find themselves well led and equipped. They are professional soldiers, unlike the citizen-soldiers of the Ischyros Army, and it is a status that shows.

((Replaces heavy infantry, nothing particularly special except great discipline.))

Image result for comitatenses

Hidden Fruit: Lichi

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The Eadni Civilization

Economy: 8

Education: 7

Size (include rough area on map): 3

Military: 1

Mysticism: 2
 

Geography
Capital City: Madinah Al-Salaam
            Population: 1,500,000
Important Locations
- Khaleej Al-Eadn
- Saharaa Al-Sumaq
- Qar’a Te’Towel.  

Economy
Treasury Reserves: 60,000 Gold

Current Income:8,000 Gold per Year

Military
Land Forces
First Princely Regiment of Archers (500 Men)

Naval Forces: 
Malik al B’har (Galley)

Education
Major Universities: 
Jamia Al-Salaam

 

History
Over seven hundred years ago, the mysterious Exiled Kingdom collapsed in the Great Calamity along with the other great peoples of the ancient world. These peoples were said to have constructed awe-inspiring cities and to have conquered the harsh sands of the Sumaq desert. They also built ships capable of traversing unfathomable distances, spreading their wealth and knowledge to all corners of the world. Despite all their decadence, the Great Calamity engulfed them just as it had all other ancient peoples; tearing through those peoples until the last city was buried by the sands and the last ship was reclaimed by the sea. 

From the shattered remnants of the Exiled Kingdom, the rugged Eadni people carved out their small share of a renewed civilization.

Established on the ruins of an ancient port city belonging to the Exiled Kingdom, the Eadni people first settled the region nearly two hundred years ago. Prior to settling in the ruins, the Eadni lived a nomadic lifestyle in the flatlands of the peninsula just south of the city. When their civilization became far too great in number to feed and the Eadni tribes began to fracture, a great leader united the Eadni nomads beneath a single banner; the banner of the House of Erakat.

 

The Erakats were unlike the other Eadni; they were the first to settle in the ruins of the ancient city and master primitive agricultural techniques. They quickly ballooned in size and strength and set about uniting the rest of the peoples living on the peninsula. Rather than conquest through arms alone, the Erakats practiced a compelling cult of worship of the Deep One and the earliest Erakat Mystics inspired entire tribes with their command over beasts and the sea. Despite their best efforts to unite their peoples peacefully, the House of Erakat nevertheless still required arms to best the last of the nomadic Eadni and completed the unification under the rule of Amir Ibrahim Erakat II.

 

After the unification of the nomads and call to settle, the Erakats set out to create a massive city out of the ruins of the ancient one. In the later years of his reign, Ibrahim II called for the creation of an impressive port and established a primitive system of banking which would be expanded upon over the next two hundred years. The Ibrahimic Period also saw the renunciation of all gods save for the Deep One and the establishment of a Merchant’s Company to oversee the city’s economic activity. 

 

//


In the modern period, Amir Salman Erakat is the steward of the Eadni people and the city of Salaam. He oversees the army as well as the naval forces of the city while also serving as one of the most important figures in the Cult of The Deep One which holds significant influence within the city. 
______________________________________________________________________________


Culture
After settling into Salaam, the Eadni quickly lost their rough edges and became far more decadent under the stewardship of the House of Erakat. Trade brought significant wealth, though this wealth was not exclusive to material goods. New ideas and information flowed into the city of the Eadni and allowed for an explosion of civilization in their small corner of the world. 

Under the Erakats, a revival of the ancient commercial spirit of the southern peoples of the Exiled Kingdom is underway. The Eadni people are driven by a sense of pride in their work and their status as the chosen children of the Deep One. Along the great river Eadn and the Gulf of Eadn (from which the people were given their collective name), small shrines to the Deep One can be found throughout the landscape and even the wealthiest of the Eadni make pilgrimages into the desert to the great Far Sea where the Deep One is said to speak with his people.
______________________________________________________________________________

 
Government
Emirate under the leadership of Salman Erakat

Significant Individuals
1 Salman Erakat; Amir of The Eadni People

2 Ali Ibn Ibrahim; Chief Priest of the Cult of The Deep One

3 Mahmoud Mara; Captain of the Malik al-B’har

 

 

 


 

Edited by _pok_
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Nation Name: The Kingdom of Draconia

BRIEF History:

The Kingdom of Draconia formed together following the turbulent period after the fall of the great Empires from the many Draconian Villages that inhabited the area’s that formed the basis of their current Kingdom. Following the Great Collapse as they believed it too be, the various tiny village communities banded together with the help of the wealthiest village around that was also built on a secure and easily defendable position which would lead grow to become the Great Capital City of Helios. It was very tough in the first years, fending off the roaming war lords and dissident Draconian bandits that splintered off from the main group until finally they were crushed following a brutal campaign to secure the countryside with the prospect of building more farms for the growing populace.

 

Now after many years of growing, expanding and building off what they had, the Kingdom of Draconia would just recently mourn the loss of their previous King - Uthrin’s Father, Kliss Barathorn who had ruled till the age of 63 where he would have been taken away due to a sudden and harsh sickness that even the courts trained doctor’s could do naught but pray alongside the Religious counterparts. Now with the crown having been bestowed to Uthrin, he would have begun his reign with the goal of continuing his father and his ancestor’s work - furthering the Draconian people and ensuring a prosperous and peaceful realm for the future generations alongside his wife and children.

 

Nation Culture: The Draconians are a race of adventurous and strong willed people with a belief that every person is born with a flame in them and once that person dies their flame is given up to the Great Blaze God to become one with his great flame. They also believe that if one were to accomplish something great in life or die in combat for the better of their people you will die with a larger flame that contributes to a higher standing with the Great Blaze.

Meanwhile in Draconian Society, Noble’s are few with most of the power being granted to the King with the job of protecting the realm and ensuring prosperity for the people whilst also making sure not to displease their god. Martial prowess and intelligence is also highly regarded with martial prowess being more leaned towards due to those people typically becoming strong rulers, this also leads to an admiration for strong militaries.

 

Guilds are also prevalent in the Draconian Society with the more prominent guilds being the Merchant Guild, and the Scholars Guild with the Church’s power matching their own.

Human Or Humagi (Describe Humagi): Humagi - Calling themselves the Draconians with their people being born with traits much like the god that they worship. Born with horns, sparse tough scales and a slender scaly tail, they are also typically born with fiery red or black as night hair with their eyes consisting of light brownish-yellow, brown or intense ocean blue eyes.  

Nation Government System: Feudal with the King having a council comprising of either high ranking noble men or influential members of guilds who help in carrying out the Ruler’s orders.

Economy: 7

Income: 10K ( 7K Econ Income + 3K base income?)

Starting Gold: 52,500G

 

Education: 5

Draconian’s pride themselves on having an educational system that is available to nearly everyone within reach of the nearest educational center. Of course, Children are to be educated until they hit their coming of age point (Typically around 15 or 16) where they would be given the option of heading out on their own or signing up for the military which would be a lifetime sort of option. However until a proper school building is constructed, people are taught usually within the churches buildings.

Size (include rough area on map): 3

Total Pop: 1,500,000 Draconians

https://imgur.com/A6UvCaL

 

Military:

Army: 2

Total Unit Count: 5,000 = 10 units

  • (1,500 total)3 units of T1 Med Infantry

  • (1,500 total)3 units of T1 Light Infantry

  • (2,000)4 Units of T1 Light Archers

Navy: 1 (2,500 Used)

  • A single Galley

 

Mysticism: 2

Key Figure 1: King Uthrin Barathorn - Son of the Old King Kliss Barathorn, He was twenty years of age when he took up the crown and is now twenty five with the goal of expanding his people’s borders and securing a prosperous kingdom for them.

Key Figure 2: Queen Alysa Barathorn - Wife to King Ulthrin and daughter of Duke Havalon Visi and Mother too two healthy young babies; Prince Flavis age two and Princess Zalava age one.

Key Figure 3: High Flameer Calita - The Head Religious leader of the Great Blaze Religion, Calita works alongside lower ranking religious leaders in training up the next generation of Flame Bearers and occasionally is consulted by the Kings and Queens in magical matters.

Unique Unit: Draconian Axemen (Heavy Shock Troop/Berserker): The Draconian Axe-men are designed to lead the main forces into battle and consist of the best of the best in the military with the honor of being an Axe man of high regard within the Draconian Society with the job also being among the most dangerous in the military. They are the first ones to jump into the fray, blood lust and a frenzy for war contributing to their desire for battle leads them to being the more ferocious and deadliest troops in the military.(Special Heavy Unit)

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On 2/7/2019 at 5:18 PM, _pok_ said:

The Eadni Civilization

Economy: 8

Education: 7

Size (include rough area on map): 3

Military: 1

Mysticism: 2
 

Geography
Capital City: Madinah Al-Salaam
            Population: 1,500,000
Important Locations
- Khaleej Al-Eadn
- Saharaa Al-Sumaq
- Qar’a Te’Towel.  

Economy
Treasury Reserves: 60,000 Gold

Current Income:8,000 Gold per Year

Military
Land Forces
First Princely Regiment of Archers (500 Men)

Naval Forces: 
Malik al B’har (Galley)

Education
Major Universities: 
Jamia Al-Salaam

 

History
Over seven hundred years ago, the mysterious Exiled Kingdom collapsed in the Great Calamity along with the other great peoples of the ancient world. These peoples were said to have constructed awe-inspiring cities and to have conquered the harsh sands of the Sumaq desert. They also built ships capable of traversing unfathomable distances, spreading their wealth and knowledge to all corners of the world. Despite all their decadence, the Great Calamity engulfed them just as it had all other ancient peoples; tearing through those peoples until the last city was buried by the sands and the last ship was reclaimed by the sea. 

From the shattered remnants of the Exiled Kingdom, the rugged Eadni people carved out their small share of a renewed civilization.

Established on the ruins of an ancient port city belonging to the Exiled Kingdom, the Eadni people first settled the region nearly two hundred years ago. Prior to settling in the ruins, the Eadni lived a nomadic lifestyle in the flatlands of the peninsula just south of the city. When their civilization became far too great in number to feed and the Eadni tribes began to fracture, a great leader united the Eadni nomads beneath a single banner; the banner of the House of Erakat.

 

The Erakats were unlike the other Eadni; they were the first to settle in the ruins of the ancient city and master primitive agricultural techniques. They quickly ballooned in size and strength and set about uniting the rest of the peoples living on the peninsula. Rather than conquest through arms alone, the Erakats practiced a compelling cult of worship of the Deep One and the earliest Erakat Mystics inspired entire tribes with their command over beasts and the sea. Despite their best efforts to unite their peoples peacefully, the House of Erakat nevertheless still required arms to best the last of the nomadic Eadni and completed the unification under the rule of Amir Ibrahim Erakat II.

 

After the unification of the nomads and call to settle, the Erakats set out to create a massive city out of the ruins of the ancient one. In the later years of his reign, Ibrahim II called for the creation of an impressive port and established a primitive system of banking which would be expanded upon over the next two hundred years. The Ibrahimic Period also saw the renunciation of all gods save for the Deep One and the establishment of a Merchant’s Company to oversee the city’s economic activity. 

 

//


In the modern period, Amir Salman Erakat is the steward of the Eadni people and the city of Salaam. He oversees the army as well as the naval forces of the city while also serving as one of the most important figures in the Cult of The Deep One which holds significant influence within the city. 
______________________________________________________________________________


Culture
After settling into Salaam, the Eadni quickly lost their rough edges and became far more decadent under the stewardship of the House of Erakat. Trade brought significant wealth, though this wealth was not exclusive to material goods. New ideas and information flowed into the city of the Eadni and allowed for an explosion of civilization in their small corner of the world. 

Under the Erakats, a revival of the ancient commercial spirit of the southern peoples of the Exiled Kingdom is underway. The Eadni people are driven by a sense of pride in their work and their status as the chosen children of the Deep One. Along the great river Eadn and the Gulf of Eadn (from which the people were given their collective name), small shrines to the Deep One can be found throughout the landscape and even the wealthiest of the Eadni make pilgrimages into the desert to the great Far Sea where the Deep One is said to speak with his people.
______________________________________________________________________________

 
Government
Emirate under the leadership of Salman Erakat

Significant Individuals
1 Salman Erakat; Amir of The Eadni People

2 Ali Ibn Ibrahim; Chief Priest of the Cult of The Deep One

3 Mahmoud Mara; Captain of the Malik al-B’har

 

 

 


 

 

Accepted. Pm me your unique unit idea.

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Spoiler

 

 

The Fortress Libraries

 

BRIEF ha History:

 

Time is a thing hard for mortals to predict, but to the God of Change and his adherents it is a science like any other. The fall of the Symon Empire was predicted decades in advance by a clandestine coterie of clairvoyants, and plans were accordingly set into place. Inevitably there would be a long era of barbarism and chaos, throughout which much of the wonder and knowledge of the old world would be trampled under foot by the ignorant and unenlightened. Such was accepted by the nascent seer council of the sanctuary, as all things had a beginning and end – even an empire. Their discoveries could, of course, not be shared with the populace at large, or even the majority of the imperial intelligentsia, for the god of disbelief held deep sway over the masses. Adherence to any other deity was questioned at best, fatal at worst. And so the seers went about their work in patient secrecy, gathering like minded souls copying knowledge destined to be lost to time. They would save all they could from the fires of ignorance and hold it in safekeeping till a more peaceful age next arose, when that vast accumulated knowledge could be shared with the world and benefit a new empire. In secret, the conspirators built a vast underground complex in the mountains of central Naros, a labyrinthine repository of learning and power that would not only protect the arcana and technical archives that the scholars toiled ceaselessly to gather and spirit to safety, but also the scholars themselves. For what use is a library without librarians to catalogue and interpret it? The disciples of the God of Change entombed themselves with their hoard of literature in their great fortress library, The Bastion, and its satellite facilities to ride out the unfolding apocalypse.

 

Many centuries passed in the dark deeps of their great vault. The sprawling underground city had been built into a natural cave system, and dilligently propagated with cave-hardy crops and animals. Each citizen knew their role from birth was the safeguarding and preservation of the vast library. Some worked to sustain the vault and its people, others to protect them from marauding threats, while others still cared for the ancient tomes and magics kept in trust for future use. Many generations lived and died in the underground gloom, and much knowledge was lost simply due to the fact that there was too much of it to keep track of. Vast storehouse archives could lie unentered for years, with their contents largely forgotten by the living – for there was too much for anyone to read within a lifetime. A closed community is often susceptible to disease or inbreeding, leading to further die-offs of living knowledge. Gradually the scholars turned to their religion to sustain their charge, a scholarly undertaking turned to sacred mission. Key texts were turned to holy books, their knowledge within considered ritual. Understanding could come in the future, when the vaults were opened and the outer chaos subsided. In the dark years, retention of knowledge was paramount. Rituals of retranscribing and rebinding of the blessed books became commonplace, with ceaseless faith a necessity for the comparatively small and dwindling population to preserve its vast and quickly mouldering charge of tomes. Gradually, stability came, and after it the opportunity to understand and contemplate the texts once more. That time coincided with the Great Awakening.

 

Now the Fortress Libraries have opened their hidden and fortified gates once more, its people emerging into the blinding light of a new world. The appointed hour, as written in the texts of the First Scryers (whose power is sadly long forgotten but SURELY contained within the texts of the Great Corpus), has come. Now the librarians must work the world once more and assess its progress. Initial reports are not promising. The world is untamed and still politically divided. Inevitably they will collapse and a dark age will come again. Undaunted, the librarians stick to their charge. Knowledge must be acquired and safeguarded, above all other considerations. The other nations are fleeting, but of use to the great undertaking. Their knowledge will be assessed and preserved for posterity. What happens to them, ultimately, is inconsequential, but they surely cannot be trusted with items of immense power. Now, the Librarians go forth with spell, sword and quill.

 

 

Nation Culture:

Human

Nation Government System:

Meritocratic Oligarchy

Economy: 6

Education: 7

Size (include rough area on map): 2

 

DeG53BG.jpg

 

Military: 2

Mysticism: 4

Key Figure 1: High-Magus Allidar Varchus – Chief among the librarian magi, master of scholars, priests and magicians.

Key Figure 2: High-Guardian Theodor Kryze – Chief of defensive considerations, the mundane military and scouting.

Key Figure 3: High-Quartermaster Maria Vane – Chief of civilian activity.

Unique Unit: Librarian Knights – Small, elite units of warrior-scholars ideally suited for long-range exploration of lost knowledge sources.

Hidden Fruit: Lichi

 

Spoiler

magi-medieval tech priests yo

 

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On 2/22/2019 at 1:56 AM, Samoblivion said:
  Reveal hidden contents

 

 

The Fortress Libraries

 

BRIEF ha History:

 

Time is a thing hard for mortals to predict, but to the God of Change and his adherents it is a science like any other. The fall of the Symon Empire was predicted decades in advance by a clandestine coterie of clairvoyants, and plans were accordingly set into place. Inevitably there would be a long era of barbarism and chaos, throughout which much of the wonder and knowledge of the old world would be trampled under foot by the ignorant and unenlightened. Such was accepted by the nascent seer council of the sanctuary, as all things had a beginning and end – even an empire. Their discoveries could, of course, not be shared with the populace at large, or even the majority of the imperial intelligentsia, for the god of disbelief held deep sway over the masses. Adherence to any other deity was questioned at best, fatal at worst. And so the seers went about their work in patient secrecy, gathering like minded souls copying knowledge destined to be lost to time. They would save all they could from the fires of ignorance and hold it in safekeeping till a more peaceful age next arose, when that vast accumulated knowledge could be shared with the world and benefit a new empire. In secret, the conspirators built a vast underground complex in the mountains of central Naros, a labyrinthine repository of learning and power that would not only protect the arcana and technical archives that the scholars toiled ceaselessly to gather and spirit to safety, but also the scholars themselves. For what use is a library without librarians to catalogue and interpret it? The disciples of the God of Change entombed themselves with their hoard of literature in their great fortress library, The Bastion, and its satellite facilities to ride out the unfolding apocalypse.

 

Many centuries passed in the dark deeps of their great vault. The sprawling underground city had been built into a natural cave system, and dilligently propagated with cave-hardy crops and animals. Each citizen knew their role from birth was the safeguarding and preservation of the vast library. Some worked to sustain the vault and its people, others to protect them from marauding threats, while others still cared for the ancient tomes and magics kept in trust for future use. Many generations lived and died in the underground gloom, and much knowledge was lost simply due to the fact that there was too much of it to keep track of. Vast storehouse archives could lie unentered for years, with their contents largely forgotten by the living – for there was too much for anyone to read within a lifetime. A closed community is often susceptible to disease or inbreeding, leading to further die-offs of living knowledge. Gradually the scholars turned to their religion to sustain their charge, a scholarly undertaking turned to sacred mission. Key texts were turned to holy books, their knowledge within considered ritual. Understanding could come in the future, when the vaults were opened and the outer chaos subsided. In the dark years, retention of knowledge was paramount. Rituals of retranscribing and rebinding of the blessed books became commonplace, with ceaseless faith a necessity for the comparatively small and dwindling population to preserve its vast and quickly mouldering charge of tomes. Gradually, stability came, and after it the opportunity to understand and contemplate the texts once more. That time coincided with the Great Awakening.

 

Now the Fortress Libraries have opened their hidden and fortified gates once more, its people emerging into the blinding light of a new world. The appointed hour, as written in the texts of the First Scryers (whose power is sadly long forgotten but SURELY contained within the texts of the Great Corpus), has come. Now the librarians must work the world once more and assess its progress. Initial reports are not promising. The world is untamed and still politically divided. Inevitably they will collapse and a dark age will come again. Undaunted, the librarians stick to their charge. Knowledge must be acquired and safeguarded, above all other considerations. The other nations are fleeting, but of use to the great undertaking. Their knowledge will be assessed and preserved for posterity. What happens to them, ultimately, is inconsequential, but they surely cannot be trusted with items of immense power. Now, the Librarians go forth with spell, sword and quill.

 

 

Nation Culture:

Human

Nation Government System:

Meritocratic Oligarchy

Economy: 6

Education: 5

Size (include rough area on map): 2

 

DeG53BG.jpg

 

Military: 2

Mysticism: 6

Key Figure 1: High-Magus Allidar Varchus – Chief among the librarian magi, master of scholars, priests and magicians.

Key Figure 2: High-Guardian Theodor Kryze – Chief of defensive considerations, the mundane military and scouting.

Key Figure 3: High-Quartermaster Maria Vane – Chief of civilian activity.

Unique Unit: Librarian Knights – Small, elite units of warrior-scholars ideally suited for long-range exploration of lost knowledge sources.

Hidden Fruit: Lichi

 

  Reveal hidden contents

magi-medieval tech priests yo

 

 

Accepted.

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