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Vahastra: Black Gnosis [OOC]


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Discord name (PM if you wish): Done

Nation Type: Kingdom

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 (Unless you think it would be interesting)

Nation Race: Human

 

 

The Kingdom of Ratae

 

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The Colony

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‘The archives do speak of a colony, ‘Ratae Corieltauvorum’ or so it was then… Perhaps they used to be of Elraic? It matters not, they diverged an age ago.’

 

Over one score year, two centuries ago, waves of colonists settled the coasts of Ratae Corieltauvorum. Emerald seas; golden sands; and plentiful harvests, Ratae was the poster child of colonial life for the citizens of Elraic. For the initial year, cities were built and land parcelled as civilisation came to their shores. Five primary coloniae dominated the area, the modern cities of Tiranmia, Etrinal, Itona, Gasonia, and the capital Atran.

 

The land, while fertile, proved difficult to dislodge from the tribal locals, the Corielta. Evil winds and strange news slowly drifted back to the empire as these tribes fought for the land they historically inhabited. This came to a head four years after the establishment of Ratae, when the colonial legions marched on campaign to weed out the Corielta themselves. Villages were massacred, families scattered and the land given to the colonists, with dire consequences to follow.

 

The Fall

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‘Ah yes here, the Empire abandoned the colonies once they stopped being economically viable. Shame, they originally had such potential.’

 

It started slowly, a creeping sense of unease and dread that draped over the colonies. Fields slowly started to fail to blight, animals were born with malformities, strange stories drifted out of the outlying hamlets. Interest in the colonies slowly dulled down as these hardships began to multiply, the remaining colonists persevering in the increasingly dire straits. 


Figures started to appear at the edge of the colonies, strange wraiths that haunted the steadings. The first plague swept through the colonies like the reaper himself collecting the dead, bodies piling upon the road side. The support from the Empire was strong in those days, the depths of the aid greatly alleviated the suffering from what was seen as a ‘one off’. This misconception however was challenged only a few years afterwards.


Famine struck, and while support from Elraic again was utilised, a secondary plague hit the colony hard. Fear of the growing disease and aware of the economic impact of the support required over such a long distance, the colonies were abandoned and left to the winds of fate.

 

The Tyrant

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‘We are unsure of his origin, but all we know is that the Tyrant seized control in an iron fist’

As the colonies collapsed around them the faith in Sehula waned, the colonists becoming ever more despairing in their failing state. The piles of the dead began to rise as reports of phatoms stalking the streets of dying city wards began to spread. From the great city of Atran, the capital of the Ratae, a low rumour began to spread that the spirits raised were simply the souls of the dead, willing to return to aid the living. 

 

Saleric Artenian, a minor functionary and an integrated Corieltan, began to express a new approach to his peers, where Sehula was a false god and can only be replaced with the people themselves. Slowly this cult began to take hold within Atran itself, spread by the zealous followers until Saleric himself ascended. This event is heralded as the beginning of the Kingdom of Ratae, where Saleric declared himself Rex. The colonial government attempted to resist this coup, wherein the souls of the dead inhabited the bodies of the dead, rising up to protect their new lord.

 

A long and bloody crusade took place over the next decade, Rex Artenian solidifying his position in the colonies. Over the next two centuries, the kingdom remained insular, developing their society to integrate the new beliefs and the role of undead within. Now however, the Ratae are awakening, ready to march into the jungles to claim new lands.
 

The Kingdom

 

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

The Great Necropolis - The main resting place of the Firantir people, while also being the focus of the Keepers, is a sprawling city-graveyard. Shambling undead, serious Keepers, the city-grave is a sombre sight for those not used to the Firantir. 

 

Dramatis Personae

 

Rex Saleric Artenian I [Boneweaver Mage]

Dux Aranthir Elerar [Veil Walker Mage]

Princeps Tirmanith Artenian [General]

 

Magic of Ratae

Primary Magic: Boneweavers [Necromancy]

Secondary Magic: Veil Walkers [Necromancy]

 

 

 

Spoiler

 

((I know this needs a little bit of expanding))

 

I will Boink you

 

 

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Discord name (PM if you wish): Mr. Based

Nation Type: Character. 
Nation Flag (optional): 

 

File:Gray flag waving.png - Wikimedia Commons

 

 

Nation Name: Vâs the Mistreaver

 

Are you in the Elraic Empire?: I will often penetrate the Empire, yes.


Character: Vâs is a creature of myth, a being that has lingered upon the edges of human lore for over a century. Nothing is known of his origin, or why he does what he does. All that is known is that he seems to hunt ancient, rare artifacts and relics above all else, and holds an affinity for esoteric or forbidden knowledge. Legends say that he searches for something, always hungering after an item... Some myths say it is a sword of great power, others that he seeks the sorcerors stone, to quench his lust for gold, yet other myths say that he seeks a way to achieve immortality.

 

In the end, no one knows. But all sailors know to fear the nights of sudden mist, when the fog is so thick that one would not hear the rustle of sails until it was upon them. And in some cultures, sailors will buy trinkets before their voyages, so that they may earn the Reaver's mercy. For it is said that upon the night of the full moon, should the Reaver hunt his prey, he may find enough mercy within his twisted soul to spare those who have fought with bravery... Or perhaps it is but another myth.

 

Myths about the Reaver often speak of his ship, the Penitent Queenand it's grey sails and tragic figurehead, that of a weeping queen crowned in gold with eyes of obsidian. They speak of the thunder that comes with its attacks, and the way in which it melts away, evading even the most determined of pursuits.

 

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Character History: Unknown.

 

Character Race: Demigod.

 

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

Mr Krabs, First Mate: The Mistreaver's mighty right... claw... Mr Krabs was once a wealthy tavern owner in a small sea-side village. During one of the Reavers raids, Mr Krabs took a place within the crew in exchange for his life and with him went the recipe for his famously delicious meal. Over time, he became a loyal First Mate, warped by the dangerous magics of the Mistreaver's Curse, he now has hard, red armor on much of his body and one of his hands has been replaced by a large crab claw. Mr Krabs cuts a massive figure. Extremely resilient to damage and enormously strong, he is however slow.

 

Osc-art - Brachyura Lupus Sapiens

 

 

The Mimic: The Mimic always hides beneath a deep cloak and seems to shun any sort of touch. He is the Mistreaver's voice on land, speaking in his stead. In a quiet, hissing and sibilant voice. He seems to be able to appear most everywhere, and disappear just as easily. 

 

 

The Shark, Archaroth: A vicious creature more shark than man, he hunts the open seas and scouts for the Mistreaver. Often, he will be found in the water during battles, ripping apart any sailor unfortunate enough to fall into the sea. A near-mindless creature, only Vâs has any control over him, and even his grip upon the raging creature is tenuous. 

 

Primary Magic: Meteomancy / Storm Singers


Secondary Magic: Stygian Arts / The Boundless Chains

 

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

 

The Isle of Judas

 

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Once, the island was the home of a thriving, ancient culture. Now, it is a shard of stone sticking out of a tormented and mist-stitched sea within which cruel currents and ruthless rocks who guard its secrets jealously. Some legends say that the souls of the thousands that the Mistreaver killed upon this island now haunt its waters, tormented by their fate and turned into vengeful ghosts which lead ships astray.

 

No one knows where the Isle lies, nor what secrets remain buried within it. All that is known is that within its ruins, the Mistreaver has piled all the gold, jewels and artifacts of power that he has collected over the decades or centuries of his existence. Unbelievable wealth waits for those who would brave its cursed shores, and find that which lies within.

 

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Discord name (PM if you wish):

Dank.

 

Nation Type:

Kingdom 

 

Nation Flag (optional):

To be made.

 

Nation Name:

Amphitryon Kingdom 

 

Are you in the Elraic Empire?

No

 

Nation Culture (Brief description):

A hardy people hailing from rougher terrains, the Amphitryons are known for their strength and stoicism. They claim this toughness from the earth and metal they have shifted and bent for as long as most can remember, even going back to when the Amphitryons were nothing but clashing geomancers hurling stone and steel at one another. The language spoken in this small part of the world is eerily similar to that of the Empire, yet so foreign to any Elraic citizen. The people themselves share features countless Elraic people claim too, yet the familiarity is only there to an extent before it changes back to that disturbing foriegn feeling. The official religion of the state however, couldn’t be more different from their sun worshipping neighbors. The Amphitryons worship the God of Earth; Artemios. Their religion is open to most who will accept it, and plays a fair part in the lives of most. It is he who blesses them with their powers and created all beings from the clay of his work. It is prophesied that Artemios’ chosen King will come and bring all to heel. The earth and her gifts will belong to it’s true inheritors, those who bend her gifts and appreciate their value.

 

Nation History:

Amphitryons are said to have fled from the early Elriac Empire after some persecution from fanatics due to their geomantic powers being seen as too much of an obscurity -This story is debated-. Regardless of their true origin, they settled into a mighty mountain range and its surrounding landscapes, for not only natural protection from their persecutors, but also comfort. For a period of time not named by the Amphitryons (or simply not wanting to be remembered), there was some divide between the people. Many rocks were thrown and much blood was shed. This was all put to an end by the first king of the Amphitryons. He, according to legend, smashed in the head of all opposing clan leaders in single combat. During the wake of this immense suffering he was proclaimed king of all Amphitryons unanimously. He then ordered for all to come together and build a great city of stone and metal which was erected at the heart of their mountains. To this day the city still stands strong, and many more were built before his inevitable passing.  Peace between Amphitryons still rings true and century after century, and king after king, all flourishes. More mountains and land have been claimed, and continue to be claimed. Relations with neighboring nations are shaky at best but such are the times and current state of the world. A new king rises to the Stone Throne however. A figure of immense raw geomantic. Perhaps it is he that’s spoken of in the prophecies of old. Only time will tell.

 

Nation Race:

Human.

 

Special Characters:

King Lysander, 22

General Doreios, 35

 


Primary Magic:

Rock.

 

Secondary Magic:

Metal.

 

Unique Point of Interest:
The mighty Akmagoron mountains. These mountains have protected the Amphitryon Kingdom for many, many centuries. Temples of worship dot the sides of them like freckles would a person’s face. They provide beautiful scenery, protection, and most importantly resources… (TBD Bonus.)

Edited by NunuTheGreat
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Discord name (PM if you wish): Trash
Nation Type: Empire
Nation Flag (optional): 
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Nation Name: The Orcovan Imperium

Are you in the Elraic Empire? No


Nation Culture : The Orcovan Imperium consider themselves to be the most civilized and pragmatic nation in the world. They adhere to a strict sense of duty and order, given their highly militarized lifestyle. The world belongs to Orcova, not because they are cruel or determined to rule, but because they are righteous and must correct the course of others. Few things are considered too far to accomplish this goal. This doesn't render them incapable of diplomacy, if anything they are rather charismatic despite their detached nature.


Nation History:  The start of the Orcovan Imperium was rocky - in a literal sense, with tribes both static and nomadic often coming into conflict with each other. These skirmishes lasted for over a century, before the first geomantic tribes managed to consolidate and form a theocratic petty kingdom which tried to take over the land. For a time this worked, though many of the once free tribes bitterly resented slavery they could do nothing in the face of the magics that were used to overwhelm them and made them reliant on the petty kingdom to provide shelter and materials that were once much harder to come across.

 

However, one of the tribes that the royal family had married into never forgot its grudges. It was the bastard prince of this lineage - Ghyrald Bram, who was raised to foster this hate and eventually developed the combination magics that would overturn the kingdom and establish the foundation of the Orcovan Imperium. Invoking powerful Stygoi, he encased them in metal shells and created the soldiers he called his Baneful. Through these he enacted a quick and bloody coup against the king, and subjugated the tribes that the kingdom had not yet enveloped. 

 

Within his lifetime the Orcovan Imperium radically expanded and overhauled itself. Almost every citizen became involved at some level in either the scholarly or military classes, thanks to the establishment of conscription and Imperial School. Now the Orcovan Imperium is lead by Ghyrald Bram the third, the founder's grandson, who sits upon the Horned Throne. The Baneful still serve and are common both as guards within the Imperium and as units outside, though more through quantity than the quality they once held.

 

 

Nation Race (Human, Dusii, Dawekii): Human

 

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

 

Anard Folte (Agent) 

Elazar Hylfad (Magus General)

Lanan Malid (Magus General)

 

Primary Magic: Stygian - Boundless Chains
Secondary Magic: Geomancy - Way of Steel

 

Unique Point of Interest (Unique "wonder" building/location/artefact, natural or otherwise, that will confer a small bonus TBD):  The Horned Throne, constructed by the first Emperor, said to foster the greatest Stygois he could ever summon and imprison through a grand contract to serve and advise the Imperium until the last of the true bloodline fall.

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Nation Type: (Kingdom/City State/Tribal): Kingdom
Nation Flag (optional): 
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Nation Name: The Yahkam Lenrite

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): 

A combination of nations mostly assimilated into the Lenrite.

The Yahkam, despite popular belief are actually composed of a varitety of ethnicites brought into the Lenrite by the Sword, Pen or Star. They are a hard-working, innovative, and pious folk who dwell upon the northern shores facing the Ratae. The Arebi, who founded the Lenrite were originally nothing more than mere Desert Bandits, Nomads and Traders in the distant hinterlands beyond the coast.

 

They are highly religious, but surprisingly innovative, integrating many technologies in comparison to their more superstitious counterparts, they however have in time began to degenerate with their centers of learning both of the Yahkam Faith, technology and philosophy. However, it has come to a head with a variety of disputes on the nature of even being echoing through the halls. With the Mulek's of Yahkam arguing that everything happens with god's direct hand and some of the scientists, and philosphers echoing a countering argument claiming the god of the Yahkam faith merely set everything in motion.                                                              

 

They Lenrite, by nature sees itself as the final message of god. Being fervently zealous but ironically also more than willing to invest in science, believing they don't run counter but instead are two halves of the whole with the Qurbal, their most holy book holding the words of god, or Pomek as they call him, in their native tongue. To an outsider, it would seem if they took the laws at face value that they were under a strict totlitarian religious fanaticism, however they fail to look at how it is enforced, with actions handled privately less of a concern, and public outbursts intended to be moderated by family till they can turn to the Path of Pomek. However, continued outbursts would see them brought to a religious court and dealth with promptly.  They have largely turned into a synthesis of their origin and conquered people with nomads still remaining common however, the richest and most powerful have moved to the cities, wearing clothes, jewelry and eating the dishes of the conquered people. All conquered people, are viewed to a surprising degree as equals, as unlike other nations, the Lemrite views all of the races to once have been one community divided by the influences of Aerdo, the devil. They shall be returned to the message of Pomek, for Pomek has sent a messenger to all the peoples and races of the world to try and return them, the Lemrite is merely the people of the last propeht of Pomek. Poverty has largely been eradicated, due to an equitable distribution of wealth, welfare programs and some educational institutions by Muleks. Pomek, watches over the nation from beyond the gaze of man, Dussii and Dawekii.  Will Pomek's Promise hold?  

     

Classes in regards to politics:

Lenrakh(The Spirtiual and Political leader of the Lenrite)

Mulek(Religious Leaders, largely local due to the more decentralized nature of faith)

Siphs(Scientists, Philosophers and general educated)

Boug(The Merchant Class)

Poor(The Poorest in Society)

 

Nation History:

 

Founded by the Human Arebi, they were original merely not even an existant force till the arrival of the final prophet of the Lenrite, Hakom. The Arebi were originally a desert nomadic group, more similar to a tribe than anything else. However, the Quorok, was said to be founded by Klam, another prophet of the Lenrite who originally was from the heartland of the Elraic Empire. The Quorok, however as time passed became inflicted with the degeneracy afflicting the rest of the land, idols came to fill it's hallowed structure, the ground outside was pissed and shat on, despite it's holy significance to even these lossed ones. 

 

Hakom, was known to be an honest man, who was the nephew of a power leader of the Arebi, but himself not a relation of any noble nor seeking any power of his own. He was disgusted with their worship of these statues, and fled into the mountains, only to return with the true Lenrite message.

 

It was rejected by the Arebi elite, however widely embraced by the poor with promises of land redistribution, the equality of man and welfare. These oppressed masses, physically beaten for their status split from the Arebi elite in the Quorok, and fled into the hills. The elite, seeing this as mutiny chased after them causing a war. Despite, repeated appeals from the elite promising to adopt his doctrine if he left his poor followers, he stood fast. And in 20 years marched into the Quorok, smashing those false idols, who promised nothing but took all and put their priests to death. He decreed the Quorok to be sealed, and so it has been, a site of pilgrimage for the Lenrite. A spree of conquest was undertaken but around the Quorok, the liberated soon gathered to listen to Hakom's wise words and these were written within his lifetime, however Hakom's vision of a world under Lenrite within his lifetime shattered with his death. Before, his death, he dictated the Qurbal, in it's entirerty written word for word from his tongue to prevent it from being corrupted. It has previously been only communicated orally. 

 

He left no chain of succession, and the recently added people's of the periphery rose up to return to the old ways and refused to pay tax to the Lenrite. However, his companions, chose a method to select the successor which set the tune since.  They instiuted an election amoungst all of those following Lenrite, who understood the doctrine, calling a meeting of all the companions at the funeral and holding an oral vote, seeking all they could find who could understand the doctrine, which included women. The Third Lenrakh(Successor to Hakom) now sits in power, but is ailing, another of the rapidly aging companions of Hakom is anticipated to lead.

 

The Lenrite Government is elected, via oral vote and via letter for those not present, limited to the companions of Hakom and those able to read the Qurbal, with scienctific and religious orders largely butting heads as they are largely equal in stature and power. As long as the pluralism established under Hakom and his successors remain will the Lenrite achieve it's true glory.

 

Nation Race (Human, Dusii, Dawekii): Human

 

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

 

Romar:

The Great Military leader of Hakom, he has long conquered to serve Lenrite Faith, and was once it's greatest enemy and a harsh man. Now, he is one of it's greatest defenders, a just adjudicator and like the other companions, one who stuck onto Hakom's every word and practice. He is the current Lenrakh of the Lenrite, the few of the rightly guided men. He however, has been noted to desire to substantially expand the Yahkam Lenrite, which will come into conflict with it's neighbors.

 

Othmar:

A great financier, who had secured weapons for Hakom, despite his former status as an elite, he was one of Hakom's earlier followers. Now, he servs as Sterward to the incumbent Lenrakh, but has on occasion been rumored to have established a suitable spy network leading to some of Hakom's more suprising victories.

 

Khalik Walim:

The only one of these men, to truly be closed to being dieified, only twice falling to Phyrric Victories. Not much is known of his earlier history despite being an Arebi, he has however, never once suffered defeat, albeit he has at times fallen to levels resulting in himself being recalled, from defeat in detail to physiological attacks, if Khal was to ever die, he already would have defined military doctrine for the century. Albeit, not that he is well known outside of the immediate enemies of the Lenrite.

 

Primary Magic: Geomancy
Secondary Magic: Alchemy

 

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

The Quoruk, the main holy site of the Lenrite Faith, said to be Pomek's favored structure also holds historical signigance in the Holy City of Hakom(Named after Hakom)

Edited by PAB
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Discord name (PM if you wish): .
Nation Type: Kingdom.
Nation Flag (optional):

 

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Nation Name: The Iconografikos

 

 


Nation Culture (Brief description):

 

The Ainur have a distinctly familial and meritocratic culture, in which powerful families stand one rung below the Icon, and their heads of house are selected from the many by the Head before death. Failure to make such a selection can often end in viciously bloody turmoil within the house, until one rises above the others.

 

They are fervently religious, and worship their Icons in great cathedrals in which liturgies and long, often beautifully sung chants are one of the main vehicles of worship. 

 

They love all that is light, and seek beauty in their surroundings, often filling their homes with splendid art and crafting these very homes with magnificent, delicate architecture. Thanks to their wings, much of their architecture is designed with flight in mind, leading to splendid spires, high ceilings and lofts.

 

A deep, bitter hatred for the stygoi burns in the heart of every Malakhim and Seraphim, so strong that they cannot abide those who would worship the darkness. They are abominations, who corrupt their veins with demonic magic, and must be exterminated.

 

The Ainur are a highly militaristic society driven by an ideal of eternal conquest. They seek to forever expand their territories, taking from the heathens, and turning all into a glorious Iconic Empire.

 

Though they seek conquest and the blood of the non-believers, the Ainur are not cruel to their own subjects. Far from it. They treat their subjects with a firm benevolence, as parents might treat a child. The humans of the realm are given all the privileges of life that one might realistically hope for, and have their own nobility, which desperately scrabbles for scraps of attention from the Malakhim. A privileged few are even allowed to visit, or live in Serriha. Mostly, they govern themselves, with the Malakhim acting as provincial governors, important generals, etc.

 

The humans are zealously religious in turn, to the point of fanaticism. The Ainur are worshipped as demigods, and the Icons are worshipped as the true gods that they are. It is rare for messengers of the gods to be physically present, and this simple act has anchored the zeal of the flock for centuries in a way that books cannot. (Though they do have the Lexicon of the Twenty from whence priests may spread the holy word.)

 

Organizations & Notes of Interest:

 

The Iconograf  Name given to the Seraphim who has imbued the will of an Icon within himself and now rules in his name.

 

The Astra Canonica- The Church which operates as the religious authority on the Icons. Headed by the Archon, who lives in the Cathedralika Verasita in Serriha.

 

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The Ordus Missari - The Order of Missionairies is a sect of the Church which sends forth human missionaries to convert foreign populations to the cult of the Icons. These missionaries are called, predictably, Missari. They are the peaceful arm of the Icons.

 

The Ordus Diplomatica -The Diplomats of the Iconografikos. A delicate task not trusted to the humans, the Diplomats are Malakhim who have been disgraced to such an extent that they are sent into foreign lands, to besmirch themselves within the lower filth of the humans and act as diplomats. Such is the zealous pull of the Icons that even after having their wings sawn off, the Diplomats will act for the good of the Icons, seeing their fate often as the will of their Gods.

 

The Untouchables - These Malakhim are exiled and sent from Serriha never to step foot within it again. Their wings are sawn off and their eyes gouged out. They will never again be able to witness the glory of the Icons, and most go mad amongst the humans, who shun them in turn, fearing them as much as they revile them. A large majority die very swiftly, but some survive, husks of what they once were, transient souls waiting to die.

 

The Twenty Schools -The Twenty Schools are places within which humans may learn the ways of the Icons, and can be equated to universities. They are highly prestigious and difficult to succeed in. Many break from the stress, or simply cannot handle the work. The Hall of Agony produces those capable of the most cruel of tortures, while the Hall of Light produces healers of incredible skill. The Hall of Law produces, predictably, lawmen and the Hall of Storms produces the finest ship captains that the Kingdom may want. It is from the Hall of Ruin that the Crows of Azkal come forth to do their terrible deeds.

 

The City of Serriha - The City of Serriha is located on a plateau overlooking a valley buried within the mountains. The valley itself is lush and stays open during the winter, allowing domestic trade throughout the year. Many humans live within the valley, witnessing glory, but forever unable to grasp at it.

 

The City Itself lies on the plateau, with broken ground leading up to it constituted of cliff-faces, high slopes and rock-filled patches of ground. The most reliable approach is an ancient causeway leading to the main gates, a huge, 300m wide gentle slope leading all the way up to the top of the plateau, lines with statues on each side, depicting humanized versions of the Icons, heroes of war and enslaved demons. Serriha is built of marble and gold and gleams in the sunrise like a jewel. In the language of the Ainur, Serriha stands for Dawn.
 

The Forbidden City - It is here that the Summoners learn their devilish craft. In these deep underground levels, the Stygarkan, or Demon Masters are taught the vile arts. Endless chambers of pain, entire sections dedicated to the summoning of specific monstrosities. Cages full of convicts, experiments… That which happens here is spoken of nowhere else. The powers of the Stygoi are channelled far from the glitz of Serriha, and their wills bound to their conquerors.

 

The Stygarkan: These chosen few worship Blaeros, Aenea and Rasht. The Icon of Sacrifice, Balance and Wrath. They worship Blaeros for it is through his will that they have given up their lives in service of the Icons. Each Stygarkan bears the Brand of Blaeros upon their brow, an eternal reminder of their duty, and a marker against all contact with those they once called kin. It is Heresy to speak to these Malakhim, who’s will is the Iron that cages their enslaved enemies. It is Heresy to touch them, for they have sacrificed their blood and flesh in the name of the Icons, and they are tainted by the demons. They worship Aenea, and wear it’s robes of White and Black as a mark of the precarious balance they strike between that which is cursed, and that which is holy. They are revered for their ability to conserve their mind and soul in the face of demons. They Worship Rasht, and remove their left hand in his name, letting their blood pour onto the altar as they give up their hand in return for the chains of servitude with which they shall wrap the stygoi. The very demons they enslave shall now be their left hand.


The Stygarkan are revered and feared in Ainur society, and mostly keep to the Forbidden City, though they are all provided for richly by the Kingdom.

 

 


Nation History:

 

The Iconografikos are born of the Seraphim and the Malakhim descending from the mountains to enlighten the people around them, many, many centuries ago. With the Seraphim and the Malakhim came their legends and their history. They spoke of the Great War in Hell, and the battles they waged against the stygoi, conquering them and thus gaining rightful ownership of their magic and their service.

 

They spoke of the Icons, and their absolute superiority, though few human have ever seen the Saintly City of Serriha. They brought with them their arts, their culture and their zealotic belief in the superiority of the Ainur.

 

In time, they uplifted the humans around them and built a Kingdom centralized around the Saintly City of Serriha, from which the Seraphim and Malakhim rule, governing with a benevolent hand those who believe.

 

Many who refused to bow to the Icons were persecuted, crucified and burned, exiled or killed in battle, for the Ainur suffer not the disbeliever, and would see a world which bows to the Icons.

 

 

 

Nation Race (Human, Dusii, Dawekii): Humans & Ainur.

 

 

 

National Idea:

 

The Ainur are a small elite within the Kingdom of Heaven. They are divided into two groups, The Seraphim and the Malakhim.

 

-The Icons, the Lords and Gods of the Ainur.

The Icons are angelic beings of such incredible power that the Ainur have quarantined them to their own micro-worlds, pocket dimensions which take the shape of their Icon, turning into landscapes of an incredible, and often mind-bending nature. The Icons are so powerful that they are never released from their quarantine. Though they rule, it is the Seraphim who rules in their stead.

 

-The Seraphim, most powerful lords of the Ainur (Cap of 10)

With four angelic wings, a glowing halo surrounding their heads and pure blue, shining eyes. Their voices echo as if many were speaking at once. Wherever they go, light follows, and they are immune to dark magic. Also much more resilient than any normal man. Seraphims are mages.

 

-The Malakhim, the bulk of the Ainur.

With a single set of wings, the Malakhim give off a gentle glow and, when in battle or afflicted by intense emotions, can manifest a halo above their heads. They have very slow regeneration. It is too weak to impact battles, but can help wounded soldiers recover better over time. (5% of starting pop, grows at same rate)

 

-The Ainur

-The Masses Breed: Manpower recovers 25% faster.

-Zealotic Fervor: Troops will not route or face uncertainty in battle.

-The Masses Believe: All light infantry units are 50% larger.

-Inner Heart: Manpower is 3%

-Empty Lands Beyond: +500 per manufactory.  Cannot trade.

-The Will of the Icons: If one of Those Who Darkens the Sky rules, and the Ainur are not at war, income is reduced by 75%. If one of Those Who Brings Light rules and the Ainur are at war with a Light nation, income is reduced by 75%. In addition, if the Iconografikos border a heathen nation they are at peace with the during their reign, income is reduced by 25% (non-stacking.)

 

 

 

Focus: 

-Domestic

-Leadership

-Wisdom

 

 

 

Unique Units:

 

The Hero of Hell: These are Seraphim who in the darkest hours of the wars against the Stygoi bound themselves to the demons, and became one with their enemy, turning into twisted corruptions that, when unleashed, wreaked ruin on all. Now, they have been chained, bound and controlled by the Pure. The Heroes of Hell now served as focused rage and hatred, their perpetual agony and soul-consuming fury turned to the service of the Iconografikos. 

 

They now act as lethally dangerous engines of war. Summoned forth, the horror of their presence and the wrongness of their nature ruins the morale of their foes and drains the life of those around them, friend or foe, if they are not protected by the powers of Heaven.

 

Upon being summoned, the Heroes channel the raw powers of Hell through their mutilated and crucified bodies, blasting enemy structures with concentrated energy capable of shredding any fortification. The beams are able to work on alternative targets, but are much less effective.

 

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The Crows of Azkal: The chosen of Azkal, the Icon of Ruin, the Martyrs are the first through the breach and the shock troops of the Iconografikos. They wear white armor upon which the priests rub the ash of a Holly wood fire before battle, reciting litanies to the Icon of Ruin. Their faces are concealed by masks with crow-like beaks and their cloaks are made red with the blood of sacrificed oxen with a mantle of threaded crow feathers. Within their armor, the Crows are tombs of flesh, lacerated by the punitive training of their masters, the Caretakers of Ruin.

 

They are completely immune to pain and will continue to fight until they are physically unable to. They never retreat unless ordered and fight with a near berserker like ferocity.  Perhaps their greatest asset is the blessing of their Master, which allows them to sprout ethereal black wings allowing for a brief leap, either high or far, but only every hour or so, making them ideal in attacks against entrenched enemies. They fight with a small buckler and their choice of OH weapon and wear medium armor for flexibility in tight confines.

 

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

 

-Tyr: Graduate of the Hall of Sacrifice, he is one of the twenty guardians to the Iconograf. Tyr was born to the prominent Gabrielos family, but gave up his name in service to the Icons. He was once brought before the Iconograf for fathering a son in service, a capital sin within the Kingdom. But the Iconograf, whom he still serves, forgave him this act, and reinstated him as one of his Guardians. 

 

Now, Tyr must work thrice as hard to prove himself in the eyes of his once compatriots, and the eyes of the society which still spits upon his cloak when the eyes of the Iconograf are turned away. (Champion, Agent.)

 

-Gramekos Ir-Alas:  The leading Diplomat of the Iconografikos, Gramekos had his wings sawn off for heresy against the Icons when he wrote his treatise A revision of the classic interpretation of the will of the most Holy Icons. It earned him a prison sentence at first, but when he refused to abandon his ideals, his wings were taken. He remains convinced in his own ideals, believing the Icons speak not through the Seraphims, but through the stars. (Diplomat, Agent.)

 

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-Felleya Ashworth: One of the only human generals within the realm, Felleya Ashworth, 46, is a battle-hardened veteran of a hundred battles who rose through the ranks through merit, and pierced into the higher ranks through her steely demeanor, and refusal to bend backwards for the Ainur.

 

This has created many enemies in high places for her, and she must constantly fight against those who would undermine her position due to her race. But her ambitions don’t end there… (General, Agent.)

 

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Primary Magic: Path of the Watchful Stars
Secondary Magic: Chains of Servitude

 

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

 

Iconopolis

 

“We didn’t have a choice, we had to do it. Is there any torture more pure than discovering that your gods are flawed? The chains we bound them in were meant to last for eternity, but sometimes I pray that the millenia will one day rust their bonds…”

 

The Iconopolis is the great quarantine city of the Icons. It is buried deep within the mountains, and accessed only by an ancient causeway, ruined by time and wrecked by the elements. It skirts the edges of many a cliff and climbs up mountain after mountain, through wind and snow, the way illuminated by small glowing prisms that flicker and seem to fade in and out of existence.

 

As one nears the Iconopolis, they will find the land around them turning...strange. The Sun might shine for a while, and the mind would find that to be the most normal of things, even if the stars had held control of the sky but a moment before. Laughter will echo, and the path will suddenly veer into the void, firm beneath ones feet though it is hidden from ones eyes.

 

Time changes, emotions become frayed toys, tossed around by the wind as reality becomes unreality, and the bonds and laws of nature are undone. Then one sees the Door.

 

The Steward guards the Door. The Steward is death to those mad enough to come so far, for as long as the Iconopolis stands, so does the Steward, and none can pass if the Steward still stands. He is the Magic of the Icons, incarnate, bound to his duty for eternity. The Door is set upon the edge of a cliff, but one who steps beyond will see the Iconopolis, where the world is undone, and the mind bends with reality.


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The Iconopolis itself appears differently to all. To some it appears as a twenty-branched tree, to others, as a hallway with twenty doors. Some see orbs floating in space, while others must jump into pools of water. Those who see nothing soon go insane, for their mind has blanked out the incomprehensible nature of the Iconopolis to their minds. All handle its unreality differently, but all see Twenty. Concealed within this Twenty, bound by magics as ancient as the mountains that surround it, are the Icons and their worlds. 

 

Each world is unique, twisted by their Icon to fit their image. The Seraphim may travel freely from them, learning from the Icons themselves, and taking up their banners, while a chosen few Malakhim may be privileged enough to earn the favor of the Icons. No Human has ever stepped foot within the Iconopolis. It is the Heart of the Iconograkifos, the Heart of the World.

 

Once every five years, one Seraphim passes through the Door, as another returns to their world, and comes to sit upon their Throne within the Saintly City of Serriha, imbued with the Will of an Icon, to rule in their name.

 

(Effect determined by Mod.)

 

 

 

 

The icons

 

 

 

Aest Ma Hodera i Satal / Those Who Darken the Sky

 

-The Icon of Death, Melikos

-The Icon of Wrath, Rasht

-The Icon of War, Nedrask

-The Icon of Agony, Rea

-The Icon of Ruin, Azkal

-The Icon of Vengeance, Veshna

-The Icon of Undoing, Ur

-The Icon of Storms, Ystral

-The Icon of Night, Hod

-The Icon of Sacrifice, Blaeros

 

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Aest Ma Rilur Râ / Those Who Bring Light

 

-The Icon of Purity, Ios

-The Icon of Light, Zelestra

-The Icon of Hope, Fléas

-The icon of the Stars, Asteronomica

-The Icon of the Sun, Metar

-The Icon of Life, Liur

-The Icon of Knowing, Kaet

-The Icon of Law, Gozel

-The Icon of Time, Droknas

-The Icon of Balance, Aenea

 

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