| Nation Descriptions WiP | |
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| Tweet Topic Started: Apr 3 2017, 07:12 PM (120 Views) | |
| Wolfy | Apr 3 2017, 07:12 PM Post #1 |
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The Dying Breed
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~Gellieth~ WiP Common Races: Gellieth is a melting pot of all sorts of types. The less common of races even have a presence in the merchant city. Worshipped Deities: Due to Gellieth's broad citizenry many deities are worshipped. Da Xia, D'ror, Lyhra and Conall, Styfic, and the Twins of fortune are more common, but most have place in Gellieth. The One and the Plains Goddess are exempt. Background Features: Demeanor: Anything can happen to anyone at any time, and nothing is illegal when there is no such thing as legality. They ascribe to the Golden Rule...whoever has the gold, makes the rules. Because of this, Gellieith is also the most hedonistic of countries. With enough money, one can buy anything...or anyone. As such this is the home of the Slave Trade, the Oathsworn, and the Hegemony of Assassins, all of which hold powerful sway within Gellieth, and have a seat as a head of the Merchant's Circle. Only in Gellieth would one be able to openly call themselves a thief and have it naturally accepted as a trade rather than a crime...though poor is the thief who proclaims himself one, unless they have the skills to back it up. Structure: Gellieth is split up into ten districts, each own and run by a respective Circle head with a small central building where the Merchant's Circle meets. Due to this, each district has its own unique flavor and laws based off of who owns it. While chaotic in most regards, this arrangement allows for policing of personal policies and interests. Government: To the untrained eye it can seem to be Anarchy, this is actually Capitalism in it's purest form. Gellieth is composed of the most wealthy Merchants, the Merchant's Circle is often at odds with each other since they make decisions that will only make themselves richer. This also leads to constant internal strife between the various mercenary armies hired by each Circle head. The Merchant's Circle is a precarious government---and the term is used very loosely--whose balance is very carefully and closely maintained through a series of alliances where weaker Circle heads ally together against larger ones so no one can be the victim of an unexpected and hostile takeover of their goods and services, which when one does a poor job of building alliances can happen quickly and easily. One does not become a Circle head without such skills, lest their authority be taken from them long before their rise to power, as the merchant trade in Gellieth can be quite cutthroat...sometimes literally. Because it is run by Merchants rather than a cohesive political government, there are no rules in Gellieth, except that one does not cross the Circle. Military: Gellieth has the largest Military power on the entire continent, their army composed entirely of mercenaries, giving them a wide breadth of units and capabilities. However, since each General is paid by a different Circle head, they are often working towards separate goals, causing a constant friction between all the other Mercenary Generals and their armies. ~Albion~ WiP Common Races: Worshipped Deities: Da Xia, Birk, Hallr, Styfic Demeanor: Albira, as citizens of Albion are known, are arrogant, prideful, stubborn, and quick to offend. They hold grudges quickly and easily, and maintain them steadfastly. They have a singular sense of self-righteousness which can be difficult to overcome. Their senses of duty and honor seem grand and all-encompassing, though that's simply the surface. Beneath such claims, they are as sneaky and underhanded as they come, guile being a highly prized trait in Albion; almost as highly prized as one's skill with a two-handed sword. There is a degree of strife between Albion and Levant, as the Albira believe they are savages who care more for their horses than their women or their honor...and such has been suggested quite literally on several occasions, which has caused it's occasional share of bloodshed. Albion's trade ships have been getting raided with increasing frequency as well, and though no one knows for sure, the only speculation they have is that it is due to piracy or raiders from the unknown northern continent. One of the lesser-known aspects of Albion, however, is that it is also home to the largest portion of ruins of the long-lost civilization that came before humankind, and in excavation, exploration, and study of these ruins have revealed a large supply of artifacts not entirely understood by humankind. As such, they house a large number of exchange scholars from Belmoth allowed to study some of the ruins and relics considered less dangerous or powerful; and in exchange they are allowed to send some of their more learned scholars to the University that makes up Belmoth's capital. Because of this, they also have access to some more powerful artifacts from times before, but with such a lack of understanding of their functioning, they could be as dangerous to the citizens of Albion as to their enemies and thus are reserved only for emergency and last ditch defense efforts. Government: Albion is a monarchy, being ruled over by its King, but their King's Knight Commanders act as an advising Council, and in recent times have taken the forefront due to the King falling ill. One of the prerequisites to becoming a knight is noble status, and all range of nobiles exist within Albion, from dukes and earls to marquis and counts. Perhaps the biggest site of political intrigue and 'cloak-and-daggery' in all the lands rivaled only by Gellieth, and in Albion the shell game that make up politico-nobility can be frustrating and discouraging to say the least...except by those that adeptly play the game. Military: Albion is moderately sized, but well equipped. Their greatest asset is without a doubt their heavily plated knight infantry, capable of taking a large beating before going down in combat. They're also well-versed in the ways of gunpowder, a technology not completely understood by the rest of the world, but utilized heavily in Albion for use in flintlocks, cannons, and mortars. They also have access to ancient relics and technology, though it is not fully understood and can be outright dangerous. It's suspected that such a thing is the origin of gunpowder that is now commonly used. ~Levant~ Common Races: Worshipped Deities: The Plains Goddess, The Hunters, The Father, The Tempest, The Beasts Demeanor: As a culture of people who live off of the land and in balance with nature, the Tribes of Levantans are absolutely puzzled by the other nations. Because they bring riches and goods to trade the Levantans offer their herbs, leathers, and breeding experience in exchange, but few ever convert or even are tempted by the other nations' ways of life. Balance with nature is essential to the Levantans, and that cannot be achieved by trying to forcefully tame it through shaping stone and wood into permanent buildings that mar the skyline and forever misshape nature. They must think and act as all animals do, but with a higher purpose since they are driven with self-awareness, unlike the other species. Because of this, they see themselves as protectors of the land as well, and some may seek to inform others of the necessity of balance, other more extreme factions and tribes quest to destroy every single obscenity to nature they can find, such as buildings, factories, mines, and the like. Though the tribes get along for the most part, bad blood between some tribes is not unheard of, and some take the friendly rivalry of the tribes a bit too far and too seriously. They also find Albion to be full of hoity-toity ninnies and halfwits who've lost touch with the land and human nature even worse than many, preferring squabbles between people and stabbing each other in the back to finding the necessary balance to the world, unable to even find a balance within their own people. They understand nothing about being at peace with the world around them, and it constantly grates on the people whose very existence is reliant upon such. It is rumored that the supernatural intelligence of Levantan horses stem from ancient druidic rites enacted thousands of years past in a more primal time. On the outskirts of Levant outsiders have built villages and permanent settlements, but don't go too far in for fear of earning the ire of the Rides. Respectfully, the Rides defend these small villages and towns and use them as a means to make ties to the other countries. Government: There is no central government of Levant; their people are mostly tribal nomads in nature segmented into groups called "Rides". Annually--though moreso if a situation calls for it--the Gathering of the Ride is called, where the Chiefs and Wardens of every tribe come together to discuss any larger issues that need handling. Usually only the Chiefs and their advisers and bodyguards come to the Gathering of the Ride, it's location is held on a rotating basis through each tribe, though sometimes an entire tribe will come along as well. When more than one full tribe convenes during a Tribal Convention, there is oftentimes drinking, dancing, and livelihood...and on many occasions threats and stains against family honor. Military: Levant's strength lies in its excellent horse breeding and wide, expansive plain lands. Their cavalry are known all over as the most fierce and very few, if any at all, ever challenge the large country on horse back. Bolstered by light infantry, scouts, archers, and even mounted archers, they're easily the quickest fighting force anywhere. ~Allioquin~ Common Races: Worshipped Deities: Demeanor: Raised to think for themselves from a very young age, the Quin play stratagy games for fun and to pass the time early on in life and are among the most logically and strategically advanced people in all the nations. As such, a conversation with one of the Quin is like a game of chess; One must plan out their words carefully and support it with facts and persuasion. A poorly worded conversation without much logical presentation can make the Quin lose respect for someone very quickly. Because the Quin think with such a sense of logic, some of the best scientists and strategists come from this nation, and ascribe devoutly to agnosticism. Because of this, tensions are high between Valus and Allioquin, as a theocracy to an agnostic nation seems little more than lunacy, and the Quin find the Valusai little more than mindless zealots. Nevertheless their might is unquestionable, and thus no conflict has broken out between them. Government: Currently ruled by Duchess Arielle Dotsk, she, along with house of public representatives run the country with the public opinion, trying to make sure the people are heard in the government. A recent political upheaval, which the Duchess has actually pledged limited support to, has suggested overthrowing the caste/nobility system in lieu of a merit-based society, but such a thing could easily sway either direction depending on the reception by both the common folk and the nobility, and how vehemently they make their case known. Military: Allioquin is talked about far and wide because of their magical Longbowmen Squads and their ability to fell anyone with a barrage of their arrows. Using basic infantry as fodder, the Allioquin Generals strategically place their long archers all over the battlefield and decimate enemy numbers under a hail of powerful arrows. Often times or not, a squad or two will be sent out specifically to identify and kill any commanding enemy officers. To support that, their knowledge and operation of siege weaponry is unparalleled. The power of siege engines coupled with the precision of their archers ensures that a small force able to hold seige for a number four times their size in a well-defended castle. Because both specialties take master tacticians to utilize properly, The tactical capability of the Allioquin nation is one to be feared, as it's said that it has been proven over the ages that an Allioquin strategist of even modest capability could out plan any other nation's greatest general. ~Valus~ Common Races: Worshipped Deities: Demeanor: Firmly devoted to their religion to the point of zealotry, the Valusai will follow the word of their god unto their own death proudly, if that is what was wished of them. They pray before every meal and oftentimes in between, and both before sleep and after waking. Church service occurs several times each day, and most citizens attend at least daily. Many go on holy quests to determine what their god wishes from them in their life, and once they find what they believe to be the answer they will devote themselves to it unquestioningly, even if it was something they show no talent for; believing it a challenge from their god for them to overcome. There are some political tensions with Allioquin due to the fact that the Quin are viewed as godless heathens who put faith in logic and science over the word of their god, and thus have lost their way and the more extreme believes think they might even be irredeemable. Many attempt mission trips to bring their god to the Quin, few are ever successful. Similarly, they've tried a different, more forceful attempts at conversions near Belmont's border, usually leading to spectacular failures, which then descend into slaughter. Government: Theocracy. Valus is governed by a single holy Prophet that communicates their god's wishes to the public. The religion in which they follow is a greater influence than any single person in all of Valus will ever have. Military: Valus' vaunted Paladins are probably the single most powerful force on the continent, their strength unmatched. While not the largest of countries, Valus' armies are large. The Paladins wear armor that is often three times the weight of the wearer themselves, and is impossible for anyone else to wear. While Paladins must be well-trained, it is said all Paladins are blessed by their god with angelic strength, giving them the ability to carry the heavy plate that is said to be impervious, the weapons capable of splitting whole men, and the shields that can stop a group of stampeding horses. Due to this blessing they receive, Paladins are also capable of purifying poisons and healing flesh wounds in exchange for some of their endurance. Holy men of the cloth will often join these warriors on the battlefield and have bolstered healing abilities, some even able to reattached freshly severed limbs or bring the dying back to life. ~Belmoth~ Common Races: Worshipped Deities: Demeanor: Devoting their lives to learning, the Belmothi place personal wisdom and intelligence amongst their highest and most important traits. Even the most hideous and gnarly of suitors can be considered highly desirable so long as they have the correct knowledge base. Magical talent is present in only a small percentage of humans throughout the nations, and they all cluster here, to Belmoth. Anyone found capable of wielding magic is instantly accepted as a citizen of Belmoth should they so wish, no questions asked, and placed into their University to engage in their studies. Upon finding themselves with a basic grasp of magic they are immediately granted a patance of nobility if none existed before, or a significant ascendance of noble station otherwise, and are strongly encouraged to devote their studies into the art of magic. Similarly, a Belmotha can lose nobility simply by being born without magic. It has been discovered, however, that in a fraction of a percentage of the population have been born with the ability to pass on their magical gift genetically, and such generational magi, known as Source Magi, are given the highest positions of veneration and respect and are greatly desired as husbands and wives. In fact, many will even contract with a Source Magi for attempting impregnation, their significant other fully accepting and even often supportive of such a thing, to try and bring honor and greatness to their family name for all future generations. Due to it being a matter of liniage at that point, the number of Source Magi are growing ever since their unique genetic nature was discovered. It's believed that the farther back one can trace their unbroken line of magical ability, the more powerful of magical potential they wield. It is common that a Prime Magus be a Source Mage of at least ten generations, though it has happened from time to time, and on rare occasion there might even be a Prime Magus that is not a Source Mage, though such a wizard must be exponentially more powerful than even most Source Magi to even be considered for the position. Recently a sickness known as Reversion Syndrome has been passing through the magical communities which has no adverse effects, it simply removes one's ability to wield magic. Those that bear it are considered as bad as leapers, as even though it is usually not directly contagious, those near them fear it might be and try to keep their distance. As such there are some who refuse to pubically announce their affliction, and do the best they can to hide the fact that they are now little better than mundanes for fear of losing all the power, respect, and riches that they've earned throughout their time of prosperity. Strangely, the only sect of wizards that seem uneffected by this are the Source Magi, leaving speculation that it is simply nature balancing itself to make Source Magi the only 'true' magi left in the world...of course it's mainly Source Magi that hold such beliefs. Government: Mageocracy. The most powerful and knowledgable among the gathered wizards, magi, and scholars of Belmoth, given the title of Prime Magus, is appointed by The Sage Council, which is made up of the Deans of every branch of the University that makes up the capital of Belmoth, who are all skilled in magic in their own right, and the Prime Magus then leads the Sage Council in ruling the country. The magic-users make up the ruling class of nobles, And it takes that level of prestige to be appointed a staff position at the University even as a teacher, much less to work one's way up to Dean. The unique thing about the Sage Council is the Nocturne Guard. They arrived back when Belmoth was first formed; stoic and mute figures who constantly wore naught but black armor and masks, neither of which are ever removed. Attuned to the thoughts and emotions of those around them, they quickly asserted themselves as protectors of the greater sources of magic/ A single guardseman protecting each council member. Many suspect they are not even human; automatons or golems of some sort, or perhaps even descendents of the Old World that predates the current civilizations, hoping to protect them from the same mistakes that lead to the extinction of the past civilization. Not even the magi know how many exist or the true extent of their power, though at least thirty have been counted a few generations back. Military: Primarily Light Infantry; the armies of Belmoth are supported by their mages, who use their chants, items, and knowledge to infuse their soldiers with great power beyond normal means. However, they are a peaceful state, so the necessity of such armies is rare. They are allied with Levant and have a non-aggression pact with Valus; although altercations with the people of Valus are moderately common, though mild in severity. ~Delmont~ Common Races: Worshipped Deities: Demeanor: A very cultured populace, the people of Delmont are usually at the cutting edge of fashion and traditional technological development, and they frequently use such development in trade for resources due to their lack of such as an island nation. Proper and respectful, the people of Delmont place courtesy and public face above most everything else, and as such though they're never 'rude', per se, they're also not considered warm and friendly except by those that know them. The favored cultural drink is called longa. Longa is actually brewed by removing the root of a longa plant--which grows like weeds in Delmont, though it takes special care for the finer varieties--and putting it in honey which has been heated to boiling. The longa then actually thins out the honey and embitters it significantly over the average period of ten minutes, to make a balanced beverage. Some brew it for longer to make it more bitter, or shorter to make it sweeter. The longer it's brewed the more longa seeps into the drink, making the effects of the longa root more powerful. Longa root, which was once simply chewed upon by the Delmont ancestors, actually has an interesting property in how it interacts with the body's secretions. If someone is trying to focus and stay awake longa acts as a stimulant to their adrenal glands and helps give them energy and concentration, but if they're tired and trying to sleep it stimulates serotonin production, which helps them sleep. However, people who chewed too much were found to die of tumorous lumps in their mouth, and so it was learned by experimentation that a similar effect could be achieved by brewing the root without the drawbacks, though interestingly the only liquid it bonded well with was honey. In addition to fashionable clothes and technology, longa is one of the primary exports of Delmont, as the roots only grow on the Delmont Isles, and the drink is used far and wide, though the best longa can only be found in Delmont. Government: They're ruled by a High Minister who is appointed by majority vote of the populace to serve a term of five years, and then are put to a vote again. The same High Minister may be appointed to serve multiple terms, as desired by the people. To aid the High Minister in his duties, each province within Delmont appoints a Provincial Representative, who then goes to the capital city and attends the Conglomeration; which is where all the representatives meet to decide on things for the good of their constituents, and are presided over by the High Minister. Military: Their strength lies in their navy, which is composed of many small, swift ships with a few larger ones acting as flagships. They rarely participate in ground incursions, but with such naval dominance they rarely need to, as any who try to attack them are sunk long before they reach Delmont's shores. Additionally, they have no interest in establishing colonies outside of their islands, so land-defense is a non-issue, though when absolutely necessary, a small number of every kind of unit is available for use, with primary focus on infantry and archery, with a slightly lesser number of cavalry and knights. ~D'ai Lostos~ Demeanor: In a constant state of horror. One is either a slave, a prisoner, or an experiment. Those that manage to survive the initial experiment--which then removes their human status--are then released to the wilderness to ravage whatever they wish, with a few exceptions, so that their insane creator can see how well they perform and to what end. The few small human settlements that exist are slave labor sites to gain resources and minerals for the use of the land's ruler; farms, mines, and the like, ruled over by demons who are collared and enslaved unto his bidding. The races here are paranoid and terrified, wishing only to escape, but knowing that such luck would never strike them. It's even rumored that the worst of the worst of criminals of other countries, rather than killing or detaining them for several decades, just send them to D'ai Lostos, never to be heard from again. One constant remains to all within the boundaries of this archipelago: No one is ever free, even if they may think they have a chance at being so. Government: Dictatorship. Of course, with a free population of one citizen, it's not that big of a shock. The only other inhabitants are detainees, but in reality they all are alive and present to serve the ruler of the islands, who controls all with an iron fist, with the aid of his demonic henchmen. No one ever receives reprieve or parole. Many are offered reduced sentences by partaking in experiments, and how much the sentence is reduced to is dependent entirely on how long the detainee survives before their inevitable and unalterable death. Military: Unnecessary. The wild creatures and demonic henchbeings of the land's ruler quickly ravage any conventional military forces that attempt any sort of military action against them. Luckily, the leader of D'ai Lostos seems content to keep to his archipelago, though Allioquin is constantly dealing with coastal incursions from the experimental beings, fending them off with disconcertingly frequent regularity. The Leader: ~Xaldin~ Demeanor: The stories say that the small country is full of a race of metal half-giants covered in runes and stark-raving mad; owning to no rhyme nor reason, only that they never leave the walls of their small country. Government: None. At least, not a coherent one. Xaldin is a mystery to most, few know what rests within its walls, though many wish to know...and fewer still know that live to tell others of what they've seen. Military: Unknown. Few have ever penetrated the thick, magical copper-gold walls that completely border this country, and those that have rarely come back alive. At this juncture, it's safe to say that a military estimation is unnecessary, because no one in their right mind would dare attack such a place; where the rules of reality don't seem to apply. Edited by Wolfy, Feb 13 2018, 06:09 PM.
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2:21 PM Jul 11