[Forum Game] Guns and Sorcery: Forward unto Tomorrowland

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alexander23

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Welcome to Guns and Sorcery: Forward unto Tomorrowland

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My name is alexander23. I must before anything give my gratitude to the former Frymonmon and his game line in the World in Revolution series as well as strombringer,RNN, XVG and many more for their amazing games and ideas.

Now onto me, I am the creator and main the GM of the game line of Masters of the Galaxy a space opera games. I have Created as well Shattered earth, which was a horror/sci fi mixture.


Now what is Guns and Sorcery: Forward into Tomorrowland?

Guns and sorcery is my attempt to mix sci-fi, magic and magitek in a fantasy world where humans and other races live and form societies. The year in-game shall be standard 2100 the beginning of a new century upon the fractured land. In guns and sorcery players will begin in control of a nation or a character on their own trying to make a footprint upon history. If you decide to join as a character, i can tell you it will be a lot of fun, you have more freedom to do things and achieve what you desire. Characters can start inside a nation as part of their government, nobility, economic system, armed forces, whatver they wish to be!.


SIGN UP

IRC CHANNEL: Using the IRC channel is not mandatory but i reccomend it greatly as most players will be there and many talks occur on it: /join #Mgaso at http://coldfront.net/tiramisu/

Nation sign up
At this time all nation spots have been taken in the sign up threat, i shall announce when more are open.

Name:

Land Claim: With paint or any other software to edit pictures mark what part of the world you want for yourself, doesn't matter if other claim it too, maybe they get in, maybe you do or something else arranged.

RACE: What your people are.

Character or characters: Characters that rule your nation

Government Style:

History:

Advantage trait: A trait that will give a big bonus to your nation

Disadvantage Trait: A trait that will give a big disadvantage to your nation.

Character sign up
Name:
Race:
Location:
Assets: In here give the description of what your character own, posses or knows, including positions, titles and so on.

Game system


Orders

Nation: Each nation player will send a pm titled withe their nation name and current year. On it they can send up to three administrative orders to make their nation progress in whatever way they desire. When a nation is at war then they will receive two war orders which can be use for battle plans for the turn.

Characters: following same format of nations, each player shall send a pm with their character name and the year on the title. Each character can send up to two orders with whatever action they wish to do during the turn.


Warfare


Nations MUST declare war at least 24 hours before deadline to obtain war orders. NO WAR ACTIONS can be ordered when less than 24 hours exist before deadline. Defenders always get war orders if the war is declared publicly.

Nations can use their administrative orders to launch surprise attacks upon their enemies. To do this the nation wishing to do so MUST do it 48 hrs before deadline as a minimum. This is so a Mini-update on that can be immediately written by me (if deemed necessary or worthy) over it. Extra orders for each side may be given by my discretion.

Note: This time around no such thing as military levels will be implemented and as such soldiers will be as good as they are at start or as bad, depending on your traits.

Armed Forces

Land forces

  • Militia (composed of 10,000 men): Militia are men and woman whom are not formally in the army, nor truly receive as much training as conscripts and so on. Normally they carry whatever they own as weaponry. they lack support for combat vehicles and act many times as the guerrilla forces and quick defense of a area by its inhabitants. The militias receive no paycheck and fight on their own will to protect their immediate homes. Militias normally raise up when invaded, but can be called to action in some cases.
  • Conscript (composed of 30,000 men): The conscript unit is the one you obtain by mass mobilization of your people to war. The conscript is rapidly trained and armed to join the front as such they are not as good as standard infantry. They are paid less than professional soldiers, and equipment is lesser yet they still have support vehicles etc with them.
  • Infantry (composed by 30,000 men): your infantry division, backbone of your army, they come accompanied of their transport vehicle and supply vehicles.
  • Armored (made of 300 units and accompanying forces): Your heavy hitters in those we find tanks, heavily armored vehicles and mechs of your army.
Aerial Forces

  • Fighter/bomber Squads (made of fifty units): as science have progressed most have transitioned to fighter bombers, IC wise you can have dedicate bombers of course ic wise.

Naval forces

  • Destroyers/Frigates/cruiser AKA Screen ships AKA light ships The many light ships you will have of course armed with missiles, small defensive weaponry and so on, anti submarine warfare etc.
  • Aircraft Carrier (carry 100 planes, meaning 2 squads): Your mobile air base for the seas, and the way to project your powah (power) around the world, costly and capable of carrying several squads of fighter/bombers.
  • Submarines (can carry up to eight ICBMs each): For the stealthy war under the seas submarines can carry missiles, and be use in long cover warfare or infiltration missions.
Weapons of Mass destruction

-Note: At game start only a few of the nations will possess ICBMS and warheads already, who? is determined by me, and will not be changed.

  • ICBMs: Long range strategic missiles, used to deliver warheads of all sort to far away places.
  • Warheads: Once you make nuclear, chemical, biological weapons they will be done as warheads. Warheads can then be put on ICBMs or in old fashion delivery by plane.
  • Orbital Weapons: as this is more of a what you have up there and can be many things as you build them i detail what they are. just to give some examples, a ion orbital cannon, a kinetic tungsten rod delivery weapon system or a magical powered cannon and so on.
Concentrate Crystalline Magic deposits


There will be a few deposits around the world of CCM, these deposits are very very valuable as such the nation in possession of a deposit will get a very big bonus to monetary income, this is done in order to simulate the selling of it to everyone else in the world. It will work ala oil deposit but much more simplified given that's one of the goal of the game.

The deposits will be worth to fight a war for i can assure you that, at game start there shall be three to five of such deposits known around the world and as the game progress more deposits may be randomly discover around the world, be it land or sea. It is important to note the effect stacks as such the more you own, the more money you receive.


Science and Research


-You can develop many things in the Guns and sorcery game, however i recommend you consult with me first before ordering it to check if i will allow it or not (relax, i am very open on this but sometimes somethings must be rejected)

-There shall not be as in my previous games, anything like a science level so no need to worry of that, research is to invent and build new things.

-If you wish for example to build ICBMs but don't start with any then you need to research their construction and development, that goes for the making of warhead of all types. On the issue of warheads you can make nuclear warheads, chemical warheads (which when you use them..you describe to me what they do) and biological warheads full of diseases. Before being able to build them you need to research them unless you start with one as such you already posses the program.

-In order to build orbital weapons you need to develop a space program which will take a few turns if you don't wish to have a ICBM development.
 
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Non-Player Nations

The Technocracy of Rasum (pink):

The technocracy have rejected magic and magitek, as a blight upon the people of the planet. They claim only through Science and natural understanding can true progress occur and the fake progress magic brings. The technocracy currently persecute all magic users and people that are born with the attitude for it are expelled from the nation to not pollute the minds of the rest of teh citizens.

The mechs are counted between one of the best in the planet, and are their proud accomplishment, with a small army yet a highly advanced defense system and armed forces to survive the tainted world of magic, in all their army is for self defense and not to invade others. The technocracy is rule by a council of the directors from their universities and institutions who advise the National Dean on their policies.


The Mystletainn Empire(light grey):


The mystletainn empire is a militaristic nation united under the rule of the Mistletoe Imperial Family. The emperor holds absolute rule over his nobles and citizens. The Empire meanwhile a poor nation, it continue its investment on their armed forces heavily especially consuming some 40% of their entire national budget. Meanwhile not the best forces on the planet, nor most advanced they are sufficiently modernized to fight and with enough manpower to do so.

Currently suffering from poverty, and instability as such the militarized nation looks a way to distract their people through war and close nations must be wary of their movements.


Magocracy of Bethlehem (greyish):

The Magocracy of Bethlehem is what all anti magic factions in the world fear a nation ruled by magic can be. In the Magocracy A council of mages elected from the schools of magic and magitek rule the nation, deciding rules and policies. Society is based on magical aptitude and abilities. With those who posses the ability for it named Magus and those who doesn't named Magiless. The better you are at magic and the more natural talents you have the further you can advance on the schools of magic, magitek and with it comes social ranks.

Even though by using magitek they could give the magiless the possibility of casting low level magics the Magocracy see that as an insult and all magiles are forbidden the possibility of casting magic by artifacts (they however can use magitek powered artifacts for the functioning of society). The Magus see themselves as guides of the poor unmagical masses and accept any mage taking refuge from the purges in other states. There is an especially big minority from the Principality next door.

The Magocracy excels at the use of magic offensively and magitek powered weaponry but they only allow magus to utilize it meanwhile the magiless from the throw away ranks of the lower infantry of the magocracy armies. They posses substandard equipment and armor for them but make it up with top notch magitek equipment for their magical corps.


Sultanate of Krassum(light purple)


The sultanate maintains a cold war with its eternal enemy the SRR. Once upon a time the two nations were one some one hundred years ago, but that is no more. The Overseer rose from the people with the word of Helir the one true God. The overseer was given the holy word by Helir to refund their beliefs and spread his might and so he converted many in the poor and troubled United Kingdom of Gaul. The kingdom had just finished a war with a southern kingdom of Veodor and lost in the process its southernmost islands. The nation was bankrupt and demoralized, it was easy for the Overseer to make the people see the light.

The Sacred revolt Occurred some fifteen years later with close to thirty five percent of the population devout followers of the Overseer and Halir the True god. However not all saw the light and the supporters of the regime fought back. For three years the regime fought and was pushed further and further from the lesser populated east coast. Once defeat was finally inevitable the ungodly heathens from the socialist raise up to stop the work of god. for ten years the two factions fought to a standstill the kingdom burned in the fires of revolution and war and the sultanate emerged with half the great island. Time passed and a great deposit if CCM was found enriching the lowly populated (comparatively speaking) sultanate beyond their dreams keeping them safe from the monsters of the other side of the border.

The Sultanate is rule by a council of wise man and a the fourth in line heir of the Overseer of Halir on this one planet. Strictly religious education is given to all on the greatness of Halir and its word and military training to fight the enemy of enemies, spawn of evil the SSR.

The use of Magic in the Sultanate is revered as Halir gift to the world to enrich and save its inhabitants, magic users are cultivated and magitek used in wide scale financed by their deposits of CCM


Socialist Republic of Roraima (violet)

The Socialist Republic of Roraima was born from the ashes of the United Kingdom of Gaul. At the beginning the socialist and republican groups tried to use the religious uprising to force the kingdom to change to a republic and pass more free laws, eventually even obtaining the removal of all powers from the king, they were close to their goal. However the losing war against the Harnist began to change things. Militias formed up to resist them and many leaders in the socialist declared the usefulness of the kingdom past its prime.

Using the Free people´s republic of Acar instead of the UST as model they pushed for a revolution fracturing the movements and starting a civil war in the west part of the Island as they fought the exhausted Halirnist in the east. In the end after bloody anarchy and wars, the kingdom collapsed and the Socialist obtained victory in the internal civil war by peacing with the Halirnist and concentrating their forces in the rest of the factions. The socialist republic is modeled in a mixture of the UST democracy with FPRA model though closer to the last one than the UST. They are much poorer than their hated enemies the Sultanate, yet their surpass them in population greatly.

As the nation continues to suffer economically and hasn't adjusted well to the lost of the resources centers in the east the Socialist posses a outdated army and low in mechanized forces. However they have great manpower to fight, and their air forces are one of the only think they have manage to keep up to date and formidable. magic and magitek are used for the benefit of the nation but not given special privileges or honor like in the Sultanate, as industry its what move the poor nation in the end.


The Commonwelath of Criss (the little island chain)

The commonwealth of criss is a loosely confederation of island nations that obtained independence from the Corporation in the unification wars. They are lowly populated, and posses a small military however they have one of the five known CCM deposits in the world which have make them the richest per capita in the entire world. Every one of its citizens is a millionaire with foreign workers doing all the extraction, industries (which are basically local production of low level items as they import almost everything), agriculture and everything else.

They too possess a robotic police force to keep order in the islands. It was expensive to assemble but they have the money for it. Meanwhile no formal land forces exist they have a very advanced naval, and meanwhile no the biggest in the world more than sufficient to defend their waters in conjunction with an air force, especially from the evil corporation in their next door.


Gallia Democratic republic (bright green)

The GDR it's a small nation stuck between many big players of the world. The GDR follows a similar system as the UST on its south, with freedoms protected and democracy being a pillar of their existence. They attempt to keep a balanced management of corporations and The corporations and principality influences out, meanwhile welcoming of the UTS companies and people.


The GDR was formed sometime ago from a collection of lands from nation's crumbling under the Corporation on their last days and the Principality raging civil war. as such both nations seems to claim ownership of the strip of land and in the Principality maps it's shown as owned by it.

The GDR is small in population and economy yet it maintains a refined self defense force and all its citizens are trained as reserve for the armed forces. All citizens in the GDR keep weaponry in their homes in case of an invasion as well as all equipment needed to quickly mobilize to defend the nation and fight a guerrilla war for true democracy and freedom. Thought most estimate that never the less were they to be invaded it would be the end of the republic, they would put as a tough fight as they could. In the republic magis is not persecuted and citizens are free to use it, it a moral and correct way following standards set by the UST in magitek use.


Kingdom of Foreon( yellow)


The kingdom of Foreon its rule by the ancient Tsuika family. For over five hundred years they have ruled the land based on principles of protecting the weak and knighthood. Likely the only country still left with a true feudal system in the world, where peasants are born into the land and work it meanwhile feudal lords protect them from the evil of their neighbors.

All that is associated with feudalism still exist in the kingdom yet it has been modernized too, with magitek system of agriculture and collages. Energy Sabres for the knights and equipment for the military forces.

The Military forces of the kingdom are still ruled by a knight class which prefers close combat fighting as the honorable way to fight. for that they have developed heavy armors and magical enhanced shielding to allow them to get close to enemy forces. Most of their army however are just levies by the feudal lord, from whom it cannot be expected to fight with the honor of a knight and are given firearms and body armor to fight as a conventional force. they lack training and order yet they fight as it's their duty to their lord. The knights are a fearsome force on the battlefield once they manage to get close and very hard to stop, but they have high casualty rates as the war drags on and hurts immensely the campaigns as they die.

In areas to reduce their deathtoll with modernization have come the introduction of Mechanized knights to do the job and survive in the battlefield, you can see the mechanical monsters running towards enemy lines with an enhanced magitek sword in the battles.

The kingdom is not reach and most of its population toild endlessly in the fields as is the proper way to live after all with few megacity with the exception of the fortified capital city of Gallia.


The Romulia Directorate(orangeish)

The RD is ruled by the iron hand of the Director Markesh, the eternal father of the Directorate and liberator of its people. The Romulia Directorate was what some thirty years ago was known as the Heavenly Republic of Romulia. Director Markesh led a coup which ended the almost one hundred and fifty years of uninterrupted democracy on it. They cited the coming of the communist as the reason the nation needed to be strong in face of them.

The directorate have become a heavily censored, heavily monitored, no dissention allowing fascistic nation to face their enemies the communist. With continue fear propaganda of the coming communist they keep a top notch force military force to fight their enemies. one interesting thing has been the scapegoating of the magicians as communist insurgents and agents and the expulsion or reduction of them. Those who were more susceptible to “re-education camps” have become expendable magitek soldiers to be use as first line of attack and defense in a war, with revoked rights until their patriotism and love for the nation if proved which can basically only be done through combat against enemy forces and likely death.
 
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Main Updates



Mini-Updates
 
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Maps of the World

Administrative Map

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Military Map
(only contains nation borders and cities for easier planning)

INCOMING
 
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Important Information

Units Costs

Nation List


Exalted Principality of Althine : by Aedan777
Traits:
Positive:
The people of Althine literally worship the Numiars, are promoted based on loyalty, and have been raised to hate outsiders. The people will die for Althine, both soldiers and citizens. (extra level of Stability, much more militias and guerrillas in Althine territory, harder to be reduced stability)

Negative:
Ineffective army- The army is controlled by those loyal to the Exalted Prince, rather than those that deserve it, meaning the army is run poorly and favors flashy actions to effective ones. (High penalty to efficiency and moral the armed forces of Althine in campaigns)

Keretenharn Sphere: by Corman50
Traits:
Positive:

Magic, experience, and natural abilities make the Kereten the undisputed masters of intrigue and espionage (Higher rate of successful for covert operations, higher defense against covert operations)

Negative:

While most Kereten are brilliant in their own right, their tenancy to use that intelligence to expand their own power bases and celebrate the success soon after mean that they more likely to steal a new piece of magic or technology rather than develop it themselves. (Higher cost for research as well longer time for completion and higher difficulty for success.)

The Great Republic of the Seas : by ironhide G1
Trait:
Positive:
Easily defensible and far from the troubles of land, as well as a great underwater navy, and the deep cities are virtually unattackable without the resources. (High defense to defense of their territory underwater, higher bonus to their naval forces for combat)

Negative:
humans need oxygen to breathe which can be a problem if structures are broken or oxygen runs out... And also humans and mermen might not get along well.( If cunderwater ciities are breached mass dead will occur on the human population, easie, at higher stability levels problems can arise between merman and human populations)

The Corporation : by Blackbishop
Traits:
Positive:
Wealthy: Bonus to starting GDP and economic growth, easier to increase economic growth

Negative:
Environmental dystopia: Population in crash from start of the game, much more difficult to reverse and increase the population growth.

Swarm of the Kyran'Tchar :by Mikkel Glahder
Traits:
Positive:
Swarm Tactics: High Population that is in constant growth since the Hive never stops making new Kyran'Tchar. (Higher population growth, Swarm soldiers are as cheap as conscripts units, easier to keep high pop growth)

Negative:
Truth of the Swarm: Especially the non-human...things that makes the Swarm are disorganized and lack tactics. There are many of them though. In fact, even human units lack proper tactics and training due to the many years underground. (High malus to the forces of the Swarm, in moral, efficiency and combat abilities, especially teh swarm soldiers)

Kingdom of Veodor : by iisbroke
Traits:
Positive
Oppertunists - despite all the conflicts amongst the populace the people of Veodor have wide trade avenues. This is because if one of the ruling cultures/religions had poor relations another would make trade with that nation to increase their revenue and relations to eventually overthrow their rival, Thus becoming the new dominant faction in Veodor. (Economic Bonus to starting gdp , more succesful trade deals)

Negative
Too different - Veodor's greatest enemy is itself. It is the home of multiple religions and cultures that have a long history of fighting each other for dominance. This itself has put them into numerous situations of revolt, rebeliion, and coup d'etats. (Lower maximum stability, easier to be hit by stability events, increased chances of civil wars and civil disturbbances)

United States of Takamagahara: by Scrapknight
Traits:
Positive:
Sleeping Giant: The United States of Takamagahara has abundant land, a strong industrial base in the northwest, and a strong grasp on technology. While the Union fights against the kyonshi-owning Confederacy, they still know their enemy, and their knowledge of reanimation techniques are also impressive. Takamagahara thus has strong economic growth and a great deal of potential for research and development.( Higher economic growth, some bonus to starting gdp, Easier to do research and in less time)

Negative:
Civil War: After the election of Yukio Narukami to the Presidency without the support of a single Eastern state, the eastern states of Takamagahara seceded, forming the 高天原連合国 (Takamagahara Rengoukoku / Allied States of Takamagahara). The Allied States claim that their secession was based on the rights of the individual states to be independent of the Federal government, but in fact the government is dominated by the plantation lords who use reanimation magic to maintain their legions of zombified forced laborers, the kyonshi. The Allied States, terrified of potential Union legislation that would outlaw magic and thus, so they say, destroy their way of life, are fighting against the Union with all their might. The War Between the States will pit brother against brother, father against son, and the fate of liberty hangs in the balance. ((Starts in a civil war with the eastern half of the country under Allied control))

The Bacxari Federation: by Simcull
Traits:
Positive
Soldiers of the sands- The Bacxari mix modern military troops and vehicles with small tribal warbands and deadly Pipe Rifle sharpshooters. The result is a fluid military force that excels at both large pitched battles as well as raids and skirmishes. (High combat bonus when defending home territory , fighting in deserts or mountains, jungles and forests)

Negative:
Desert hindrance- The Bacxari are of the desert. Therefore, their numbers are small and major technological progress and infrastructure are confined to the cities. (Lower population levels and decreased technological efficiency, meaning slower research time and chances of success)

Commonwealth of Notosia: by gorganslayer
Traits:
Positive:
Corporate Management: the government uses a series of corporate entities to look after its foreign territories on its behalf, this means that more money can be leveraged from the population but relations often suffer as a result: (Higher starting income, higherincome from out of mainland land.)

Negative:
Corporate Management: the government uses a series of corporate entities to look after its foreign territories on its behalf, this means that more money can be leveraged from the population but relations often suffer as a result: (Lower max stability level ,Rebellions in non mainland happens at a higher stability level, easier to start rebellions in non mainland aereas, harder to keep unrest in newly conquered lands)

The League of Sicaria: by Jeeshadow
Traits:
Positive:
Centuries of fighting for survival from foreign powers, and sometimes against each other, has the lead the League Cities to develop powerful, modern, well trained, and effective militaries. From their powerful navy, to their standing armies, League states have a military that is recognized throughout the world for its effectiveness. (High efficient armed forces, Hight moral values, )

Negative:
The Cities of the League have very different ideologies, demographics, forms of government, views on magic, and laws. This means the League is not exactly a cohesive nation, for it is not a nation truly, and the lack of a strong central government help compounds this problem. As such the League has trouble at times maintaining order and cohesiveness.(Lower max stability, chances of fighting breaking out between cities an unccoperative troops when this happen)

Empire of Majeed: by Zex
Traits:
Positive:
Warriors of the Majeed: During war time warriors fight for the Emperor and their god Majeed which gives them a huge boost in morale and discipline, this influence that God and Emperor allowed the Majeed to conquer the surrounding clans before the establishment of the Empire.( High bonus to troops moral, much higher resistance and fighting abilities in unfavorable conditions)

Negatives:
Religion she can be a fickle one: During seasons of late fall and winter war is forbidden due to the Ale-Kalizars holy order to decree that no Majeed blood is to be spilled into the end of Winter. If a war beforehand is still going on Majeed armies will suffer a major morale decrease and probably will desert if the war isn't ended quickly. ((This does not affect religious wars)) (Religious war can only be claim every four years. The armies of the Majeed will receive severe penaties if fighting goes on too long (two years), Desertion is will happen in mass if it happens, majeed soldiers refuse to fight in winter and fall)

I Politon Elefthomenon: by Dadarian

Character List

The Keepers of the Key: Galren

Hayden Severt.: Sneakyflaps

Custer Thistle: by Tapscott

Sara ben Ishak: by Plutonium95


STATS
 
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reserved
 
You can now post. All players that were accepted in the sign up, please post your sign up sheet here as well as your ICs. I welcome all new people that will join too!
 
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Name: Exalted Principality of Althine

Race: Humans

Character or characters: Exalted Prince Carthorn Numiar ((Head of State and Head of Government)), Huithain Paridal Mulkic ((Chief administrator)), Telinar Vilkar Guime ((Foreign affairs Chief)), Yukilora Fimenete Tulidor ((Chief Religious officer and head of internal security)), Talemiss Rugala Nortani ((Head of the Foreign intelligence service)), Exarch Hamilton Tukil ((General in command of the Army)), Aquticus Gureld Yebuh ((Admiral in command of the Navy)), Aero-Exarch Numid Tasic ((Commander of the Air Forces and Space programs)). Other royal family members TBD.

Government Style: Monarchy with theocratic and (claimed) meritocratic tendencies

History: The Exalted Principality of Althine has been ruled by the Numiar dynasty since time immemorial ((Read: 4 centuries ago)). The old king of Althine abused his privilege and used the peasants as slave labour for his factories, resulting in the Numiar family rebelling against him and his noble lackies ((Read: The Numiars couped the old King and waged war on the nobles who resisted)). To show their deep benevolence and support for the plight of the peasants and factory workers, the Numiars offered great privileges and rights to those who flocked to their banner ((Read: All the nobles fought the Numiars, so they turned to begging the lower classes for help)). However, after victory, some of the lower class workers who had joined them got ideas into their head that they could run the country themselves, and during their short-lived Republic of Althine they massacred the nobles who had surrended, before the Numiars once more saved the nation ((Read: The Numiars executed their noble rivals, then blamed it on their peasant rivals, and killed them too; no Republic of Althine ever existed)). Convinced that the old system could not work, but that a new system was worse, the Numiars then declared themselves the rulers of a new nation, where all outside the Royal Family were equal in position and power, while the Numiars reluctantly took the reigns of power ((Read: The Numiars made themselves Kings, then realised they killed everyone who could run the nation, so they raised up lower classes to replace them)). The early years were full of strife and suffering, for the mages of the nation hated the superior way of rule the Numiars brought, and so the Numiars responded by conducting a campaign to drive out the mages, making the largest lynch mobs ever seen for the purpose ((Read: Getting a bunch of peasants to run a nation works poorly, shockingly, so the Numiars used mages as a scapegoat, since they were generally distrusted, and had supported the nobility)).

After the Mages were driven out, a new religion emerged, where the Numiar Princes were worshiped as the Saviors of Althine, and had driven out the threats of nobility, kings, and mages, ushering a new era of peace and equality ((Read the Numiars made up a religion worshiping themselves to legitimize their rule)). Since they rose to power, the Numiars have lead their nation to technological achievement after technological achievement, as they support the best and brightest of the nation rising up to serve them ((Read: ... Actually true)). Many other nations have gotten in conflict with the utopia of Althine, and despite their jealousy of perfection, they have been unable to infringe upon Althine's borders, who has insulted the barbarians by refusing to take their lands into its greater glory ((Read: Althine has repeatedly invaded its neighbors, but failed every time, avoiding loss of territory only because the ferociously loyal population makes it impractical to do so)). The Althinian military is the greatest on the planet, with its fiercely loyal soldiers having enough training and equipment to take on any three other armies on the planet ((Read: The army is hideously inefficient, where officers are promoted by loyalty to the Numiars, not by competence, though its equipment and morale are indeed top notch)). The Principality of Althine is the envy of lesser nations, which all other nations are ((Read: Everyone hates Althine)). The population of Althine is entirely human, since the inferior races were driven out centuries ago to make room for the superior race ((Read: Replace "driven out" with "exterminated")).

Advantage trait: Fanatic loyalty- The people of Althine literally worship the Numiars, are promoted based on loyalty, and have been raised to hate outsiders. The people will die for Althine, both soldiers and citizens.

Disadvantage Trait: Ineffective army- The army is controlled by those loyal to the Exalted Prince, rather than those that deserve it, meaning the army is run poorly and favours flashy actions to effective ones.



Religion: The One True Faith within Althine is Helirism, worship of a being claimed to have created the sun, moon, stars, and earth many millennia ago. Worship of him was carried out by praying to him 4 times a day, and offering him sacrifices of choice foods, though that practise mostly died out centuries ago. More recent worship has been carried out by killing non-believers, mages, foreigners, and enemies of the state in public spectacles, or by celebrating the rule of the Numiar Exalted Princes.

While technological advances cast doubt upon his existence, he remained the official god until the overthrow of the King of Althine. After the Numiars took over, they at first accepted Him as the official god, but in their efforts to legitimize their power, they claimed to be His chosen on Earth. The early Exalted Princes were content with this, but later Numiars claimed that not only were they His chosen, but they were descended from him, with more recent Exalted Princes even going to far as to claim that they are incarnations of Helir himself, and thus deserve direct worship.

Those who hold to the old ways are derisively called Hierarchists, because the old tenants of Helirism mandated that the system of nobility and monarchy were holy, which the Numiars removed when they massacred the nobility. Hierarchist Helirism has no issue with magic, while Modern/Numiarian Helirism considers it a gross sin, a sign that one seeks to usurp Helir's position by infringing on his domain of omnipotence. This is the theological basis for the numerous pogroms that have killed hundreds of mages, and thousands more "mages" for the past 400 years.



His Most Holy Magnificence Carthorn Numiar I, Exalted Prince of Althine, Duke of Numiaria, Lorina, Fimagia, Rulenchia, Javieo, and Kenick, Margrave of Yerithen and Bensen, Count of Limbourg, Wileneress, Qimbesa, Parvium, and Formidus, Lord of Numiar City, Carthornia, Haraldsberg, Rumland, Harriston, Wessex, Norhport, Malina, Lalinei, and Enington, Protector of the Bargavian Reach, Lord of the High Seas, Guardian of the Holy Groves of Helir, Wielder of Ibsen and Chonoses, Defender of All Helirism, Helir's Chosen, Ruler of the Skies, and Regent of Helir's Mortal Realm

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Divisions of the Althinian Government under Exalted Prince Carthorn Numiar I

The Numiar Church of Helir
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Symbol of the Althinian Inquisition


Highest position: Yukilora

Currently held by: Fimenete Tulidor

Role: The Numiar Church is subdivided into the Numiarian Clergy, and the Althinian Inquisition. The Numiarian Clergy works to preserve the culture and history of the Numiarian Princes, by recording official histories, maintaining and building new cathedrals in the name of their Lord, and providing guidance to those lacking direction. They are headed by the Papicus Ponifes, a man appointed by the Exalted Prince himself for exceptional loyalty, efficiency and fortitude. The Clergy mostly remain out of the public eye, and have changes little for the past centuries, and are remembered for even less.

The Althinian Inquisition, on the other hand, is a far more active organization. They are led by the Yukilora, who also theoretically oversees the Clergy. The Inquisition was first formed to track down noble sympathisers and rogue mages after the Numiars rose to power. What began as a small organization meant only to identify enemies, soon began to take a life of its own, and grew to become judge, jury, and executioner for those accused of crimes against both the state and the religion, which became increasingly intertwined. Due to the tenuous nature of mage accusations, it is suspected that many "mages" burned at the stake were in fact people who upset the church, but had not committed any crime. The theoretically limitless power of the inquisition is a strong incentive for the Numiar Princes to choose Yukilora's based on loyalty over any other attribute, resulting in a bloated organization run by fear and zealotry. Despite these shortcomings, it has been extremely successful in killing Mages, in part because of its militant wing, the Illuminati. The Illuminati has no central leadership and is divided into cells across the nation, making them the only consistently effective and trustworthy part of the Inquisition in the mind of the Numiars.

Numiar Intelligence, Manipulation, Reconnaissance, and Oversight Division
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Stylized Eagle,the symbol for NIMROD


Highest Position: Talemiss

Currently held by: Rugala Nortani

Role: NIMROD was founded in the early days of Numiar rule to bring down enemies of the state and secure information on foreign nations. Over time they lost the first responsibility to the Inquisition, but NIMROD remained the division in charge of foreign intelligence. Agents of NIMROD are well trained in espionage, close quarters combat, and hacking, the best agents in the world. Unfortunately circumstance and luck has prevented any major successes from coming out of NIMROD, but everyone agrees it's only a matter of time before they have the governments of all other nations infiltrated.

Within NIMROD there are three sections, each dedicated to a different field. The Office of Strategic Services is responsible for field work, including assassination, infiltration, personal reconnaissance, and occasionally theft. It is also rumored that the OSS has a dedicated special forces unit, but existence of this unit, referred to as the Special Activities Division, is denied by the Exalted Prince and his advisors.

The Central Intelligence Agency on the other hand is responsible for using information collected by the other branches of NIMROD and compiling it to provide the best information and analysis possible for the Althinian government. Not as flashy and well known as the other branches, those in the know consider the CIA the most important branch of NIMROD, and the current leader of NIMROD, Talemiss Rugala Nortani, was previously the Director of the CIA.

The final branch of NIMROD is the Electronic Security and Hacking Bureau, which is fairly self-explanatory in its role. ESHaB is more secretive than the other branches of NIMROD, with little know about them besides the obvious. This makes them a common target for speculation and many propaganda movies and novels have been made about their exploits, none of which are consistent with each other. Despite the aura of mystery and professionalism about ESHaB, it rarely achieves results to the knowledge of the other branches, causing them to derisively label it E-slackers.

Internal Governance Committee
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The Eagle Shield Symbol for the IGC

Highest Position: Huithain

Currently held by: Paridal Mulkic


Role: Founded to oversee administration of the territories of Althine following the massacre of the nobility, the IGC controls the economy and policies of the Exalted Principality. It claims to promote workers based on merit, to create the most efficient government possible, but in many cases loyalty is valued over skill, and incompetent, yet fanatically loyal administrators are the norm. The IGC divides the country into zones of control, which mostly line up with the ducal boundaries, with each zone being overseen by a regent governor, since the Exalted Prince holds all noble titles in the realm, and they govern in his name while he conducts greater business for the realm. The Huithain is chosen from among these regent governors to oversee the IGC and assure the economy is running smoothly. Due to the economic issues facing Althine, and the inefficient system the IGC follows, most Huithains serve for only a short time before their failure to get results leads to an early "retirement".

Royal Althinian Army
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The Blood Red Rose is the Historic Symbol of Eternal Victory in Althine, and Thus the Official Symbol of the RAA

Highest Position: Exarch

Currently held by: Hamilton Tukil


Role: The RAA is perhaps the pinnacle of Althinian inefficiency. While the army possess state of the art equipment, it uses dreadfully outdated tactics, and has created a culture of blind obedience that prevents any change to the system. The Exalted Princes have always feared the possibility of a coup, and thus strove to make the army loyal above all else, and unfortunately they succeeded. The army's loyalty and fanatical belief in the faith of Helir makes them believe that things like tactics, stealth, and camouflage are the domain of cowards and heathens. For this reason the Althinian war plans include only one approach- send as many men straight at the enemy as fast as possible. All Althinian armies are also mandated to be colour-coded, which their troops will wear at all times. The colours are also forbidden from being such that they could be used to hide the soldiers during a battle. Thus the Green Army would not be allowed to fight in a forest, instead they would need to change colours, possibly to Red.

On the bright side, it is quite easy to train a common officer in the RAA, most of which would be removing knowledge rather than adding it. The Supreme Commander of the army is the Exalted Prince himself, but in practice it is led by the Exarch, a position appointed from the most loyal of the generals.

Royal Althinian Navy
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The Crossed Sword and Anchor are the official Symbol of the RAN

Highest Position: Aquticus

Currently held by: Gureld Yebuh


Role: The RAN is more competently run than the RAA, due to the technical needs of a navy, and the lesser fear the Exalted Princes have of the Navy. Ships can't launch a coup or sustain a civil war like the Army can. Despite it's fairly small size with less than 40 ships, the Althinian navy is one of the most top heavy navies on the planet. One of 4 nations to have an Aircraft Carrier, and possessing the third most submarines in the world, the RAN can punch well above what its absolute size would suggest. The RAN has an intense rivalry with the RAARW for both the Aircraft carrier and the submarines however, since their status as carriers of planes and rockets directly overlap with RAARW's responsibilities.

Royal Althinian Aeronautical and Rocketry Wing
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The Golden Eagle of the RAARW

Highest Position: Aero-Exarch

Currently held by: Numid Tasic


Role: The newest branch of the Althinian government, the RAARW is also the branch with the most successes to its name. The airwing is large and well trained, being the only branch of the government, excepting possibly the Illuninati, where competence is valued over fanatical loyalty. The finese required, and low margin for failure, make any alternative doomed for failure. The Rocketry wing is even more successful, with their development of ICBMs putting them at the forefront of technological development on the entire planet, and cooperation with "civilian" scientists resulting in the world's first nuclear warheads. RAARW takes immense pride in its accomplishments in creating most of the world's nuclear arsenal and most of the world's ICBMs. For this reason it is immensly upset with the RAN for developing an Aircraft Carrier and submarines capable of carrying ICBMs, both of which are seen as infringments on RAARW's territory.
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Official Althinian Geographical Map of the World
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Althine and the Bargavian Reach

Alongside the ever present desire to spread the faith of Helir to all corners of the globe and exterminate Mages, the Exalted Principality has special interest in the region of the Bargavian Reach, where the Gallian Republic lies, and the Exalted Principality possess a border with The Corporation. Since the times of the Kingdom of Althine, the region has been the site of controversy and border disputes. Chief among the interest in the region is the illegal possession of a portion of the duchy of Fimagia by the Gallian Republic, which it has maintained through the support of the UST. Also contested is the loss of a portion of the central Bargavian Peninsula to the Corporation. However, even though it is widely agreed upon that more of the Bargavian Reach should belong to the Exalted Principality, there is disagreement over how much land rightfully belong to Althine.

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The most conservative voices call for a mere restoration of the lands lost following the collapse of the Kingdom of Althine, both in Gallia and on the central Bargavian peninsula, indicated on the map above by the south most line, consisting of dashes and dots. The "moderate" group, which most Althinians belong to, believe that most of Gallia, the entire Bargavian Peninsula, and a portion from the northern end of the Bargavian Reach from the Corporation, indicated by the central line of dashes. A final group of absolute expansionist want to seize the entirety of the Bargavian Reach and more land beyond as a buffer, indicated by the northmost solid line. The Bargavian dispute is important to Althine, not only as an age old border conflict, but as a potentially vital area of trade. Many Exaltd Princes have made plans to build a Grand Canal through the Bargavian Reach to connect the central lakes with the main Althinian Ocean and the Sorit Inland Sea. With the UST involved in its own Civil War, many voices call for seizing this opportunity to restore the land stolen by the Gallians centuries ago.
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Year 384 of the Numiarian Calendar (33 years ago), in the suburbs of the city of Malina.
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One of them had been found. He was a boy of just 13 years, he was not even at an age where he thought about anything other than going to school, and dealing with the changes every teenage boy felt. His family was kind, he went to church and heard the holy word of Helir everyday. By all accounts he was a model child. Yet all it took was him starting a small fire by accident with a remote control, and his mother was screaming obscenities at him and beating him with a frying pan. His father then seized him and brought him out while the mother called the local members of the Inquisition that her son was one of them; if she didn't, her whole family would be burned for harboring mages.

But in Althine, a mage was never burned alone. The boy's family had proven themselves devout followers of Helir, but what of the boy's friends? They had never reported him before, yet they had often played with him. There was even a girl he was suspected of spending much time alone with; what had once been merely teenage foolery, was now blasphemy. And so the boys friends were soon dragged out of their homes too. None of their families dared resist; indeed all of them willingly took part in it. One could not go against the will of Helir, and the Inquisition were the agents of Helir's Chosen, the Exalted Prince himself. And so the boy mage and his friends would be dragged to the Magocide Square in front of the local Inquisition office, and the local citizens would watch on as they were chained to the ground and doused in flesh-eating chemicals, hearts filled with reverence for Helir and His Chosen Message. A sight none too unusual.

But something was different this time. The local Inquisition chapters had not reported as many mages found as usual, which would have been a good thing, but the local Chief Inquisitor had his suspicions that mages were being hidden by heathens. So he ordered the gathered crowd to turn their backs on the melting children before them, and to go and hunt down the mages hidden in the city. The members of the Inquisition led this pogrom to the houses of those who had not come to the mage burning. If they were righteous Helirese, they let their houses be ransacked, for they would have nothing to hide. Those who resisted were clearly heathens, and were taken to the Magocide Square to be burned while their house was ransacked. The Malina Pogrom was quite low in the number of citizens burned for resisting, a mere 288.

But among the citizens of Malina, there was a man who stood out from the rest, who only pretended to fit in. A Mage sympathiser.

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Reginald Goruv stared through the one-way window in front of him, into the street where they were beating a man for resisting their attempts to tear apart his house. Soon he would be taken to the Magocide Square, and his life ended to the sound of cheers and prayers. Reginald wanted nothing more than to go out and help the poor man, but he knew it would be no use. Once the pogrom started, it wouldn't end easily, and it wouldn't show mercy. Just a day ago these people had been friendly and civil neighbors, but now they torn through houses, breaking into any rooms and searching for potential mages. Reginald was only safe from the mob because he was a member of the Inquisition. He was quite glad he had called in sick today, keeping up a zealous facade in this situation would be impossible for him.

It was good Inquisition members were considered above suspicion, or they would have found the 8 mages he was hiding in his basement. It wasn't a permanent solution, he'd need time to get them out of the neighborhood, and on the path to escaping to the Magocracy. He knew some like-minded people in a small town nearby, and they were supposed to arrive in a week with a large truck, which they would use to transport the mages onward, to the next group. It would be dangerous to do it so soon after this pogrom, but it couldn't be helped; keeping 8 extra people in his house without raising suspicion wasn't easy, even for a member of the Inquisition.

Still looking out the window, he wondered for the thousandth time, why? Why did these people believe so vehemently in such insanity, and murder each other for so little cause? Even close family weren't safe, as Reginald had known far too well even before this incident. His 9 year old sister, Alyssa, had short-circuited a TV with a touch, and whack- off to the Magocide square, led by their parents. He had only been 14 at the time, but it was in that moment he became convinced that Althine was a monstrosity. He could never hope to change anything in the country, the insanity was too deep rooted for that, but if he could save even a handful of lives, it would allow him to live with himself in this neverending nightmare of a nation.

His concentration was broken by frantic knocking at his door. Reginald was perplexed, since the mob had moved on to the next houses to ransack, and he couldn't imagine why someone would be coming to visit him in person in these times. Still, since he was supposed to be at home sick, he couldn't ignore it.

Walking back to an interior intercom, he contacted the front door, "Hello *cough*, this is Reginald Goruv speaking *cough*, is there something you need?"

A frantic voice responded, "Yes, you don't know me, but I'm Harold Fitzmin, I need to speak to you in person about something. I was sent by your sister Alyssa."

Reginald was stunned silent for a few seconds. That was a phrase used by other mage sympathisers to contact him. Could this man have been sent on from one of the others, and he walked in on the pogrom? While Reginald was worried about raising more suspicion by letting in this man as the mob was roaming around, if he didn't let him in they would kill this man.

"Is that so? Then please, come in right away."

Reginald unlocked the door and ushered in the man, who quickly did as he was indicated. He was a older man, in his 50s, and on the short side, with a face that suggested he had seen hardship.

Harold wiped sweat off his brow and smiled at Reginald, "Thank Helir you were here to save me sir, had those people found me, I'd be a dead man. Forgive the suddenness of this visit, but I couldn't let them drag me out of my house, and if I didn't find a place to hide they'd find me all the same. I had heard from Patrick Dunwell in Garetston that you were the one to come to in Malina if I thought trouble was coming, and I could only pray that I remembered the phrase he told me correctly."

Reginald returned the man's smile, and gestured to a glass of water on a counter, "It was no trouble at all sir. Patrick's a good friend of mine, so I'm glad he was able to help you. I'm afraid accommodations will be somewhat tight here for now, since I already have 8 mages in the basement. It'll only be for another week though, then a truck will arrive to transport you on to another town, where you can try to resettle, or move on to escape to the Magocracy."

Harold gladly gulped from the glass before respond, "I don't need much, and I would hate to infringe upon your hospitality when you are already doing so much for us. I've been hoping for most of my life that perhaps a new town will help me live a normal life in Althine, but every time something happens and I need to escape. Perhaps it would be best for me to escape. You said the others are in the basement? May I go meet them?"

"Certainly, I'll take you there and introduce them."

Reginald led Harold out of the kitchen and across his dining area to a locked door leading to the basement. A short flight of stairs later and they were greeted by the sight of 6 teenagers and 2 young adults gazing at them in tense anticipation.

A girl no older than 16 spoke first, "What's going on Reginald, has the mob passed yet? And who is this?"

Reginald raised a calming hand, "It's alright, they went by without incident already. This is Harold, he's another mage who I let in after the mob passed because he feared for his life."

The eldest girl, though still no older than 23, spoke harshly next, "Why would you do something so reckless, what if you were seen? You not being out there is cause for suspicion enough, added to letting in a man, and we could have the Inquisition coming down on top of us at anytime."

Reginald folded his arms as he responded, "I couldn't very well just leave him to die. Besides, this is the safest time to let someone in, since the zealots will be off hunting with the mob, and others will be picking up the pieces of their ransacked homes. No one has time to be paying attention to this house. Sorry for this greeting Harold. The loud one is Merry, the first one who talked is Sarah, that one-" Reginald points to a teenage boy trying to look like he wasn't scared earlier, "is Joey, that's-" he pointed to an older boy fingering a locket he held, avoiding eye contact, "Jeremy, that's-" he pointed to a young girl holding a stuffed animal, "Charlotte, that's-" he pointed to an older girl huddled in a corner, "Emily, that's-" he pointed to a guy trying his hardest to levitate a marble, "Brenden, and that's-" he pointed to the last girl sitting in the center of the room, who had bandages covering half her face and her hands, "Paige."

Harold gave the group a smile and a wave, "It's nice to meet you all, though the circumstances could have been better. I'm sorry for the potential trouble I've caused, but I didn't know where else to turn."

The response was some grumbled and half-hearted greetings. The situation was tense, and few of the mages felt inclined towards social niceties at this point.

Reginald sighed, "Sorry, it's tough for them, they're still just kids, and they're taking out their frustration this way. Don't let it get to you though, please make yourself at home. I'll go back upstairs and make sure nothing's happened while we were gone."

Harold gave a smile and a wave to Reginald as he returned back upstairs. The window gave him a view of a still clear street, and nothing seemed to have changed. Except for a letter that had been slipped under the front door. Curious, Reginald walked forward to pick it up. However no sooner had he picked it up then he felt a tug from it, and then his front door was kicked down. A tall woman in a plain white trenchcoat followed it in to pick up a stunned Reginald from the ground. Without a word she dragged him to the basement door, and threw him down the stairs. After taking a moment to regain his senses he stared at the scene before him.

It was a veritable bloodbath. Merry lay sprawled across an overturned couch, with blood pour from her torn throat like a river. Jeremy was pinned to the wall by a long thin knife through his left eye socket. Emily sat sputtering as blood poured from cuts across her mouth and arms. Brenden has another long knife embedded in the back of his neck, at the spinal cord. Sarah was kneeling in a corner holding a crying Charlotte, while Joey was frantically trying to push himself into a wall, as if that would help him. Paige sat in the same position she had been in previously, staring out blankly from her one open eye.

And Harold stood behind her hold a knife to her throat, a smile on his face.

"Ah, Reginald, that's not the proper way to use the stairs. You should be more careful, you might get hurt. And we wouldn't want that, now would we?"

The woman in the white trench coat was down the stairs by now, and spoke for the first time, "We don't need this many alive."

Harold sighed exasperatedly, and waved his hand holding the knife at the woman, "Honestly, like I didn't know that? I simply wanted to save some of the kills for Reginald to see himself. He loved the heathens enough to put his life on the line, so we wouldn't want to have all the fun happen without him knowing."

Without further ado, Harold threw his knife at the crying Charlotte, impaling her trachea, without touching her jugulars. Her crying immediately became violent rasping and retching.

Harold strood towards her, and placed his hand upon the handle, "I always loathed the ones who cry. Such an ugly sound." Then he pulled the knife free and she fell to the ground convulsing

Turning to the surviving Mages, Harold's grin had only grown wider, "now who's nex-"

A gunshot rang out.

"You take too long." The woman in the white trenchcoat told him, "Our job is not to let you enjoy every last one of their deaths. We're taking the last three."

Joey now had a bullet hole where his right eye had been.

Reginald was almost too stunned by it all to react. All he could manage was a single half-whispered word, "How?"

Harold, still grinning from ear to ear, bent down to look Reginald in the face as he responded, "We captured Patrick a week ago, and he told us everything. We just needed to confirm it. You mage sympathizers think all you need to worry about is the Inquisition And its pogroms, but that's delusional of you.

You can run.

You can fight.

You can hide.

But the Illuminati will always bring you to Light."
 
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Keretenharn Sphere

Government: Kratocratic Dictatorship (the most powerful/ cunning individual assumes de facto control which is in near absolute in theory) lead by the Kertenharn. Kereten society is based entirely on the individual cunning and their government is made of their various power bases known as spheres.

History: Land that occupies what is known as the Keretenharn Sphere was once a land of various petty states ranging from despotic monarchies to coastal merchant republics ruled mainly by humans and the rat-like Vroulic. This all would change with the arrival of the snake-like Kerten. Few know the Kereten’s true origins, some say they emerged from beneath sands while others claim they rose from the murky swamps. What is known however that they were intelligent, cunning, and naturally skilled at illusionary magic and had the natural ability to bend individuals’ minds to their will. Soon one by one the Kereten infiltrated the governments of these nations taking the shape of their leaders and slowing dominating the minds of their populace, inciting conflict, promoting corruption, all the while their existence remained shrouded in rumor. Eventually only a handful of coastal city remained truly free thanks largely in part to a maritime pact they formed with similar states. Eventually after almost a millennia of undisputed rule from shadows, the Kereten would reveal themselves to the world and founded the sphere. For next century they would enjoy the fruits of their generations of meticulous planning, having their legions of workers who have been stripped of their free will construct palaces monuments and service their every whim. But now their they grown board of the years of living quite luxury with only internal intrigues to entertain them and now they seek to expand from within and without the public eye.

Characters: Tyrath the Listener ((Current Keretenharn)), Zinnath the Fleshshaper, Nveryll the Constrictor, Syrilth the Venomous, Ohen the Puppetmaster

Advantage trait: Magic, experience, and natural abilities make the Kereten the undisputed masters of intrigue and espionage (Bonus to covert actions)

Disadvantage trait: While most Kereten are brilliant in their own right, their tenancy to use that intelligence to expand their own power bases and celebrate the success soon after mean that they more likely to steal a new piece of magic or technology rather than develop it themselves. (slower research time)

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While the land that makes up the Sphere was once home to various intelligent races, the Kereten launched extermination campaigns against races they deemed unsuitable to their purposes or potential threats. In the end only Human and Vroulic with average to high birthrates and a moderate aptitude toward magic were left.
Races of the Sphere
Kereten

% of population: 10%
Magic aptitude: High
Reproductive rate: low
Average Life span: 100- 200 years
Sub cultures: Zehsleyv (Northern lands), Iskenalke (Southern mountains), Casbos (Southern lands)
Human
% of population: 30%
Magic aptitude: average
Reproductive rate: average
Average Life span: 50-80 years
Sub-cultures: Dusrer (Northern forests and swamps), Keydle (Central Plains), Eskihim ( Southern Plains and swamps), Simst ( Southern mountains)

Vroulic
% of population: 60%
Magic aptitude: average
Reproductive rate: High
Average Life Span: 20-50 years
Sub-Cultures: Dasoziti (Northern Forest territories), Spitatel (Southern Mountains), Valtukh (Coastal territories and swamps), Gorafia(Southern Forests), Grasidibachi (Central Plains), Trevaristi (southern plains)

While most Kereten are practitioners of magic, the institution is heavily regulated for the other races in order to reduce the change of successful rebellion. While human and Vroulic mages do exist, they undergo severe physiological programming to ensure their loyalty and are used almost exclusively to augment the military of the Sphere

Types of magic used in the Sphere
Illusion: Illusion magic is a form of magic pioneered by the Kereten and used almost exclusively by them. Practitioners of this magic can make themselves appear invisible, change their appearance and project false images. The most powerful users of this have the ability to create entire false armies

Lightening: The primary magic used to power Magitek, this magic enables users to cast bolts of lightening and stun there opponents. Powerful users can cast lightening storms to rip their foe asunder

Fire: Most common combat magic as well used in some Magitek. Users can ignite flames from nothing and throw balls of fire. Powerful can summon firestorms that reduce their unfortunate targets to ash

Witchery: A dark form of magic that is shunned by most, however in it the Sphere it utilized. Users can cast various hexes and curses on others. Powerful users can cast spells that cause crippling plagues and famines

Water: This magic form is mainly used by the Navy. Users can manipulate the flow of water currents and have some healing abilities. Powerful users can summon Floods that drown their enemies

The Sphere utilizes various magitek aircraft and vehicles for their military and service equipment. However the most advanced technology is utilized solely by the Kereten while the other races live under a standard equivalent of late industrial society ((Think post-WW1 era Europe)). Most Magitek is powered by concentrated crystals however weapons such as turrets rely primarily on the magical ability of the individual manning it

The dominant faith in the Sphere is the State religion known as the Serpent Cult. Followers worship beings known as Great Serpents and the Kereten are viewed as their worldly representatives. Other religions are practiced in secret as Inquisitions run by the state actively seek their destruction to ensure the Kereten's dominance over all aspects of society
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Military of the Sphere

Vroulic Trooper
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The most common military unit of the Sphere, Vroulic infantry are handed makeshift weapons and armors. The only advantage of these units is that they are deployed using swam tactics to over whelm the enemy
Human Militia
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These troops are most common Human units, given slightly more advanced weaponry than the Vroulic but have little in the way of training, they use more conventional methods of warfare in combat and are often deployed along with Vroulic troops
Human infantry
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Trained foot soldiers of the Sphere, they make up the bulk the core standard army of the Sphere but are still smaller in number to the auxiliary forces.

Human Guardsman
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These fiercely loyal soldiers make the elite forces of the Sphere and service as the personal guards for Kereten leaders
Vroulic Battlemage
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These Vroulic have undergone the intensive training once it was determined they had an aptitude toward magic. Vroulic mages are attached to some trooper squads and also work to maintain Magitek equipment. To this end most primarily focus on Lighting magic and Witchcraft
Kereten Warriors
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While the Kereten really enter the battlefield themselves that doesn't mean their not dangerous. Kereten warriors operate as a form of spec ops, infiltrating the enemies ranks or assassinating high value targets

Human Battlemage
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Human mages play similar roles to Vroulic counterparts but with key differences being they are attached to regular army units and use a wider array of spells

Silverback-class heavy tank
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The silverback is a more unique form of tank in that it uses it long-range weaponry and high maneuverability to ambush the enemy from a distance
Scavenger-class Jeep
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The Scavenger is a light recon vehicle used primarily by Militia forces

Hammerhead-class Main battle tank
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The stable of the Sphere's military the Hammerhead is most conventional tool in it's arsonal

Tormentor-class Mech
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Phrase One of the Sphere's mech project, the Tormentor was the first that was mass-produced for military purposes. Tormentors are normally used in terror operations, attacking civilian targets.

Drake-class mech
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The Drake is primary combat mech used by the Sphere, it designed for fast, precision strikes against key enemy units and positions

Overlord-class Command Mech
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The Overlord is the rarest and most power of the Sphere's mech arsonel, it is designed for army command to directly participate in combat while still being able to give effective commands in real time

Vampire-class light Fighter
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The Vampire is a slightly outdated fighter designed for air-superiority. While it is being phased out in favor of more modern models, I it's fairly common in the Sphere's air force

Lamia-class Gunship
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The Lamia is an improvement on prototype designs to the Vampire. It's primary role is to support ground forces and can carry an infantry squad across the battle field

Mormo-class fighter-bomber
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The Mormo is latest in the Sphere's fight technology, it is designed as mulit-role attack craft from air-to-air and air-to-surface combat

Hydra-class Frigate
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The Hydra is the Sphere's primary ship-to-ship and ship-to-surface vessel

Scylla-Class Crusier
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The Scylla like the Kraken fills two roles in one being both Anti-Air and Anti-Sub

Kraken-class Submarine
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The Kraken is the Sphere's premier submarine vessel. Capple of storing both torpedo and missle complements the Kraken is a dangerous to go up against

Leviathan-class Carrier
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The Leviathan is the flagship for most fleets and the symbol of the Sphere's naval power, It capable of caring significant fighter complements.​
 
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Name: The Keepers of the Key

Race: Varied; From Around the World

Leaders: The Five Chosen


Bio:

The Keepers of the Key are an ancient organization of knights that were founded in order to protect the Five Keys, powerful, ancient weapons. Since their founding, the Keepers have also become an organization that protects the weak and the helpless from the evil and corrupt in this world.

Equipment

The weapon of choice for the modern Keeper is a Multikey, a Replica Key that incorporates two or more different weapons into its design. This would typically be a combination of a melee and a ranged weapon.

The Multikeys are typically handbuilt and custom designed for the wielder and take on a variety of weapons and combinations of weapons, a stark contrast to the Keys of ancient times. What makes a multifunctioning weapon a Multikey is the blessing of it by another Multikey. By giving a Multikey a blessing from another Multikey, they gain properties common to all Multikeys and Replicas seen since the first were blessed by the Five: The ability for a Multikey to vanish at any time and reappear in the owner’s hand at will, the ability to unlock or lock just about any lock, and the ability to channel and amplify magic through the key.

In addition to their Multikey, the Keepers also wear suits of armor. A thousand years after the Keepers were founded, Serge Florian Giles would perfect the suits of armor that the Keepers still use and make to this day.

The armor is custom fit and is made to last, even though a new one must be made for growing children and adolescents every once in a while. In order to not stick out like a sore thumb or lug around a suit of armor all day, Giles developed a way to magically compress the armor into a single piece on the body. This single piece of armor is often located on a convenient place to reach so that it can be activated easily at any time. Using magic, a Keeper can enhance certain properties of the armor at the cost of other ones.

Ranks

Trainee: Keeper Trainees are typically the youngest Keepers who haven’t found a Knight or a Master to be an apprentice under. They are educated on the ways of the Keeper by an assigned teacher and study for tests assigned to them. In addition, the martial training of a Keeper begins here, with drills, sparring, target practice on a range, combat scenarios, and tournaments. Trainees would receive their own suit of armor and a practice weapon of their choice (often changing multiple times during this period).

Once they felt ready, a Trainee can take the Trainee Trials, where they will be subject to a series of tests, making sure they were qualified to rise to the next rank.

Apprentice: Keeper Apprentices, typically around adolescent age, are Keepers that are under the tutelage of a Knight or Master. The Master will select an Apprentice based on compatibility and skill, although compatibility is more important than skill. A strong bond between Master and Apprentice was more important than a skilled Apprentice.

Apprentices would learn under their Master, typically going on missions alongside them unless the Master forbade them to go. This gave them practical experience outside of the Temples. The Apprentice, before moving on to become a Knight, was expected to create their own weapon, having finally found something that works for them. They were expected to create the weapon from the first blueprints to the final polish.Once the weapon was finished, the Master blesses it, making it into a Multikey. [1]

After a decade or more of apprenticeship, an Apprentice who feels ready can take the Keeper Trials, a series of tests more challenging than the Trainee Trials that will qualify them for Knighthood.

Knight: After passing the Keeper Trials, an Apprentice was now a Knight. In a Knighting ceremony, the piece of armor the Apprentice keeps on himself will be embossed with the symbol of the Temple he comes from. This is the mark of a Knight.

Knights are then on their own, able to take on missions independently and are expected to hone their magic in one of the specializations available as well as hone their combat skills. Eventually, a knight is expected to take an apprentice and teach them, a significant commitment.

Master: A Master is a Knight that has been promoted by the council of Masters and the leading Chosen that has trained an apprentice and has shown great understanding and skill in magic and combat. Not all Knights who have trained an apprentice are qualified for this title. Their symbol on their shoulder will be modified to signify they are a master.

Masters are some of the most experienced Keepers, and are still expected to go on missions when necessary. Masters, however, can serve on the council of Masters, take another Apprentice if they wish, or teach the Trainees. It is often considered an honor to be teaching the trainees.

Chosen: A Chosen is a special Master, chosen by one of the Five Chosen to take their place if they die. The tradition of choosing the Chosen harkens back to five Keepers that were given the Keys after the death of the FIve. The Chosen are considered to be the leaders of the Keepers, and are each in charge of overseeing an entire Temple with the assistance of the local Council of Masters.

Location: The Five Keeper Temples

Assets: The Temples


The Five Keys (Haven’t been used for thousands of years.)

Keepers (Masters, Knights, Apprentices, Trainees)


((This is a secondary character/organization, just to make things clear.

Notes:

[1]: I just like the idea of passing down the torch from Master to Apprentice. Makes me feel warm and fuzzy.))

Public Keeper Archives

Equipment and Ranks of the Keepers (Above in the bio.)
Keeper Temple Locations (Same post, below character sheet)
Early History of the Keepers (Same post, below Keeper Temple Locations. For those times when you want a reminder of which Temple you're going to attack first.)
Rules of the Keepers (There's nothing here that will tell you anything on how to spot a Keeper. Nope, nothing at all.)
The Keeper Declaration of Neutrality in the Northern Isles Crisis
Keeper Response to the Compromise in the Northern Isles
The Current Chosen of the Keepers (Or why fairies and fawns are a Keeper's best friend.)

((Galren's OOC crap that should've never existed:

Galren's Map of the World (With Snarkments (Snarky Comments) and Dumb Jokes)
Galren's Character Analysis (Same as above.)
))
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Keeper Temple Locations

Central Temple (Destiny’s Temple)
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Location: The Commonwealth of Criss

The Central Temple is located and built around the Key Graveyard, a memorial that stands to all the warriors that fell in their last stand against the Five. It is no coincidence that this was the first temple to be built by the Keepers, considering they were formed to protect the Keys. Even the broken and rusted ones must be protected. In addition, Central Temple is the ideal meeting place for all the Temples to meet up at when important decisions to be made or in an emergency. This Temple is often where the most important decisions of the Chosen are made.

Northern Temple (Temple of Solitude)
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Location: The Northern Isles (Neutral Territory)

The Northern Temple is located in the frozen Northern Isles, unclaimed by any other nation in the world. Here, the Keepers are truly alone except for a few disparate settlements here and there. The Northern Temple is considered to be likely the last Keeper Temple in the world, should it come to that. Because of this status, it has the main archives of the Keepers, keeping information collected over thousands of years, although there are smaller archives in each Temple.

Eastern Temple (Temple of Beginnings)
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Location: Kingdom of Foreon

The Eastern Temple was built on the supposed location where the source of the light was first seen in the world. As the legends say, this was where the seeds of the Great Key War were planted. Outside of legends, this is the site where the Five had made their alliance. Although it isn’t exactly the beginning of the Keepers, it is another beginning; the end of Great Key War. The Eastern Temple is where most Keepers go when they are first inducted into the order. In addition, it also has the best Keeper education as well as the passive magics.

Southern Temple (The Uncertain Temple)
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Location: Dejima Territory, United States of Takamagahara
The Southern Temple is built at the site of Shui's former capital. One of the reasons why Shui had the edge over its enemies is the technological advantage it had, with weapons of iron instead of bronze. Since then, many of the Keepers' innovations have been perfected at the Southern Temple and it continues to be a hub of research and development for the Keepers.

Western Temple (The Sworn Temple)
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Location: The League of Sicaria

The Western Temple is at the site of the Great Duels, where the Five, long before becoming allies, had, at some point, fought on another in duels at this site. It is no coincidence that the martial history of the Temple has led it to become a center of learning for fighting with the Multikeys and combat magic. In addition, the Western Temple is typically the site of the yearly tournaments, where Keepers from all over the world and all the Temples come to see who is the best of them all in friendly competition.

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Early Keeper History

The Great Key War

Thousands of years ago, there was once another object in the sky. One that was presumed by the ancient peoples to have been the source of all light in the world. They wanted to reach it, but it was protected by the Great Key, also known simply as the χ (Chi). The warriors would compete for this Great Key, the key [1] to the source of light, by making the Keys, weapons in its image. With the warriors competing for the Key, the rest of the world suffered this quest for the light, with towns and even the greatest cities being levelled as collateral in the fierce battles.

Eventually, the fighting would end when an alliance between the five greatest warriors was formed. These five greats would not acquire the Great Key and get to the source of light, however. They intended to destroy it instead. Even if all the other warriors would band together and try and stop the Five, the Five were simply too great for the other warriors to stop. This fierce battle between the Five and the other warriors would come to be the site of the Key Graveyard, where the keys of the fallen warriors would rest.

The Key Graveyard would also be where the Five would destroy the Great Key, ending any chance or hope at finding the source of light for anybody else.

Formation of the Keepers of the Key

The Five were the last people to know how to forge a Key and would take this secret to their graves. What they couldn’t take to their graves was their own Keys. Even if they had sealed off their own graves, the Five’s keyblades would probably be stolen at some point. So instead, the Five would train their own hand selected apprentices and would teach them how to forge a weapon of their own. The first apprentices would shape their own blades, similar to their masters but with their own twist or flair. Thus, the first Replica Keys were born.

These Replicas would then be given a little blessing from one of the original Keys, granting them a little bit of their power. The Replicas, when blessed by one of the original Keys, would be capable of opening or closing just about any lock, summoned or put away in the blink of an eye, and able to channel some magic through them (although not as much as an original Key).

These new Keepers trained by the Five would serve the Five well for the rest of their lives as they travelled across the world. Instead of worrying about the devastation their Keys could do, the Five would rest easy, knowing that the Keepers would protect them. In the Island of the Dead Keys, the Five were put to rest, and their Keys were passed on to their chosen Keeper, who would carry the Key and guard it with their life. These were the first Chosen, an honor and a title still held to this very day in the Keepers.

Crisis in Shui’s Kingdom

The chosen Keepers to guard the Keys of the Five would not be safe, though. As word would spread of the death of the Five, the ambitious and the ruthless would see their chance to get a weapon of legendary power. The chosen ended up being hunted by armies and assassins from all around the world for a chance at obtaining a legendary Key. Eventually, one of the chosen had fallen, and one of the most ruthless warlords of the time, Shui, ended up taking one of the Keys for himself. The four chosen would have to act quickly before the Key would damage the world.

The Keepers would infiltrate the capital of Shui’s Kingdom in order to get the Key back. At that time, Shui was in a small, but growing position in terms of power. Based off in what is now the southern part of the United States of Takamagahara, Shui was in a powerful position, as he wasn’t in the middle of his enemies unlike the other warlords.

Although Shui was a powerful threat to his nearest neighbor, rumors and intrigue in his court have arisen after Shui’s acquisition of the Key. Shui’s closest advisor, Zhao, would invite the Keepers to join a plot in order to overthrow Shui. Zhao pretended to sympathize with the Keepers, stating that he wanted no more than them to let Shui have the key. He also had the support of the rest of Shui’s court, mostly ambitious or greedy men. Zhao’s plan was successful, and the Keepers thought the Key was safe until Zhao decided to keep the Key for himself. Luckily for the Keepers, Zhao was no warrior and they had some of the best Keepers at the time in Shui’s stronghold. The Key was retrieved, but not before the other plotters tried their hand at obtaining the key.

Suffice to say, the nobility of Shui’s kingdom and Shui himself were all wiped out in a single day due to the Keepers. With many good and even adequate leaders gone, Shui’s kingdom would collapsed and be swallowed by its opportunistic neighbor.

Formation of the Temples

Once the Key was retrieved and a new Chosen was selected, the Chosen would have to decide on how to best protect the Keys from anybody willing to steal them.

Which much deliberation, each Chosen would split up, finding a place of their own to guard the Key they have. The Chosen would then build a Temple to house the Key in. In order to properly guard the Key, the Chosen split up the Keepers as equally as they could and assigned them to a Chosen.

The Five Temples of the Keepers were established, with each Chosen residing over a temple. In addition, the first Councils were created to help the Chosen govern the temples. These Councils were selected from the Masters of the time.

For thousands of years, these Temples would stand the test of time and remain even as adversity and crisis pushed the Keepers to the edge.

((Notes:

[1]: It’s an inside joke among Keeper history teachers to use that pun since the first modern history textbook author for the Keepers, Emile, was shameless in his use of puns. That pun, though, was the most painful of them all.))
 
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The Great Republic of the Sea

History: Located under the sea(and a few islands), this republic is comprised of humans and the aquatic merfolk, both ancient races on this planet. The merfolk have ancient homes on this planet, the ancient underwater city of Delan((Blue dot in territory map)) and to this day remains the cultural capital of the Republic. However, about a century ago a human named David Follet came and befriended the mermen, and brought them technology and a lot of humans willing to work with them, adding to the humans who were already living on the Mermen Isles. Together they built the great underwater city called Follet((Red dot in territory map)). More cities were built, a republic centered around the Mermen Islands, where humans had dwelt with mermen for centuries. The merfolk and humans work together and govern together.

Mermen Race: Mermen were an ancient race, similar to humans, except with the ability to breathe both above and below water. Rather than legs, they have a fin tail. They also live longer than humans, on the average of 120 years(the longest recorded was King Priam the Great, aging 145 years), rather than the 70 years of humans. When humans and mermen interbreed, the outcome is a half-merman, which looks like a normal human except it has the ability to breathe underwater.

Magic: all mermen have some degree of magic over water in them, but it is stronger in females. In ancient times, this used to be stronger, and they could control. However, they have gradually lost this ability, not wholly, but mostly, especially the men. However, once they found a rock in the sea, made of special metal called Aquarius. They forged both the spear of the King, the sword of the Queen, while not water controlling, but great weapons nonetheless. Also they forged 50 staves, which could enhance the magic in the person. A new group, the priestesses, were formed to wield them, the females with the stongest sense of magic. Since their power has greatly lessened, these staves allow them to preform spells and control water, but not to a great level, unless power is combined. Without these staves, the power is greatly lessened.

Government Style: It is a republic, with two houses, one merman and one human, and a senate of both. There are offices of power, most notably the Senate Leader(4 year term), 4 justices and 1 chief justice(term lifetime/quoting), 1 general of the state(term 10 years), and the state is headed by two consuls, the leaders of state and hereditary, unlike the rest of the positions. For the mermen used to have a kingdom. Then it was agreed that the royal house of mermen and the house of Follet would be co rulers, consuls.

Advantage: easily defensible and far from the troubles of land, as well as a great underwater navy, and the deep cities are virtually unattackable without the resources. Defense/naval bonus.

Disadvantage: humans need oxygen to breathe which can be a problem if structures are broken or oxygen runs out... And also humans and mermen might not get along well. Racism/human supplies/enviroment problem
Characters
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Consul Samantha Follet, age 25, human
Daughter of David Follet, and a woman who is quiet and reserved, but the most skilled oceanographist in the world after her father's death.
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Consul Sandros II, age 50, merman
The mermen used to have a kingdom. It was agreed when the republic was formed that the kings line would always be consul, and Follet's line would continue as the second. Friendly with humans, and good leader.
Senate Leader Gland Naga, age 76, merman
Skilled career politician, who has a not so secret distaste for humans
Chief Justice Harold Reddik, age 85, human
Old and wise, Harold Reddick is a king but stern old man who knows the justice system very well, and judges all his cases fairly.

Map of the Cities of the Republic(teal territory):
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The Mermen Islands and the Major Cities of the Republic
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Delan:
Ancient capital of the Mermen Kingdom, these ancient halls of stone still serve as a cultural icon, and it still has the temple where the group of magic priestesses reside. ((There is more than the picture, this is just one of the many buildings in it)).
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Follet((Which is not so close to the Surface in actuality))
Follet is the modern captial of the republic. A modern city, it has skyscrapers and buildings. Both mermen and humans live in cooperation together here.
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Keynore Island(blue island): The "uninhabited" island, this island is home to very few humans, but the beaches are a a popular spot for mermaids. The smallest of the island, but home to temples and on land homes for the Mermen. Also, part of the island was given in gratitude to David Follet, who made it his home and his families. No other humans save by the leave of mermen is allowed. Fabled to be the birthplace of the mermen, and has many sacred spots dear to that race.

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The Island of Dorn(Red): The Island mostly populated by humans, this is the most populous center of all the humans in the mermen kingdom. A huge city covers the entire island, and is the central point of trading in all the Republic.
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Grondika Island(Orange) Island of towering rocks, big trees and tall towers, this sheer island is considered the most beautiful island, with cities that blend into the landscape. Popular tourist attraction, it also is the base of the above-water navy, due to its intricate channels and great defenses. It has many defenses built in, and the sheer geography add to its safety. Mainly human, though mermen also are in decent numbers here.

There are two other major cities underwater.

Venta: a big underwater city, this is the production center of the Republic. It has great underwater factories and wet drydocksdrydocks and shipbuilding facilities.

Olga: another city, this is the resource capital of the Republic. Under the seabed precious metals and subnlies are located, and it is famous for its mines.

Surrounding the Mermen Islands, there are also many smaller islands, which are not named here.

Military/Navy of the G.R.O.T.S.


As is well known, this Republic is a sea based republic, requiring a large navy. However, with relatively little land, it has not many land forces save militia/police for the islands. Its navy is the best in the world. Now, in order for humans to navigate the deep, submarines are needed- and transport submarines, sort of like land 'cars', are in abundance. However, these are different than war submarines. War submarines, the pride of the republic, are very fearsome foes indeed. However, the above water navy is still a powerful force.
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A typical war submarine

Capable of launching missiles, and arrayed with torpedos, guns and other things, these beasts of the sea are fast, powerful and have good armor.
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Plans for a submerable aircraft carrier

The aircrafts carriers are what the air power for the republic is based on. Powerful and large, they are equipped with AA and anti middle technology to protect them.
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The Destroyer

The smallest and fasted ships in the fleet, these are the anti sub ships, and also have standard naval weaponry.
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The Cruiser

The medium ship, this is the one armed with lots of weaponry, including missle defense, missle launching capabilities, as well as lots of naval weaponry.
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The Frigate

This ship is massive, but slow. It has very thick sturdy walls, inpenatrable by normal naval weapons. It has anti aircraft and anti missle weaponry to protect itself, as well as acting as the troop carrier.

Military
The Republic has little land military save the police and milita. The police are the main protection, well paid, well equipped and well trained.
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The police uniform of the city on Dorn City. In underwater cities, they are usually equipped with oxygen tanks and propulsion boots. They have many weapons, and underwater policeman usually carry guns that are specially made to fire both in and out of the water. ((Also doesn't have the American flag LOL))
 
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The Corporation
Once comprised of a series of sovereign nations, over the centuries trade agreements under the guise of economic partnerships slowly stripped nations of their independence and effectively placed power in the hands of corporations. Over time, these few companies, dominated by financial and energy concerns, competed for power, and after a series of wars, buyouts and assassinations, one all powerful corporation stood. Long since stripped of its name, and the nations that once stood long forgotten, only The Corporation remains.

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President Goldsmyth of Ocenia
The power structure of The Corporation is compartmentalized into half a dozen presidents administrating over six different regions, each with their own board of trustees to help administer and advise on the day to day operations of each region.

Above the presidents is the Board of Executives, that collectively set policy and make the key decisions that affect the entire company. The board operates under the direction of the Chief Executive Officer. It is rumoured that there may be a power behind the scenes, dubbed the Powerbroker. Whether or not such an entity exists, is unknown.

Predominantly human, the corporate citizens live their lives owned by the Corporation, and exist for it’s collective good. Through the worship of currency, it is the goal of citizens to exhibit exemplary service so that they may amass enough wealth to retire or impart to future generations. A flood of mind numbing entertainment is employed to keep the citizenry from straying from this acceptable goal, and keeping their minds occupied on the minutiae of everyday life.

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"To serve and protect..."
A heavy handed rule of law is levied against the populace to ensure that order is maintained, coupled with a judicial system geared toward amassing wealth and doling out harsh punishment for subversive activities. An all powerful police force monitors all aspects of life of the citizenry and carry out the will of the upper echelons of power.

Corporate society is divided into several castes, or classes. There is the elite, made up of the top brass of power including the CEO, executives, presidents and trustees. There is the high class made up of the wealthy, typically celebrities, members of the judicial system and officers of the police force and military. The middle class is made up of the bureaucratic agents of the company, police officers, and valued labourers. The lower class are the gruntworkers of society, soldiers and persons needed to maintain the base functions of industry. In this system slavery is outlawed, as it is inherit of the system, with unknowing slaves providing their own means, and instilled with a belief they are free.

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Free Vania, industrial capital of the Corporation
A drawback to the pursuit of resources that is the Corporation’s goal, is the environmental devastation left in it’s wake. Industrial sectors in the cities expel waste into the land and atmosphere, and the result is a sick population exploited by a profit seeking healthcare system. All morales and ethical dilemmas are secondary to the pursuit of profit, causing a skewed moral compass in the average citizen.

On the outside, The Corporation portrays an image of environmental sound responsibility with an emphasis on the personal freedom of it’s citizenry, but upon broad inspection, the image melts away to reveal the ugly, bloated and festering cancer the polity really is.


The Corporation
Recent History, In Brief


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Before The Corporation


Before the Corporate take over of Ibeana, the macro region The Corporation now dominates, the land was broken up into nearly a dozen nations, though reports on this time period are ambiguous at best in Corporate history, and one must acquire sources from elsewhere in order to develop a more historical account, unfiltered by Corporate propaganda. The libraries of Crisis and Zalteles contain some factual sources that have managed to escape Corporate purging, and contain a wealth of information dating from before The Corporation.

Analysis of these sources reveal that the majority of these nations were built upon the foundations which The Corporation professes to stand for. Most were capitalistic democracies built around a charter of rights and freedoms for their citizens. Over time, the corporation within these nations began to meld together, armed with a convoluted network of economic treaties that systematically dismantled each nation's sovereign economy so that all were co-dependent on each other, and in essence, at the whims of the private interests controlling the corporations.

With the economies of the nations in the hands these private interests, it was only a matter of time before the rest of the national systems fell to their growing influence. Soon nations only existed in the ideals of the populace, a mask worn by several companies that now controlled Ibeana. It is in this timeframe that the machinations of the corporations would be laid bare, and a desire for power would be realized no matter the cost.

The Company Wars
In the one hundred years before The Corporation, power now in the hands of a few private interests would now compete for control of the entire region. A war erupted, so horrific it would traumatize the populace in accepting whatever fate would be doled to them so long as it meant an end to war. Nations were stripped away of all identity and the death of millions, along with treaties, buy outs and assassinations soon destroyed all competition until only The Corporation remained.

Despite it's apparent victory, there were pockets of defiance where the ideals of the old nations still held true. In the city-state of Zalteles, the remains of the old order stood against the power of The Corporation, but were on the verge of defeat after a war decimated their border regions and the city itself was under threat. Turning to the League of Sicaria, a pact was sign that effectively brought the city into the League's fold, and the consequence was a long and bloody war that exhausted both sides. Finally, unable to turn the tide in it's favour, The Corporation signed an armistice ending the war. An uneasy peace has existed between Zalteles and The Corporation for nearly a decade now. Despite this, some cities of the League do business with The Corporation.

The Crisis Confederation is another such state that was able to repel the influence of The Corporation. Strong nationalistic tendencies resulted in the annulment of treaties that destroyed the Ibeanian nations. The discovery of Crystalis in Crisis seemed to seal their doom, however, after The Corporation invaded to bring them in line, Crisis nationals threatened to destroy the Crystalis deposits, and as a result, Corporate forces withdrew from the island and have been biding their time ever since.

Consolidation
Though some were able to maintain their borders against The Corporation, within greater Ibeana, however, the transition into Corporate rule was shockingly efficient and effective. The traumatized masses eagerly accepted The Corporation and the comforts they could provide, that the slow transition into economic disparity and environmental ruin was scarcely noticed with the saturation in mindless entertainment that numbed the populace. The old democratic institutions were dismantled and in it's place a rigid system of corporate control, dictated from their literal ivory tower.

Though some domestic groups oppose The Corporation and take steps to fight the powers that be when the opportunity arrives, The Corporation's stranglehold on the majority of the citizenry is so absolute, that such defiance is comparable to a mosquito bite. Ineffective and answered with extreme cruelty.


The Corporate View on Magitek
Within the Corporatocracy the issue of magitek is a complicated issue and the source of derision within Corporate society. Magitek, that is the technology that is derived from magic sources, is used widely in all facets of life within the six districts of The Corporation. Everything from entertainment and travel to corporate defense and security. The magitechnological systems in place are used for the benefit of all, and largely taken for granted.
Magic, the power source that drives magitek, is another matter all together. Due to it's volatile nature, and innate risks posed by the handling of raw magic materials, it is strictly controlled within The Corporation. Administered by the Judicial Control Branch, under the direct oversight of the Chief Executive Officer, magic is only handled by approved industrial handlers for the purpose of resource gathering and refinement.
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Police investigate a report of a possible user
Crystalis, an element of magical properties, is one such resource in abundance. Difficult to control, crystalis, tends to bypass control grids in place and makes it's way onto the streets of Corporate cities and used for a variety of nefarious uses. Known as shards, crystalis is melted down and crudely refined in order to be made compatible with pre-existing magitek systems. Anything from altered states of consciousness, performance enhancers, and offensive hardware are constructed.
Magitek designated as offensive are illegal for the citizenry to possess. Only the military and police services and those with special license may carry offensive magiteks. Those that break the law and possess illegal magitek, termed users, are punished to the full extent of the law.


The Culture of the Corporate Elite
The vast majority of Corporate citizens live their lives in ignorance of the superior quality of life of the elite. Extensive propaganda keep the populace believing that elitist life differs little from that of the wealthy class, when in reality the two are greatly different. While the wealthy enjoy many perks including clean air, large bank accounts, and property ownership, the fact is they are still beholden to the elite and Corporate law. Whereas the wealthy live free of the bounds of law they themselves set out. Magitek is used freely without the constraints placed on the lower tiers of society. They live free of the environmental fallout that has devastated the rest of Ibeana. In fact the entire social structure is specifically designed to make the lower classes enslaved to elitist's will and thus the they are propped up like gods of Ibeana.

Because they are the only sect of the population to have direct interaction with the elites, and the wealth at their disposal, the high, or wealthy class are the greatest internal threat to the established order. Whereas the lower classes may be aware of their oppression and rise up, they lack the means to make any significant impact and the majority are pacified with magitek and entertainment. The threat lies with the possibility of the wealthy using the lower classes to their own ends. In response to this threat, the wealthy are among the most monitored sect of Corporate society.

The face of governance to the common citizen falls on the district presidents and their trustees, these lackeys of the Board of Executives, though thought to be among the elite, are in actuality the top echelon of the wealthy class, and the most visible servants of the elite. The elites themselves are a mere few hundred families that live within The Tower and represented by the Board of Executives as the 'owners' of The Corporation. Their identities are largely unknown save for the Executives themselves. Unconfirmed reports say there is one among them that can claim absolute rule. Known only as the Powerbroker, the existence of this person cannot be confirmed.


Districts of The Corporation
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District Designate #1: The Tower

Seat of power for The Corporation, The Tower is the designated capital of the polity and the seat of the Board of Executives. Though the smallest of the districts, the ruling elite are concentrated in this region, along with greatest concentration of security forces to ensure safety. The Tower projects a force field across he region powered by magitek with the purpose of filtering out harmful toxicants in the atmosphere. The result is the last bastion of clean air and picturesque landscapes within the polity's control. Only those with special permission are allowed to enter The Tower, and it's borders are under constant guard.
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District Designate #2: Oceania

Consisting of the western peninsula and northern coasts, Ocenia was likely once a place of great beauty. Now it has been rendered ruined waste, where the refuse of the polity are dumped and the worst offenders of industrial pollution are located. The majority of Corporate ports are located in the district, making it one of the busiest for commercial sea traffic. Oceania harbours a low class majority given the hostile environment and high risk labour in the district's industry. It is no surprise that it is also home to several radical groups and revolutionary movements. The notable and charismatic President Goldsmyth leads Oceania, and as might be expected, comes from a background in law enforcement which serves him well as leader of the most tumultuous district in The Corporation.
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District Designate #3: Free Vania

Located to the north-east along the northern coast and an inland sea, Free Vania is the production capital of the Corporation. Corporate magitek systems are produced here along with a multitude of goods for export. Imports also flow into the district for processing and refinement. As expected, large levels of pollution inflict the region, and much of the area is designated a no-go zone, giving off lethal levels of radiation and intoxicants.
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District Designate #4: Freedom

Located along the south-west border, Freedom is the military and policing capital of The Corporation. Security training and services are done from this region including training and re-education. Apart from the security headquarters, the region also houses the bureaucratic processing centers for citizen services. The region boasts some of the highest security apart from The Tower. Due to frequent weapon testing and polluting arms-industry, the region is has a highy hazardous environment.
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District Designate #5: Paradisa

Paradisa houses the glitz and glamour accustomed to the wealthiest of Corporate citizens. Home to The Corporation's flourishing entertainment industry, Paradisa is the envy of all other districts and the aspiring home for all citizens. Bio-domes, powered by the same magitek found in The Tower, house sprawling estates of the wealthy. Entertainment of all kinds can be found in the urban centers of the distict, and many relocate here in hopes of one day making it big on the silver holo. Known as the land of broken dreams, the district is also home to an underclass of criminals that provide a necessary component to the polity; keeping the Judicial Branch occupied and funded.
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District Designate #6: Deluga

Arguably defined as the bread basket of The Corporation. Deluga contains the greatest concentration of food processing centers of all the districts. Water treatment plants, industrial farms and ranches, along with genetic modification centers are located here. Conveniently located along the southern coast of the inland sea, Deluga can offer speedy transport of goods to all districts. Exports of tainted meats and hazardous crops are somewhat common.
Land Claim
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Name: The Corporation
Character or characters: Characters that rule your nation
Government Style: Corporatocracy
History:
Advantage trait: Wealthy
Disadvantage Trait: Environmental dystopia
 
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Name: Swarm of the Kyran'Tchar
Civilian Name (Name of the Human population state): Republic of New-Life

Land Claim:
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RACE: Kyran'Tchar, human (only 9% of total population)

Civilian flag:
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Character or characters:
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Chris Haddenpoint is the controller of the Swarm, the Hive Mind and de-jure leader of the human civilians, however beurocrats do that since Chris, who is also sometimes called 'The Voice of the Hive Mind', is unable to. He controls the Swarm and prevents it from descending on everyone and running amok. He had done this since he found the Hive Mind deep in underground caves, after the rest of human civilisation had come up from their underground vaults after a cataclysmic event.

To control the swarm, Chris uses several neural reciever with the spell, "Cantha'ako Plantorio" which controls set individual. These are planted on every Kyran'Tchar Alfa (a big Kyran'Tchar that controls small part of the forces. In the center of the swarm, over an old vault(the biggest one, more specifically Vault 17), he has his control center that is basically a very high tower made held up by some kind of secret spell Chris found in an abandoned vault. In there, he controls every single speciement in the Swarm with perfection.

He is kept alive by magic spells that was also found in the abandoned vault (more specifically vault 86) that sit up his leg and send in electric impulses and that way keep him alive.


Civilian Leader:

Grand Overseer Jack Ashbruen


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Government Style: SWARM!! (+ a civilian government for the poor humans.)

History:
Long time ago, measured to be about 156 years ago, the state of Hurtklo was destroyed by a cataclymic event made possible by themselves. The government had seen this coming and they build somewhat about 150 vaults for their population to protect themselves in. The it struck, very sudden, most of their energy sources, which was made up by fusion powerplants, exploded and realsesed deadly amount of plasma over almost everything. Very slowly, it covered much of, everything really. The few people who had bought a place in the vault lived the event and lived to see another day. A small part of the area of the Swarm is still to irradiated (kinda) to travel or live in. Many vaults where forgotten about or maybe some kind of plauge killed the humans of due to the door being open in some cases and in some cases the testing of some kind of brutal experiment. About 76 vaults where opened and cities build over and around them.

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A common looking vault door.

76 years ago, Chris Haddenfield took the reigns of control in the new state. He had discovered something under Vault 17. When he went down there, he saw a lot of organic stuff that hang on the walls and creatures that looked ferocious. He knew that nobody could take his state seriously with the low population and when they knew about them, he would get under some kind of lord. He searched vaults for technology and magic that could control such creatures. He eventually found them but decided that that was not enough. He needed complete control of their hives and their bodes. He ordered a tower build, that reached the skies. He then ordered a big throne and sat emitters on his own body that reached out to the Kyran'Tchar. He then ordered the hive to get bigger underground and therefore expand the creation and spawing of Kyran'Tchar to protect his people. Before he sat in his throne, which he is confined too, he gave some orders to burocrats to make a civilian government, with elections and therefore there is a government for the humans.

The humans living the 'New Life' as they call it, don't think it as a problem that their military force is made up of those organic... things. Or to say it in another way, they simply don't care about it. Also, their culture hasn't changed since they entered the vaults and they continued to make the same music, wear the same clothes and all that.

Advantage trait: Swarm Tactics: High Population that is in constant growth since the Hive never stops making new Kyran'Tchar.

Disadvantage Trait: Truth of the Swarm: Especially the non-human...things that makes the Swarm are disorganized and lack tactics. There are many of them though. In fact, even human units lack proper tactics and training due to the many years underground.

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Some of the Opened populated vaults and other vaults of importance


Many vaults where opened, however many remains sealed off and hidden. Some of them just never opened and have been forgotten and others either 1) don't want to be opened or 2) they might be simply burried after 156 years of nothingness in the north.

Some of the Populated vaults that turned into cities:

Vault nr. 2

One of the first vaults ever build, when the government thought that the energy system might explode and leave thousands, if not millions of dead. As this is also one of the oldest, it was smaller than the newer ones and the technology in them are and has always been outdated. Therefore, many people died from ilness since the equipment in Vault nr. 2 wasn't made to counter major illness. When it was finally opened not so long ago, the survivors, who only numbered a few thousands, began to build a city around the vault as many other vaulters did.

Vault nr. 11

Vault nr. 11 was the first modernized vault that was build. The people who hid here where under high-tech medical and living quarters and it had a capacity of around 10,000 human. It did however, never go this far, and it had only about 6500 inhabitans, since many people simply ignored the sirens when the power plants exploding covering most of their territory with deadly plasma. Vault nr. 11 was one of the first vaults to be opened up to a new future. As they were the first to come up to the surface, around 700 people died from different things. When the other vaults opened up one after another, Vault nr. 11 told them about their experinces and few humans died.

Vault nr. 25

Vault nr. 25 was very similar to Vault nr. 11 in many cases. However, their overseer choose to institute a more socialist system. Mainly because most of the inhabitants where workers from an industrial city. The overseer was very cautious about oping the vault door to the outside. He was however forced to do, since they began lacking medical supplies and a sprawling city has sprung up from the wasteland.

Vault nr. 45

Vault nr. 45 was a vault in constant problems. At first, the most imminent problem was overpopulation. Almost 11,000 people entered while it only had a capacity for 7000 people at max. Then came a light problem after some kids had wrecked a machine. Then there was a food problem and medical supplies that lasted until it opened shortly after vault nr. 11.

Vault nr. 17

One of the biggest vaults, however the last one to be opened. Many people did not know that a hive of organic... things lived under them. They are believed to origin from the immense amounts of plasma pollution. Vault nr. 17 had no problems what so-ever and the capital is also positioned there.

Some of the vaults where experiments happened/other things:

Vault nr. 24

Vault nr. 25's sister vault, was an experiement to test the workers submission to brutal overlords. So, a brutal and dictatorial overseer was appointed. To further test the workers loyalty, the heavily stocked armory, was left unlocked and with no guards. The workers did not know this however. When they got to know this, they quickly armed themselves and rose in rebellion. After they killed the overseer and his crew, their victory was shortlived, as a chip had been inserted into the overseer that realesed deadly neurotoxin that promtly stopped the experiement as succesful since it showed that the workers could not be trusted.

Vault nr. 19

This was also one of the more brutal experiments. An evil supercomputer was set to control the vault and it demanded 1 human sacrifice each year. The inhabitants held meetings everytime it demanded a sacrifice. This went on for many years, until the inhabitans had enough and decided that they would not give a sacrifice. The supercomputer responded with saying that they were free to go and that the vault door had been opened. Many was left with shock and three people commited suicide upon discovering. The survivors still lives in the vault to this day.

Vault nr. 120

Vault nr. 120 was set up to test the human reaction to the plasma that might come with the explosions. So the vault gate never closed completely and all of the population dies, either of the plasma or of starvation due to blocking themselves into their rooms and staying there.

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New-Life Capitol
Most of the New-Life Capital was made with the help of magic for the main part. Magic so that the cities of old that was but hollow shells of their former selves. It is in this city that people from Vault nr. 17 came from. They quickly got the city build. It is here where Chris Haddenpoint, the de-jure leader of the civil population and leader and hive-mind for the Kyran'Tchar that roams most of the plasma polluted countryside and lives in their underground lairs. His great command center, the Tower of Vaults, can be seen from afar and it influence felt. Around the top of it, big magic crystals flow around it to provide power to the gigantic construction that is the middle of the city. The people in the cities have no idea that he even lives, as he should have died ages ago. He is however still being kept alive and well by magic. The people are prosperous and most live above ground, some chooses to still live in the now anciet vault nr. 17. They feel safe down there in the underground. It is said that it is founded upon the old capital before the cataclysmic event that ended their state.

The Kyran'Tchar still have its original underground lair under the city untouched and it is forbidden to dig long down to them as you would most likely get killed or hit their spawing pools which would also kill you. So the basis for all citizens in New-Life Capitol is to not touch the ground in the city with shovels. That is formalized by law in fact and violation of that law can cost you a bill of around 100,000 Doppers, the national currency. Of course, not all of the city lies over the Kyran'Tchar lairs and the city's government has projects underground, but the law has been simplified to all of New-Life Capitol.

To outsiders, the sudden green lands with fields around the city, might seem very weird. But the reason for that, is the "Natural Recreation Kit" or N.R.K. in short. Each vault was issued with around 2 of these to be used when they surfaced the world anew. So it is not uncommon to suddenly see change in the landscapes near the cities. The famous singer Divad Eiwob was born not long after they emerged from the vault.

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Army

Land Forces:


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One of the more common Kyran'Tchar looking Swarm soldiers

The infantry of the Kyran'Tchar often looks the same, however some have different paterns and looks. The most common is called the Scaled Shooter. It is a Kyran'Tchar with four arms. Two holding a plasma rifle that is biologically part of its body. Then it has two other arms with claws on.

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A more uncommon soldier
The Kyran'Tchar Splicer is known for its brutality and mobilty. They move around precisely, fast and deadly. They only go into melee.


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A Swarm captain
The Swarm Captains are the units that are bigger and stronger than the casual infantry and are the main part of the Swarm with neural emmitters. They have four arms, all of them holding giant sword-looking thins (though it is speculated if it is actaully it's horns). They lead the infantry into the battle.

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A Tyrant Guard, the Heavy Cavalry
The Tyrant Guard is a big, heavily armored monsters that runs very fast, straight into enemy lines and makes big holes for the infantry to swarm into.

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The Bio-Titan, the main artillery and "tank" in the Swarm
The Bio-titan of the Swarm is a gigantic armored monster that have its plasma-cannons inserted into its genes. It is armored, strong and slow. Mainly used as a support unit that shoot enemy fortifications and lines down.


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The Hydralisk
The Hydralisk does look a bit like a gigantic worm. It digs under enemy lines and when there, it jumps up and begins destroying the enemy lines.

Air Forces

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The human fighter jet, F-560 Plasma-Runner
The naval and air forces are lead by the human part of the Swarm. The F-560 Plasma-Runner is a newly developed fighter plane that can fly very fast and shoots plasma out it's four main guns and small explosive spores in two other guns. It mainly fights other jets or protect the bombers.

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The main bomber, The Sledgehammer 19
The Sledgehammer 19 is a slightly old bomber but it works perfectly and it relatively fast. It can hold enormous amounts of bombs to drop on the enemies.


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IC:






 
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Nation: Kingdom of Veodor
Denonym: Veodic
Government: Kingdom
Capital: Valencia
Race(s): Human (dominant), Voliere (second class citizen), Iljun (slaves)
Character(s): House al Nasir (Ruling House), House Razquin, House ben Dolev
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Each division is named after its city.

1. Principality of Valencia
2. Caliphate of Rahim
3. Dukedom of Dolev
4. Dukedom of Shirel
5. Caliphate of Akra
6. Bishopric of Iboure
7. Viceroyalty of Turomarj
8. Viceroyalty of San Barboza
9. Viceroyalty of Seabra
Dominant Cultures:
-Apakite (Moorish/ Turk based)
-Baptisten (Portugal/Aragon/Spain based)
-Ohevian (Hebrew based)
Dominant Religions: (All of the same religious origin just follow a different prohpet's teachings. Munkar, Mydaiel, Onoel
-Munkarian
-Mydaeilism
-Onoelish
Advantage: Oppertunists - despite all the conflicts amongst the populace the people of Veodor have wide trade avenues. This is because if one of the ruling cultures/religions had poor relations another would make trade with that nation to increase their revenue and relations to eventually overthrow their rival, Thus becoming the new dominant faction in Veodor. (economy bonus)
Disadvantage: Too different - Veodor's greatest enemy is itself. It is the home of multiple religions and cultures that have a long history of fighting each other for dominance. This itself has put them into numerous situations of revolt, rebeliion, and coup d'etats. (increased unrest)

Veodic society is highly aristocratic due to a long history of all the dominant cultures doing this. There had been revolutions in the past but they were lead more by noble houses seeking to gain the power themselves, at least the successful ones. Those that were not being backed by one of the three great noble houses were crushed by a united effort. This is because they want to rule Voedor as its kings not be turned into peasants like the other 99% that forms the dregs of society. The nation itself has only existed for roughly four hundred years, while it had previously been several warring city states.

These city states where divided by several things chiefly culture and religion. First off are the original inhabitants of the landscape centered around the Mical Mountains in the south. Known as the Ohev they are not a technologically advanced simply because they have been forced into their noble houses lacking resources compared, and preferring their more traditional tactics which have staved off their rivals before. These are a very conservative people and are quick to rally together to ward off outsiders.

During the time the Ohevians made use of pastoral nomadism in the Veodor lands over a millennium ago they were invaded by the Baptisten. They were actually a collection of people who were termed this by later historians due to their method of spiritual cleansing which had been alien to the region before hand. They came by sea and first took the islands in the north and then invaded the peninsula forming several large communities and driving the other native populaces out with their gunpowder weaponry.

Over time they and the magic wielding Ohevians would come into conflict but their greatest upset were the Apakite who crossed the Edom river delta and swarmed into the more open plains region of Veodor. Apakite people where from the Western plains and had suffered severe droughts forcing them to seek a new home. Luckily the region of Veodor was weakened by years of warfare amongst the varying city states allowing them to conquer a large amount of land.

For several more centuries these different people traded, intermingled, and fought amongst one another. Until finally something happened. A great unification amongst three minor states of the time lead by the Houses of al Nasir, Razquin, and ben Dolev began to forcibly unite the area. The reason they allied was due to a series of complicated marriage alliances, these same things gave many of the houses claim to their neighbors, claims that stretched back centuries. Eventually they united the region but then they had to ask a simple question. Who would rule?

Needless to say this began a series of shadow, trade, cold, and real wars between the houses as they tried to assert dominance over the other. All houses knew they couldn't properly control the religions and cultures that weren't theirs without the others but they also wanted all the power. Essentially this has breed a very turbulent period of court intrigue where numerous coups occur which still goes on to this day. The current score is that the first ruling house was Razquin, followed by al Nasir, then Razquin, then ben Dolev, and then al Nasir again which is the current dynasty in control.
One big divide in Veodor is the use of magic. The native Ohev have used it for millennia and still do to this day. They are deeply set in their ancient rituals and beliefs. The Akaptic despise magic and think of it as unholy and thus must be either abolished or controlled heavily. The Baptisten are usually the ones who act as mediators between these two groups as they are neutral on the subject. True the Baptisten were the ones to introduce technological advances into the region, such as gunpowder but had used it as well. They used it though for healing purposes rather than offensively as the Ohev do. The Akaptic are more tolerant of this and thus focus most anti magic discussions on to the Ohev.

The magic, or magitek as some call it, used in Veodor is often artificially augmented spells. Energy cannot be made nor destroyed, only changed. This law of nature applies to magitek in Veodor if a person tried to use magic on their own it could fatigue and even kill them. Technology has been made to act as a conduit to some extent to counteract this. For instance the Ohev use energy storage devises to connect to their gauntlets so they won't pass out in a fight after moving a small rock a couple meters. The Baptist inscribe medical equipment in their many hospitals and other medical facilities so they may chant the spell and let the power cells connected to the instruments take the brunt of fatigue. Most healing spells are used mainly to jump start the healing process.
All religions of the Veodor people are Apsotlic which means they are based off of a man known simply as the apostle. He had apparently met god and then was taught by god. This left the man incredibly wise, and he spread the wisdom and faith of the one true god amongst all he met until being martyred in some far flung northern realm. His teachings did not die as he had three dedicated students of his own which continued to preach the word.

Munkar the eldest and a nephew of the Apostle spread his teachings West. There he would preach much in the same way. Followers of his way though determined after his death that only those of his line should rule as their blood was blessed by God. Munkar also rallied the people against abusive magic wielders which has made many believe it is divine will to expunge all magic. Because of this and Munkar's emphasis on transcendence through wisdom followers of his path prefer logic and technology over the supernatural and magic. They also believe that only those of the Apostle's bloodline have the legitimacy to rule.

Mydaiel was another student of the Apostle. Like the apostle this character's name and even gender has been lost to history. All that is known are the writings of Mydaiel which are used primarily by the Baptist people. The other is the emphasis on healing, hence why they use magic for that solely. The followers of this path believe it is their duty to spread the teachings of the Apostle to all. Their most controversial stance is that the Apsotle will come again to judge the world at the behest of God, and only those deemed worthy shall be allowed into heaven.

Onoel was a woman that was with the Apostle during his many travels. She was rather gifted in the magical arts and upon the Apostle's departure for the northern realms across the sea she went into the lands of the Ohev. There she taught them that magic was a gift from God that must not be feared or abused anymore than a sword. Her teachings on tolerance and even law code has made her a favored character amongst the Ohev. So much so the Ohev have far more gender equality than the Munkar following Apakite and extremely patriarchal Baptisten. Beyond this their greatest conflict with the other Apostilic faiths is their stance on iconography. The Onoelish believe it sinful to depict any image of the Apostle and Onoel just like the other Apostlic faiths are not meant to make icons of God.

All these separate sects share more in common than apart so they have been known to work quite well together in the past. They have also been known to bicker and even declare holy wars on one another. As with all things in Veodor there is a long and complicated history amongst the people who inhabit it. Still the Ece has become a spiritual center of the Apostilic faiths because there had been many martyrdoms for all three religions on this island. As such the greatest clerical complex was built there on the acropolis of Iboure. It has three wings, one for each religion, and a central focus point where theologians of each Apostilic faith convene to grow closer to God.
The Veodic military is highly segregated, not so much along the lines of religion or culture, but along the lines of which house is paying for them. There are three types of basic soldiery that forms the basis of each part of the military. These are collectively known as the trinity as while they follow their orders and work together against a common foe they have deep seated rivalries that come to a head everytime there is a coup d'etat or worse civil war.

Apakite Soldier
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The Apakite soldiers are trained from an early age. They come from a long tradition of slave soldiers and holy warriors who were converted children of non Munkarians. Now of days they are recruited from the faithful and not slaves, yet a lot of the traditions remained. Mainly the training which starts earlier on and focuses on being alienated from all things but loyalty to their leader. This has caused problems in the past such as revolts should a previous ruler not be Munkarian or considered wrong for the country by them.

Babptisten Soldier
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This soldier comes from a long history of raiders and knights. They have a large emphasis on honorable combat, and though they do just as much spec ops as any other, they are believed to be the least underhanded of all the other segments of the military. They often have the least amount of casualties, in terms of death, due to their advanced medical practices in the field. They are favored by all the Houses that end up ruling as they are trained to be loyal to the state rather than a particular noble or religious figurehead.

Ohevian Soldier
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The Ohevians are a conservative people. They have lived in these lands for a long time and it is believed from them the Apostle came. They are deeply religious and have a military tradition to show it. Back before the time of the Baptist invasion they had lead a war of purging in the lands of modern Veodor at the behest of their god as a means of claiming their promised land. With technological amplifiers these soldiers will use minor forms of magic, stronger if gifted enough, to assist in battle. They utilize this and guerilla tactics so much that they rarely use modern guns in combat. Sticking to their traditional weaponry, that which the angels gifted them, and surprisingly they are on par with the other segments of the trinity.

Armored Forces
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The armored forces are the vehicles used in combat by the Veodic military. While their ground troops are different and separated in dress and tactics their armored divisions never suffered from the same competing traditions. Due to this all of the trinity uses the vehicles shown above, many of which have been produced by the Severt Arms industry. These range from transport (M-102), anti air (M33A3), anti tank (MX-201), tank (MT-41A2 & M3Z-2) and artillery (M109A7).

Fighter/Bomber
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This here is the latest design in the aerial arsenal for the Kingdom of Veodor. It is an airplane capable of performing as both a bomber and a fighter. This is due to each plane carrying one minor payload. While it is slightly slower than the still in use Seraphim jet they are just as dangerous in large quantities as any other fighter jet. Their payload is also of course smaller than the G1-J34 bomber which as with the seraphim is still in heavy use. These new fighter/bomber hybrids though are the pride of the Apakite industrialists that built them to create a more versatile air force.

Navy
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With trade such an important facet of any nation the need for militarized ships to protect it is essential. Now the bulk of the Veodic naval tradition comes from the Baptisten, as they arrived by ship as raiders and conquerors. So much so that their ships tend to be smaller and more maneuverable, just like their original raiding ships, compared to the average modern design. Now there is a lot of diversity in ship designs as thanks to the Ohev dry-docks along the Sea of Job, specifically the Amalekite Peninsula, older ships are dismantled and reformed into new ones. A combined effort of designers from both the numerous Apakite industries and few Baptisten war manufacturers there are try to salvage as much material as possible. Many rivals joke that these ships are easy to break because of this but they are just as durable as any other.
Voliere
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It actually is not well known where these avian creatures were found to be honest. A large series of merchant ships just crashed into the Western coast line and out of them these beings flew out. For a long time they were used by the ruling Razquin as a scapegoat and common foe to unite the bickering populace. Thing is they quickly conquered them. Now the question remained what to do with them? The Razquin did not practice slavery as the other major houses did at the time so simply put the Voilere, means avian, into ghettos. Several race riots and pogroms have occurred over time but through legal actions this race has gained more footing in society.

They are about five feet tall on average, and come in a variety of ethnicities. These being based off other birds like owls, eagles, falcons, parrots, peacocks, and crows. They are not physically strong, and due to be second class citizens are not permitted into the military. Having been subjugated so long they have taken on a lot of the Baptisten culture through assimilation though as can bee seen in their dress from the above picture, they have retained some of their ancestral customs.

Iljun
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Iljun, lion in Apakite tongue, are savage beasts from the West. They grew up in disunited tribes along the sub tropical forests and where found only two hundred years ago by explorers funded by the al Nasir family. They sent several expeditions to abduct these for new slaves. The slavers though found rather quickly that it was better to just purchase the slaves from rival Iljun tribals. With this slave trade they were able to make strong footing in the inner jungle region. Having immense authority and the ben Dolev support for slavery, being that themselves, have been allowed to keep the Iljun enthralled. The Batpist and Voilere have tried several anti slavery petitions and some more fanatical abolitionists have tried to cause slave rebellions.

The Iljun are 6 foot and three inches tall on average. They are very nimble and muscular. Being slaves a lot of their native culture has been lost leaving them grasping for straws on forming a united identity under the strict practices of the Apakite masters. One defining trait is how they still sing songs of their people late into the night, much to the annoyance of their masters as to them it sounds much like alley cats meowing incessantly off key.
Bacxari Federation - the bacxari are descendants of many of the inahbitants of the Veodic region and have been hostile toward those living in Veodor for a long time. It first started with the Baptisten who invaded driving many of these people or simply conquering them. They intermingled for the most part forming the modern Baptist. The real hatred comes from the treatment the Apakite gave the Bacxari when they invaded. After a series of brutal wars the region was weakened considerably allowing these western invaders to move in. They instead of mingling with the people completely killed or drove them off, if they didn't convert. The most notable offence was the Dumanein Genocide where huge population centers were round up and systematically executed. Over the long centuries several wars of conquest on both sides have occurred even to the point the Ohev people view themselves more of Veodic than Bacxari due to their lands being the first to be invaded by their Southern neighbors.

League of Sicaria - The relationship depends on the cities but the greatest history is with the three that border Veodor. The worst relations are with Pence which once owned more of the Kartal Coast but centuries ago as Pence was being pushed back by the Bacxari Federation the al Nasir swooped in and took that land away. Now it is a buffer zone between the two heated enemies. Zholis has often had a grand relation with Veodor, namely those of Terra Baptist, as it was an important merchant republic whose autonomy was accepted. Sicaria has had a more complicated relationship. During the unification wars several centuries ago Sicaria had been a player but was unable to defeat the three houses. Allying with the winning side at the ending phase of the unification wars. Since then they have been trading partners.

Magocracy of Bethlehem - The relationship between the Magocracy and Veodor depends on which house is in power. Whenever the Razquin are in power they open up trade lanes, though they are more neutral due to the Razquin viewing their oppressive methods of the lower class tactless (though this might be deflecting). If the Ben Dolev are in power than military alliance are formed as the Ohevian people are heavy magic users, and though have the most egalitarian view points out of all the other houses, they would not like to see their fellow pro magic nation wiped out by the barbaric Baxcari or pompous Althine.

Exalted Principality of Althine - the Althine are hated almost as much as the Bacxari Federation. No war has ever been fought between these two but the fact the Althine view themselves above all others and actively insult their neighbors as sport hurts relations. They only have a miniscule border so no real disputes occur in terms of land. Relations are typically neutral with the al Nasir in power who applaud the anti mage methods of the Althine, and the Razquin who are neutral to most people. The ben Dolev who are avid supporters of magitek hate the Althine and their 'blasphemous' ways with a passion, thus why they often ally with the Mgaocracy in coalitions against the Althine.

The Mystletainn Empire - the wolfmen of Mystletainn generally have good relations with Veodor. This is due to how often the wolves have gone to war with the Bacxari Federation, the enemy of my enemy is my friend after all, and the slave trade. The al Nasir gain their slaves, the Iljun, from the lands of the Mystletainn and thus trade with them a lot. The ben Dolev do not interfere with these trades when in power either, but neither do they trade directly with the wolfmen. House Razquin is anti slavery so they often attempt to abolish it and interfere with rules and regulations on the slave trade which hurts relations.

The Corporation - being industrialists the al Nasir will often make trade deals and try to copy the Corporations methods in their own industries. This is good as they are anti magic and pro scientific breakthroughs also. The ben Dolev won't invite the corporation into their lands though as the al Nasir would, believing the state should be as self sufficient as possible. Finally is how relations are under house Razquin. These are rockier as the Razquin views the Corporation as a bunch of soulless sycophants, and are hesitant to trade with them. The main reason for this though is because the Corporation often threatens cities of the Razquin's long term trade partners of Sicaria.

(playstyle: going to roll every few turns to see if there is a coup d'etat, which house does it, and if they win. I will also play each house differently. This is meant to simulate how ICly the Houses are trying to usurp each other and have different objectives for the nation as a whole)
Houses of Veodor playstyle
 
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高天原合衆国
Takamagahara Gasshukoku / United States of Takamagahara
Government: Federal presidential republic
Land Claim: Southeast of Altine and The Corporation
Capital: Edo, D.Y. (District of Yamato)
President: Yukio Narukami (Federalist Party)

Traits:

(Positive) Sleeping Giant: The United States of Takamagahara has abundant land, a strong industrial base in the northwest, and a strong grasp on technology. While the Union fights against the kyonshi-owning Confederacy, they still know their enemy, and their knowledge of reanimation techniques are also impressive. Takamagahara thus has strong economic growth and a great deal of potential for research and development.

(Negative): Civil War: After the election of Yukio Narukami to the Presidency without the support of a single Eastern state, the eastern states of Takamagahara seceded, forming the 高天原連合国 (Takamagahara Rengoukoku / Allied States of Takamagahara). The Allied States claim that their secession was based on the rights of the individual states to be independent of the Federal government, but in fact the government is dominated by the plantation lords who use reanimation magic to maintain their legions of zombified forced laborers, the kyonshi. The Allied States, terrified of potential Union legislation that would outlaw magic and thus, so they say, destroy their way of life, are fighting against the Union with all their might. The War Between the States will pit brother against brother, father against son, and the fate of liberty hangs in the balance. ((Starts in a civil war with the eastern half of the country under Allied control))

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Flag of the Allied States of Takamagahara
 
To the League of Sicaria

We are neighbors as you well know, and have for some time traded. With Sicaria itself being just north of the Fertil Vall, Zholis on the fringes of Terra Baptist, and Pence caught in between our western borders and those of the Bacxari. I ask you why do we not trade further? As the only viable heir to Veodor and the leader of House Razquin I would like to open up such lines and start a new era of trade between us. Do not fear that this will not be supported by King Teker al Nasir for according the Commerce Act of 1965 the independent Houses may trade with whomever they want. And thanks to the Trustee Act of 2078 if two of the three houses agree to trade with a nation then the whole Kingdom opens up trade with them. Duchess Netali ben Dolev has already agreed to trade with our close neighbors, the League of Sicaria, whose population centers at our borders unsurprisingly share an immense amount of culture, history, and religious views.

Now I apologize for my talk of Acts and overruling may have weakened you to the idea of an increased flow of trade. As you may well know King Teker has been working hard to keep us other two houses under his thumb and in doing so is weakening Veodor as a whole. If he starts postulating on this trade agreement being unlawful just know it is not me and the many eager supporters of this trade treaty have already checked thoroughly.

What can we offer? Well history both old and recent has shown we can offer food to your large cities, along with a plethora of raw materials for their manufacturing. Something important as the rocky coast of land just North of Sicaria has plenty of tin mines, yet because the al Nasir have thus far refused to trade that with the League it must be brought into Sicaria from Krokia which itself is purchased from some other nation. Perhaps I simply drag this on as the papers say I am known to enjoy speeches.

Sicarian-Veodic Trade Treaty

These are the terms of the trade treaty between Veodor and the League of Sicaria.

1. House Razquin will open up trade with the League of Sicaria
2. House ben Dolev will open up trade with the League of Sicaria
3. This trade will be these above houses exporting raw materials into Sicaria in return for their higher quality manufactured goods and services.

[] League of Sicaria
[X]Rodrigo Razquin
[X]Netali ben Dolev
 
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The Mystletainn-Veodic Defensive Pact

To the exalted emperor of The Mystletainn Empire may your fangs stay sharp, I King Teker al Nasir of Veodor make a proposition to you. We have often traded heavily in slaves of the Iljun stock, the inferior cat men of the inner jungles. Both of our people have been in many wars but not against one another, yet on average it has been the same foe for both. The heathen scum of my South and your East, Bacxari. Foul sycophant fanatics who claim all the lands around them with the same legitimacy as a locust would a field of grain. This threat must be culled and thus I offer your people this treaty.

By signing this I agree that from hence forth the nations of the Mystletainn Empire and Kingdom of Veodor shall enter a defensive pact against the Bacxari Federation. Should one nation be attacked by the Bcxari Federation the other shall intervene in their defense.

[]Emepror of the Mystletainn
[X]King Teker al Nasir


(Yes I asked Alexander23 about what the race was an he said it was wolf people.)
 
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The banner used by the Bacxari since their expulsion by the Apakites, the black sigil is the character for "Vengeance" in the Bacxari script.
The Bacxari Federation
Denonym: Bacxarian (singular), Bacxari (plural)
Race: Human
Government: Federation of tribes and cities
Characters: The Federation council, General Shamar al-Yarid, others TBA

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1.al-Falamzi
2. al-Misr
3. al-Taqfir
4. al-Qaramsa
5. al-Abbasi
6. Noor
7. al-Warami
8. al-Ramadi
9. al-Uways
10. al-Arziki
11. al-Sarawi
12. Hachicha
13. Hafsid
14. al-Marr
15. Rawa
16. al-Ismaili
17. Diack
18. Fatiyyah
19. al-Tamzawi
20. al-Warabi
21. Oromiyeh
22. Shiraz
23. bin-Bakr
24. Qud
25. Ahura
26. al-Nadiyani
27. Tazz
28. al-Mukhtar
29. Pasha
30. al-Lakm
31. Ghassanid
32. al-Yusuf
33. al-Jadiyah
34. Haran
35. Herat
36. Al-Shamsi
37. Hroniyyah
38. Jamiliyyah
39. al-Hejazi
40. Karzawi
41. al-Narud
42. al-Moamiq
43. Fathi
44. al-Khorom
45. al-Huri
46. Miqra
47. Rumiyaza
48. al-Sadawi
49. al-Badawai
50. al-Karim
51. Kars
52. Jammu
53. al-Sura
54. Azim
55. al-Asiqa
56. Zaki
57. al-Yarid
58. al-Qusat
59. Murad
60. Fawza
61. al-Bassi
62. al-Rafi
63. Qassam
64. Kichak
65. al-Rashid
66. Rahman
67. Yassadad
68. al-Harani
69. Zara
70. al-Uddin

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Culture: The Bacxari are united by a common language and generally similar religion. The Bacxari are divided into two major social groups, the Nomads and the City Dwellers, stemming back to rise of agriculture among the Bacxari many millennia ago. Women are legally equal to men within the Federation, but it is still uncommon to see women in high up in government or in the military. In recent centuries with the arrival Baptistens, and later the Apakites (who expelled the Bacxari from their traditional homeland), have put the Federation into an almost total war-like state since, with every feasible asset being put towards retaking the homeland (referred to as the Distihada, or reconquest), along with the adoption of the "Vengeance banner", that will be the official flag until the homeland is retaken.

Religion: Bacxari religion is a loose, unorganized practice, varying from city to city and tribe to tribe. But the general consensus among the Federation is that there are 96 gods and goddesses, with local, tribal deities taking the role of what can be compared to as saints. The main gods were Shams, god of the sun and farming, and his wife Tahina, goddess of love and fertility, but due to the Distihada, Saief, god of war, as seen a rise in popularity for patronization.

History: The Bacxar Desert, referred to as "the Veodor region" by the al-Huzzati, or invaders, has been the home of the Bacxari people for nearly 6,000 years, if archeological records are to be believed. These proto-Bacxari lived the lives that the tribes of the Federation do in modern times, nomadism, leading their herds from oasis to oasis. This changed about 2,500 years ago when agriculture was introduced to the Bacxari, with many tribes settling near oases and small streams and creating cities with irrigation systems (think Mesopotamia). Meanwhile, many other tribes refused to go down that path, choosing to shun the "soft" life of the agrarians, and staying with their herding, nomadic lifestyle. And for many centuries the status quo persisted, a collection of a dozen (only 2 of the original remain) cities and hundreds of tribes coexisting, save for the occasional war.

This however changed, when panicked Ohev emissaries arrived at the courts of the cities, telling of men of the seas, who wielded sticks of fire that could a man 50 feet away. These people were the Baptisten, or al-Awuli, meaning "the first". They captured roughly a third of traditional Bacxari homeland, and took 5 of the 12 original cities. A few centuries later, the Apakites, or al-Atheni, arrived from the west. The Bacxari, wary of new invaders and possessing firearms, fought them hard, giving them hell on the plains. But many came, and in punishment for Bacxari resistence, systematically killed or enslaved roughly 60% of the population and burnt 5 of the 7 remaining original cities to the ground, and drove the Bacxari to the very fringes of the continent and their homeland. Embroiled in infighting, the later united Veodic kingdom seemingly forgot of the original inhabitants, simply absorbing the Ohev and never bothering to finish the job with the Bacxari, giving them precious time to rebuild. In the present day, the only signs of the coming storm is the occasional ring of a Bacxari "pipe rifle" in the mountains, but the Bacxari are preparing for the bloody Distihada, and the time for its execution is soon approaching.

Military: The Bacxari military is peculiar in its nature. The cities yield conventional, modern troops and vehicles. However, the tribes yield light, insurgent-like infantry, most notably the Pipe Rifle sharpshooters. The Pipe Rifle is a centuries old weapon, and still relies on kinetic ammunition. It fires a massive 70 caliber round through a nearly a two foot long barrel (think a PTRD with a scope on drugs). The bullet can travel up to 2 miles away, and the best snipers of the tribes can hit single soldiers from 1.7 miles, but there have been reports of longer hits. City infantry use jetpacks extensively as well as "skiing", the bottom of their boots combined with thrusters allowing troops to barrel down hills at nearly 50 MPH and disappear quickly back into the sands.


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Magic: Magic was never heavily used by the Bacxari, with some individuals pursuing it and a few academies for teaching it exist. Magitek is lightly used, mainly for some vehicles and the occasional building or two. Recently, the Federation government has been looking at militarized use of magic in the Distihada.

Advantage: Soldiers of the sands- The Bacxari mix modern military troops and vehicles with small tribal warbands and deadly Pipe Rifle sharpshooters. The result is a fluid military force that excels at both large pitched battles as well as raids and skirmishes. (Combat bonus when defending home territory and fighting in deserts or mountains.)

Disadvantage: Desert hindrance- The Bacxari are of the desert. Therefore, their numbers are small and major technological progress and infrastructure are confined to the cities. (Lower population levels and decreased technological efficiency)
 
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Commonwealth of Notosia
land claim:
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Characters: Prime-Minister Shaun Brandis, (TBA)
Government Form: Commonwealth of Federalized States and Foreign Territories under Company Rule
Capital: CooktownTraits: Corporate Management: the government uses a series of corporate entities to look after its foreign territories on its behalf, this means that more money can be leveraged from the population but relations often suffer as a result: (bonus income from territory not connected to mainland cookland, higher unrest in those territories)
Culture:
- Predominately Human
- Dampiers - urbanized majority, originally came from the Eastern lands (85% population)
- heathmen - oppressed minority living in the remote countryside of the Nation (5% population)

History: the first people to settle in the lands that would become the Commonwealth of Notosia would be the Heathmen, this group migrated up from the south fleeing some unknown force, although modern archaeologists believe it to have been a large famine or locust plague. The Heathmen split into a vast array of cultures and peoples as they spread out across the plains and deserts of Notosia, each tribe developed a different language and custom, although they all stayed true to the core tenants of living from the land, and respecting the ancestors, who in turn would gift them the riches of the earth and worthy boons. Faced with little threat the Heathmen lived in harmony trading among themselves, with rarely more than a border skirmish. Thus they remained stagnated technologically for hundreds if not thousands of years.

This would change on the First Night of the long Desert, thus named as during this time the great desert at the center of Notosia, would often have its sand blown into large dust storms that crossed the country by the power of the strong North winds that would sweep down. On that night a fleet of Wooden ships appeared on the Sea's and the next day they made landfall on the eastern coast. The Heathmen approached the new men, who looked human but had different colored skin, only to be shot at and forced to flee. Over the next few months the people would establish a colony: cookland and new ships would arrive every few weeks.

The new men known as Dampier's came from an island to the west known as Aurora, The island famed for its navy and ruled by a powerful monarch had set out on a series of expansionist missions, which had eventually taken them to the west and the fertile plains of the Notosia. Over a period of 200 years the Dampier's would live in peace with the Heathman, who slowly retreated to the center of their country, unwilling to live in the Industrialised and Urban sprawl of the Dampier's. 5 Colonies would eventually be founded by Aurora. The First; Cookland covered the South of the Easternmost landmass of Notosia, to its north lay the Colony of Kingsland. Even further East lay the Islands of New Aurora, The westernmost landmass was split into two colonies: that of Dampiersland and Swan River

The Colonies all lived in Relative stability overseen independently by a Governor, assigned by the King of Aurora, who had near total autocratic power over their colonies. Under this watchful eye the Colonies would develop individually each growing its own unique blend of Culture. In all the colonies technology would develop quickly, leading to a high quality of life in the colonies. The only problem was, the colonies began to develop a reliance and reverence of the Kingdom of Aurora: the Mythical Rulers from across the Great Sea, such was the situation at the end of what became known as the Imperial Age.

The end of the Imperial age came about suddenly, almost in the Period of a week all communication with Aurora was lost, no longer were the Intranet and ElectroCom's that used to link the Colonies to the Kingdom being answered or commands sent by them. (Scientists believe that the Island was completely sunk in a freak accident)
Reliant on the Island the colonies all slowly fell apart into anarchy, First they rose up against those they thought caused the accident: The Heathmen. In a series of brutal massacres and genocide the Heathmen were decimated with only few pockets surviving in the Wilderness to this very day. With society beginning to Collapse and the people still looking for someone to blame the next people to go would be the Governors. People blaming them for failing in their role to serve the King.

Eventually the populace would calm down in each of the Colonies, without the traditional leaders in the governors they had relied on before the people decided to form a government from the leaders responsible for starting the anarchy. Over a period of ten years these would all collapse, and the populace would form a new government. One elected by the people, In each colony a democratic government grew. Eventually the Governments decided in order to increase their chances of survival to band together into a federation or commonwealth as they liked to style themselves and thus the Commonwealth of Notosia was born. Currently the leader of the Commonwealth is styled as the Prime Minister, and the commonwealth aims to bring back to glory of Aurora, through following its methods, as such it has founded its own colony down south, as well as annexing many islands to serve as naval bases for the commonwealth.
 
To the Commonwealth of Notosia

It should come as no surprise to either of our nations that we among the most powerful of the western world. As such conflicts between our countries would no doubt be disastrous for both parties and leave pray for other, more ambitious parties. As such I am happy to purpose agreement with which we will be able to ensure the continued stability the region as a whole and we hope that you agree for the betterment of all.

The Kereten-Notosia Non-Aggression Pact
1. The signatories shall agree to not declare war on the other under any circumstance
2. In the event that allies of the signatories go war the signatories will be locked in an immediate cease fire for one year if the conflict is not resolved
[X] Zinnath, Kereteneln of the Sphere

[X] - Ken Phillips, Foreign Minister of the Commonwealth of Notosia
 
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Name: The League of Sicaria


Map:
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Character or characters: WIP


Races: Varied, members from basically every race, but humans are the plurality


Government Style: A league of unified city states. While the rulers of the various cities vary from city to city, the League itself is led by The Sicarian Assembly, a gathering of representatives from the cities that meets in the city of Sicaria, the largest city in the world. The Assembly has the power to negotiate with foreign powers for the League, and it often advises the cities in cases of conflict, usually trade, between the Cities, although the Cities are free to ignore the advice of the Assembly. The Assembly elects The Advisory Committee, with a representative from each city. It exercises the day to day business of the League, like representing it in negotiations with foreign powers. In case of War the Assembly and Committee run the militaries of all the cities, and in general has a lot more power.


History: WIP


Advantage trait: Centuries of fighting for survival from foreign powers, and sometimes against each other, has the lead the League Cities to develop powerful, modern, well trained, and effective militaries. From their powerful navy, to their standing armies, League states have a military that is recognized throughout the world for its effectiveness.


Disadvantage Trait: The Cities of the League have very different ideologies, demographics, forms of government, views on magic, and laws. This means the League is not exactly a cohesive nation, for it is not a nation truly, and the lack of a strong central government help compounds this problem. As such the League has trouble at times maintaining order and cohesiveness.
 
Welcome to the Corporate News Network.
Observance is mandatory.


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EDI

"Welcome to the Corporate News Network. Where your observance is mandatory. I am EDI. And here is what is happening in your world, tonight...

"Armistice day is here marking the ten year anniversary of the end of the Zaltesles War. Commerce grinded to a halt this morning at eleven am as a quiet vigil was held across The Corporation to honour those who laid down their lives for freedom against the Zaltesles aggressors. Ten years ago today, Zalteslesians were driven from our borders in a courageous effort from our fighting men and women, which was hailed as a victory for democracy across the world.

"Election time is fast approaching in the Oceania District with outgoing Trustee Goldsmythe announcing his candidacy for the presidential nomination for the Blue Party. A long standing public official who served the Judicial Branch with distinction is an early favourite to run against the incumbent president Gaius Rachet. Rachet's popularity has been in decline since the steady increase in oxygen prices and the lack of oversight in tainted water supply crisis of last year.

"And now a look at weather. The acid rain storm ravaging Deluga is spreading north. Residents of southern Free Vania are bracing for the worst in the impending disaster. A travel advisory is in effect for the southern regions, and the Environmental Protection Branch has been placed on high alert and dispatched relief forces to the district.

"And now sports. District Rollerball Championships have come to a close last week and now the draft for the Corporate All-Star teams have been announced. The Tower Capitals will be looking to defend their title for the third year in a row while the team to watch seems to be the Paradisa Stars. The Stars have secured an A-list team and put to rest rumours and accusations of Magitek performance enhancers late last year.

"In global news, massacre in Althine. Illegal mages were rounded up in the capital, Numiar City and executed yesterday. Corporate News Network has obtained live footage of the scene in the city square where the public executions took place. I warn you, the footage you are about to see is graphic. Viewer discretion is advised..."

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"That is all from Corporate News Network, I am EDI, and thanks for tuning in. Up next, Bugsby the Clown's Super Fun Hour... From all of us here at Corporate News Network, good night!"
 
To the Keretenharn Sphere, the Commonwealth of Notosia, and the League of Sicaria

We are the the Major Powers of the West. We should stand together, or at least not fight while the eastern swarms and businessmen grow stronger. We all have our strengths, the League's diversity in military, the Shpere's renowned covert actions, the Commonwealth's economics, and the Republic's navy. If we spend all our time in petty warfare, the rising powers in the east will grow stronger. The swarm will consume us, the businessmen suppress us. We must stand together or die alone.

The Great Alliance of the West ((actually a non aggression/trade pact, just has a cool name))
Terms:
1) The following parties will not in anyway whatsoever attack another power on this list within 1 year of breaking from this pact.
2) Trade shall be open between these four great nations, and no one shall embargo another without the consent of the other two
3) Should one break the terms and attack another(or short of a year from breaking away), the others will automatically embargo the aggressor, and aid the victim.

However, the Great Republic of the Sea is willing to discuss changes to these terms with the other nations involved.

[X] Consul Samantha Follet, GROTS
[X] Consul Sandros II, GROTS
[X] Keretenharn Sphere
[X] Commonwealth of Notosia
[X] League of Sicaria
 
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Name
: I Politon Elefthomenon

Land Claim:
Map%208.png

Green-Yellow Circle

Race: Mixed

Leader: The Philosopher King [HoS] | The Chorta [HoG]

Government Style: Legislated Philosopher Kingdom

History: Created originally as a colony of artists, free thinkers, and alchemists, the Polis of Elon (as it is referred to in short hand) is a well established sovereign entity by the current year. An odd twist to the government of the island was the election of the "Philosopher King", as one of the presiding monarchies during the early history of the Polis demanded to meet the colony's king. Elected by the popular legislative body (known as the Plaza), the contender had to be one of the oldest and most senile on the island. The first Philosopher King, Kyartes I, proved to be a very apt Head of State, as it is a well known rumour that his ramblings caused the the foreign king never to return.

Advantage trait: To Which We are the Greatest of Minds: The Polis is a safe haven for any and all whom wish to conduct science, art, and the pursuit of advancement freely.
(Bonus to all sciences)

Disadvantage Trait: The Whims of the Plaza: The whims of the Plaza (and their dominant factions) change with the desires of the voters. Whereas one day pacifistic biotechnology may be the in thing, the next may be anarchist architecture.
(Random malus every turn)