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  1. The Tiered City of Żyrasol Nation Type: Free City Nation Name: The Tiered City of Żyrasol Nation Culture: The people of Żyrasol are proud of their crafts and their studies - Shown in the fact that its two most prominent castes are scholars or artisans of various forms. This is also highlighted by the Ziedymra (Seven Advisors) - a council under the Knazmis (The Prince of the City) made of the three heads of Żyrasol's arcane universities and the four manufactory lords of its industrial boroughs, who help maintain order and welfare within the city. Like any tightly knit community which has refined their trade for generations, they are wary of others coming to steal from them or bring them harm. To this end, many generations ago the great river was channeled into a moat around the city itself and large walls were erected so that only those sanctioned by the city could enter its heart. Culturally this level of isolation also found its way into the fashion of Żyrasol's people with personalized masks becoming vogue as well as an easy way to identify others by their profession and status. The city itself was remodeled countless times, evolving into a three tiered design, where the Knazmis' keep and its heavy artillery are able to keep a watchful eye towards any would be intruders at the highest level - this is also where the three universities are maintained. The middle shelf is for the scholars, craftsmen, and the orderly classes.. The lowest tier is for the general laborers who form the backbone of the Tiered City, with its various herbalists and farms. Despite its wariness towards outsiders entering the hearth, Żyrasol is a nation of inventors, scholars, and merchants. It actively seeks trade, and those who can appreciate the weapons and general goods it creates, as well as diplomatic relations. Through the safety of its walls and the refinement of its defenses, it has historically maintained an amiable but largely neutral position to the Empire around it both politically and religiously. Nation History: Originally the city had started as an extension of a craftsman's workshop, which expanded as one of his three sons went and achieved education from the Imperial capital and returned with fringe knowledge of arcane workings. Apprentices, clients, and merchants gathered until over time it became a small town steeped in the tradition of artisanal work and some level of melding the arcane with the hammering of smiths. This town soon became a city, and the founding family eventually became venerated as some form of local nobility which would eventually lead to the bloodline of the Knazmis. However, like all experts of their craft, there was no shortage of times when the city was raided either directly or with discrete sabotage for its fine wares and production methods. Eventually this paranoia led to the isolationist policy of splitting the lake and erecting walls so only those trusted could enter the heart of the city proper - with a port on the opposite shore of the moat becoming its own branch city as a free trade location and the resident of foreign guests who were not quite trusted enough to enter the core. This is also where those who wish to become apprentices or acolytes reside until such a time that a master or university accepts them. By the time the Empire became cohesive and moved to the walls of Żyrasol, it was welcomed but kept at arm's length like all others. The Free City welcomed its protection, as the Empire welcomed its wares - especially its designs on artillery and weaponry. As the Free City itself did not have an abundance of soldiers and gunpowder for open warfare, instead taking the approach of an impregnable defense, the arrangement was pragmatic and required honestly little adaptation from Żyrasol itself as the Knazmis' bloodline was merely of the city and thus did not seek to infringe upon the noble lines of the nation proper. Religion: (Publicly) Vaseric Special Characters (Up to 3, generals/agents may be added or included if purchased with starting funds): Wyktor Mstizla, the Knazmis The current ruler of Żyrasol, the Prince of the City is Wyktor Mstizla. He is just over a decade into his reign, and like generations before him he maintains the tradition and order of the city. Having trained under prominent Artillerist and graduating from the arcanotech university, he is credited with the design of the Dziakolo - the hand held grenade launcher used by the city's grenadiers. He is known for his firm but fair care of his citizens. Szymon Lyna, Keeper of the Watch Szymon is the current Keeper of the Watch, he maintains control over the security of the city both through its police and military garrison. His father married the daughter of one of the major merchant companies of the Tiered City, and from an early age Szymon has shown a remarkable grasp of logistics that makes him a formidable addition to the advisors of the city. Myrtin Mstizla, the Dzynmis Myrtin Mstizla is the currently sole child of Wyktor, and as the heir he is known as the Dzynmis - Son of the City. Following the traditions of his family, he served as a page under the Keeper of the Watch from his sixth to thirteenth year. After his thirteenth birthday he returned to the Keep and enrolled in one of the city's universities, having been there now for a year. Like his father he has already shown a sense of firm adherence to the systems of law and order within Żyrasol though he is considered to be much more of a social bloomer by those who know them. Starting Location :
  2. THE ORCOVAN IMPERIUM Turn 1 music The world beyond their borders may as well have been the desolate and lawless place that the uncivilized masses decried the Imperium to be. The Orcovans knew it for what it was, despite the rumors, a bastion of discipline and order. Demons were nothing more than a tool, and like a tool they were not fearsome in the hands of those who understood their purpose and applied them appropriately. For three generations the Bram lineage had served upon the Horned Throne, and still the Baneful served, and the Imperium flourished. There were always agents of the outside who sought to disturb the progress and unity established under the Horned Throne. Those who could be found stepping out of line, who spoke out against the conscription, who did not know their place. These were not true Orcovans, no sons or daughters of the Imperium would falter in such ways. Like all threats, they were dealt with appropriately. When Ghyrald looked out from his window, all he could see was the order that his family had achieved for his people. Beyond the roofs lied the horizons promised to him in the whispers of the Throne. There was still work to be done. The world belonged to the Orcovan Imperium, whether willingly or by steel. But expansion was not cheap, and goods were plentiful. There would always be those who knew the value of Orcovan crafts, despite the hearsay of nations fearful of its potential. A caravan was loaded and set out upon trails to the south-west, to the Astral Holding of the enigmatic Axians. It traveled with the sound of thundering iron footsteps, as ten Baneful left from reserves to accompany the cargo on its journey. [Trade Resources To Axians: 10 Stone, 8 Lumber to Axian Order. 10 Baneful guards.] But there was more to give, youth following the righteous inclinations instilled in them by the Imperial Scholars plundered the neighboring and feral druids. These magic goods would be better in the hands of those interested in such mundane and inferior pathways. Likewise they were boarded up and sent to the friendly merchants of the Axians with surplus harvests and stallions, guarded too by ten more Baneful wrought in steel. [Trade Goods To Axians : 2 warhorses, 2 agricultural goods, 3 craftworks, 1 luxury good, 5 magical goods. 10 Baneful guards.] Anard Folte - Agent Adeptus Those who knew the rightful place of the Imperium were welcome to join it, but should they resist the march of progress and order, they were to be met with steel - by blade or shackle. Anard Folte was one of the best among his class. The missive arrived in the night, he was to head to the lands east of Tirna and offer to extend the security of the Imperium to the natives in exchange for their land. [Sent to try to diplomatically recruit provinces to the East. Stats : L3 C5 M6 A13 ] Elazar Hylfad - Magus General Elazar likewise received his orders. Should those uncivilized tribes refuse to gratefully accept the invitation of the Imperium, he was to enact the culling of savages until only the obedient remained. For this purpose he lead his, The First Imperial Legion. [Sent with 3,000 conscripts, 30 Baneful, 500 Archers - if peace is not an option. Stats : L15 C5 M5 A8] [Areas in question marked in Orange] Imperial Coffers : 100,300 Orcovan Marters 2 Stone, 18 Iron The Empire requires ever more goods, ever more commerce, to fuel its righteous works. The westernmost city of Kyrsel has been deemed worthy of expansion. The bricks are accounted for and sent to it, the artisans will be put to task. [-2 Stone, Artisan Workshop under construction] The Third Legion Reserves are almost ready to be led, though their current allotment of Baneful have been sent out on caravan protection duty. By imperial decree, more conscripts are to be raised. More Stygians are called forth and cast into their Black Iron suits. [-8 Iron, -32,400 Marters. + 1,000 Conscripts, 500 Archers, 20 Baneful] Someone must lead. The class lead of one of the Imperial Black Institutes is fitted for his own Black Irons, ready to take the reins of the Third Legion. [-2 Iron, -6,750. +1 Magus General] The Horned Throne whispers in his ear, the people and the earth both must serve. There is always more work to be done, more bricks to lay. Or else those visions he sees may come to pass. The hand writes as fast as it can while maintaining legibility, the missives send out. Come morning four quarries will be prospected and set to begin hewing. [-30,000. +4 Quarries] After expenditures : 31,350 Marters remain in the coffers, 10 Iron.
  3. Discord name (PM if you wish): Trash Nation Type: Empire Nation Flag (optional): 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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