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V A H A S T R A

BLACK GNOSIS

A homebrew, late-antiquity, fantasy nations FRP

 

 

Over a millennium ago, a lowly petty king of a backwater state on the Taloxatlan island was struck with a sudden drive. As legends go, the man would journey to the highest peak on the island, and there he waited. And prayed. And waited. Many days and nights past, all bringing new challenges - scorching heat, buzzards, and soon thirst, and hunger. But this man stood firm. His body began to fail, his mind began to doubt, but he did not move. Just as his eyes began to force themselves shut, perhaps forever, they were stirred by the passing of a great shadow.

 

A thunderous crash rang out across the peak, and the earth shuddered in anticipation. The man looked up, and his gaze was met with that of an ancient golden dragon. But he did not quiver, for he knew this was his purpose. His hand instinctively placed itself on his snout, and the dragon bowed before him. 

 

“Let the world behold, and let darkness tremble! Our great work begins, and peace and prosperity shall follow forevermore - under the light of the Sun!” 

 

These legendary words spoken by Lightbringer Arkhelon, senior to the mountains themselves, to Kaloratlon - Firstborn of the Sun - were the genesis of a new world. Together, the man and the dragon took flight across the Mesogean, and through fire and light they laid the foundation of the next thousand years. The Anakhta Elraion had been forged.

Founding Myth of the Elraic Empire

 

—-

 

(Music:)

 

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Map of the known world, featuring the Elraic Empire. (Red Areas are outside spawn)

 

For over a millennium, civilisation around the Mesogean Sea has been under the shadow of the Anakhta Elraion - the Elraic Empire. From their position on the northern coast of Hekoretlos, their influence is felt on all the shores of the heart of the west. By no means has it gone unchallenged, but in the centuries of its slow and steady expansion, there have been very few true threats to the Empire - not with the might of the Lightbringer to defend it, as he has since its birth. 

 

However, a great many things can prosper under a shadow, as they have both on Hekoretlos and the northern wilds of Gerakunos. From the ashen mage-lords of Satyghrios, to the blood-drinking, demon-worshipping kings of Taloxatla, and the seaborne city-states all along the coasts that grow fat under the Elraic Peace, many have made their stake in the world, and none would give it up easily. On the fringes, the Empire may be ignored, even entirely unknown. But where civilisation is centred, all have been forced to make their own way of dealing with the preeminent power, whether it be with gold, supplication, or fierce resistance. And while doing so, they fight bitterly over that which the Empire does not yet deign to touch. 

 

It is into this rhythm that the world has settled, where lives are traded back and forth over fragments of an unreceding shadow. Many, especially within the Empire, see this as the natural state and fate of mortalkind.

But change always comes, as it has many times even within the Empire, as well as those seeking to seize the reins of it. 

 

The year is 1048, the Year of the Fool, the year of new beginnings, of latent potential, of freedom - and of the precipice. It is an age where blood, glory, and wonder flow bountifully. One where a single, overlooked finger on the scales of fate may tip the balance, and the face of Vahastra be once again changed forevermore. 

 

—-

 

Vahastra is a fantasy nations roleplay set in an eponymous homebrew world in its own version of Late Antiquity. The known part of this world is that to the west and north of the Elraic Empire, an ancient empire that venerates the Immortal Sun, Sehula, and the Emperors and Empresses that descend from her according to legend. This Empire is analogous to the Roman Empire at its height in terms of its geopolitical position, though not in structure.

While most players will be outside the Empire, there are multiple spaces for those who may want to play within it as a “province”. The Empire is a patchwork in terms of its provincial governance, with appointed governors, integrated client kings, holy orders, and others all being present as internal stakeholders, and represented in an Imperial Council. 

 

However, most of the known world exists outside the Empire, and while it's presence is felt at least somewhat across it, there is a great deal of room for the independent agendas and needs of the many free kingdoms, tribes, and cities, who will be formed out of the majority of players and NPCs. 

 

Vahastra is heavily shaped by the multiple magics present in it, and the associated faiths and practices of the cultures that use them. Each magic type splits into two branches halfway up the tree, with each branch representing divergent schools, faiths, or practices that share a common origin. Chief among these are the light magics of what is commonly seen as a divine pair - the Sun Goddess, known in the empire as Sehula, and the Moon God, commonly known as Mehnos. 


However, across the known world every culture will have its own commonly practiced sorceries, and their own traditions and tales to explain them or venerate their use. With this being the case, while some nations are fully devoted to one magic, many have minorities or syncretisms that result in another magic of an entirely different sort also being utilised. To the end of representing this, players get one main magic branch, and one secondary branch. 

 

The world of Vahastra is also host to three races of humanoid - humans, and Dusii and Dawekii.

Dusii are a less populous race shunned by many, for their origin is believed to come from the Stygioi. Their appearance tends not to help this, having flesh like stone, with more socially prominent ones boasting crests and floating, fiery symbols on their heads. They also boast an affinity with magic, though their bodies are a little more frail than those of their fleshier brethren.

Dawekii are the stark opposite - though a little shorter than humans, they are far bulkier and more robust. They lack capability with magics other than Shamanism, Druidism, and the Stygian Arts, and they tend to be less capable of the more specialised skills of civilisation, though are by no means less intelligent.

Both are by and large seen and treated as second-class citizens or worse in human civilisations, including the Empire, with Dusii tending to either live in that state or in reclusive, isolated city-states reflecting their low population, while Dawekii tend to live outside civilisation in Iron-Age tribes in the areas closer to the known world's frontier. 


Rules:

  • No metagaming, powergaming, etc
  • Persistent or targeted OOC toxicity will be punished 
  • If you have an issue with modding, take it up with the mod first
  • Add the codeword ‘boink’ to the end of your application
  • Try to avoid obnoxiously memey names for characters or places or whatever. As a rule of thumb for what’s obnoxious, if it being a meme isn’t obvious at first glance, it’s fine.

 

Magic:

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As previously stated, you pick two magic branches - a main and a secondary. As seen in the above image, there are 10 magic trees, each of which have two sub-branches, all with an equal number of spells ranging in power from T1 to T5. These spells are cast by Adepts, who can cast T1-T3 spells, and Mages, who can cast up to T5 (with each individual able to cast only one sub-branch). 

 

Both of your choices are specifically of one sub-branch of a tree - you are able to recruit mages for your main branch, and you can also recruit them for your secondary if your sub-branch is in the same tree. For example, if your main branch is the Immortal Sun branch of Solar Magic, and your secondary is the Raging Sun branch, you are able to recruit both mages and adepts for both. However, if your secondary is outside your main branch's tree, such as having Immortal Sun as a main and Eternal Moon as a secondary, you can only recruit adepts for the secondary branch, and therefore only cast up to T3 spells in it. 

 

Almost all combinations are fine, except the following:

Lunar Magic - Necromancy 

Lunar Magic - Stygian Arts

Solar Magic - Necromancy

Solar Magic - Stygian Arts

Shamanism - Stygian Arts

Vice versa applies

 

When the game starts, you will start with only your magics' T1 and T2 spells unlocked, which can be seen on the below mechanics sheet. Progression will be explained in Discord, and feel free to ask away in there for any questions you have so you can pick your magics. 

 

Mechanics:

Mechanics and Rules Sheet

 

The mechanics may appear daunting at first, but please don’t be put off if they do - other players and I will be more than happy to explain anything, and there’ll be a player spreadsheet that will allow you to not have to worry about figuring out everything about the rules or doing maths every turn for your nations. Here’s a brief breakdown of some core concepts:

 

Spoiler

 

Resources:
Resources are essentially the capacity for your nation to undertake certain actions each turn, and are gained primarily through buildings and population. Recruiting troops costs steel, gold, and manpower, building ships takes lumber, and buildings themselves cost gold and stone to construct. 

 

Provinces:
The world is divided into provinces, each with their own amount of population dependent on multiple factors, like terrain, or the presence of a settlement. Certain buildings, namely those use to accrue raw resources, can only be built in provinces, at a max of 1 per province. Things like movement speed and territory are based on provinces. 

 

Cities: 

Centres of population that take up a province. These are the economic and administrative centres, allowing the construction of buildings to produce trade goods, recruit generals and mages, and so on. 

 

Government types:
There are 3 government types - tribals, city-states, and kingdoms.

Tribals lack cities, instead relying on their traditions and their fellow tribes to defend against the encroaches of civilisation, in addition to their being able to migrate.

City-states are limited in size and manpower, but their city is a locus for economic power, expanding through trade and colonies.

Kingdoms are run of the mill states, and primarily expand by directly taking provinces by force. 

 

Population:
Population is bodies to tax and conscript, giving gold and manpower depending on your government type. Population is semi-static - rather than growing by a set % each turn, an individual province’s population will only change via events or special circumstances, and more population is primarily gained by acquiring new provinces. 

 

The map will be available on Discord to choose your starting position. 

 

Application:


Discord name (PM if you wish): 
Nation Type: (Kingdom/City State/Tribal)
Nation Flag (optional):

 

Nation Name:

Are you in the Elraic Empire? (If so state in what way you're a sub-region of the empire - client kingdom, appointed/hereditary governor, military order, etc)
Nation Culture (Brief description):
Nation History:

Nation Race (Human, Dusii, Dawekii):

 

Special Characters (Up to 3, generals/mages/agents may be added or included if purchased with starting funds):

 

Primary Magic:
Secondary Magic:

 

Unique Point of Interest (Unique "wonder" building/location/artefact, natural or otherwise, that will confer a small bonus TBD): 
 

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Discord name (PM if you wish):


Nation Type: (Kingdom/City State/Tribal) Kingdom

 

Nation Flag (optional):

 

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Nation Name: Heavenly Kingdom of Luoyang

 

Are you in the Elraic Empire? (If so state in what way you're a sub-region of the empire - client kingdom, appointed/hereditary governor, military order, etc) No


Nation Culture (Brief description):

 

Culture

 

Luoyang considers itself the most cultured nation in the world, taking great pride in all facets of what it considers its culture from the cuisine to the religious festivities that all take part in no matter their rank or class in the social hierarchy. There are several festivals that take place throughout the year, many of them being based around the changing of seasons and the Hua Sect usually taking charge of them due to their nature as the more religious out of the Triarch Princes of Luoyang. Most of the events revolve around maintaining a harmonious balance between the Yin and Yang energies to keep the Heavenly Kingdom on the righteous path and maintain harmony with the local benevolent or neutral spirits that reside within the realm.

 

Society

 

Luoyang Society is largely dominated by Sorcery and the many clans of sorcerers that make up the nobility of the Kingdom, it is the belief of both the common folk and the Nobility that the pathway to the upper reaches of Heaven is achieved through magic. Pathways taught and are revered in Luoyang are Astral, Luna and Solar Magics due to their belief that the Gods Xing, Yuèliàng and Tàiyáng the Dragons of the Stars, Moon and Sun respectively descended from Heaven to teach the people of the world these magics and to use them to stave off the evil or forbidden arts of Necromancy and the Stygoi. 

 

Though it is understood by Luoyang Scholars that Magic is typically hereditary, passing down from parent to child, though every few generations bloodlines that previously had no magic in them produce one capable of sorcery, commoners throughout Luoyang purchase medicines and elixirs with the belief that the chances of producing offspring with the ability to channel magic is increased. Despite this, the Priesthood of the Kingdom does teach that mastery of the mundane is still something the Gods appreciate and that it is a righteous path which will allow you to reach the middling rungs of heaven should your lives work please the Gods enough. Though a commoner may never achieve godhood, they can become a hero in themselves, revered in the temples of other greater sorcerers who have achieved deification. 

 

Due to the nature of this, the Kingdom is highly stratified into hereditary social classes that are hard though not impossible for individuals and families to ascend it covers everything from the ranks of the nobility, to non-magical gentry and down to the commoners. The Social Classes of Luoyang are as follows;

 

  • Zhuhou: The Nobility, all those with sorcery capable blood who can join the Conclave of Sorcerers and including the three Princes of Wei, Hua and Wen and their families. 

  • Daifu: Gentlemen and Bureaucrats typically hailing from Noble families though lacking magical blood to join the Conclave of Sorcerers.

  • Shi: Middling servants, merchants, officials and military officers who have attained rank enough to be considered a middle class of sorts within Luoyang. Subject to the brunt of monetary taxation and recruitment into the lower bureaucracy and military via examination.

  • Shumin: The commoners of Luoyang, labourers, poorer merchants, peasants, foot soldiers and any other profession that is generally unskilled and can be filled by the masses. Under the protection of the Zhuhou Sorcerers and dutiful in their professions so that they may one day ascend to the lower rungs of heaven.

 

The ranks of Nobility scale up as they become more relevant and powerful with new titles being bestowed upon the Clans of the Nobility by the Triarch Princely Clans as they rise in prominence and show dedication to Luoyang and working towards making the Kingdom greater. The titles of the Nobility are as follow;

 

  • Duke (Gōng): The highest rank a Noble of the Conclave can attain and it can only be bestowed with the agreement of all three Triarch Princes, thus it is rarely given due to the difficult nature of requiring the favour or approval of each of the Sects. While it is the highest rank that can be attained most attempt to achieve it via service in the Military though others have become this rank through politics or spiritual influence as such the number of those who hold this rank tends to be balanced as no one Triarch Prince wants the other sects to dominate the Conclave.

  • Marquis 1st & 2nd (Góu): A rank given to those who typically command swathes of territory on the borders of the Kingdom. It is given with the approval of the Wen Sect due to their influence within the Military, those of this rank while nominally members of the Conclave of Sorcerers are also made Military Governors of key strategic areas and are assigned to rule over them on behalf of the central government.

  • Count (Bó): The lowest and default rank of the Sorcerer Nobles, those who are just born into Sorcery attain this rank upon their birth, the leaders of Sorcerer Clans who have not acquired further rank are all given this title and they make up the majority of the Conclave.

 

Religion and Philosophy

 

The religion of Luoyang revolves around Heaven and the Gods that reside there, that a human mortal can ascend to heaven and become one with the deities, leading to many figures in Luoyang becoming Gods in their own right with temples constructed in their honour. However the main deities that rank above all else are the Three Celestial Dragons and the first ruler of Luoyang now known as the Dragon King. It is the belief that one does not need to die in order to ascend to Heaven, that a mortal who pleases the Gods might ascend and become a God in their own life, much like how the Dragon King did so according to Luoyang myth. 

 

Heaven is divided into multiple realms that are connected together and are inhabited by deities and individuals who come from multiple walks from life. What is known as the highest rung of Heaven is reserved for deities both Celestial and those mortals who ascended to Godhood in death or during their mortal lives. Middle Heaven is reserved for sorcerers and other noteworthy individuals who might continue to serve the Gods as immortals. 

 

At the lowest rung of Heaven is a paradise reserved for normal people who chose to live their lives with virtue and righteousness as a reward. Gods and Middle Heaven Immortals can travel freely between their respective rungs of Heaven to lower heaven as to enjoy paradise but they are not permitted to stay long as they even in death have duties to attend to and must maintain the balance and continued prosperity of the material universe. The Priesthood of Luoyang devote themselves to the maintenance of temples, giving alms to the poor and healing those in need, many Priests are Moon Sorcerers though they can be regular individuals skilled in mundane non-magical healing. 

 

It is the belief of the scholars and priests of Luoyang that all people both Sorcerers and Commoners alike, exude Yin and Yang energy, positive and negative energy that can either attract the influence of demons or harm them. That it is important for all individuals to work to achieve a balance of these energies in order to interact the best way in the world. It is a duality that requires balance, this philosophy views other nations as inherently unbalanced with either too much positive energy, or too much negative but despite this Luoyang attempts to maintain neutrality with all and attempts to avoid interfering with the affairs of far flung nations.


Nation History:

 

Much of the history of Luoyang is considered more myth than fact by foreigners, though attempting to persuade a citizen of the Heavenly Kingdom of this would be a fruitless exercise. The tale that the priesthood and sorcerers of Luoyang would tell you is that their founder and still to this day official ruling monarch settled the lands of Luoyang after the catastrophic collapse of a former ruling Dynasty, the last Dynasty according to Luoyang historic texts was confounded by corruption and lack of respect for magic, the gods and spirits both good and evil. The rulers detaching themselves from the people as curses began to plague the lands, destroying cities, rebellions springing up and eventually the old Capital began to lose control over all it once held influence over. 

 

Eventually the Capital found itself under siege by rebels and if Luoyang Sorcerers are to be believed cursed spirits and demons aiding rebels who wished to simply replace the dynasty with their own without reform and maintaining the decaying Empire in its current form. It was then the legendary founder and King of Luoyang appeared with his three sworn brothers Wei, Hua and Wen being respective masters of Astral, Luna and Solar Magics with their brother the once and future King of Luoyang being masters of all three, blessed by the Celestial Dragons to save the righteous peoples of the former Dynasty and purge the corruption once and for all.

 

Purging the corrupted rebels the righteous then set their sights upon the officials and government of the former dynasty, pulling them from their roots and destroying the dynasty once and for all. The King and his brothers then led those who remained uncorrupted by the deals with demons of the rebels and those who were not part of the former regime’s oppression and decadence, leading them to new lands to establish a new Capital, a new Society and a new Kingdom from the ashes of the old. Luoyi was built and flocks of refugees from the Old Kingdom came to settle these new pastures, the many sorcerer clans of the day agreed to proclaim the founder of Luoyang as their King and proclaimed him blessed by Heaven.

 

As the years progressed the King's sworn brothers established ruling Sects to effectively govern sorcery and the three schools of magic that exist within Luoyang. Each named after each of them and presided over the magic that each knew, Wei being Astral, Hua being Luna and Wen being Solar. Through his own mastery of these arts the King of Luoyang pleased the Gods in Heaven and as such they allowed him to ascend within his lifetime, leaving his brothers and their descendants to rule over the Kingdom he had built for the righteous. That is where the founding history of Luoyang ends and since then the Wei, Hua and Wen families have held the title of Princes, ruling over the Kingdom on behalf of their King who they wait to descend from Heaven once again.

 

Special Characters (Up to 3, generals/mages/agents may be added or included if purchased with starting funds):

 

Prince Hua Lian, The Grand Exorcist (Unique Mage, General, Agent)

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The current Sect head of the Hua Clan and all the Sorcerers who practise their arts, the Chief Exorcist of the Heavenly Kingdom and the descendant of the original Hua the favoured sworn brother of the Dragon King. Known to be kind though largely reserved in his interactions with even his own vassals, this is due to the belief of most of the Luoyang people that he exudes extreme Yang energy leading to an imbalance in which he must meditate as to rebalance his inner energies. It is fairly typical of Hua Clan members and even more so in the patriarchs of their family, it is the belief within the Clan that Hua Lian is the reincarnation of their ancestor or at least a fragment of him. 

 

Due to this many within the Heavenly Kingdom believe Hua Lian is an incredibly pure figure and one that must be protected from threats within and from without, foreign dignitaries rarely being able to see him even if they are granted audience with the rest of the Triarchy. Due to the religious nature of his position and how he is perceived by the general population he doesn’t tend to involve himself with the politics of the realm, neither speaking out or in favour of laws or the various Noble Sorcerer Clans beneath the Triarchs Sects. However if one was to attain his favour it would be respected by the entirety of the Nobility and the other Triarchs due to the rarity of it being bestowed. In short he is the most respected Sorcerer and Prince in the entire Kingdom, not due to any masterful political plays or through sheer might but due to his spirituality and not muddying himself in the nation's politics. 

 

Prince Wei Jin, The Grand Preceptor (Astral Unique Mage, Agent)

https://www.vgr.com/wp-content/uploads/2019/12/Total-War-Three-Kingdoms-Free-LC-Tao-Qian-1200x450.jpg

 

He is the greatest of the Sorcerer Princes of the Triarchy in both the power he commands politically and his status as the head of the Wei Clan and Sect. Most of the more powerful sorcerers in the Kingdom owe their fealty to his Clan and many of the lower gentry owe their positions within the bureaucracy due to the Wei Clan, lending significant administrative power to Wei Jin. Most aspiring Sorcerers, Gentry and Foreign Envoys will seek his favour out of the three Princes of Luoyang due to his and his Clans influence throughout the realm. Considered the most balanced spiritually out of the Triarchs with a harmonious amount of Yin and Yang energy allowing them to act as a realist, seeing the world for what it is and how best to act in favour of Luoyang. 

 

Due to this some consider him to be a politiker and powermonger leading to others both fearing and resenting his position as the leader of the Triarchs, however none can make a move against him to attempt to put another of the Princes on a pedestal due to the other Princes not taking any interest in upsetting the administrative balance of the bureaucracy or the makeup of the Conclave of Sorcerers. 

 

Prince Wen Ying, The Grand Commandant (Unique Mage, General)

https://www.vgr.com/wp-content/uploads/2019/05/Total-War-Three-Kingdoms-Heroes-Sun-Ce.jpg

 

Wen Ying is currently a youthful Prince, considered the foremost warrior champion of the Kingdom. Despite being in his prime he must now focus on administrative duties within the Military itself while no longer fighting on the frontline. Considered to be quite irritable and quick to frustrate he is not one often sought after by foreign envoys he has been known to have those who annoy him killed, with his peer Prince Wei Jin considering him a diplomatic incident waiting to happen he works hard to make sure foreigners do not seek him out and if there must be an audience with foreign envoys and the Princes that Hua Lian is present.

 

While Wen Ying is rather indifferent to the Wei Prince he is on very good terms with Hua Lian with the Hua Prince the only one in the Kingdom known to calm his colleague down should he rise in rage. Some within the Priesthood consider Hua Lian’s positive energy when in the presence of Wen Ying’s negative it balances them both out, allowing both to become quite rational at almost the same level as their colleague Wei Jin. Due to this Wen Ying has become highly spiritual and religious during his middle aged years, often seeking out the Hua Sects' advice and visiting their Clans territory to help control his maelstrom of rage.

 

Nation Race (Human, Dusii, Dawekii): Human

 

Primary Magic: Astral
Secondary Magic: Luna, Solar

 

Unique Point of Interest (Unique "wonder" building/location/artefact, natural or otherwise, that will confer a small bonus TBD):

 

https://pbs.twimg.com/media/EggdBoLUwAAJLAO?format=jpg&name=large

 

The Celestial Jade District of Luoyi: A huge district that itself is walled off in the Capital of Luoyi containing the administrative offices of the bureaucracy of the Heavenly Kingdom, the Tower of Three Dragons which is the Magic Academy which is sought out for its magical tutoring both domestic and foreign. A large open courtyard lays before the Palace which the three Princes of  the Kingdom reside for the various Sorcerer Clans to meet and  form the Conclave of Sorcerers. Lastly in terms of amenities a zoo of sort is kept within this district containing many flora and fauna from the Luoyi's old homeland, including Pandas, Tigers, Leopards all have been maintained through use of extensive healing magic to ensure no inbreeding defect occurs and a stable population for each kind of animal was grown. Despite the district itself being walled off it is open to the public at least enter although they may not enter the palace or administrative offices without prior appointment or summoning.

 

Image

 

As its centrepiece the Royal Palace of the Celestial Dragon King was built in a strategic location as it sits upon a location that empowers the three magics of Luoyang acting as a leyline of sorts. This itself has its own ability to raise a shield over the entire City of Luoyi in times of siege but also empowers every mage within the Kingdoms borders with more power than the average, although this does not extend outside the borders of the Kingdom. It is an anchor of Celestial Power left behind by the Dragon King as a final gift to his people, it is known to radiate what the scholars of Luoyi call Yang Energy leading to Stgyoi, Undead and their respective casters to have limited power within the borders of Luoyang and is known to cause them discomfort, though despite this incursions of both are still known in the Kingdom.

 

Image

 

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Nation Type: Nomadic

 

Nation Name: Achelagora

 

Are you in the Elraic Empire? No

 

Nation Culture: Achelagorans are a people tended to hospitality and warmth. Any who find their way to an Achelagoran ship or festival will be welcomed with open arms. They believe that all humans no matter nation or magic deserve to be treated equally. Though they believe all to be equal, men can certainly distinguish themselves through feats of renown and honor.  It is a well known fact every Captain is King on his ship. Honor itself is a prickly matter for any Achelagoran. Though they sometimes may be perceived as sea vagrants, they in reality up hold a tight code of moral laws. The worship of the Moon and light is taken very seriously. All manner of dark arts and the magic it entails is strictly shunned. Where they are open and forgiving to all, those turned to darkness are given no quarter.

Ethnically the Achelagorans are from a variety of former kingdoms originating from the Empire. However over a thousand years of travel in the known world, that has changed dramatically. Across the world people have always been allured to this way of life. To brave the seas for fortune, completely your own man. Or to help in the process of healing and education, a staple of the fleet wherever it travels. Whatever the case, the modern Achelagoran fleet is made up of people from almost all nationalities, though the generations vary. The Achelagorans are quick to take in newcomers and convert them to see the Light, and learn their way of life. 

 

Nation History: Not much of a 'Nation' the people of Achelagora a thousand years ago were formed. Slaves, serfs, merchants, the scum of the society of States surrounding the new Elraic Empire. This was the make up of the very first Achelagorans. It was clear to them this new Empire was like none other, and was on the path of pure conquest. Not content to sit around and wait to be subjugated, dozens of peoples joined together from several nations. There and then they made the Pact, and started a new life. They agreed no one man or family should rule them all as an Empire. No one power should govern them all with force. Time and time again they had seen the oppression and greed of Empire and Kingdom swipe away lives as if they meant nothing. And so the Achelagorans vowed to do the opposite. To bring light, heal, and educate. Not oppress, and take in darkness.

With little options to flee the growing Empire, they took the only real route left to them. To flee by water, and escape the deaths of their nations to the Elraic armies. A rag tag fleet of Fishing Vessels, Merchant Craft, War Ships, and anything that could float, entered the ocean for the first time. As the days became years, then decades, the people evolved and formed. Gradually the old nations are forgotten, and only the people, Achelagorans, remembered. They watched as the Elraic Empire grew to monstrous sizes, but they were also free from it's grip. Eventually they would return, and make it a profitable area for their mercantile operations.

Over the following hundreds of years the Achelagoran fleet has adapted and melded into what it is today. Most never leave their ships for more than a few days. Some have never even stepped foot on land. The Achelagorans travel the known world, trading, healing, and educating. They are well known world wide, for their fair deals, free healing from mages, and numerous other good things. In a world of Ruler and Ruled, the Achelagorans are an enigma. One of people who all believe themselves to be equal. Simply for being born human, not from divine or noble right. They have no ruler, no true government. On every ship a Captain resides on the good will and contracts of his men, helping ensure the fleet and people as a whole prosper. 

 

Special Characters 

 

2/2 Quartermaster Yonah Erlich - Perhaps one of the most important elected positions within the Achelagoran fleet. He is responsible for provisioning the entire Fleet, as well as ensuring trade routes and goods are optimal. Where his fellow Admirals scorn him for his lack of military experience, It's clear Yonah is essential in the mundane day to day running of the Fleet. He and his officers work day and night at work. Yonah himself is a short, squat, toad of a man. Rumored to be dropped on his head multiple times, he looks dwarfish and down right ugly. He however reminds you dropping on head head only damaged the exterior.  For his mind was a nefarious piece of work, always crunching numbers. Yonah though ugly and detestable, holds the respect of most of the fleet.

 

3 Admiral Meira Reinharz

 

 

Primary Magic: LUNAR

 

Unique Point of Interest; "Freedom" A fortress ship unparalleled in production, as far as anyone knows. The ship though only slightly bigger than the biggest warships around, is particularly well designed. It is made to withstand magical and physical attacks, with a reinforced bottom to ward off strikes from below. On it's bow are several elevated stages, for mages, archers, or small artillery. On the deck itself large teams of troops or archers can fight, alongside more artillery pieces.

This ship is also the floating church to all Achelagorans. It is here religious ceremony is held, councils meet, and all other major decisions take place. This ship is the apex of an Achelagoran dream. A ship free to roam the oceans, to support and defend it's people, and to withstand the attacks from every side. 

What makes the ship so special is it's superb design, ability to resist magic to an extent, and the almost mythical legends about it's production. The ship has been alive as long as the Achelagroans have been a people. It has changed beyond recognition from it's first launch, but is the beating heart of the nomad fleet. Woe to any who cross it's path in anger!

Edited by GrimBeard
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Discord: seannie#5413

Nation Type: City-State

Nation Flag:

 

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Nation Name:

Avos

 

Are you in the Elraic Empire?: Niet

 

Nation Culture: 

Composed of a vast array of refugees fleeing expansion of the Anakhta of Elraion, the Polis of Avos is a converging point of multiple cultures organized by the Archon of Order, Tyran. Out of this melting point comes the formation of a new kind of peoples, who have begun naming themselves after their patron city, Avos - Avosians. Though exiled from their homelands within the vast reaches of the Elraion Empire, they still normally adhere to the doctrines of the Sun, Sehula, and the Moon, Mehnos, but reject the imperial legends of Elraion - refusing the divine authority of the Emperors and Empresses. Under the guidance of the Archon of Sehula and Mehnos, Kyran, the peoples of Avos have taken to venerating the individualistic self, and its place in a collective commune in order to best worship the Sun and Moon. With great emphasis placed on the enlightenment of the self, great freedom is a natural inherent right of all within Avos - slavery is non-existant, as is any other sort of discriminations. But with the constant skirmishing with the colonies of Elraion, these ethics are tested as the threat of invasion looms over the ancient ruins. The Archons will surely lead Avos to glory. 

 

Nation History:

Avos is the culmination of hatred for the Anakhta Elraion. When the Empire began its conquests, it displaced a great population of peoples throughout the Mesogean Sea. A portion of this diaspora managed to scramble together its worth within the ruins of Avos - what used to be a great metropolis on the northern shoreline of the Sea, now bordering the new colonies of the Empire on Hekoretlos. Original settlement was wrought with chaos, as the various ethnicities and cultures bickered with one another, with the occasional armed conflict breaking for the lordship of the ruins. 

 

It is at this point that a man named Tyran arrives within Avos - with him an entourage of individuals who would later become the Archons of the City. The origins of Tyran is unknown, but it is rumoured that he was a disgraced governor of the Elraion Empire and that his Archons were the subordinates of his tenure. With their arrival, the City of Avos was subjected to a flurry of subterfuge and political actions, resulting in the quick installation of a new order within the ruins. The Archons were established and under the enigmatic guidance of the Tyrant, the inhabitants were subjugated to them - and though they rule absolute as tyrants, their reigns are reasonable and effective. With the expansion of Elraion on Hekoretlos, conflict is no doubt a future for the city.

 

The first settlers of Avos arrived in 1033 - Tyran in 1038, leading to the starting point of 1048.

 

Special Characters:

1. Archon of Order, Tyran, Tyrant of Avos (Leader/Agent)

 

tyranny_w1010.jpg

 

2. Archon of War, Nyros (General)

 

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3. Archon of Sehula and Mehnos, Kyran (Mage)

 

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Primary Magic: Solar Magic

Secondary Magic: Lunar Magic

 

Unique Point of Interest: 

 

The Ruined City of Avos - Whether that Avos is the true name of these ruins is unknown, but the new inhabitants have come to call it such after having discovered weathered carvings that resembled the spelling of Avos. Whatever its name, Avos must have once been a great wonder of the world - its newfound population only able to settle a quarter of it so far. Fractured spires reach towards the skies and what seem to have been great palaces dot the hills the ruins lay upon. Further, a wide river flows through the heart of the city, where occasional fortune is bestowed upon those lucky enough to have dredged up ancient artefacts. It is a mysterious city, one which has its Archons searching for its history.

 

Easier attempts to form a Great City? Idk.

 

BOINKED

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Discord name (PM if you wish): You have it.
Nation Type: Kingdom
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JVRm408.png

 

Nation Name: Kingdom of Parajaghandar

Are you in the Elraic Empire? - No.
Nation Culture:

 

Some say that the Kingdom of Parajaghandar is as old as the stars. Though these claims can neither be confirmed nor refuted, there are certainly indicators that the Kingdom is an old one. Forged through the dynasty of Sandijat, the united Parajaghandari are a people foreign to many, golden, brown and dark skinned people of equally dark hair and eye tones, they organize themselves in a societal hierarchy, known as castes. One is born into a caste and lives within said caste, a move between them being rare, allowed under circumstances. The castes are manifold, the caste of rulers, headed by the royal family and currently the Queen Advika, the caste of warriors, men of military prowess are commonly part of it, the caste of the mystics, men of wisdom and arcane studies belong to it, the caste of the people, where commoners of all kinds belong, and lastly the caste of the outcast, where those who do not belong, belong. This hierarchy has led the Kingdom to unprecedented prosperity in the past, through decades of war and peace alike.


Nation History:

 

To follow.

 

Nation Race: Human (Parajaghandari)

 

Special Characters:

 

Advika Geetika Sandijat (Queen of Parajaghandar, the "Pearl or Parajaghandar") aged 27

Sojit Adiwal (General, known as "the Proud") aged 43

Duduit Gajawal (Mage/Mystic) aged 45

 

Primary Magic: Astral Magic
 

Unique Point of Interest: The Oracle of Parajaghandar. Details in DiscBoinkord.

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Nation Type: (Kingdom/City State/Tribal) City State

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 The Coolest-Looking Flags Around the World | by Josh Fjelstad | Medium

 

Nation Name: The City-State of Edon-ya 🥱


Are you in the Elraic Empire? (If so state in what way you're a sub-region of the empire - client kingdom, appointed/hereditary governor, military order, etc) Appointed Governor

Nation Culture (Brief description): The Edon-yan's are naturally well versed in anything sea related with most young men taking to it as a right of passage to prove themselves a man in the society. Their overwhelming candor has slowly been turned into either debilitating greed in the market or callous stoicism on the shores. Despite the location of the city-state, the main population remains overwhelmingly Edon-yan much to the ire of the many frequenting traders who take advantage of the Evimeria markets. Certainly, an Edon-yan would make a good marine. 

Nation History: Not much is known of the City-state's past due to an early pillaging by a rogue imperial unit, though many tales have been passed down about the great alchemical achievements that had enriched the state early. Great golems and medicine had kept much of the inner senate safe before they were ultimately deposed of by electoral votes for an appointed governor whom answers directly to the imperial council. Many resent imperial control while the many passing traders appreciate their watchful eye causing a conflict of interest almost daily in the markets. It goes without saying the state is divided on imperial affairs.

 

Harkening back to their early stages, Edon-yan Alchemist are some of the most renowned in the region with many comparing them to the Amber in terms of quality. This substantial edge had given them many economic opportunities shipping out medicines, weapons, and even arcane creations that could be considered trophies or defenders. It seems much of this society is growing again in recent years, it could be considered a renaissance. 

 

Navally it was said many considered the Edon-yan's to be at the forefront of military prowess on a boat and shores, their oarsmen had considered nourishment and with potions being made their stamina was unheard of. Their vast knowledge of the sea gave them an edge over their early neighbors allowing complete dominance of the sea until the empire introduced itself. Now considered an important port, it's many warships spend their time protecting the local trade ensuring greater prosperity. 


Nation Race (Human, Dusii, Dawekii): Human

 

Special Characters (Up to 3, generals/mages/agents may be added or included if purchased with starting funds):

Governor Tsant: find out in game.

 

Grand Mage Me Vasi: Maybe I'm lazy too think of a backstory?

 

Admiral Alas: Wait, no, find out in game. 
 

Primary Magic: Ouroboraean School

Secondary Magic: Caeducian School

 

Unique Point of Interest (Unique "wonder" building/location/artefact, natural or otherwise, that will confer a small bonus TBD): The Evimería Market - One of the largest commercial districts in its region, it is kept constantly filled by it's important placement at the center of the empire. 

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Nation Type: (Kingdom/City State/Tribal): Off-map enclave nation relying on keeps built in friendly countries to survive. Balanced for strong research and decent economy, but extremely low manpower.

 

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Nation Name: The Amber Conclave

Are you in the Elraic Empire? More of a wart on its face. The Conclave’s influence and culture is centered in the empire, where its founders were born and its main fortresses still stand today. It is, however, politically separate. This arrangement was not reached without bloodshed, nor is it ever completely certain - while the Conclave wields remarkable power, there is no doubt that it would fail were the empire as a whole to turn against it. For years the Amber Lords have walked a fine line, projecting enough power to discourage would-be subjugators, while simultaneously appeasing their hosts lest the locals come to fear them. Through it all, the Conclave continues to advocate for its Great March: policies aimed at the long-term advancement of human civilization.

 

Nation Culture (Brief description):

The Amber Conclave is a secular, human-supremacist military order. By tradition it refuses to hold land outside its fortress-monasteries, instead exerting its influence indirectly on the nations of men. Such influence takes many forms - from direct military intervention to espionage, to the sale or gift of its alchemical advances. All, however, is done in the name of the Great March. The objectives of the March are clear - they are carved above the gate to every Conclave fort:

 

THAT MEN MAY LIVE EVER MORE PROSPEROUSLY.

THAT MEN MAY TRUST EACH OTHER.

THAT MEN MAY BE SAFE FROM THEIR ENEMIES.

 

These words are taken from the writings of the Conclave’s three founders, known widely as the priest, architect and knight. Though it is not officially acknowledged, their respective manifestos have inspired three sects to dominate Amber politics: the fiercely-atheistic sect of the priest, the pragmatic architects, and the idealistic, uncompromising knights.

 

In truth, all three viewpoints are needed for the Conclave to achieve its aims. Policy fluctuates, however, as ultimate power lies in the Amber Lords, who rise somewhat unpredictably. For such a deeply bureaucratic organization,  some may see this as odd - but how exactly a Lord comes to power is strictly confidential. In any case, they are the ultimate authority in all decisions. Go up the chain of command from anyone in the Conclave, and you will find an Amber Lord presiding over their orders.

 

Nation History:

Two hundred years ago, the Elraic Empire was in crisis. In the midst of weakened imperial cohesion and a stygioi incursion, three men found themselves losing faith in the lives they knew. Acmon the Untainted, knight of the empire, could no longer follow the Anakhton Gallaros, as much out of disagreement with his methods as out of his grievous wounds. Fearing impending execution, he deserted with his closest allies: a priest of Sehula known today as Mygdon the Unblessed, and a common engineer he had known since childhood, now called Dymas the Unbridled.

 

The three men set out across the empire as fugitives, navigating a time of chaos and mass death. The experience shaped them: each came to realize that established tradition did little to further human society, and in some cases set it back for the good of a greedy few. So it was that when they came to a place called Regent’s Hill, they resolved to found something new, to guide humanity through the meandering path of history. They forged the first judgements there, weapons of awesome power, and the next time they were seen, the Amber Conclave had been born.

 

Since then the order has been working tirelessly to expand its influence. From their ever-expanding citadel of Exelixi, their scribes have been sent to nearly every nation in the known world. Their military presence has been more limited, for to ask for a nation’s sovereign land is no small thing. Even still, they now have some presence across the empire, and beyond.

 

The current year finds the Conclave lacking in upper leadership, but as ambitious as ever. Legates and scribes speak of lands across the sea, all very much of interest to the Great March. The timing is right for expansion - after decades of tension with the Elraic emperor following the monastic sovereignty crisis, Conclave status seems to be secure. All that remains is to convince the world of their good intentions.

 

Special Characters: Ava the Plumed, the newest of the Amber Lords, and like all of their number a full mage, general and agent.  

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Magic: ALCHEMY

 

Unique Point of Interest: Exelixi is nearly a fortified city in its own right - though a highly regimented, deeply bureaucratic one. Over the years Regent’s Hill has been carved and expanded by the Conclave’s engineers well beyond recognition. The top levels of the citadel are a strictly-organized knot of workshops and archives, manned by a legion of scribes working at all hours to manage the world-spanning order. As such the topmost walls are more organizational than defensive - the militant arm here inhabits the far more formidable lower walls and bastions. Exelixi contains riches, untold secrets, and the lives of thousands of men and women sworn to protect both.

 

boink

Edited by Zanderaw
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Discord name (PM if you wish): (Classified)
Nation Type: Tribal
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https://i.imgur.com/sRCct0q.jpg

Nation Name: Kharak Khanate

Are you in the Elraic Empire? No
Nation Culture (Brief description): The Kharak People's hail from the North-Western Steppes, a vast nomadic and tribal peoples made up of many different tribes. They travel the mountains and open plains with their herds and never really live in one place for very long, moving from one grazing pasture to another. Tribal Warfare is quite common amongst the human and dawekii tribes, stealing and raiding from one another and amongst themselves. Horses are the life blood of the Kharak Steppes, for it was Aeyar, the God who ruled in the Great Sky above who crafted the rare breed of horses that tribes so greatly charish. Crafted from the Swift Winds of the Steppes they are second to none across the world for their speed and endurance.

While Aeyar is the primary deity of the Steppes, the tribes also celebrate and call upon their ancestors for guidance and courage in times of trouble. Great Warrriors and Wise Shaman's of the past willing to offer their strength in battle or wisdom for those whom seek it.

Nation History: The Mountain's of Kharak after which the Khanate is named is where it held its humble and bloody beginning. The tribes after suffering endless wars and revenge raids had known a short period of peace before finally a tribe arose above the others slaughtering those who stood against it without mercy and integrating those who submitted. Jungsai lead his tribe in a bloody campaign to quell the surrounding tribal territories to end the killing amongst themselves seeing far greater opportunities to uniting them and attacking neighboring tribal territories. After years of conquest and integration the Kharak Khanate was steadily formed and arose as a united confederation under the direct rule of Jungsai Khan and those tribal elites loyal to him. The children of Aeyar will spread their rule and name across the land, A great kingdom under the sky.


 

Nation Race (Human, Dusii, Dawekii): Human

 

Special Characters (Up to 3, generals/mages/agents may be added or included if purchased with starting funds):

Jungsai Khan

Khabul

Bayan

 

Primary Magic: Meteoromancy
Secondary Magic: Shamanism

 

Unique Point of Interest (Unique "wonder" building/location/artefact, natural or otherwise, that will confer a small bonus TBD):
Valley of the Ancients. An ancient and sacred valley located in the mountains, generations of Chieftain's and prominent Shaman's are buried here. Forbidden to outsiders and those without the High Priest's permission the Valley is where Chieftan's and Khan's have sought wisdom and strength from the Spirits that travel the winds the Sky.

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Nation Type: (Kingdom/City State/Tribal) City State

 

 

The Princedoms of Nyre

 

Nation Culture (Brief description):

The average Nyrene, or 85% of them, lead an utterly miserable life. Not having been conferred citizenship as a result of that prestigious title only being conferred to those with 50,000 Gerahs in liquid assets, they are nothing but employees, cogs in the international enterprise which their parents were also employees of. Yet there is always the surrounding hope of being raised in status, the “Nyrene Dream”, of achieving a management position in your company, which keeps the employees motivated. Productivity and ensuring quotas are met are the priorities of any Nyrene. For the rest of the 9%, they live in luxury apartments, above the sweatshops and workhouses, where they supervise and live life better off than those below them. The remaining 1%, the owners, who have an exorbitant amount of wealth, live at ease with everything, and in ecstasy, many times literally as well as figuratively. 



 

Nation History:

 

Nyre, has its beginnings nearly 2,000 years prior to the current date, making it one of the oldest, if not the oldest city in this portion of the world. In some areas of the city, the mere bricks on the roads are older than entire civilizations. The city, its lifeblood, revolves around the exchange of capital occurring at the various ports and wharves of the city, which create a cocoon of sorts around the Sur-tuda’s Circle, which is the area immediately after the ports and wharves, where the artisans reside, and traders in their market stalls sell their wares. On any given day in the year, roughly 30% of the current population in Nyre are foreigners, visiting to purchase, sell, or exchange goods. Nyre serves as a magnet for global maritime trade because of its starkly low port duties and sales taxes. This has created a conducive environment for visitors, artisans, and merchants from far-off corners of the world to utilize Nyre as a marketplace for their wares. However, this sort of system has fostered the development of a class of ruling aristocrats, that govern the nation, the Princes of Nyre.

 

The city of Nyre is governed on the basis of 9 individuals, 8 princes, and the General Exchequer, the manager of the Bank of Nyre. These individuals form the White Council, which very rarely meets, and only for important decisions, mostly involving foreign policy or disagreements between districts. This institution has roots in the reign of King Asardin the Yellow, and his 8 sons. Upon his death, he gave his sons 8, different neighborhoods within the city, at the time, several blocks, with no more than a couple thousand residents living inside them. His sons, collectively, became known as the Princes of Nyre, and while individually they ruled over their respective neighborhoods when they united, they were the rulers of the isle. All other public land was managed by the Bank of Nyre, which represented the only, publicly owned land present in the isle. 

 

The Princes governed their respective neighborhoods differently. Some were brutal autocrats. Others, generous, and righteous individuals. These Princes were in charge of managing the roads, collecting levies, etc. Many neighborhoods, to this day, have walls built surrounding them, as city-wide sieges, many times would break out, and the Princes of different blocks would war each other, most famously occurring in the War of the Conch, wherein the Battle of Lemuel Way, 2 districts were razed to the ground, and 30,000 residents died, 30% of the city at the time. These wars and personal grudges were financed by the Princes of Nyre, who based their income off of two main streams: in the beginning, their respective districts, however, later on, each district developed its own company/guild, and this guild became the arm of the state, with the Prince as its director. Most companies employ 96% of each district, some districts providing welfare, and subsidized housing to their employees. 

 

The 8 companies:

Nyrene Shipping and Packing Co.

Oyster and Fish Co.

Tuda’s Luxury Co

Stone and Gem Co

Susandar’s Properties and Estates

Slavers Guild Co

Adrahasis Tools and Laborial Goods

 

Each of these companies is responsible for maintaining its own district.  Each district has its own laws, courts, taxes, etc. The company owns all the land within its district and is responsible for providing shelter, upkeep of roads, sewage, and plumbing, etc for their employees, all of which reside within their employer’s district. While mobility is allowed and many times necessary to conduct business deals etc, many of the commoner class do not, simply because they are too busy working, and they have no need to. Sellers from other companies come to them to sell their wares, or many times have already arranged wholesale deals with the company so there is no reason to barter or haggle for goods. 

 

The owners of each of these companies are the royalty of the island, residing in massive palace complexes employing hundreds of people, where oftentimes they are seen having lucrative parties, orgies, and anything else the elite pleases. Ownership of the businesses is not hereditary, and when an executive dies, the position must be purchased in an auction, where the starting bid is 500,000 Nyrene Gerah’s. This is a highly selective event, as you must have 250,000 liquid Gerahs to even spectate the event from within the Bank, which is where it is held. Oftentimes, it is known beforehand which are the most interested individuals, and they are usually in executive positions in other companies. It is a highly regulated event, organized by the Bank. No family member or relative of another executive may bid, and if the Bank suspects any form of background deal made with the intention to absorb a company, purposely make it fail, etc, the Bank will ban a person from bidding, or if already bought, seize ownership of the property. 

 

The singular, collective interest of the nation as a whole, is the accumulation of capital. Profits are the national interest of the nation, and all the companies, including their owners, will do anything in their power to become the most profitable, no matter the exploitation. The only institution to check this sentiment is the Bank, and its arm the Navy, which many times in history, has curbed the intents of the companies, in the interest of the people, and the nation as a whole. An important, example of this is an event called, “The Drowning,” which is an event where the princes, and their militias, drove a band of angry employees into the water, drowning thousands of them, only to be stopped by the intervention of the Bank, and the Navy. A highly shunned event, bloodshed incurred by the Navy on the militias, in pure vengeance for the bloodshed caused, has been enough to spur any of the more radical methods of worker exploitation by the Princes, to this day.  



 

Nation Race: (Human, Dusii, Dawekii):Human

 

Special Characters (Up to 3, generals/mages/agents may be added or included if purchased with starting funds):

General Exchequer Naditabirus: An aged, ripen man who spends hours a day engrossed in his office, surrounded by numbers and digits representing large quantities of foreign currencies being injected into the bank. 

 

Owner of Nyrene Shipping and Packing Co, Amran: The Nyrene Shipping Company is one of the most far-reaching companies, operating and servicing to many far-off ports and nations. As such, many times, it can be one of the most consistently profitable companies of Nyre. Amran, a young bachelor who recently became the owner of the company, lives a lucrative life traveling overseas, negotiating port rights, and docking spaces with nations and foreign cities. 

 

Admiral of the Navy: Gemelqart. Son of Sasandar, many have said he resents his position as Admiral, calling himself, and the entire institution which he is a part of, “ a bankers *****.” Nonetheless, the compound Sasandars district is more than enough compensation for the constant stain on his conscience. 

 

Primary Magic: Lunar

Secondary Magic: Meteormancy

 

Unique Point of Interest (Unique "wonder" building/location/artifact, natural or otherwise, that will confer a small bonus TBD): 

 

The Bank of Nyre, is a massive institution. It is the goal of many of the owners to send their second or third-born children to become accountants or analysts of the Bank. The bank, services companies, foreigners, and many times have entire nations on their checkbooks. They offer loans, investment accounts, etc. Any loan a nation seeks to pull out is enforced by the Navy of Nyre, which is maintained and financed by the bank, and should a nation or a foreign dignitary seek to make a deposit within an investment account, the Navy will transport the funds, and suffer no liability on their accounts should anything happen during transport, etc. A nearly 1,000-year-old institution, the Bank markets itself as a safe and reliable destination for anyone’s assets or money and is a very important attractor for people to the isle. 

 

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Discord name (PM if you wish):  Tank

 

Nation Type: Kingdom

 

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Ruy6xq-8wDu1c0yxjhhQIeYrJH1UrOAmhRJJw840EmZ3vTBwR_usJadtk-Hn11OE1oB0Fi41jBxgiFjvc6VRQdllYQgKrwcmICGhlQo3QsC8ZmQq-nGkKr5mE6N7lbyzs_Rsrhmc

 

Nation Name: Kaloreia Vrachation [Kingdom of Vrachati]

 

Are you in the Elraic Empire? (If so state in what way you're a sub-region of the empire - client kingdom, appointed/hereditary governor, military order, etc): Subject of the Elraic Empire, Kaloreia

 

Nation Culture (Brief description): 

 

The Vrachatians are a hard-working, innovative, and pious folk who dwell upon the northern shores facing the Mesogean. In the past, Vrachati was subject to numerous raids by sea, bloodied regularly by foreign incursions. As a result, the Vrachatians adapted, unifying under a common cause whose doctrine upheld that there was no greater existence than one which lived for the state, which embodied the people of Vrachati. Soldiering and statesmanship were each exalted in their own right, with the former taking the Raging Sun to be their patron while the latter chose the path of the Immortal. Where once disparate tribes reigned, a citizen’s militia took hold to defend the sacred stretches of earth. Those of the Vrachati Sea Guard rose to the challenge, repelling the invaders from the shore, uniting the Vrachatians into a unitary state under the King of the Vrachatians. Service is expected of each man until they are no longer able- until they are discharged from service or maimed to the point of liability- in the case of a soldier. Even then, any retiree should strive to pass down the secrets of their trade, so that the next generation of Vrachatians might continue their work and improve upon it, thus lending to the large number of apprenticeships and academies within the kingdom’s borders. Having fought for and secured their right to live, the Vrachatians now hopefully turn their focus outwards, looking to bring enlightenment to foreign shores and taking in all who’d uphold their sacred tenets.

 

Nation History:


 

The Kingdom of Vrachati (Elraic: Kaloreia Vrachation; Old Vrachatian: Koleio Vrakatiai) is an Elraic kingdom situated on the Mesogean Sea. The Kingdom of Vrachati is a hereditary semi-constitutional monarchy ruled by Kalos Gallaros I. The region is well known for its fishing exports as well as being a regional naval power within the Elraic Empire, of which it is a constituent, autonomous kaloreia.

 

Archaeological record suggests that the early Vrachatians were a sea-faring people, who made their keep by spearfishing in the shallows. A common motif recurring in modern excavation sites often depict two fishermen standing erect atop an outrigger canoe, spears in hand, as the Sun stands between them casting brilliant rays upon the horizon. It was not long until their ancestors formed fishing outposts to facilitate their trade and with them came bustling coastal settlements. The new industry brought about an era of growth and prosperity as the early Vrachatians brought in fish a plenty with each catch, providing both security and sustenance to their growing families.

 

However, this golden era was not long to last. Where once every man could take to the seas and share their bounty, now would stand only greed and strife. Centuries of unabated fishing had led to a sharp decline of the fish populations of Vrachati. Now parties of fishermen from a particular village could spend the whole day out at sea with only a meagre catch to show. It was not long until these parties crossed formerly respected, though unofficial, boundaries of control. To the dismay of struggling fishermen of one city, foreign fishermen of a rival city enter and scour their waters for what little they had. Tensions finally boiled over when a Falinesti fisher speared a Pelathousan fisher through the chest during an otherwise routine morning hunt, citing thievery in broad daylight. The conflict was not relegated to the waves, but quickly spilled over the land, resulting in the Fishmonger Wars as representatives of the various fishing outposts demanded retribution for perceived injustices. After a few months of fighting, the Vrachatians had beaten themselves bloody. It was not until the campaigns of Prodromos the Unifier, of Apsalos, were the grumbling villages brought to heel under the banner of the Meric Sun.

 

The Meric Sun is the prevailing iconography in which Vrachatians might find a sense of unity or pride. Once the personal standard of Prodromos I, it has been adopted by each of his successors as a symbol of royal legitimacy and power. The reign of Prodromos I was notable not only for the sweeping centralization of power and installation of bureaucratic institutions and construction of schools, temples, and public forums, but the remediation of overfishing issue and overstepping of territorial rights. Through the Grand Ordinance of Vrakati, Prodromos I drew the first administrative lines between the feuding city-states, founding the jurisdictions of the country’s modern constituent states. Furthermore, Prodromos I decreed the implementation of measures to ease the strain on local food source populations. Those such as the limiting of fishing to certain times of the day at certain times of the year as well as specialized breeding programs in offshore reservations to be released back into the wild. The Vrachatians were soon in tune not just with themselves but with the greater natural world.

 

Though a capable administrator and ruler, Prodromos was also hailed a religious leader. Prodromos I had explained that their suffering was the result of their own actions and that their people had grown wicked and complacent and were thus punished by God through famine and war. Yet they might repent their sins and rectify their wrongdoings through charity and neighborly acts. Prodromos used his new institutions and cultural centers to spread his word. Once bitter rivals from varying city-states now came to realize their transgressions, against both fellow man and God, by extension of turmoil of his created and favored children. Tensions would soon subside, as the once directionless Vrachatians, embraced their new faith with open arms. Now a common system of belief united the Vrachatians, bringing them ever closer, as new trade lanes and opportunities sprouted upon land and sea as the Vrachatians learned to serve each other, for the greater good.

 

The reign of the Prodromenids persisted undisturbed for some two centuries. That is until the midst of the reign of Prodromos VIII, the beginning of the Tribulations, when scores of foreign barbarians landed upon the shores of Vrachati, bringing ruin to every village they set foot upon, murdering and pillaging as they went. So much time had passed since the Vrichati had to raise their blades that any response mustered proved ineffectual at every turn, the hordes of seaborne raiders returning week after week and smashing aside what little resistance stood in their path. It was during this time that the Vrachatian city of Karlovasi was razed and salted by the invader, as the most grievous insult intended. In response to being unable to stop these persistent barbarian incursions, the tribal leaders of Vrachati unanimously deposed Prodromos VIII in favour of his son who’d taken up the name Prodromos IX. Whereas his father shied from combat and often deferred to his cowardly advisors, Prodromos IX was fiercely independent, enacting numerous sweeping edicts within his first week of rule. This began with the Civil Defense and Muster Readiness Mandate which dictated that every man must own a weapon. This was further compounded by an act which saw Prodromos IX’s personal coffers emptied to subsidize the opening of new mines and promotion of the smithing trade to support such a mass armament of the population. 

 

Prodromos IX vowed that the Vrachatians would be ready for the return of the barbaroi and would drive them back to whence they came. Enlisting the aid of a Falinesti Sunscryer, Prodromos was informed that the next attack would come upon the beaches of Apsalos when the days were at their longest. Convinced that this was the epic trial that God intended, Prodromos IX mustered what men he could on that notice and made his stand upon the shores of Apsalos. His ranks stood eight hundred strong, all well equipped, with each man afforded sword, shield, and bow. As the Sunscryer foretold, the barbarians poured over the horizon and spilled onto the sands of Kavalos like the tide itself. The Vrachatian response was swift as arrows from disciplined ranks fell upon the invader, felling countless as they charged the defenders. Prodromos IX vowed that not another barbarian would step foot on Vrachatian soil, thus ordering his men to charge and meet the foe on the beach. Leading his men from the front, the Vrachatians fought viciously for hearth and home, slaying every invader that dared stand before them and driving the rest back into the sea. Prodromos IX’s soldiers had proven so effective this day, that modern Vrachatian tactics still draw upon his tactics and teachings and gave rise to the concept of Karabisianoi, or people of the sea, and the founding of the esteemed Vrachati Sea Guard. The people of Vrachati had prevailed and thus gave rise to a new cultural revolution, one which promoted the Vrachatians as true masters of the sea and those truly virtuous and honorable.

 

The Vrachatians continued as a regional power for another decade, protecting their thin stretch of land from pirates and invaders alike with their newly founded Royal Vrachatian Navy, allowing trade to flow unharassed through their waters. Despite this era of peace and stability, the Vrachatians were on track to a major turning point in their politics and relations with the outside world. Foreigners came upon their shores, bringing not war and bloodshed, but with goods and news. These foreigners took immediate interest with Vrachatian customs and wares and likewise so the Vrachatians towards theirs. An unprecedented cultural exchange had gone underway as the foreigners explained how similar their peoples were and that not long off their shores a sweeping force was united the disparate lordships and kingdoms beneath his banner, the Immortal Sun, which brought civilization and progress to its wake. Such a harmonious union seemed too good to be true, that is until these foreign dignitaries offered the Vrachatians a place within the newly discovered Elraic Empire. Of course others saw this as a thinly-veiled threat, an ultimatum for submission before this Empire. Their fears were further compounded through news entering the port of Vrachati of the Elraic Empire subjugating the Vrachatian’s neighbor kingdoms, with refugees and other heralds telling stories of massacre and pillage. If what they had heard was true, Vrachati could not hope to stand in the face of awesome might. They were hesitant as they had preserved their independence and sovereignty for over half a millennia. Ultimately, the Vrachatians settled with the Elraic envoys, establishing Elraic protection over the Kingdom in return for naval service.  The deal was framed as mutually beneficial. Ultimately, the Vrachatians were admitted into the Elraic Empire without further hiccup, with little changing in their day to day lives, as a new era prosperity and growth was ushered in under their new overlord.

 

The prevailing religion in the Kingdom of Vrachati is the Church of the Eternal Sun, a form of worship not centered around the Imperial sovereigns, but Sun itself. Though Sun worship is most common, several minority religions are allowed practice with the exception of shamanist faiths and those who draw power from the forces of corruption. Vrachatian worship circles around the celestial body of the Sun itself, otherwise referred to as the Eternal Sun or simply as God. The Immortal Sun is often personified as the Father, whose patronage is often adopted by the rulers of Vrachati, other stewards and administrators. Due to the Sun’s association with power and guidance, a version of the Immortal Sun has subsequently been co-opted onto the arms of the Kingdom of Vrachati; dubbed the Meric Sun, or Segmented Sun. The Meric Sun is called so because of its deliberate dividing into eight distinct rays, each representative of a different aspect of the one whole that comprises the Solar Faith. For example, the Vrachatian sect of the Church of the Eternal Sun venerates eight saints, honored figures of Vrachatian history of great piety, charity, and sacrifice. These include Saint Renata, the patron saint of childbirth and fertility, and Saint Ignatius, who represents old age and wisdom. Notably, the number eight holds significance in both Vrachatian religion and society and is typically associated with creation. It is commonly believed, known, that life could not be possible without the nourishment and light that it bestows. As such, centuries have seen the growth of a sizable minority faith and group of magic practitioners, the Creationist sect, who wield alchemical powers to honor the Segmented Sun. Whereas the Immortal Sun is typically viewed as a whole and a bigger picture, the Creationists emphasize the constituent components and recognize the role that each piece plays toward the integrity of each structure. As a result, Vrachatian creationists have held their faith’s saints to the same standard and regard as God himself, much to the skepticism of the main sect of Sun worship. Yet the creationists assert that, as beings forged in the brilliant Sun’s image, they too wield his power, to do good in his name. Interestingly, they might refer to the main faith of the religion as the ‘Preservers’, adherents to the old teachings with strict beliefs regarding the circle of life and man’s place as subjects to God’s will. As the day sets and night rises without fail, the Great Sun is upheld as a symbol of permanence; a perpetual cycle in the Church of the Eternal Sun. Thus more conservative practitioners of the solar faith can misconstrue this ideology into a dogma which shuns straying from the course. In the end, Preservers believe that the Eternal Sun has laid his great plan and that the human race must not bow to temptation and stray from His divine light. On the other hand, Creationists believe that mankind is in charge of their own destiny and may forge their own path. As a result, Preservers tend towards xenophobic encounters and the forceful proselytization of non-believers. Creationists, however, value all religions and cultures equally, seeing them as the necessary gateway for mankind to reach true enlightenment and understand the meaning of self and what it means to be. The Creationists have seen a steady growth in numbers over the years, as their faith preaches hope and possibility in comparison to the Preservers view of keeping to one’s station and blind obedience despite the Sun’s many gifts waiting to be unlocked, rather ironically. Creationist beliefs have gained significant traction with Vrachati’s women, as the system venerates all contributions to the system in an otherwise patriarchal dominated society. Though, this has done little to rescue wives from duty of home and hearth, instead, it has attained them the position of equals within the household and in greater Vrachatian society, for it is they who must defeat the touted ideas of natures and nurture their children into the next generation of Vrachati’s finest and brightest men and women.

 

Special Characters:

 

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Gallaros I, King of the Vrachatians

 

Having ascended to the throne within the past two years, the young king’s reign is still in its infancy. Taking the regal name Gallaros, he has strove to forge closer bonds within the Elraic Empire and bring its influence abroad. What Gallaros lacks in experience, he makes up for in zeal and determination. Thus far, his rule has been marked by a rapid naval armament and the creation of new trade lanes and wealth generation. Though one might believe he only serves to fill his coffers, it is rumored that the Kalos have taken a keen interest in the Arcane, sending his soldiers to far-flung corners to pilfer ancient temples and ruins. Regardless, there has been no greater opportunity under any Vrachatian king to take to the seas for honor and glory, and country above all.

 

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Hicesias Sideris, First Sea Lord of the Vrachatian Navy

 

Hicesias has served the people of Vrachati for countless years, serving King Gallaros's predecessor faithfully and continuing to this day with unflinching resolve. As the oldest commander in naval service, with the experience and wisdom to boot, he is commonly referred to as "Old Salt" within the ranks of the Navy. The Sea Lord hails from a long lineage of esteemed admirals and is often viewed as the pinnacle of law and order. He expects utmost discipline and obedience from his sailors and will punish dissent and insubordination with a blinded hand. Likewise, any smugglers or pirates to be captured by Sea Lord will find themselves prosecuted to the full extent of the law. Aside from his vendetta against outlaws, Hicesias may very well be why coastal-dwelling Vrachatians can sleep soundly at night.

 

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Ser Marcion Leos, Commander of the Vrachatian Sea Guard

 

The young King Gallaros spent much of his youth as a ward beneath Ser Marcion, Lord of Pelathousa, Knight of the Order of St. Ignatius, and Commander of the Vrachatian Sea Guard, and came to be a second father to him. King Gallaros reciprocates Marcion's generosity by naming him his Hand, executor of the King's will. Marcion has used this power to revitalize Vrachati's domestic industry, turning the state into an exportation economy by refining goods hauled home by the Vrachatian merchant marine. He has come to known as one of the 'great administrators' of Vrachatian history, though at an unknown cost. It is said that Ser Marcion has engaged in an unknown number of shady backroom dealings. While some dismiss this as rumor, others might believe this to be a small price to pay to ensure that every Vrachatian sleeps beneath a roof and can afford to put dinner on the table each day.

 

 

Primary Magic: Solar

Secondary Magic: Ouroboraeans

 

Unique Point of Interest (Unique "wonder" building/location/artefact, natural or otherwise, that will confer a small bonus TBD): The Auric Praesidium - Headquarters of the Vrachati Sea Guard. The Praesidium is a coastal megafortress whichs acts as both the training center of the elite Sea Guard as well as an intelligence hub and strategic coordination center for the Vrachatian Navy. This bastion is as old as the order itself, and serves as a reminder of the resolve and the ingenuity of the Vrachatian peoples. Boink.

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Discord name (PM if you wish):  You have it
Nation Type: (Kingdom/City State/Tribal): Kingdom
Nation Flag (optional): 

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Nation Name: The Muab'De (followers of fate) 

Are you in the Elraic Empire? (If so state in what way you're a sub-region of the empire - client kingdom, appointed/hereditary governor, military order, etc): No, I am free (for now)
Nation Culture (Brief description):

The lands of the Muab'De have historically been filled with various tribes, most of them with a large importance on family. Most often being divided by clans.

Though the tribes have been replaced, and the shamans/clergy elevated there is still a tight family structure. Thus many families still identify according to clan, with each clan having their own 'chief' who often holds great authority in their community. Though their influence is far weaker in urban centers. 

 

Most official authority is held by the clergy, who act as regional representatives and the ultimate ruling council. Who make major decisions and generally decide policy. Though in case of controversy/points of contention the stone is asked for guidance, to break them out of a deadlock. 

Through the authority of the stone, the lands of the Muab'De are surpassingly tolerant. (At least in terms of race). As in past cases it has decreed that gender should play no role in one's access to certain duties, and that Dusii should be treated as equals. In practice this is of course far less the case, but compared to it's neighbors and rivals it is surprisingly progressive. And all that through sheer chance.

 

Instead people are more distinguished by their wealth class, their magic/faith and their position in the byzantine hierarchy of the Muab'De. With the types of magic being divided into different tiers.
Of course Astral Magic is the most elevated and basically all positions in the Arichani and the Mar'Adai are filled with astral mages. Next in positions of status  are solar and lunar magic. They don't suffer any harassment, but will find greater difficulty in gaining positions in any religious body. Which extends to the ruling council.
After that are the 'other' faiths, which include: Alchemy, Meteoromancy, Geomancy, Druidism and Shamanism. These are often looked down upon, and people following any faith adherent in these are likely to face some discrimination because of this. They will have great difficulty in getting any influential position. 

 

Those absolutely despised and outcast by the Muab'De are the necromancers and Stygians. Who are seen as consorting with the forces of the dark core. Of the horrors that dwell in the center of the planet, away from the light of the stars. They are to be hunted and persecuted at any possible opportunity. 
Nation History:

 

The founding of what was to be the Muab'De is an uncertain thing. As their founding was done long ago. In a time where history was not recorded on papyrus. Instead, tales and history were told through lorekeepers. With myth and history often being mixed together. Thus no one can be certain about the true founding of the Muab'De, and yet the tale of the supposed founding is known by nearly all.

Long ago, the various people under the Muab'De were fragmented. Scattered into various tribes, villages, etc. It was a dark time, where brother betrayed brother for power and where none were free of potential betrayal. For the people of this land were a naturally devious one. Ambitious and cunning. Yet this shared trait made it almost reminiscent of a crab bucket. Where any of the groups who rose too high were dragged down by the rest. Creating a state of virtual anarchy.

In this time, there was a man in the tribes of the south. This chieftain was a relatively powerful one, for the standards of the area, and yet was tired of the constant betrayal. Where it's people knew famine, poverty and war as well as they knew their family. Yet the man was unable to do anything to prevent the land from continuing the cycle. Any agreement made was rife with suspicion and paranoia. Where the disorder amongst the leaders of various tribes were too great for any common agreement, whilst any chieftain who tried to rule of other chieftain would inevitably be betrayed. That or a coalition would form and strike this overly ambitious chieftain down. 

 

When the despair of this man was at it's greatest though, he prayed to the stars themselves. He wished for a sign, something that would end this era of despair. Which he and his kind had suffered for so long and would continue to suffer. The gods gave no direct answer, yet their benevolence was made clear in other ways.

 

Whilst in despair, the elder went along the coast, and found a hidden cove. In this hidden cove he found an old magical artifact. It was perfectly round, yet it had small indentations. The man recognized this artefact to be from the same material as the rocks that fell down from the stairs. Then, to his surprise when he asked a question to himself, the rock answered.

The man then knew that this was a sign. A sign from the gods of the stars, of their wish. A solution to his woes. 

 

The wise man then made an agreement with two other tribal leaders, an alliance in which all of them were equals. And in which any points of contention were solved by the rock. ((Basically a magic 8ball)) Through their unity, this alliance managed to unite the tribes of the area and laud in an era of peace. This alliance was known as the Muab'De.

 

Of course, how much of this is real and how much of this is fiction and possible propaganda, that is now known. What is known as the entity of the Muab'De went on to unite the local area. Turning an anarchy of villages, tribes and nomads into an actual civilization. With peace being established and peace allowing actual civilization to arise. 

 

 Of course, whilst there was/is an 'era of peace' this is not the full truth. There is certainly still internal conflict within the Muab'De. This conflict is most of the time external, fighting or defending against outside enemies. But at times certain religious leaders, or other groups rise up against the Muab'De. Whether because of separatism or because of a lack of faith in the commands of the stone. And yet, surprisingly, this internal conflict is quite rare. Any resistance/rebellion that does rise up often has little support and is quickly crushed.


But only a fool would point at this and say that the Muab'De are 'peaceful'. That they are united beyond any other and does not suffer any strife.

No, that is only the belief of the ill-educated fool.

The unspoken knowledge, is that most of the internal strife happens in the shadows. There might be no shouts of anger, fire in the streets or open blades. But it is anything but rare for someone to just suddenly disappear. For a major figure who disagreed with the Arichnai to disappear. Or for nearly all members of the Arichnai to suddenly resign. Assigning their seats to others.

 

Now, a new member has arisen to the Arichnai. One who has great support and is speaking of a great conquest.  This person is known as Alfati, a bald woman with some of the most holy prayers of the Muab'De tatoed on her face. A radical by nearly all acounts, and yet she has somehow rise to become the leading figure of the Arichani, the ruling body of the Muab'De. 

The future of the Muab'De is uncertain, but everyone knows it will be filled with blood. Theirs or the enemy's, that is not known. 

 

Nation Race (Human, Dusii, Dawekii):

The majority race is human. Though there is a minority of Dusii that are tolerated and officially to  be treated as equal. ((Mutters, stupid 8ball)) Though in practice this is often not the case.

 

 

Special Characters (Up to 3, generals/mages/agents may be added or included if purchased with starting funds):

 

Alfati (General)

Alfati is a child of a long-line of priests, specifically of a northern temple in one of the main population centers. Whose family have been known to often produce members of the Arichani. Initially, it seemed that she was going to follow this path. Which she did, in a way. Even from her youth Alfati had great fervor and faith, almost disturbingly so. Often bullying people of other faiths, even showing disregard for people of solar or lunar faiths. Believing that their path is the one true one.

She could not stand the 'tolerance' amongst most priests, and instead of fully dedicating herself to scripture she was determined that she had a divine calling. To spread the word of the stars to all. Thus she joined the military, the Kar Edani. Getting the best teacher through her family connections, though her parents were disturbed.

After going through an apprenticeship with one of the foremost generals of the Muab'De, Alfati went back into theology. Determined to rise through the rank. A fire and brimstone preacher, speaking of the propagation of the Astral faith through war. 

 

Her parents, disturbed by her actions were about to stop her. But then they both got a stroke and had to retire. By all signs completely natural, and yet the timing was odd. And many people suspected Alfati.

 

Regardless, she rose through the ranks and rose to the Arichnai. Somehow with numerous connections and great influence. Even for her young age (36). 

 

The red marked (Agent)

When meeting with each other in their official capacity, the members of the intelligence service of the Muab'De each wear a mask. This mask is symbolic of their chosen names. If one's chosen name is of an animal, they have an animal on their mask, if one has a certain item, that item etc. 

But amongst the ranks, there is one who is especially well known, the red-marked.
Where most have intricate symbols and patterns on their masks, the red marked only has one piece of 'decoration' on their mask. That of a bloody handprint.

How long an Agent has been in service is hard to determine. As many agents have apprentices, who take over their mask and position. Often gradually. Thus often making it hard to distinguish how long one has been in service. This is the same for the red marked. No one is sure how long this red marked has been in service. Tales go back almost 50 years, but none known if it was the current red marked back then, or if this is their apprentice. 

 

 

T.B.D.

 

 

Primary Magic: Astral

 

Unique Point of Interest (Unique "wonder" building/location/artefact, natural or otherwise, that will confer a small bonus TBD): Natural Harbour 

The capital of the Muab'De is blessed with great geography. Through the ages, nature has carved out a natural harbour. A location in which the seas are calm and great amounts of ships are protected from storms. This shelter from the storm allows for a great volume of trade to go through the city and for ship building sites to be protected.
(( Gives a bonus to trade and/or gives a bonus to ship building ))

 

 

Almost forgot it

 

BOINK

Edited by DoomedDM
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E T E S H
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Nation Type: Kingdom

Nation Flag:

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Are you in the Elraic Empire?: Etesh stands alone, a glorious beacon of enlightenment and republicanism, amidst a sea of savagery and absolutist barbarism. The Elraic Empire, in particular, is a focus of much hatred and resentment in Etesh - the Empire represents everything the Great Republic despises; monarchy, heathenism and dynasty. Of all Eteshi foes, the Elraic Empire stands as Etesh’s greatest and most reviled rival, and it is the fervent wish of many Exalted to see the pinnacle of heretical “civilisation” torn to the ground, and burned.

 

History- Etesh began as a small town, founded by fleeing Dusii slaves. They settled upon a key point of the River Etesh, and that small town swiftly grew into a vast and rich city, ruled over by a monarch. From her first days as a true city-state, to the rise of the Great Republic, Etesh had nine kings, each of whom ruled for many years, and each is considered to have generally been a wise ruler. The last Eteshi Monarch was Istaran, and it was his heavy-handed oppression of the growing cults worshipping the God Sargatanas, that led to the collapse of the Eteshi Kingdom. In a brutal, but botched, revolution, the Voices set their warrior-zealots, the Arkanti - led by figures such as Nunamnir, Lord of Dust - upon the forces of Istaran, and drove the King from the city, alive and unharmed.

 

From there, Etesh descended into total civil war, and bitter, back and forth conflict persisted for many years, until Istaran was finally crushed at the Battle of the Thorns. Etesh would not be safe from conflict for long, however, as the fledgling state soon suffered its first great blow- the many surrounding nations joined together, in a coalition led by the forest Kingdom of Besdit, which reviled republican ideals. For five decades, this war raged, until Etesh finally defeated her enemies, and subdued and annexed each state, one by one.

The ceaseless march of Eteshi legions has rendered the Great Republic the master of a vast range of territories - Etesh rules thousands of leagues with an iron fist, and fixes her eyes on ruling thousands more. Time has slowed the momentum of the Exalted, and Etesh finds itself surrounded once more by bellicose neighbours, all too eager to bring an end to Eteshi Enlightenment. Etesh stands now at the crossroads of history - she is second only to the Elraic Empire, and the Exalted continue to plot and scheme, as they attempt to surpass all, and secure Eteshi rule, by land and by sea.

 

Culture - Etesh considers itself to be an enlightened theocratic republic, and possesses an enormous belief in the intrinsic superiority of both its intellectualism and its religion. As such, it would not be unfair to say that Etesh considers itself the mightiest nation in the world, and this is often reflected in one of the ways the Eteshi refer to their nation - the ‘Great Republic’. Etesh strongly rejects the idea of absolutist principles, and the city has not been ruled by a monarchy in centuries. It is a strong belief among educated Eteshi that a nation cannot be a nation, lest it is a republican nation - though this has never been an official stance. Xenophobia is relatively common in Etesh, and the harsh opinions that some view the city with has led to a deep rooted solidarity and a strong mistrust of the foreigner in the provinces of the Republic. Typically, Eteshi refer to foreigners as ‘Pultoi’, which translates to either foreigner or non-citizen, but typically carries an incredibly negative and derogatory connotation. In Etesh, humans enjoy freedoms and liberties equal to any Dusii, with one exception - the upper levels of government (and in most cases, high military command) are closed to them.

 

In the Great Republic, religion is of paramount importance and the highest levels of the state are thoroughly entangled with the two highest religious groups - the High Priests, many of whom also serve as sitting Senators, and the Voices, the oldest and wisest Exalted in Etesh, who tend towards spending their days hidden from sight, meditating and receiving visions from Sargatanas in their great Fortress-Temple at Bakir. The Dusii dominate religion, and it is this dominance that ensures high government is sealed to humans, as to ascend to the very heights of Eteshi politics, one must first undergo the Binding, giving up any hope of natural death in order to spend their days ushering souls towards the Gate, where they may enter the Far Plane and join their master, Sargatanas. This is how the immortal Exalted are made, and both the High Priests and the Voices jealously prevent any human from receiving the ritual.

 

Etesh is a land of great military might, and every good citizen is expected to serve his term in the army or the navy, in service to the state. As such, the military is held within great esteem, and it is typically considered to be a career choice of great honour and dignity, for those wishing to do more than their basic term of service. The Eteshi military is highly regimented, uniformed and extremely professional, and pride in its strength and conduct is typically considered to be a major factor in the common Eteshi view of the total superiority of the Great Republic.

 

Special Characters (Up to 3, generals/mages/agents may be added or included if purchased with starting funds): 

Nunamnir, Lord of Dust, the Stargazer, the Deathless, the Eternal

"I hope, one day, to walk that narrow Path; to the Gate and Beyond..."

 

 One of the few remaining founders of Etesh, Nunamnir was amongst the first to embrace the Holy Path. One of the first Arkanti, the Lord of Dust was among the ancient band who threw Istaran the Sinner into a field of obsidian thorns, during the First Exile. Ancient, wise and powerful, the Lord of Dust rarely leaves his palaces, and though a chair is permanently left free for him at gatherings of the (Senate?), Nunamnir has not attended that assembly in nearly three centuries, instead spending his days in solitude. Nunamnir has slain many of his enemies over the centuries, and it has become his custom to seal one of their eyes when they are defeated. These sealed eyes are then embedded into his armour, where they empower him. One can recognise the Lord of Dust on the battlefield, for his armour glitters in a fashion not dissimilar to stars in the night sky. 

 

Over the centuries, Nunamnir has waged a bitter war against the Cult of the Damned, beginning with his part in the Reckoning. Every revolt, uprising and riot perpetrated by the Cult has seen Nunamnir take personal command of the efforts to destroy that dark brotherhood of sinners. Each of their leaders have been mutilated by his hand, their Sealed eye added to his armour. Most have been slain outright. Some, such as Balehsk, have been Sealed in full, and condemned to eternal torment, deep in the Pits, a massive, underground complex of prison-tombs, that also hold his master.

 

The Lord of Dust is a hardened soldier, and led many of the early wars to crush the enemies of the fledging Etesh. As one of the most ancient and respected Arkanti, he has always ridden to war armed with falx and heavy armour, guarded by two score of his brothers. Nunamnir is ancient now, however, and long centuries of conflict and violence, coupled with constant political machinations and plotting, have left the old Exalted exhausted. He spends his days largely in prayer, worshipping Sargatanas by tending his rose gardens, observing the passage of the stars and writing poetry. Still, the Stargazer may be tired, but he remains one of the most respected, influential and venerated of Etesh's leaders, and is certainly one of only a very, very few who saw the foundation of Etesh with his own two eyes.


 

Azlatan, Commander of Salt, the Sea-Master

“Firstly you must always implicitly obey orders, without attempting to form any opinion of your own. Secondly, you must consider every man your enemy who speaks ill of the Lord of Dust; and thirdly you must hate a Pultoi as you hate the Heretics!”

 

Born a mere sixty-one years ago, Azlatan is a newcomer to the ranks of the Exalted. Born a humble Dusii to a leatherworking family, Azlatan joined the Eteshi Navy with the begrudging approval of his family at the ripe age of twelve, under the wing of a cousin-captain who lent Azlatan his seafaring knowledge. His new captain found that the young Azlatan proved to be a more than sufficient sea-going warrior, as well as a sailor. The finer points of navigation, of sailing, carpentry and the nuances of the seaborne lexicon were quickly absorbed. And when he had his first taste of action, he flourished in the whirling melee of a boarding action. When he finally earned his commission at 19, he had a daring gleam in his eye, a stern hand, intelligence, initiative, and courage rolled into one. All the foundations which create natural authority, that rare thing. Though chronically lacking connections, Azlatan's climbed steadily through the ranks, thanks in large part to his leadership from which came loyalty, discipline and above all, victory. It applied not only to a division of rowers, or a ship's crew, but as time would tell, to councils of war when commanding fleets, and bureaucratic offices ashore. 

 

In time, he was given command of an anti-piracy Division protecting the Bay of Orul from the deeply-entrenched pirate syndicates that so oppressed Eteshi trade. Despite lacking ships and support, Azlatan proved to be highly effective. A string of informants on the coast helped him erraditate secret watering-places and hideouts, while Azlatan encouraged aggressive hunter-killer tactics. These successes saw him elevated to command a whole Squadron as a pro-Ekir, a temporary rank, in recognition of the need for more ships.  Within two years, Orel's pirate presence was all but gone, and the pro-Ekir became a full Ekir.

 

Azlatan, now head of the Navy in its entirety, has taken to enacting significant reforms. An improvement of logistics and a more meritocratic system, in combination with changes to dockyard methods and contracts has laid the groundwork fo Azlatan to prove not only himself, but also to prepare the ground for a major expansion of Eteshi naval resources. Azlatan knows keenly that if Etesh should find need to expand, that it will require a stronger and more efficient navy. A breath of fresh air to an ancient immortal aristocracy, Azlatan is keen to prove himself, at the expense of those who should underestimate Etesh and his navy.

 

Oris, The Exile

“We shall prevail. We have eternity”


An Exalted of middling status and few ambitions. Oris was bound to the mortal world soon after Etesh’s victory over Istaran at the Battle of Thorns. He would go on to serve in Etesh’s vast legions throughout the many following wars against Etesh’s neighbors. During his service, he would serve with little distinction, being given command of nothing more than a small unit, and he achieved nothing of note beyond that of an average commander.

After the many wars of expansion began to patter out and end, Oris’ term of service expired and the Exalted retreated to his small estate to pursue matters of faith. Namely, investigating the many natures of the Eteshi pantheon through his work in the Brotherhood of the Crypts. When his true purpose was uncovered, it was deemed Heretical, Oris was stripped of all lands and titles, and sentenced to be Eviscerated. Yet he escaped Etesh through the massive network of catacombs, fleeing to the mountains in the north.

The Exile continues to pursue his work, clinging onto ruined fortresses and cities of ages long past, with nothing but the company of the dead to consult. Isolated from civilization for so long, little of Oris remains; he fell into madness long ago. In his insanity, however, he finds faith and purpose.

 

Primary Magic: Necromancy [Veil Walkers], Stygian Arts [The Black Torch]

Secondary Magic: none 🇹🇩

 

Unique Points of Interest:
The Temple-Fortress of Bakir- Originally constructed during Etesh’s many initial wars of expansion, Bakir is a sprawling and mighty fortress complex built upon a large Mesa which dominates the mostly flat local landscape, upon a site where many of the Voices claim to have felt a stronger connection with Sargatanas. During this period, it proved to be invaluable in ages past, weathering dozens of sieges without fail. However, as the Empire’s borders have pushed outwards, Bakir has lost much of its military relevance.

Nonetheless, the fortification is maintained. Apart from a strong permanent garrison, Bakir is protected by several layers of tall and thick walls with countless strongpoints littered among them, as well as its geography. Though the fortress is almost exclusively staffed by the undead, massive cisterns and storehouses hallowed out of the mountain are always full.

The Holy City of Etesh- Etesh is a vast, sprawling metropolis of temples and tombs, theatres and arenas, libraries and academies, built in five tiers upon a towering, lonely hill. From the slums at the very base of the city, to the resplendent palaces of the Exalted at the very summit, Etesh is an enormous, winding maze, where even locals who have lived there for their entire lives can lose their way. The slums excluded, the city is built in white marble, kept polished by an army of slaves bound to the city. 

 

The city is, to some extent, segregated. While Dusii of any status may live on or own property in any of the five tiers, human freedmen cannot dwell beyond the second tier, and are forbidden entry beyond the third. Slaves are allowed to dwell and enter every tier - for the sake of practicality.

 

At the very top of the city, the gargantuan palaces of the Exalted sit. Huge and forbidding, amongst the palaces are found the greatest of the temples, and all of the highest seats of law and government, where the greatest decisions are made. A masterpiece of sculpted marble and molded bronze, the pinnacle of Etesh glitters brightly in the sun, sparkling like glass in the light.

 

Beneath the palaces sit the homes of the lesser nobility, of the various Halls and assemblies. Rich and opulent, the district tends to be quiet, a place for the upper classes, folk who have little interest in the mad hustle and bustle of the lower rings.

 

Further down, in the third and fourth tiers, are the homes of the lowliest Dusii, a sprawling - but rich - mess of workshops and merchant homes, of shops and warehouses. The streets here are pathed with well worn cobbles, and are often clustered with the great hustle and bustle of a huge, prosperous city.

 

At the very base of the hill upon which Etesh is built, are the slave camps, the slums, the shanty towns. A massive, sprawling complex of filth and the dregs of the city, filled with lowly human citizens from the vast expanse of Etesh's empire. There is, ironically, great wealth to be found, for here are the great bazaars, the slave merchants, the livestock dealers. Most of the raw materials that find their way into the hands of the merchants and craftsmen of the upper rings come from here, where they are bought and sold in the huge clamouring marketplaces, before resale further up.

 

Etesh is one of, if not the, largest city in the world.

 

Catacombs of Etesh- In Etesh, every citizen possesses the right to free burial, even if they are too poor to afford their own, private or family tomb. As a result, a vast series of underground, communal tombs has been built over the centuries, with hundreds of tunnels sprawling beneath the enormous metropolis above. The Catacombs are a sacred, holy place, and the various resting places are carefully cared for by the families of the deceased. For those dead without relatives, the Brothers of the Crypts care for their needs, tidying and repairing the small shrines where gifts are left for the departed. The Brothers walk endless miles in their selfless mission to protect the Catacombs from graverobbers and malignant intruders, and they perform their duty to defend these tombs fiercely. 

 

The Catacombs have many, many entrances, mostly within the city, but a few are found outwith the walls. The Catacombs offer a means of secret exit or entry to the city - if one can manage to navigate the vast and twisting labyrinth. Furthermore, in times of great need, the Catacombs provide an enormous source of corpses, ready to be called upon at a moment’s notice to defend the city.

boink

 

Edited by Krefarus
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Nation Type: 

Tribal


Nation Flag (optional):

 

 

X6be4YE.png

 

Nation Name:

The Torchbearer Kings | Taimatsu-no-Ōkamigami


Nation Culture (Brief description): 

Among the myriad fables of the Elraic Empire, one tale speaks of a land on the edge of the world, where the disobedient are fed to a dark forest. There, the grass is black, the sky is dark, and Stygian devils replace its gods. Indeed, even its people are warped, with only their black teeth visible beneath demonic masks and many-layered bone armor. It, of course, is just another of the stories-from-before-time meant to persuade children to be good.


Nation History:

A thousand warring tribes make up the Torchbearers, each worshipping their own creation myths, each with their own shamans, their own chieftains, their own languages. Unerringly, however, they all possess a single common story - the Death of the Forest, or the Birth of the Four Gods.

 

The Lotus Auspex | Hasu-no-Uranaishi

The Frozen Moor | Tōketsu-no-Gen'ya

The Dark Fable | Yami-Gūwa

The Dead Forest | Korosareta-no-Mori

 

Nation Race:

Human

 

Special Characters:

The Lotus Daughter | Hasu-no-Miko | Mage | Her red lacquer mask is shaped as a skull, vines growing from its orifices. Her body is a slithering, serpentine mess of exoskeleton and oozing blood.

 

The Frozen Daughter | Tōketsu-no-Miko | Mage | Her white lacquer mask is devoid of detail, a perfect oval. Her body, too, is a blank canvas - in fact, the haze of white mist that covers The Frozen Daughter's body makes it impossible to make out specifics.

 

The Dark Daughter | Yami-no-Miko | Mage | Her black lacquer mask is shaped as a circle, pulsating light in its center forming a perfect recreation of an eye. Her body, a mess of black wings and creaking bones jutting out of the corpse of a child.

 

Primary Magic:

Stygian | Black Torch
Secondary Magic:

Druidism | The Wilds

 

Unique Point of Interest:

Jukokkai | The Forest of the Cold One | Nok Lor | The Dead Forest

 

The Forest of the Cold One is said to have a soul - the Dead Forest, a name that has in the common languages become interchangeable with the name of that sea of trees. There, an eternal night blankets the land in shadow, and the howling of Stygian beasts is constant and deafening. Few, if any, visitors from foreign lands have returned from that dreadful place - and all rave madly of a silent, haunting Stygioi wearing the skull of a deer, tall and slender, and its utter dominance over the world around it.

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Discord name (PM if you wish): That/Ni88a

Nation Type: A built-different City State (Military Order)

Nation Flag (optional):

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Nation Name: The Axian Order

Are you in the Elraic Empire?: Technically no. While still acting as an independent city-state from the Empire, the Lost City was once apart of the greater fold and should be involved, if only slightly, in the Empire's dealing.

Nation Culture (Brief description): The societal structure of Axium follows that closely of a military order, with prevalence being placed upon citizens that would choose to serve the city through martial service. However, it is not one to shy away from the duties of the lesser, menial workers as many of those within the city are required to do their part in order to ensure the prolonged maintenance and prosperity of the city.

Nation History: The City of Axium was once what one could call a border-state of the Empire, serving more so as a boundary of the Empire’s influence rather than that of an integrated part of the Empire’s operation. It had also served as a temporary mainstay of the arts of Necromancy for the Empire, as many within had looked down upon the magic for its unnatural and repulsive nature. Over time the city was largely ignored and several times overpainted as a target for blasphemous accusations due to their usage of necromancy in what many would deem as unconventional if irregular ways. Yet such was not the destiny of the city, for an astral mage by the name of Valis Phyxios set out on a mission to not only change the border city of Axium to an integral part within the Empire but to change the world in its entirety. Many would call the man mad for his aspirations were like no other; connecting cities each leading from one to another, messages arriving within minutes rather than months, and by far the most preposterous of all the travel of hundreds of miles in mere seconds. It was something that many, if not everyone, thought was impossible. Yet such adversity and rebuttal from his peers was only what drove Valis further on his mission to see his vision seen through.

Years, if not decades began to pass with little work being made in terms of progress to Valis’ vision, until soon from distant lands came a fragment of information, the missing link if you will, between Valis’ dreams and reality. Within months, the shape and concept of the Amber Realm began to form, and many menial tests were carried out in private by Valis for none had believed that he had single-handedly proven his dream not only possible but was a near reality in due time. With financial and material backing from the then Lord of Axium, who had also wished to see the city turn into something more than a distant trade post, work began on a proving grounds for Valis to test his studies, and show his magnum opus to be one of the greatest creations in existence, a creation which would come to be known as the Sanctus Syntechnia.

After many years of steady progress, and an eventual gathering of like-minded individuals within Axium to further assist Valis’ studies, the day had come to finally test, and therefore prove Valis’ greatest creation. Thousands made their way to the city to bare witness to what many had perceived to be a madman’s spectacle, rather than a display of ingenuity. What they hadn’t known, however, was that it would be many of their final minutes within the Empire. As the show, as it had come to be known, had begun, initial displays of minor abilities were shown to onlookers of small objects disappearing and reappearing elsewhere several feet away, then full persons, and finally came the finale of such a spectacle; the activation of the Sanctus Syntechnia. Outside of the city had been made a gateway, powered through imbued Astral magic, that would serve as the connecting path to the Sanctus Syntechnia. Though it was here that the worst which could have gone wrong, did. For a while the portal was open for several seconds, bringing many to praise the Mage as he entered and travelled several hundred meters away to the Sanctus Syntechnia, though he soon realized that he was no longer within what he could deem to be his realm, nor was the city itself.

It was upon his entry, and loss of control over the powers he had imbued the machine with, that the city of Axium and many of the surrounding area were transported to another realm entirely. It is from here on that records of the city are largely lost, if not entirely accounted purely from word of mouth. Some speak of unexplainable horrors and attacks on the city which were speculated to have originated from the necromancy-driven orders within, while others spread the word of rampant chaos amongst the populace following their realization of where they were, or rather, where they weren’t.

It was following such acts against one another that the establishment of the Ordo Axium was made, a resolute and indomitable, yet harsh and controlling force originally made of city guards and levy to control the populace. Given their lack of outside opposition, and the ongoing internal strife, such an order soon came to control the city, and an eventual establishment of internal self-governance was placed to better control the ongoings within the displaced city, and manage the many minor parties that had control within it. Such governance was named the “Secundum Ordinem” or “Order of Orders”, a system based around a centralized Order overseeing the ongoings and establishment of many sub-Orders within the city. Though, soon it was apparent that many wished to return to the Empire, in search of lost ties and other purposes. Such was deemed the highest of priorities, and once more Valis had begun to work.

And in due time, the portal that many had gathered around for novelty and entertainment opened once more...

Nation Race (Human, Dusii, Dawekii): Human, of course 🇹🇩

Special Characters (Up to 3, generals/mages/agents may be added or included if purchased with starting funds):

Isaan Nadaas, The First Gatekeeper

The first of the Ordo Custodes, and currently the only member aside from several tested aspirants, Isaan Nadaas originally served as a pupil under Valis Phyxios and studied the fine art of magic, specifically the Path of the Watchful Stars, for a pair of decades before taking his incumbent position within the Ordo Custodes. As a mere pupil within the Mageia Syntechnia, the young buck’s aspirations and potential were soon realized following a mere few months of study, and that such a man was by no means a mere protege but something else entirely. Upon reaching maturity, the man had not only mastered the art of the Watchful Stars but had shown much prowess in combat utilizing the gift of the Astral Arms. Such a focus on the singular art was thought to be redundant, yet soon many came to realize the potential of such magic-manipulating warriors. Soon after came the establishment of the Ordo Custodes, and with it the establishment of the role of the First Gatekeeper. 

 

Antaeus, Lord-Paramount

Residing as the de-facto leader of Axium, Antaeus is one of the First-Born, an ancient and perpetually active soul sworn to servitude and duty to the city until his ultimate goal and vision is seen through, and from there he may truly rest easy once and for all. As for the man himself, and who he was before becoming First-Born, Antaeus served in several roles during the initial founding of the Elraic Empire as a soldier, scholar, politician, commander, and so on as he saw no more purpose in his life than to serve the Empire, and the Emperor’s themselves, in blind servitude. Though such a time has passed, and the man that once was is no longer bound by duty to the Empire. He is now reborn thanks to the Mageia Syntechnia and their perpetual studies of necromancy, allowing the man a second chance to pursue his personal aspirations rather than to aid others’.

 

Valis Phyxios, High Magister

A rather simple man, yet one which should not be underestimated. Valis Phyxios had been famed within the Elraic Empire for many years for his magical prowess, as well as for his studies into the arts of Astral magic. Some decreed him as the most savvy Astral Mage throughout the Empire, if not the world, as what was to be his magnum opus neared completion; the Sanctus Syntechnia. Though it was his own pursuit of knowledge and betterment of personal ability that perhaps undid his reputation, as with the completion of the Sanctus Syntechnia came an event never seen before nor even thought possible, an event that soon came to be known as The Rift.

Primary Magic: Necromancy (Veil Walkers)

Secondary Magic: Astral (Watchful Stars)

Unique Point of Interest (Unique "wonder" building/location/artefact, natural or otherwise, that will confer a small bonus TBD): 

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The Lost City of Axium

Naturally, the city of Axium itself is a wonder to behold given its other-worldly surroundings and highly centralized development. With the Sanctus Syntechnía being housed alongside the City of Axium within the Amber Realm, the city serves as the central hub between the Orders. Such traffic between these groups only brings further attention to the city to allow increased ease of trade, near instant communication between orders, and most importantly the ability to access each region at a moment's notice. 

Bonus: More starting build slots?

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The Sanctus Syntechnia

The brainchild of Valis Phyxios, the Sanctus Syntechnia is the product of years of construction and countless hours of man labour before The Rift. The Sanctus Syntechnia is by no means a simple construct, as such a building requires near-constant appraisal and supervision to ensure all pathways may stay connected to the central hub. Such a task is given to those known as Gatekeepers, sworn protectors of not only their Orders but more importantly the city itself. Serving as the primary hub of transportation and the central link between all orders in servitude to the city of Axium, the Sanctus Syntechnia is the singular key part of the city’s most powerful weapon; the Amber Realm.

Bonus: :neet:

I'll boink you

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Discord Name: You have it.

Nation Type: Kingdom

Nation Flag:
i3fggC6.jpg

 

Nation Name: Bythae

 

Are you in the Elraic Empire?: Never.

 

Nation Culture (Brief Description): (You will get a long description, nerd)

Class Divisions:
The people of Bythae are a hardy lot with civilisation and savagery melded into a cohesive whole. Over the centuries, their societies have evolved into an informal caste system. Though it is not officially recognized by any ruler, it permeates the nation.
 

The common folk (often referred to as ‘stone-men,’ ‘mud-men,’ or even ‘river-drinkers,’) are looked down upon by the higher echelons of Bythae. Serving mostly as labourers and merchants, they have little input on the running of their cities, and therefore have adopted a sardonic attitude to their betters. Despite this, much of the nation’s wealth passes through their hands. So ubiquitous is wealth to the commoners much of ‘polite’ society prefers not to discuss money or business, being that it is such a ‘muddy’ issue. Pious, passionate, rude, and hard-working, their celebrations and festivals can last days, and there is often reason to celebrate. After all, light is the head without a crown.
 

Warrior families (or ‘Blooded Ones’) – those who have several generations of fighters in their bloodlines – are the core of society. Warriors and former warriors from these families are the only ones to occupy higher positions of responsibility in the Bythaean hierarchy below the nobles. The reasons for this are twofold: The Bythaean nobility being warrior stock themselves do not trust commoners to run things properly, and they assume their soldiers are loyal to the state. As one might imagine, it is unlikely that men of honour and war take well to the sedentary life. As such, fighting pits are set up in many sections of Bythaean cities so that disagreements (or general boredom) may be settled in combat. The Blooded Ones are brave, proud, and unwilling to be insulted without reprisal. Their strength is Bythae’s strength, and their weakness is equally Bythae’s weakness.

The learned men (or ‘Knowers,’ ‘Scribblers,’ ‘quill-lickers’) encompass the majority of academia within Bythae. Their occupations include stone-masonry, architecture, medicine, geomancy, and the natural philosophies. Most are directly employed by the cities they occupy, but a lucky few enjoy the patronage of noble families. The scholars have divided themselves into two competing institutions; the Scriptom, and the Society of Arch-Masons. The former contains much of the contemporary artisans, mathematicians, engineers, historians, and architects of the nation, whereas the latter houses the doctors, magical practitioners, and master smiths. The rivalry between them is intense, and they compete with one-another for influence within the nation. They also have a habit of spiteful acts towards one-another. For example, the Arch-Masons refusing to lend their skills in smithing for a Scriptom project, while the Scriptom leaves out the influences of sorcerers in Bythaean historical texts.
 

The Old Families (Or ‘Fort-suckers,’ ‘Oldbloods,’) are the rulers and nobles of cities. Their family names stretch back to the formation of the written word in Bythae. Sufficient connection to an old bloodline gives one a host of advantages over regular Bytheans, including potentially high positions in the bureaucracy and military. Old Families guard their bloodlines strongly, disallowing those within the Learned and common castes from marrying up. The opposite is true for powerful warriors, who often find themselves approached for marriage contracts. All members of the Old Families must be fighters first and foremost. A nobleman who cannot wield a falx or mace is a grave dishonor to their family.

Law and Order:
Laws in Bythae are simple and entirely punitive. Steles of Law are set up within a community upon which is written the basic codes of law in plain language for all to read. Common crimes are listed as well as Ajax-sanctioned punishments. For instance, should a man cut off another’s hand, the same should be done to the offender as punishment. On the other hand (heh), the offender may offer to pay ‘blood money’ in recompense to avoid physical harm, but whether it is accepted depends on the victim. The cost of the blood-money payment is determined by a local judge.
  
Perhaps a holdover from old tribal conventions, judgement on lawbreakers is undertaken by community elders. Select members of the city district/town/village pass judgement on wrongdoers at the scene rather than having a dedicated bailey or courthouse. In turn, only elders from the appropriate caste may pass judgement, thus a warrior may only judge a warrior, and a commoner a commoner etc. The positions are considered to be very prestigious and draw much respect.

Religion:
Bythaens have three principle Gods that rule over innumerable minor deities.
Aganon, God of life and death. He is often depicted as a warrior and considered the patron of fighters and wars. Marni, Goddess of earth, hearth, and home. She is often depicted surrounded by children and carrying a golden shield, and considered the patron of families and fortresses. Lagmanon, God of Crafts. Depicted with a wild beard and holding a hammer aloft, he is considered the patron of craftsmen and invention.

 

There is no organised priesthood to the Bythaen Gods. Instead Elders from the community act as celebrants for rituals. Temples themselves are commissioned by the nobility and tend to vary wildly in size and style.

 

Magic:
Magic is not considered divine within Bythae society, but rather a field of study. The practitioners of Bythaean sorcery are known as ‘Arch-Masons,’ and often involve themselves in the construction of fortifications and architecture. All magic is deemed by the Ajax to be in service to the state, and all magical institutions answer only to it.
The Arch-Masons are split into two schools, the Lagmanon School and the Marni School, which specialize in metal and stone respectively.

 

History:

 

Scroll within the 'History' Section of Ajax' Rest's Library.


The origins of Bythae are tribal and violent, as is common for most early nations. The area now inhabited by the Bythaens was originally the home of settled agricultural peoples that grew barley and maize up and down the Midax River. Here these ‘Midaxites’ developed pottery and early trade along the waterways of the river using simple barges. The earliest examples of their craftsmanship are two pots discovered in the Midaxite’s titular ‘Stone graves,’—large piles of rocks that cover grassy hills on the eastern shores of the river.



earthenware-vessel-Jomon-Japan-Honolulu-
First of two Stone Grave pots. Further investigation has been barred by Gerent Armon, and the grave sites are now off-limits to researchers from the Scriptom.

 

This society flourished from between 1200 - 800 years past. Dating estimates are vague, but due to lack of any written record or reference to these people, they must have lived long before the first Stele of Law. 

Samples of stonework from this period indicate that metals were not developed in any meaningful way, and excavation sites show no samples domestic or military. Flint spear and arrowheads, on the other hand, are very common among sites especially around the old city of Argolid.



precolumbian-stone-spear-head-daniel-sam
Iconic broad-headed spear tip of the Midaxites. Shown sample was found in the river mouth north, and identical to other samples found elsewhere in Bythae.

 

It is assumed these people were a prosperous—yet vulnerable--society with widespread trade, government, and standardized religious rituals. Midaxite dominance was challenged by the proto-Bytheans, who migrated into the region. It is assumed the migration was a violent one, as many proto-Bythaen bronze and copper weapons are found among and around Midaxite towns in considerable numbers quite suddenly in the depth-record.  This initial conquest and settlement of the proto-Bythaens end the Midaxite period, but not their art and pottery. The current theory of scholars among the Scriptom is that the Midaxite culture was subjugated then integrated into the Bythaen whole. Everything on this topic is, however, conjecture.

The beginning of the Early City Period (approximately 800 years ago) occurs at the raising of the walls of Orchomemnos, which is subject of the legendary tale of Gilidon’s Climb. Said city dominated the region for a period of 100 years and gives a possible name of the first recorded City ruler (although the spoken record is difficult to verify) Lacmone.

 

“Lacmone, you shrivelled cur,
your great stone fence will not I deter!
These hands made hard with each sharp crevice,
shall fall upon your daughter’s bodice!”
Quatrain 43 of ‘Gillidon’s Climb.’

 

Other important Citadel-States of this period include Gla, Chrysso, Dimini, Kalydon, and Lerna. Judging by art from that period, war between these cities was commonplace as each competed for farmland and metal deposits. Little more is known, save for geomantic practices appearing on pottery (whether it was a holdover from the Midaxite culture or arrived with the Bythaeans is unknown). The Scriptom apologizes to the readers of this work, as there is precious little information on this period. Were we given permission to excavate the Stone Graves of Gla, we would likely have more, but his most venerable Gerent Armon has so far rebuffed our attempts.
 

The Late City Period begins with the sudden appearance of writing among the Bythae elite. The oldest Stele of Law is erected in what is now Argolid’s Old District by the Gerent Cissnmo ‘The Mindful.’ It is assumed it was imported through trade with coastal city states and the early Elraic Empire and it spread throughout our region rapidly. It is marked by a dozen wars and confederations between the cities too petty and pointless to comment on. This state of affairs is beneath the notice of the Ajax, but further information can be gleaned from Atonnon Autos’ seminal work ‘Wars of Late Period Bythae and their Impact on the Greater Bythaen Polity.

Our current era, and ostensibly the end of the Late City period, begins with the approach of the Elriac Empire. Their merchants and diplomats were at first received happily within the old Northern cities, but it is unwise to assume a kingdom that size gained it through purely honorable means. It clearly appeared to them that we had grown fat and prosperous on their trade and therefore, logically, would prefer to be a subject rather than neighbor. When our cities refused, they attempted force. In this dire time, the Bythean cities unified in a grand confederation and threw off the invaders. The leader of this union was the great orator and warrior Ajax (your title’s namesake), Gerent of Argolid. A second attempt was made after the Empire’s humiliating defeat two years later and was repelled by a second grand Bythean army. Ajax himself joined the melee, and shattered the bones of their cowardly leader, sending the soft Elraics running back to their womenfolk. After this victory, a permanent Confederation was organised between the river-dwelling Bythean cities to fend off further conquests.

Ajax the Indomitable headed the confederation for 22 glorious years of strength and prosperity. After his death, the Confederation collapsed almost immediately. This in turn attracted the attention of the cowardly Empire who marshalled a great force to subjugate our people. The ensuing twelve year war saw the total destruction of four Bythean cities and the death of thousands. The cities looked to Argolid, the pre-eminent Bythean city, and begged for aid. On the condition that all the cities recognized the rulers of Argolid henceforth as Ajax, king, and marshal of all Bytheans, the armies finally rejoined confederation and resumed the fight.

Ajax Celos, seeing the breadth of the Imperial forces, ordered the cities and towns on the western side of the Midax river to be abandoned, much to the anger of the Gerents. To appease them, Celos ordered all bridges across the Midax were to be destroyed, with the exception of the bridge that lead to Argolid – his own city – so that only his lands would be endangered by the invasion. The Elraics marched to this bridge, and were defeated in a titanic battle. After the Bythean army torched their camps and lacking local farms and cities to pillage for supplies, the invaders quit their campaign and a peace treaty was offered. This peace holds to this day, for no Elraic would dare march across the Midax again. The cities of Bythae are safe beneath your wise rule, and its people stand in its defense!

Glory to the Ajax, and glory to Bythae!


-Abridged History of Bythae, as requested by Ajax Celos.

Nation Race: Human

Special Characters:
Ajax Celos II:
While still only a few years into his reign he has pushed for standardization of Bythaen law, military organisation, and religious cohesion. Not all of these things have ended in success but he still commands respect among his Gerents. He is known for being a warrior-poet due to his quill-licking proclivities. He sees no shame in being among the learned men of Bythae, provided he can best any man to enter the ring with him.

Cephelon the Red-Nosed:
Always with his nose buried in parchment, Cephelon is the representative of the Arch-Masons in the Gerent’s Hall. Although a close confidant of the Ajax, little is known about the peculiar little man, save for his large nose and penchant for hoarding knowledge. It is assumed he learned in the Lagmanon School, but none have seen him practice his art.

Grum the Grim:
An enormous man wielding an equally enormous hammer. He is considered to be the mightiest warrior in all of Bythae, having never lost a duel in any form of combat. His name is actually a misnomer as he’s no grimmer than any regular man. This makes him very angry.

Primary Magic: METAL
Secondary Magic: ROCK

POI:
Ajax’ Rest: A vast citadel that looms within the capital city of Argolid. In the last war with the Elriacs, Ajax Celos declared that all cities and towns north and west of the Midax river were to be abandoned. As this created great anger among the Gerents, he had all bridges crossing the river be destroyed with the exception of the one that lead into his own city of Argolid. It is still the only bridge across the Midax, and as such the city is heavily defended. Several layers of walls bristling with watchtowers, artillery, secret sally points and garrisons dot the city, all eventually leading to the central citadel. A monolithic structure that functions as a fortified bunker, castle, lighthouse, palace, and seat of government, Ajax’ Rest dominates the skyline above the city of Argolid. It is the one place any would-be invader from the West could cross. It is the first and last layer of defense against the Elriacs and is a symbol of Bythaen pride and stubbornness.  

 

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Boink funni hehe

Edited by Catostrophy
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