Pre-NES: Terios - Signups and Worldbuilding

Tani Coyote

Son of Huehuecoyotl
Joined
May 28, 2007
Messages
15,195
Before I begin, I apologise for how horribly Sentoya bombed; by the time we finally got the game off the ground there was so much lag on my part due to trying to set everything up organically that I assume all interest died. I have a set start for this game, so hopefully this will fare better.

As the thread title indicates, this game has not yet started; this is for interested players to sign up, while also enabling them to conduct pre-game diplomacy. This will allow me to set up the map and stats sheet so we can get right into the action. The actual game is due to start next Monday, on Passover.

As for the actual ruleset, here it is.

This is a continuation of the original thread in IOT, after it was decided to instead host here.

Terios - A Background

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Spoiler Gigantic Map :
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Environment

Spoiler :
Perhaps most striking is the fact Terios is a gas giant. The large quantity of gases being heated up, fused and split in the the core beneath generates enormous pressure, many continents and islands now skyward. Through some miracle, perfect temperatures and atmospheres exist on - and in many cases, between - these landmasses, enabling a world to exist that is built on an ocean of gas.

Apart from these differences, however, the continents look much like those on our Earth. There are mountain ranges, rivers, forests, cities... all the water that spills over the edges of the continents is heated up and returns to the Skylands through condensation. The environment is somewhat chaotic, and there is no real "trend" of climates as there is on Earth. A frozen tundra can easily be mere miles away from a scorching desert.

Periodically, violent bursts of energy erupt from the surface. As time has gone on, these bursts have concentrated at the poles, allowing stable continents to form (albeit with powerful storms and currents making air travel unwise in most locations). However, this energy passes some residue into the rain itself. The chemicals that come down with the valuable nectar of life possess all sorts of enhancing traits, with greenery growing lush in the most barren desert, and primitive societies growing with terrifying speed upon exposure.

More importantly, however, some sort of concentrated substance that alternates between the forms of matter is left in numerous places. Packed with energy, renewable and clean, it is something we humans could only dream of. It has been dubbed inventively “Terium” by most international bodies.


Biology

Spoiler :
Like Earth’s, life is mostly water and carbon-based. However, due to some freak incident or another, there is no clear dominant species. Many species have evolved intelligence, either moderate or advanced, and they take many shapes and sizes – primate, canine, insectoid; evolution has been far more kind to the various biologies than on Earth.


Technology

Spoiler :
The abundance of hot gas from the surface and the Terium has created a technological base different from Earth’s. Whenever the inhabitants aren’t mercilessly cutting eachother’s throats, their society shows surprising advancement, with energy-based weapons coexisting with objects that look like they came straight out of the steampunk genre. Perhaps the most notable divergence from Earthling technology is that the distinction between navies and air forces does not exist; they are one in the same. With the natural current of the air beneath them and a bit of propulsion, sky fleets have become a reality. Even so, energy keeps them aloft in areas of unsteady support from the pressure below. Nonetheless, the sky islands come complete with sky armada.


Politics

Spoiler :
The meat and potatoes. The world is composed of around fifty nations. The ideology of self-determination has oddly not gained near-unanimous credibility yet; the cyclic destruction of the planet is likely why. The last war's use of Terium weapons has more or less evened the playing field, though some powers clearly stand above others. Whether they will pursue a path of peace or war, who shall know.


Gameplay

Spoiler :
Every turn you have your GDP and it is taxed at a rate (meant to represent the overall tax burden) you decide. Economics is fairly straightforward. This GDP * tax quantifier is primarily to avoid the powergaming of previous minimal mechanics games I've hosted. You cannot claim to be the richest or have the most resources without actually being so.

Barring that, you may spend your money on whatever you wish – your army, your navy, your healthcare, your education, your roads, your secret services, etc. Anything you can think of. Your actions will have consequences down the road: pouring no money into infrastructure will see your economy move along sluggishly, for example. Use common sense.

Like a real government you can spend more than you have; national debt will accumulate and be visible at all times. Debt, like heavy taxation, however, will inevitably cause a crowding out effect and harm economic growth as less money is available for private actors. Use it sparingly.

Of particular note are defense forces. You can make it as large as you want to gain an edge in battles, but the larger it is the bigger strain it will put on your economy. As government spending/taxation as a percent of GDP grows things will get worse rapidly (conversely, absent government has drawbacks as well...). With spies, simply designate a percent you want to do this or that each turn. Spies automatically are on defense if not assigned elsewhere.

When it comes to actions, conduct as you will and I will reward/penalize accordingly. Forge trade agreements, close your borders to imports, declare war, make alliances, pursue weapons of mass destruction, all are doable. If a government could do it IRL, naturally it could be done here. Just take into consideration that a peasant country, for example, isn’t gonna have much success with a space program or computer production. You have a “support” percentage – whether a dictatorship or democracy, this represents how much pull you have among your supporters. If it falls too low you risk being thrown out of office, whether by coup, assassination, election or otherwise; barring that you may find some of your proposals hampered or blocked entirely. Avoid destructive policies; going around telling every world leader "your mama" will quickly result in a defeat.

A final note: You'll notice I'm not using many hard numbers. That is because there are extremely few; there are almost no "stats" that I can give you. You see what you see... and that is it. You will receive a general grade on the quality of your traits of course, but nothing that is easily gamed; you will not be able to invest x to beat opponent y. Roleplay and strategy are just as key as any amount of money you could pour into something; keep this in mind.


The Mechanics of Terios

Mechanics are kept to a minimum specifically to hamper gaming and also shift emphasis to the story and roleplay of the game.

I don't believe any IOT has had this before, but this game runs on a relatively unused principle: budgets. Rather than money pooling into tech like a bank account, you instead designate how much you wish to spend on various fields annually.

On the military:

Spoiler :
You can make it as large as you want to gain an edge in battles, but the larger it is the bigger strain it will put on your economy. As government spending/taxation as a percent of GDP grows things will get worse rapidly.

Troop number, troop quality and war plans are all factored into combat. When in doubt have a defensive plan in case you are attacked. Always try to factor in the terrain (large bumps are mountains, small bumps are hills, the small arrows are trees, thick lines are rivers) to make your war plans more effective.


On espionage:

Spoiler :
With spies, simply designate a percent of your you want to do this or that each turn. Spies automatically are on defense if not assigned elsewhere. There is no limit on what you can do to other nations. Logically your chance of success or failure is tied to both the inherent difficulty of an act (compare assassinating a country's leader versus hacking the local power grid), and the quality and quantity of forces involved.


Fiscal Policy and the Standard Orders Format.

Spoiler :
To speed up updates I request all players follow this orders format:
Army - Controls quality, useful in combat
Navy - Controls quality, useful in combat
Espionage - Controls quality, useful in combat
Education - Inevitably controls the amount of skilled labor you have.
Healthcare - Healthier citizens are more productive and live longer.
Infrastructure - Investments here cover transfer payments, roads, factories, power grids, etc. and more or less determine the market capacity of your nation.

Just put numbers, please. I copy/paste them into my spreadsheet and run them through the equations system. Enter 0 if there is no spending. So, as an example:

100
0
50
200
500
600

This is a simple request and will make everything smoother (since I can copy/paste the amount into my records). Once you have done that, feel free to add specific details as to where your investments are going, or touch on anything that wasn't already explicitly covered. The categories will cover most topics of government spending, but feel free to add anything not covered. Spending can be public or private.

I do keep records of how much you've invested into a field over the course of the game, so states that invest regularly will reap the benefits. Final note: you CAN use percentages. Due to the large numbers involved, your budget will almost always end with zeroes, enabling the use of percentages for spending (i.e. 10% army, 25% navy, etc).


Starting Out

Choose a color and pick a spot on the map. Depending on your roleplay you will have a varying territory size. There are no actual provinces; logic says, however, that a larger country will inevitably have advantages in terms of population and resources. When in doubt, be very detailed with your signup.

While everyone is free to join, I do vet signups. There are no aliens allowed. No clear ripoffs of something Earthling or fictional. I'm fine with inspiration, but I request all players show creativity and design a faction that is to some extent original. I allow a great deal of nation ideas, but please no "Russia" or "Mushroom Khanates" or anything of the sort.
 
Im making a copy of my signup/lore from the original thread so those of you who would like to know about my nation can.

The Empire

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Claims and major cities
Spoiler :
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History of The Empire

Despite its name The Empire is anything but. Its government is more closely related to a confederation of city states than a true empire. No less then 50 years ago this land was a war torn wasteland the 6 major city states in a constant state of warfare. With alliances and back stabs such a common occurrence that no one would believed that any form of peace or even unity could be achieved. However when the advisers of the leaders of major cities had seen what the wars had done to the land they acted quickly, working together they schemed against their leaders and murdered them. Hoping to achieve at least some form of peace, but the people were suspicious of the other city states. The people were in an outrage, war waged on and the advisers themselves were killed in the multiple wars. However a mysterious group of extremely powerful mage's calling them selves "Rune Lords" came from an island that was unknown to the people of the city states. Threatening the complete and utter destruction of the city states they gave them only one other choice. End all wars and join what they called the Trial of Heroes. Each nation would settle their multiple disputes there.

When all city states joined the ToH acted as a kind of sporting event and UN at the same time. When a conflict came up between two cities the outcome was determined by 2 teams of five heroes, each hero was chosen by a powerful Rune Lord who has a limited vision around the hero and tells the hero what to do. The victor of these games wins the conflict. Eventually when a band of murderous and wild barbarians attacked, pillaged and almost destroyed the city states, as their military's had been disbanded due to the ToH. With out the Rune Lords and the ToH the barbarians would have destroyed the cities and all known civilization would have been wiped out.

After the Barbarian Incident the city states decided they needed to be united to defend themselves. The cities along with the help of the Rune Lords and the ToH they built a new city, Aelmere, to be the capital of this new empire. While united under one government the cities them selves are still very independent and still have conflicts, and thus the ToH still exist more than a sporting event and a political event as well.

Cities

Major Cities

The Imperial City of Aelmere: The Capital city of The Empire, along with the center of the entire of the Empire, it is the largest city and where every citizen of the empire wishes to go to. Harboring the most amazing castles and fortresses in the Empire along with the most prestigious of artists.

Faywater, The city of Commerce: This city is the trade hub of the Empire, its culture is directly related to making money. Their government is ruled by the Serine Doge and a select group of elite rich. Everyone there is a merchant of some sort and it has the most mercantile economy within the Empire. If your looking for something to buy you'll probably find it here, but make sure you can barter or you'll go home without the clothes on your back.

Westercourt, the Pirate Haven: Faywaters main competitor a city of pirates and smugglers trying to make a quick buck by stealing from the traders and then trading goods to the other cities. Many a war has broken out between the two cities over the issue of piracy and trade. This city has little to no government, ruled mostly by anarchy and the fact that everyone is willing to kill you if you attempt to kill them, but every now and then a powerful pirate will come along and name himself lord of Westercourt.

Pryshore, The free city: The single most free city within the Empire, the leading philosophy is Liberty. Which is both their greatest strength and weakness. The emphasis on freedom has made technological advanced skyrocket, however corporations run amok dumping and polluting the city. This putrid environment has been ridiculed by the other cities of the Empire, but their citizens would have it no other way, they are free to do as they please and that's all they care about. Their government is a true republic with an elected mayor and its economic policy is laissez faire, and free trade.

Brightwick, The Defender of Tomorrow: Pryshore's main competitor in the technological scene. A shining city of technological advancement this city holds the best of the colleges and universities in the Empire this is the city where all intellectualism aspire to live in. While Pryshore's technological advances relate more to chemistry and biology, Brightwick is the center of Engineering. Wars too have been fought between these rivals mostly over the power of biology and chemistry and the strength of Engineering. This city has designed the greatest of weapons and ships within the Empire and it plans to keep it like that. Their government is a true technocracy with the brightest and most learned being the leaders of the city.

Norburn, The city of Ice: The people who live in Norburn are a strange bunch, these people are very much barbarians. While not as nomadic as the barbarians that attacked the empire they are still nomadic, following herds of mammoth and foraging for berries. They do however have a very successful government whos leader, The king of the Barbarians, rules with an iron fist. The most important part of this society is being useful. If you are unable to wage war or hunt you are worthless. The hunt is the most important part of life, either the hunt for animals or the hunt of resources from the cites.

Wyvernmont, The fortress city: This city is the strongest in the land. Facing many conflicts and constant incursions from barbarians from the North, South, and East. Constantly weary from invaders they are openly hostile to the people of Norburn being both the aggressors and the defenders in many wars between these two cites. The city is based all around defense, every able bodied man and women is conscripted into the military, that is all they know and all they will ever know. If you want to eneter the empire you will either have to cross the Mountain Wall, or Fight through Wyvernmont, you'll have better luck going through the Mountain Wall than the walls of Wyvernment.

Aelland, The isle of Runes: This place holds the least amount of people within the Empire. Home to the Rune Lords and the Trial of Heros, this island never holds more than about five hundred beings. As the only beings that can handle the powerful magics of the Runes are the Rune Lords, the only place safe for human existence is the Trial of Heros arena which is protected by powerful rune magic. This is truly the city that keeps the Empire together, settling the disputes between cities and making sure that a civil war doesn't break out.

Colonies and minor cities

New Aelmere, the first colony: With the unification of the empire the people celebrated, at long last the little group of warring city states had put aside their differences and united, in an effort to show their willingness to move forward explorers were sent out to find new lands, they stumbled upon the land that would now be known as New Aelmere, a colonial expedition was sent out, loyal and willing citizens from all cities would set out to civilize this new land. New Aelmere has since grown quite dramatically, becoming a political force on its own and even having its own culture. As the "capital" city of the New lands it too has political power in the Trial of Heros, however their culture sees the ToH as more of entertainment due to the fact that this new city was never one of the original city states and has not faced much political conflict within its time and thus has not required to use the ToH for more than entertainment.

Whiteshore, the city of salt: founded by Faywater explorer/merchants this city is built on a massive supply of salt, hence its name Whiteshore. The salt trade has been good for the city, and its close political ties to Faywater keeps its trade system mostly mercantile, however this city also has the largest black market apart from Westercourt and the smuggling business has become quite popular in this little trade town.

Dormere, the beacon of tomorrow: With the success of Whiteshore and New Aelmere other people decided to go off and found their own societies on this new land. The most prominent is Dormere. Founded by a group of self exiles from the cites of Pryshore and Brightwick these people joined together to found a new city. Dormere named after the leader that united the two exiled parties. Their goal was to found a free city, without corruption, and an emphasis on technology. Each side left for different reasons, the exiles from Brightwick were appalled at the emphasis of military in their cities engineering, while the exiles from Pryshore were fed up with the massive corruption, corporations, and pollution. Many people thought Dormere would never be successful with too big of goals from two people that have hated each other since they knew each other, however Dormere has become some what of a Utopia city in the Empire.

Greyhall, the great vault: This city was founded for one reason, gold. The mountains that this sprawling city is built into contain one of the worlds largest deposits of precious and non precious metals. The city may look like one giant door from the outside but it is contained entirely within the mountain. The city has also become a de facto vault, holding the entirety of the wealth of the Empire along with the personal fortunes of the upper class of the Empire.

Witchport, the black isle: A home of witches and black magic. Created to both imprison and allow the use of black magic in a safe and testable environment, this land acts almost autonomously with only an imperial governor making sure that no one leaves, when needed however the witches and practices of black magic will aid the Empire, as many have fled to the empire to escape persecution and to come to Witchport to pratice the dark arts in peace and seclusion. The isle may seem like a prison for the dark arts but in reality is a place where it can be practiced freely without the incursion on normal life.

Corhill, The city on a Hill: The prestigious religious city within the empire, home of many religious sites and site of thousands of pilgrimages a year. Any would be cleric, priest, or bishop comes here to learn and study the holy scriptures. Lead by the Patriarch of Corhill, the supreme bishop of the Empire.

JanHolt, The city of heros: This little tribal town has fostered many a hero before. Many heros from this city has gone on to join the ToH and many have won conflicts. The culture of this city is much different from the rest of the Empire, its culture is based on the creation of Heros, with each and every child having to fight another in a one on one battle to determine the strongest. The losers are exiled, all that win, are destined to become the greatest Heros of the Empire.

Government of the Empire
The Government of the Empire again is anything but a true empire. Yes they have an Emperor who rules from The Imperial City of Aelmere. However the emperor has very little true power within The Empire. The true power of the emperor is the fact that he is more of a figure head within the empire. He leads his personal guards into battle and he is the primary diplomat. The royal family is nothing more than a unifying tool, he conducts diplomacy and wages war, but he still cannot declare it. The true power within the empire is held by the Imperial Senate, The Imperial Court, and the Imperial Minister. The Imperial Senate declares war and writes laws. The Imperial Minister signs laws into effect, and the Imperial Court decides weather the laws are just and good for the people. The Senate is elected by the People, The Emperor chooses The Imperial Court, approved by the senate, and the Minister is Chosen by the Senate, with approval of the Emperor. This government comes from a combination of the multiple governments within The Empire. So far it has worked well uniting the Empire under one government and keeping the city states free and allowing them to run their own government, while being united and defended.

Trial of Heros
When the Rune Lords put a stop to the endless wars of the city states they created an organization called the Trial of Heros to deal with political disputes. These Trials are contests between the greatest heros within the empire. On teams of 5 v 5 these heros have given up any and all allegiance to any former city state when they are in battle, as they do not know which city state they are fighting for when a Rune Lord calls on them to partake in a trial. The Area for a Trial is a square, with 3 lanes, a top, middle, and bottom lane, with three towers per lane, per side, spread apart evenly. Each side also has a base and a minion restrainer which when destroyed will cause your minions to grow stronger. The goal of the Trial is to destroy your enemy's base, but it is not as easy as it sounds, you have to fight against another enemy team of 5 heros, along with 3 towers per lane, a minion restrainer per lane, and finally 2 last towers defending the base, if you can make it that far then you only have to destroy the enemy base and your side, and thus city state will win. If a Hero dies in a Trial powerful runic magic will revive them back at the base. Heros from all around fight and test their abilities against other to decide the fate of many political decisions within the Empire. While the early ToH was designed to keep the city states from being at war, the modern ToH is for both entertainment purposes and many times have determined the fate of a vote in the Imperial Senate when no a tie vote has taken place. Heros, other than a very odd Rune Lord that decided to give up his ultimate powers as a Rune Lord to become a Hero, do not live on the Island of Aelland, where the Trial of Heros takes place, as the powerful runic energies there are deadly to all non Rune Lords, the Heros live in their home cities and are teleported through Runic Magic when they are needed. With the expansion of the Empire and the knowledge of new nations has had the Rune Lords send out a decree to the rest of the world. Any and all heros are welcome to fight in the Trial of Heros, come and show the world your strength and power. Finally a hero doesn't necessarily mean a fighter or wizard, no many heros are scientists, engineers, and great healers as well. So send your heros and show off to the world the great power you and your people are.

The Empire Uses the Imperial Calendar.
Using 3 separate time divisions
BH - Before Heros (Trial of Heros) (100 BH(oldest recorded history of the region)-0 BH)
AH - Age of Trial of Heros (0 BH/TH -15 TH)
AE - Age of Empire (0AE - 35 AE)

The entirety of recorded non destroyed Imperial history does cover only 150 of Terios' planetary cycles, just to be clear, and anything in BH is pretty much war after constant war.

As you can see the Empire is very young, a mere 15 years old, (one year is one planetary cycle) and Humans live from 35-50 Planetary Cycles within the Empire. Rune Lords are near Immortal.


Quick Reference for Imperial Government

Capital: The Imperial City of Aelmere
Government: Democratic-Monarchy 3 branch Federation of city states
Ruling Figures: The Emperor, The Rune Lords
Motto: For Unity, For Freedom, For The Empire
 

Well I am Terran Emperor, I frequent the IOT part of the forums, sometimes I have come to NES taking a look but not really finding anything new to join, every now and then I hop around to other parts of the forum, mostly modding related, I also like the social groups, especially the political ones like the Civfanatics Conservative Convention and the ones that are related to stuff i like, I am also a Brony, I think that gives a good idea about me, if you want my political beliefs check my sig :D
 
The Brotherhood of Lxei is here
Spoiler :

The brotherhood of the Lx’tau
Lxei = Plural

Lx’tau, the insectiods that have roamed this world for ages, has finally come out of their ancient pits; eager for expansion, eager to meet other civilizations and kill them.
CLAIMS:
Spoiler :
untitled_drawing_by_bon3fang-d5xz50z.png

Lx’tau literally means children of the hive.
It is the hive, the residence of the queen mother that is the source of all of their settlement and civilization. Without the hive, lx (children) are nothing, but insects in a vast world. Her words and guiding are needed so that we can take our settlements to the next level of achievement.

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<An adult Lx'gran>

An adult lx grows upto 2 metres in height and about 3 to 3&#8217;6&#8221; in length. Lxei are known to have a tough exoskeleton (krepx), made out of their own body fluids that accumulate and forms a tough thick layer. The more krepx a lxei has, the more ferocious he is, and hence more is his position and desirability in the social hierarchy. Two tough pincer like claws serve as devices to carry out all of our functions. Lx&#8217;s have 4 legs, the source of their Krepx secretion. It has been learnt that Lx leg appendages are actually traded as goods among several other factions.

We of the Tau (hive) are some of best examples of living organizations that can be found in this world. We have learnt of live and evolve under the most difficult scenarios; we have faced the most extremes of temperature, we have seen the earth split apart from the Demons Breath, and then we have seen, the demon waiting to devour the earth. Yet we live on, we live on, because our queen mother has ordered us to. We have things do before this world is finally devoured... so much open lands to conquer, such that the glorious hive can extend its presence to all the 8 corners of this earth.

Lxei society is highly classified : At the top of the social hierarchy is the Queen Mother, known as the Lx&#8217;tei, then comes her associates the Lx&#8217;krei. The middle strata of the social ladder consists of the Lx&#8217;gran, the soldiers, the Lx&#8217;drox, the workers. The lowest level belongs to the Grigas, slaves, that have been dominated by our brotherhood for the last couple of centuries.

Blood to cleanse Blood :
A bloodbath in the Csachx

Her name will not die.
Her sacrifice will always serve to show the way.
Shackles once that choked the inhale of honor's breath no longer bind us.
Can you hear her scream?
A battle wail for the Lxei: Victory or death!
We must remember her strength in the face of death.
Her dream, reality.
Dangers are abound.
Enemies seek to bring us back to the shackles.
When we fight, think of her who did what must be done.
Amok&#8217;ra, forever!


It has been just a century that the Lxei have gained a foothold on this world. This was however, not the case in the beginning. The Lxei were just mere slaves under the dominion of the Grigas. Several centuries earlier, the Grigas, under the pretense of a diplomatic envoy, managed to capture, our queen mother, Amok&#8217;ra. Unless the Lxei submitted to the rule of the Grigas, our Queen Mother, Amok&#8217;ra, would be killed. Lxie had no other option but to serve the Grigas, as slaves, mostly, work in the mines of Crysslagh. Every male Lxei was forced to work to dig out the shiny metals from underneath the mines, while out sisters and mothers served as household slaves for the Griga nobles.
As time passed, this indifference of the Grigas, brought about their downfall. Every Lxei, would work an extra hour in the mines, which served as our base for the revolution. The tunnels of Crysslagh were miles of tunnels, often interweaving, with such precipitous falls and traps that would cause death to anyone outside the Lxei. Several thousand of our comrades have fallen, for the greater cause.

It was great day of freedom, as the Lxei brotherhood revolted, out of pure spite. But it was the mastery of the then reigning queen Amok&#8217;ra that allowed us to carry on this outrageous mission. The plans have been in development for some decades previously. The cavernous tunnels have penetrated deep inside the city of Csachx, the eternal stronghold of the Grigas'.

Three such tunnels were prepared, one reached the marketplace, another reached the barracks while yet another one reached the manor of Balor StorngHoof, the emperor of the Grigas. The tunnels were necessary since, us Lxei were of no match with the Griga Imperial Guards, which seemed to use magic weapons that spewed showers of rocks,(ooc: guns :D) that would severely injure even our Krapex coated bodies.


Spoiler :
SrGf9Dq.jpg

The city of Csachx

So, on the 2nd new moon of the Month of Jei,(6 months named after specific gods), our lord of warriors, it was decided that our independence would be gained, by force. It was decided that all civilians that would submit to our rule and accept Amok'ra as the one true emperor of the Lxei Kingdom would not be hurt ; Other than infants, else everything else was fair game.

Our 1st incursion happened at the barracks, as the soldiers, inebriated from their use of their drinks, were unable to match the quick Lxei soldiers, they visited one chamber after another, cleaning out the rooms. After the first 15 minutes things got serious, as the few other Guards that were on Guard and Patrol duties, quickly assembled to counter the menace.

Meanwhile, the 2nd tunnel had already been opened, aided mainly by our Queen Mother, who had personally slain a dozen of the imperial guards as she and her couple of underlings caught these men unawares. The opening of the tunnel was however quickly realized by the more efficient of the Imperial Guards, who under the instruction of the King, Stronghoof, ordered his men to form circle around the tunnel. As soon as the Lxei brotherhood emerged from the tunnels, they were greeted by a storm of rocks, that injured our troops, some of the younger ones, dying immediately.

Morale was falling quickly as more and more of the Lxei fell in vain trying to get out of the tunnel. Our Queen Mother, now covered in blood, managed to quickly reach the Imperial Court, where, the Lxei were dying. In a valiant effort to save her men, dashed at the Imperial Guards, her, claws immediately beheading a couple of the guards. Her underlings joined in as well, it was a death wish ~ for seconds later, several pieces of rocks hit her , as her movements seemed to come to a standstill. Yet, her voice rang out a plea : Kill Stonghoof, kill the guards.

By now the 3rd tunnel had opened as well, as the "more moderate" of the Lxei managed to appear. The 4 guards out on patrol were surprised to see us, emerging from the "Ahdro's : Clothes Merchant of Repute". 4 puny guards against 4 of us is really not a competition. Their heads were rolling on the ground, before their swords and pikes could be drawn. I proceeded to fix the four heads on the 2 pikes and fixed them on the center of market place's fountain. Some of our men were sent to guild house to ring the gong, which would indicate that the populace was to gather at the center of the city.

In the barracks, our men faced some more resistance facing the other guards very much in fighting form, while we of the Lxei, were not really professionals. Their first attack did kill 2 scores of the Lxei, but then, the Lxei, out of instinct, realized that their hard exo-skeleton of Krapex could sustain couple of hits from their swords and spears before it broke. Soon, as the Lxei formed ranks to meet the attackers, the struggle was over. It was learned that there were 4 prisoners, that had fallen unconscious during the struggle.

Back in the Imperial Court, Amok'ra's self sacrifice drove her underlings to fight even harder though, most of them were dying, before they even reached closer to the Guards. This, however allowed our men to finally emerge from their tunnels. We had the numbers on our side, and the guards were quickly annihilated. Some of Amok'ra's lucky underlings who were still alive, had started to drag their mistress out of the warzone.

The wily Stronghoof was cunning enough to single handedly cut off their retreat and personally slay all the others remaining with his expert marksmanship. While the Lxei soldiers were finishing off the remaining soldiers, a holler sounded from the other end. "You filthy beasts, your queen once again lies under my feet. Stop this and accept the greatness of Griga once and for all, and you might be spared". With this, he vile fully dropped a generous dose of snot all over our Queen Mother, all the while aiming his weapon at her.


In the market place, as the common Grigas appeared, the word of the Lxei rebellion spread like wildfire. Some of them tried to ambush us with their sticks and sickles, but were promptly disarmed. "My fellow citizens" I stated aloud, "These lands belongs to the Lxei. It is the Grigas' that have occupied the lands, made slaves of our women folk. We are now taking over. Anyone who henceforth attempts to question the rule of Amok'ra would be punished, their punishment made an example to all."
I picked up the shivering Griga farmer, who had earlier tried to attack me. With one with move, I sliced his body in half, an put his upper body through the pike by my side. "This would be the punishment" I stated aloud, in my meanest voice "Death". Drop all your weapon and kneel before me, all that are ready to accept the rule of the Lxei. A buzz could be heard aloud, but quickly subsided as the other group, apparently finishing their job at the barracks district, appeared from the other end.

The fifteen or so people who, either antogonizing the rule or late at kneeling down were beheaded immediately.


In the Imperial Courtroom, our leader seemed to be at a loss that the new development, even while some the Lxei urged him to go ahead and finish off the menace of Stronghoof and the Grigas' once and for all. His dilemma was shortlived as Amok'ra plunged her arms right through the jaws of Stronhoof and out of his skull. Our men rushed ahead to attend to her.

Amok'ra's last words were, "You are free now" as she feel into the everlasting peace.

The very next day, Crix'thra was appointed our next queen mother. Thus began the Golden Age of the BrotherHood of the Lxei.
 
INFODUMP TIME!!!

Here's everything that I posted in the thread that has relevance to the game. So enjoy, you RP enjoyers. :)

Spoiler size :
The Gaslight Kingdom.

The Mechanical Empire.

Protector of the Reptfalk.

The Children of the Celestial Scrapyard.

We are all those things.

We are GRUE.


5k64wwy.jpg


OCC: I've ceeded the island on the leftmost to AA's nation, so the map is outdated.

Biology of the Grue:

The Grue are a species of humanoid robotic beings that are constructed from various gears and other robotic parts. They all look almost identical to each other, although they differ caste to caste. They all have circular domes that act as eyes, which are slightly bigger than human eyes. They have parts that resemble a nose and a moustache. They all speak in the exact same voice, which is a cliché British voice.

Although members of Grue seem to be made of absurdly large gears and pistons, they are mainly for show. Nanobots power their mechanical bodies. Like much of the technology that is created by the Grue, while it may look outdated it is actually much more advanced than human technology.

The diet of the Grue consists entirely of metal. This is used to replenish their internal nanobot supplies and other mechanical parts. The metal that is not used in maintaining themselves is excreted as functioning mechanical parts. These parts are used for the construction of new Grue and for repairing other Grue. When a Grue is starved, their robotic parts start decaying, eventually leading them to die. A system that is based upon their digestive systems is used for creating all their mechanical needs.

Grue do not have gender, although they seem to be based of male humanoids. They do not reproduce, they are constructed in factories by other Grue. On birth, Grue are fully functional and have basic memories and skills on birth, including speech. This means that there is no such thing as a child Grue, they are all adults. When a Grue dies, the nanobots disassemble the body of the Grue into various mechanical parts, the same mechanical parts that are excreted.

An interesting ability that the Grue have is when they consume metal, they obtain what they call the Metal Memory. They will be able to understand what the purpose of the item they consumed was, however this ability has it’s limits and it is less effective with old or damaged mechanical parts.

History and Religion of Grue:

The earliest history of the Grue, such as their creation and the formation of their governmental structure, is impossible to determine due to the habit of the Grue to consume artefacts that are important to preserving the history of their species. The only information that we have been able to glean from their religion, although it is a popular belief amongst scholars it is filled with impossibilities and hyperbole, thus it is not to be taken at face value.

According to Grue Mythology, the Grue were created by the aptly named Creators in the Celestial Scrapyard, a place with infinite plies of junk for consumption where the Grue ascend to after death. The Creators created Eleven Kingdoms, Grue and the Ten Lost Kingdoms. It is implied that, while the Ten Lost Kingdoms are similar to the early Grue in every single way imaginable, they were somehow different. The early Grue and the Ten Lost Kingdoms share the collective title of Unts. The Unts were all gigantic, apparently ten times bigger than even the largest Goliath Class Grue, each Kingdom was composed of ten of these Unts. The creators sent the Eleven Kingdoms out to consume the Celestial Scrapyard.

The time spent in the celestial scrapyard was considered to be joyous and carefree, until the Day of Disaster. During an exploration to the further reaches of the Celestial Scrapyard the Beast that Consumes All, the primary antagonist of the Grue Mythology, harnessed the power of one thousand stars to separate the Grue and the scrap yard they were standing on and throw them into its mouth.

The Grue crashed into Terios, which is considered by the Grue to be the stomach of the Beast that Consumes. The scrap that they were riding on was not enough to sustain them for long periods of time and they feared that the Beast that Consumes All would consume them, that is that the gravitational forces of Terios would draw them into the core of the planet.

The Grue crashed into an island and they rejoiced. They found a humanoid civilization that had just developed gunpowder, they had a culture reminiscent of . The Grue consumed all the metal found within the civilization, which drove the species that constructed this civilization into extinction. The Grue did not think that these creatures were intelligent. However, when they obtained the Metal Memory they realized to their horror that they had killed an entire species, which went against the most sacred commandments of the Creators.

Out of guilt, the nine of the ten of the first Grue disassembled themselves and created Grue that were of similar size to the creatures they had just killed. The last of the original ten Grue instructed the newly created Grue on their purpose. They were to obey the commandments of the Creators to achieve ascendance to the Celestial Scrapyard and also carry on the legacy of the species that they massacred. Then the last of the original Grue disassembled himself, the metals that were left over were used to create the center of the Royal City on what was known as Grue Prime.

This is where myth and speculation ends, as there are written records of colonization of other islands and continents. The Southern Island was a barren wasteland, however it had a large amount of iron deposits. The Grue are still using this area for mining.

The second island they explored was the island of the Reptfalk. The Reptfalk are a species of humanoid reptilians. They were a Matriarchal society with Classical era level technology. Before the Grue came, there were 32 City States that had varying levels of contact with each other. The Western City-States were peaceful Constitutional Monarchies that were places of science, philosophy and trade. The Eastern City-States, however, were barbaric Despotisms and they were hyper aggressive and fighting amongst each other. A few years before the Grue arrived, one of the Eastern City States managed to conquer the others. The leader of that City State declared herself Grand Empress of all Civilization and started conquering her Western neighbours. The Western City-States formed a Western Coalition, but by the time the Grue came they were facing annihilation at the hands of the Reptfalkan Empire

The Grue were very pleased at finding another intelligent species. They sent representative to both the Coalition and the Empire. While the Coalition accepted the delegates with open arms, the Empire killed delegates when they refused to acknowledge the Empress as the only ruler of all civilisations. When the Grue came, the Western City States begged them to protect them. The Grue agreed, so the Western City States became a vassal of the Grue and the Grue declared war on the Grand Empress. The Empress’s armies were obliterated by the Grue. The cities that were captured by the Empress saw the Grue as liberators and revolted against the Empress. Due to these things, she was defeated and her home city was burned to the ground. She committed suicide rather than face Western persecution, however her daughter, the Princess of the East was never found. Thus the entirety of the Reptfalk became the vassals of the Grue. Relations have been strange at times between the Reptfalk and the Grue, as the Grue have had trouble figuring out certain parts of Reptfalkan bureaucracy, as the daily machinations of the society of the Grue would seem completely alien to most biological civilizations.

We now flash forward a few centuries. The Reptfalkan are loyal vassals, apart from some nationalist rebels and pretenders that claim to be descendants of the Lost Princess of the East. The Grue have recently established small colonies on the Eastern and Western continents and have made diplomatic contact with the Flying People. The world is the Grue’s oyster. The big question is, will they eat it raw or will they cook it a little and put some vinegar on it? Only time will tell.

Next Time: Politics and Geography in Imperial Grue

The Grue use their equivalent of planck time as their calendar. For convenience, when communicating with other species they usually use whatever calendar they use.

OCC: Do we start with diplomatic contact with everyone? I forgot. :crazyeye:

If we don't then this is specifically directed at AA's nation.

IC: Good evening chaps! It's such a fine day isn't it? The reason I am talking to you fine gentlemen today is that the King has decided to decree a royal mandate declaring a "Sphere of Influence", the areas that we wish to claim for ourselves and our vassals:

Spoiler :
54jBH43.png


Now this is all negotiable and we will accept any reasonable offer. Please talk to us before you get your knickers in a knot if you think these claims are unreasonable, we wouldn't want any of that. Jolly good chaps! I bid a good day to you fine gentlemen!

FYI AA accepted the proposal.
 
@ZeletDude - Hey, if it works, why not?

IOTs and NESes aren't that different, and this crossing-over may be a good thing. Never know.

@SonicTH - Reading rules. Probably will join though.
 
The Necrocracy of Baase
The land of Basse was once known as Thalloo
Head of state: Marroo-ghruaieaae ; a necromancer
Head of Parliament: Fweekeeir
Parliamentary Council: the Leighderscaa
Highest Cabinet of the Council: Bingdoo
Capital: Ardloght

Spoiler How it is all run? :
The Marro-ghrusieaae is set as a figure of power: the armed forces declare an oath of loyalty to the Marro-ghrusieaae, all laws have to be approved by the Marro-ghrusieaae, the Marro-ghrusieaae has the right to override liching rituals, the Marro-ghrusieaae is the primal representative of Baase and finally the Marro-ghrusieaae the fullest access to all texts within the Necrocracy, especially of the ancient spells. It is in the Ritual of the Dark and a competition of power that the Marro-ghrusieaae is determined a necromancer worthy of leading Baase. Appointment is for life or till retirement; the only way to fully reject a Marro-ghrusieaae is via full call of the Leighderscaa, the Bingdoo’s position as the more elite part of the Leighderscaa often ensures this as impossible. However the never ending ambition of the Bingdoo, fear generated of abuse by those with great power and the ever questioning on who is the most powerful of necromancers has leaded over the years of constitutional laws being deployed, giving limitations on the Marro-ghrusieaae when it comes to legislative and judiciary powers. However even with the rise of the Fweekeeir the Marro-ghrusieaae is still seen as the ultimate head of the Necrocracy, the Fweekeeir often in row on how the Fweekeeir is often treated as a mere advisor to the head of state. The Marro-ghrusieaae can even deploy special directives to deploy laws, although of course this will require the support of the Leighderscaa.

The Fweekeeir is a legislative figure with executive considerations. Although overshadowed by the awesome political and magical powers of the Marro-ghrusieaae… the Fweekeeir’s position as head of the Leighderscaa, with abilities to construct directives and ability to call on the support of the wealth generators has granted abilities to cope with being in the shadow of the Marro-ghrusieaae. The Fweekeeir is appointed by the Marro-ghrusieaae but only with support of the Leighderscaa, a constional position that limits the ability of the Marro-ghrusieaae to either reject a candidate for the Fweekeeir or to appoint a puppet for position of the Fweekeeir. However the Bingdoo, often characterised as very supportive of the Marro-ghrusieaae, has to be set in support of a Fweekeeir, the failure of which leads to a vote of confidence that either sees the candidate made a Fweekeeir or for the Marro-ghrusieaae being permitted to reject the candidate. Fweekeeirs tend to be selected for political will than their dark powers but they are expected to have commitment to uphold the values of the Necrocracy.

The Bingdoo is positioned as the most senior and elite part of the Leighderscaa. While other members of th Leighderscaa are voted directly by the electorate in each county the members in the Bingdoo are set forth by the academies and temples in set to represents figure of power. The Bingdoo is dominated primly by liches, selected for their power and experience. There is no head of the Bingdoo but it is not uncommon for a trio to appear to speak on behalf of the Bingdoo. It is just as not uncommon for said trio to have a dominating influence on other members of the Bingdoo, to the appoint the trio is often referred to as the Fweekeeirs of the Bingdoo, much to the dismay of those who hope to limit the overshadowing powers of the Bingdoo. Setting from more senior necromancers the Bingdoo is often keen to support power of the Marro-ghrusieaae, especially as many may have their own dreams of becoming the Marro-ghrusieaae one night. Only 1/10 of members in the Leighderscaa are of the Bingdoo, let they process the voting power of 1/4, due to the Eternal Directive of the Shadow Elders. The Bingdoo are limited however by the Fweekeeir who can call for a vote to banish a member of the Bingdoo: the Bingdoo they are forbidden from voting on such matter, ironically from their Eternal Directive of the Shadow Elders. However this has led to the more influencing members of the Bingdoo to over the years influence on who gets elected in each county, filling the more common spaces of the Leighderscaa with parrots to the Bingdoo, much to the annoyance of many Fwekeeirs and even the Marro-ghrusieaae due to the ever reaching power of those that strive for the position of the Marro-ghrusieaae: assassinations are not uncommon within the Bingdoo over power lust.

The academies of Baase have grand influence, especially as the rituals set around choosing a Marro-ghrusieaae is set by the Colleishdhoo, the most influential of the necromancer academies, serving the primal structure in the capital of Ardloght over even the Leighderscaa, the temples, the crypts and even the residence of the Marro-ghrussieaae. The Colleishdhoo has pride in hosting the greatest library of necromancy in Baase (even holding the Tome of Scaanoar, the self-titled “Emperor of the Dead”) and ancient circles of educational orders. The academies have influence in the Bingdoo (1/4 of the Bingdoo are made up of representatives from the academies) and the academies compete in practices of liching, as well as education on the raising of the dead. Academies tend to tie with the religious groups of Baase but many are not of a sect: the Colleishdhoo itself prides on being of all sects, let none of them. The academies elect a key representative to voice them all, although it is not too uncommon for the grand master of Colleishdhoo is choose, especially because of influence over the Marro-ghrussieaae selecting process.

Cults and other religions in Baase process special influence over the matters of the Necrocracy, especially due to the occult roots of necromancy. ¼ of the Bingdoo is made of representatives from the sects, while the occult vote has rivalled the Bingoo’s puppet plan for counties in terms of influencing votes per county, especially in rivalries between the religions of the necromancers. Among the most influential of the dark faiths are Droghaigney, Ynrickysoie, Dzonocaob, Mando and Enyegiz. Droghaigney is among the most prominent of the faiths in Baase set on the empowering of spirits by “way of solitude,” with heavy focus on ritual and temple attendance. Ynrickysoie is set in the “Fellowship of the After,” seeing death as a condition of “liberation for the chains of life,” seeing undead as a natural process of being. Dzonocaob follows an occult style of ritualism with death worship, although temples are limited to outdoor alters. Mando is a meditative faith following the channelling of being of the cycle of life and death. They have shrines, monasteries and centres all over Baase and beyond. Enyegiz is among the oldest necromancer religion, its founder although unknown is often credited as among the first of the necromancers in the world, the faith following this with heavy focus on study of texts and enshrining the balance of the world. The influence is grand with many cults being founded to claim the “true path to dark virtue.”

Other positions of power lay in the heads of each influence of considerations. The army and navy are set in faith to the Marro-ghrussaieaae, the heads of each appointed by the Marro-ghrussaieaae directly. Education is set by the representative of the academies. Ecomonics, infrastructure, industry, maintenance of the undead (AKA healthcare) and espionage have their respective heads, often including those from outside the Bingdoo in the Leighdersca, although a lack of a Bingdoo member has only occurred in two governments over the history of the Leighdersca. Notably influence can be generated, especially from the Jiarg family’s wealth. This also keen in who gets to be deployed as head of the merchant navy, which like the position of Treasurer have been inherited by members of the Jiarg family. There is also the consideration of the death knight orders whom have great importance in the Baase military; the grandmasters often call together to elect a death knight to serve as the united voices of the orders, a position held for life, retirement, a return vote of the grandmasters in rejection or by being exiled by command of the Marro-ghrussaieaae. The three most dominant of the orders are the Krigskygge, the Tuteur Commandez and the Oardyr ny Reejerey.

The most senior position you get the more your surrounded by liches.
 
W.I.P. ....
Spoiler :

Nahx'kamet
The underground city of the Lxei​

Spoiler :
original.jpg



Nahx'kamet : Our hive, our palace, the very epicenter of all of Lxei brotherhood. In here rests our Queen Mother and all her servants. The Queen Mother and all her servants resides in the deepest levels of our city. Our brilliant architects have made the other levels of the city above the grand palace. The workers and the soldiers occupy the higher levels of the city.
Among the other architectural marvels that our engineers have perfected, includes the passages to the earth world. These "pits" serve as our most common means of reach the earth world, where from we maintain the control of our underlings, the Grigas.

The ruthlessly harsh Griga society, while they ruled over us, had made slaves out of us and our brothers had to work in the most "inhuman" conditions leading to a high fatality rate.

 
To: The Jolly Good Fellows of the Empire

I say good chaps, the King wishes to further pleasant relations between all nations. On that note, we were pleased to find that you have cordially invited all nations to participate in your "Trial of Heroes". Tally-Ho we say! We would be honoured to attend your fine sporting competition! We will send a delegation of five of our Officer Class Grue and a small group of Reptfalkian volunteers to participate in an exhibition game of some variety.

Unfortunately there are minor logistical issues. Firstly our two Empires have quite a distance between them with a large amount of uncharted land in between, meaning that our participant might take some vast amount of time to reach your Empire. And the second issue is that the biological differences between the Reptfalk and Humans in addition to the non-biological nature of ourselves could throw a spanner in the works of your magic. But not to worry, I am sure we will find a solution to these minor issues. Jolly good! Have a wonderful evening gentlemen!
 
To: The Jolly Good Fellows of the Empire

I say good chaps, the King wishes to further pleasant relations between all nations. On that note, we were pleased to find that you have cordially invited all nations to participate in your "Trial of Heroes". Tally-Ho we say! We would be honoured to attend your fine sporting competition! We will send a delegation of five of our Officer Class Grue and a small group of Reptfalkian volunteers to participate in an exhibition game of some variety.

Unfortunately there are minor logistical issues. Firstly our two Empires have quite a distance between them with a large amount of uncharted land in between, meaning that our participant might take some vast amount of time to reach your Empire. And the second issue is that the biological differences between the Reptfalk and Humans in addition to the non-biological nature of ourselves could throw a spanner in the works of your magic. But not to worry, I am sure we will find a solution to these minor issues. Jolly good! Have a wonderful evening gentlemen!

The Empire and most importantly The Rune Lords would be delighted to have this Exhibition Game to see if your Heros are what the ToH needs. Also any logistical problems that may arise can easily be solved, for one the Powerful Rune Magics used by The Rune Lords allow the "summoning" or teleportation of heros when they are needed. Also any biological problems would be easily sorted out with time and many games. Finally I would like to offer to any nation that joins the Trial of Heros to have their internal major political conflicts to use the ToH be resolved at their digression of what conflicts they want solved, Also major international political conflicts could also be solved by the ToH for those who are interested.
 
The Empire and most importantly The Rune Lords would be delighted to have this Exhibition Game to see if your Heros are what the ToH needs. Also any logistical problems that may arise can easily be solved, for one the Powerful Rune Magics used by The Rune Lords allow the "summoning" or teleportation of heros when they are needed. Also any biological problems would be easily sorted out with time and many games. Finally I would like to offer to any nation that joins the Trial of Heros to have their internal major political conflicts to use the ToH be resolved at their digression of what conflicts they want solved, Also major international political conflicts could also be solved by the ToH for those who are interested.

Jolly Good then! We'll send them over as soon as possible! Excellent chaps!
 
Do we have any names for the continents yet?
 
Do we have any names for the continents yet?

The continent where Baase is on I have labelled as Macantagh.

Speaking of which the images of the most important figures are completed. Constructing details for each of the charactures.
 
No official names for continents yet. I'm sure you'll all have fun diplomatic disputes over what the shared landmasses' names are. :p Enjoy the endonyms and exonyms.

Magnive shot me a PM with some questions and I figured I should address them here.

Size of the play area:

For convenience let's assume there's about three times Earth's landmass in the area on the map. Yes, not quite the Jupiter-sized planet I was originally envisioning but the numbers get ludicrously high the larger we go.

There are 26,356,647 pixels on the map. There are 139 million square miles on Earth, so making that 400 million, 15 square miles are in each pixel, so that's about 4 miles (6.4 km) per pixel. So I'm hereby going to, for my own sanity, set each pixel at approximately 4 miles or 6.4 km.

Time for a day/year

I'm retconning my earlier remarks I've made on the speed of the planet, let us assume it rotates in the span of about 48 Earth hours in a day (for convenience). As for a year, it'd be 120 Terian days, so 240 Earth days.

Average ship speed

Lessee. Taking the longest and shortest routes we end up with about 10,400 miles as the longest journey, if each turn is two years, that means any time works really.

Let's roll with the most advanced ships currently going about 100 miles (160 km) per hour. Due to the nature of the planet's "oceans," it is much easier to fly between continents than it is to fly over them; as such air forces are likely not that reliable barring WW1-esque planes. This can of course, change as the game goes on and technology develops. As it stands, however, I imagine societies are looking proto-Industrial or High Medieval, depending on if they developed along the lines of science or more obscure things such as "magic (which I assume just means science that isn't as readily understood)."

Diplomatic contact:

Logically everyone's fully capable of making contact within a two year timespan, even if it will sometimes take a few days to get messages back and forth.
 
The Spice Route League

Map
uOaQXtI.png


Government
Spoiler :
The Spice Route League is no true state, but a confederacy between city-states, each of which controls an island of varying size, or a piece of land, as the continental cities. While no two of these city-states are exactly the same, they are all republics, they are all republics which focuses heavily on trade and naval, and they have all realized that they can do better by forming a confederacy. In other words, the whole is greater than the sum of the parts.
While many things are left to the individual city-states to decide, certain things are decided by a central parliament. This includes foreign policy, defence, education, healthcare, espionage, infrastructure, as well as certain commercial decisions, such as tariff exemption for members of the League. In addition to this, a currency and some basic laws and rights are also shared by the city-states.
The central parliament is composed of 367 members, elected by the city-states of the League, with some of the cities having more members in the parliament than the others. The members are elected for four years, although the government can call for an early election.
Every city-state also has its own government, the specifics of which vary from city to city. The voting age, both for the central parliament and the individual governments of the city-states, is 21.


History
Spoiler :
While not the only way between two of the major continents, the trade flowing between the two continents and over the islands, which is called the Spice Route by the inhabitants of islands, has had a great deal on influence on the history of the Spice Route League.
The name comes from the spices which are sold in Merchant's Landing, which started the flow both towards east and west, since they were valuable goods in both directions. However, the spices are now far from the only thing sold on the route.
While the fastest ships can now make the journey in about 36 hours, this has not always been the case, and many trading ships are nowhere as fast as this, due to the amount of goods they must be able to carry.
Earlier, the city-states used to compete for control of the Spice Route, sometimes even to the point of open war. However, because there were multiple city-states, no city ever gained enough power to suppress the other city-states. There has been alliances which succeeded in dominating the Spice Route for some time, but there always fell apart due, either due to troubles between the members of the alliance, or because new alliances bested them in war or diplomacy.

Due to the volatile nature of this conflict between the city-states, grudges were rarely held for more than a few years, as yesterday's enemies could very well be friends tomorrow. This meant that after a long, exhausting conflict, the city-states agreed to form a confederacy and work together, instead of continuing the exhausting conflict for control over trade. The negotiations which lead to the formation of this league were called The Congress of the Spice Route.
While other city-states existed along the Spice Route, none of them held much influence at the time of The Congress of the Spice Route, and the following cooperation between the city-states of the League has made it all but impossible for them to rely on trade, which means that the cities of the League are now the only major along The Spice Route.

After the formation of the confederacy, there was peace along the Spice Route. This meant that the population increased, as there was less focus on the military, and lives were not wasted in the conflict for the trade. This did, however, create a new problem. Enough food was not being produced on the isles along the Spice Route. While Baelish Rock had traditionally been the granary of the Spice Route, it now proved insufficient. Therefore, it was decided that a new source of food must be gained, preferably without having to ship it in from far away, making the prices rise.
The solution of this was the establishment of the Eastgarden Colony, which, in addition to providing the food that the League requires, serves as a good place for convicts, beggars, and debtors to be sent to.


Cities and Colonies
Major Cities
Spoiler :
Merchant's Landing, Queen of the Spice Route
Although Merchant's Landing controls the least amount of territory, it is the capital. There are three primary reasons for this. The first is that it is rather central, the second being that neither Baelish Rock nor The Aerie, would allow the other to become capital, which made Merchant's Landing a good compromise for both cities, and the third being the support of Pike during The Congress of the Spice Route.
This meant that many treaties were signed here, but it also meant that fleets and armies often stopped here on their ways to war, which generated revenue for the city. Combined with the fact that valuable spices grow on the island, this has made Merchant's Landing the richest city in the League.

The city-state is governed by five patriarchs, chosen among those who hold citizenship in Merchant's Landing. These triarchs are elected for a year at a time, although nothing prevents a patriarch from being re-elected. In order for most decisions to be carried out, three patriarchs must simply agree on it, although certain things, like questions about the League, requires four patriarchs to be in agreement.

Baelish Rock, Old Man of the League and The Aerie, the Underdog
While Merchant's Landing is now the centre of the Spice Route, it has not always been like that. Before the confederacy was made, there was no true centre of the Spice Route. Instead, Baelish Rock and the Aerie competed for that position. Baelish Rock, which is the oldest of the cities along the Spice Route, was often aligned with Gale's End, while The Aerie and Westfell often found themselves allied. While this was not always the cases, weird coalitions had happened as well, most of the wars fought for control of the Spice Route was between a coalition led by Baelish Rock versus a coalition led The Aerie. During the last conflict, which lead to The Congress of the Spice Route, Baelish Rock and Gale's End were the ones who had the upper hand in the conflict, but the conflict had exhausted both cities greatly, and they were vary of the possibility of intervention from Merchant's Landing or Pike, which meant that they agreed to the confederacy.

Baelish Rock is governed by a council of 21 members. 7 of these seats are occupied by the 7 wealthiest persons in the city. Should a person lose his position among these, he will lose his seat in the council, although there is nothing to stop such a person from campaigning as for one of the other 14 seats, which are chosen by the population of the city every fourth year.

The Aerie has no such thing as a ruling council with a set amount of members. Instead its citizens vote for individual persons. When the elections has ended, a government is formed once a circle of persons who holds enough personal votes to account for 50% of the votes can form a government.

Pike, the Queenmaker
While being slightly outside the traditional journey of goods from west to east and vice versa, Pike has managed to influence the history of the route greatly. While it does not hold the wealth of the three major cities, due to its slightly awkward position considering the trade flow, it intervened in the conflicts to maintain the balance of power, which also allowed it to gain more votes at The Congress of the Spice Route than every other city but Merchant's Landing, despite the fact that it cannot match the three "central" cities, Merchant's Landing, The Aerie, and Baelish Rock, in neither population nor wealth.

The city is governed by whatever party gets most "weighted votes". This means that while everyone can vote, not every vote is worth the same. The richer you are, the more your votes count for. This system means that there are only two major parties.

Gale's End, the Gateway to the East
While far from the only "coastal" city that the Spice Route passes through to the east, Gale's End is nevertheless the only city of note there. An easily defended position, and the fact that the city had often been allied to Baelish Rock prior to the formation of the League, meant that the city was able to profit from the trade flowing from along the Spice Route.

Gale's End is ruled by a council with 33 members, with 11 districts of the city each choosing 3 members to this council.

Westfell, the Door to Macantagh
The westernmost city of the League, Westfell is often the place where foreign merchants sell their goods, buy other goods, and then return home. Furthermore, it is often the place where League merchants coming from the east sell their goods, so that these can be purchased by locals or foreigners.

Instead of elections, Westfell has appointments to a "High Court". This High Court is composed of 999 randomly selected citizens of Westfell, which are selected every third year. This court will then vote for different issues, after having heard all sides of the cases, and most likely receiving some bribery.


Colonies
Spoiler :
Eastgarden, Granary of the Spice Route
Due to lack of natural resources, the island was almost unsettled prior to the colonization by the League. As such, there were only few cities and some native tribes, which were either integrated into the colony or driven off, in order to turn Eastgarden into one big farm, which now supplies the League with more food than it needs. The colony is governed by the Central Parliament, most of the time through a Colonial Ministry.


Politics
Spoiler :
The 369 seats in the central parliament:
81 elected in Merchant's Landing
73 elected in Pike
62 elected in Baelish Rock
57 elected in The Aerie
49 elected in Gale's End
45 elected in Westfell

After an election has taken place, a government is formed when a coalition controls 185 or more seats. The subsequent government does not need to have these 185 seats, but in order for new laws etc. to be verified, a majority in the parliament is required. This means that there can be minority governments, but if a majority of the parliament votes for a vote of no confidence, a new government must be formed in the parliament or a new election must take place.
When a government is formed, it appoints various positions, with the most important being the Prime Minister, the Minister of Trade, the Minister of the Confederacy, and the Minister of Economy.
In the central parliament, there is little difference between the different cities, and a party is required to have at least one seat in three different cities, which means that parties campaign in all cities.

At the moment, there are four major parties, all, as well as a few minor ones. In order of size, they are:

The Centralists
This party holds 112 seats, and seeks to use this influence to strengthen the League, by moving more towards a centralized state. However, both the founders and the current leaders of the party knew that this had to come gradually, which is the reason that the party has spearheaded reforms and negotiations for things such as the Defence and Infrastructure ministry, which was originally left up to the individual city-states.

People's Party of the Confederacy
Claiming to be the voice of the voice of the population, the main focus of the PPC is to increase the general quality of life of the citizens of the League, by increasing spending in things such as education, healthcare and infrastructure, as well as trying to allow the population to benefit from the trade revenue, instead of it ending in the pockets of the elite. Of the 369 seats in the parliament, 92 are held by the PPC.

The Conservatives
The main thought behind this party is "do not fix what is not broken". While they will rarely agree to roll back reforms, the Conservatives will rarely use their 66 seats to change the way things are, unless there is a threat that demands it.

The Artisans
While the name might be a bit misleading, the Artisans represent most of the middle class. The name is a relic of old times, as the Artisans was founded just for artisans, but it has since come to encompass most of the middle class. Holding 59 seats in the parliament, this party wishes to increase education and infrastructure, although it believes that those who earns money deserves it, with a few exceptions, such as extensive child labour and slavery.

The Colonialists
The Colonialists is a small party, although it has been gaining steam for some time. As the name might indicate, the Colonialists wish to establish more colonies, so that goods may be bought and sold there, for greater revenue. While the party itself did not exist when Eastgarden was established, the founder and current leader of the Colonialists was one of those who spearheaded the foundation the colony, and has since formed a party in order to encourage more colonies with their 21 seats.

The Military party
While they have not yet stated specifically why the League needs more military, the Military Party continually encourage more military spending. Suspiciously, most members of this party are main producers and importers of weapons and other military supplies. Not really caring about much else, the Military Party will happily use their 19 seats to make any deal which involves increased military spending.

The current government is a coalition between the Centralists, the Artisans, and the Colonialists, with the ministries being held by:
Prime Ministry: The Centralists
Ministry of Trade: The Artisans
Ministry of the Confederacy: The Centralists
Ministry of Economy: The Artisans
Ministry of Foreign Matters: The Centralists
Ministry of Defence: The Centralists
Ministry of Colonial Matters: The Colonialists
Ministry of Infrastructure: The Artisans
Ministry of Education: The Artisans
Ministry of Healthcare: The Centralists
Ministry of Espionage: The Centralists
 
I can see I'm clearly going to have a lot of bonuses to hand out when I get back home.

Excellent post, Magnive! That's the kind of depth I like to see; I'll once more give you a warm welcome to the game now that you have more fleshed out intro. I'm looking forward to seeing you all interact after Monday. :)
 
Bianco Giudicare said:
Politics in Baase is often a play of daggers. All actors, even the dead ones, demise in the end. The question is: how?

Spoiler LONG WITH PICTURES :


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Aquilus Regina is the current Marro-ghrussaieaae of the Necrocracy of Baase. Her birth is surrounded with rumours that she was the daughter of two rangers slain by behemoths, a wizard’s daughter sweep away from magicphobic figures, the illegitimate child of a duke’s family that was left out to die or many other suggestions. Whatever the case she was found, raised and tutored by the banshee necromancer Maestitia Regina, who named and treated Aquilus as if she was her own daughter. Aquilus was shadowed from others; no one even knew exactly what her hair was like due to how she covered herself. Aquilus was very quiet; her time in learning with dark adepts was not of socialisation but her abilities ensured fear to approach. She attended the Colleishdhoo to master further her necromantic abilities, providing a smoothing ability to control the powers of darkness, let concern was raised over her lack of social skills and on the reckless nature of her magic mastery. She remained for years as a researcher in Colleishdhoo, reading on the oldest of dark spells, the unlife of Scaanoar, the ecological importance of death and of the relationship with light. In was in what would be her early 40s (she was estimate to be a few weeks old when she was found by Maestitia) that the Marro-ghrussaieaae Contristo Tigris was murdered as part of an attempted coup by members of the Tuteur Commandez and the Bingdoo, leaded by Mailloche Meurtrier and Bianco Giudicare of the respective powers. Aquilus under Maestitia’s suggestion took advantage, leading a group of necromancers to take on Mailoche, destroying the death knight. Bianco fled and Aquilus earned the support to seek the trails to be the next Marro-ghrussaieaae. Shrouded in mystery with her teacher on the one side and her apprentice on the other it appears that Aquilus has plans for the destiny of Baase.

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Vepallidus Obsignator was raised to follow his father’s position as representative of the county of Disserenat, taking lessons in histories and Ynrickysoie ritualism. When the time came for his father to retire Vapallidus took to an election and lost to an Ynrickysoie priest. This leaded Vapallidus to take the next years quietly serving as an Ynrickysoie missionary, which ended in his late 40s with a return to politics in response to a riot between ghouls and vampires. Winning a election Vepallidus became a vocal voice in the Leighdersca on behalf of Ynrickysoie groups. He gradually became more influential to the point during the coup attempt by Meurtrier and Giudicare he was elected to position of Fweekeeir after the former one, Absumo Vesta, became victim of the many assassinations. Now with the reconstruction the new Fweekeeir is attempting to try maintain order in hope of leading the Leighdersca beyond its power feuding, especially in challenge against the Bingdoo.

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Ynseyder Keirdey has throughout her life been a scholar of necromancy specialising in Mando use of magic. She studied at the Colleishdhoo before going to lecture at the Necromancer Academy of Caayrkeerid. In her late 50s she was invited to become a special lecture at the Colleishdhoo. Her speeches gained the interest of the grandmaster of Colleisdhoo, who sponcered Ynseyder when she reached 62 to become the representative of the academies of Baase at the government. Although not devouted to politics she took to her job and now happily serves at age 73, serving to lead the proud education system of Baase.

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Saggyrt Skeerey is the self-proclaimed prophet of a new occult, the Staydolk, with universalist desires on the religions of the necromancers, seeing them all part of a great dark vision to protect the world from the “wroth of light and other injustice.” Skeerey used his position as the son of a renewed (although exiled for fraud) ghoul necromancer. Recently at age 26 he received a chance: the sects want in the Bingdoo to have a key figure to serve as a chairman for the faiths in order to ensure harmony in arguments. Skeerey has found himself as a unusual figure at the Bingdoo: a young necromancer still learning the key of his spells let have seen himself as the vision of a new age.

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Benthie Ruagh is the current grand mistress of Colleishdhoo after the retirement of the last grandmaster. Like her father she spends her life in study of the histories of Baase and on biology. Other than this she keeps herself out of the spotlight, to the point she is often nicknamed “the shadow’s shadow.”

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Regale Morte is the most senior member of the dominating trio at the Bingdoo. In life she was the princess of the short lived Kingdom of Noacheaut which she helped take hand in by aiding the coup, all to help her plans to study necromancy openly. However the raiders that destroyed her kingdom did not keep their promise. This was their undoing: Morte made the attackers her new found zombie slaves and served the leader of the raiders to her new servants. She wondered and around age 32 the self-learned necromancer reached Baase. Proving her ability she earned a place at the Academy of Caayrkeerid to help in learning more of her powers. When she reached 53 she took to a liching ritual, becoming a being of grand dark power. She joined fellow liches at the Bingdoo. Around 125 she got involved in countering the coup in hope she would gain more power by painting herself as a loyal figure. This pay off well as noted by her now dominating position.

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Ofrika Kvisa practiced necromancer late in his 50s due to the fear of death. He became a lich aged 82, after praticing at Colleisdhoo in liching rituals, becoming a teacher of them. He joined the Bingoo earlier at age 73. Age 92 he was when the coup occurred but his only involvement was as a messenger on Morte’s behalf. In return Morte ensured he would be among the trio of dominant figures at the Bingdoo after the demise of one of the trio members to assassination. However he did suffer an assassination attempt: hence why his skull has metal plating on it, for the assassin did not just used a hammer but light power, causing great harm to the lich that he is still trying to recover from.

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Akab Dios was a member of the Jiolgan, a race of reptilian humanoids, before turning his back on his country of Leaghyr to practice a dark necromancer religion that his country shunned in favour of light based religions. He was exiled for his practices and with a band of followers in his conversion to the Droghaigney faith he went to Baase. He arrived (travelling later on with Maestitia) age 46, eager to learn more of the darks arts, taking place as a Droghaigney priest in return to learn more of dark magic. He earned a place in the Bingdoo by his exotic reputation and his skills in magic, allowing him to help Maestitia’s own rise to power. In the dark arts he quickly mastered and aged 59 he became a lich. He was 102 when the coup occurred. He took side with Morte and now is a member of the dominating trio of the Bingdoo.

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Tywyllwch Ifanc hailed from across the skies as a refugee since an infant to Macantagh to escape war. An orphan she was raised to be a servant to a noblewoman but ran away aged 16 with a bandit who swore to love her. The bandit was then captured and hung by the captain of the guard. She ran and ran… still she came across a party of necromancers raiding graveyards for recruits. Seeing her as running they took her as an outcast and took her to Baase. At the time the coup was occurring she gained the attention of Aquilus. Aged 19 she is now the apprentice of Aquilus.

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Hiarn Shansyleyr was in life a warrior and a scholar of literature in Baase. Hiarn took up arms as a cavalry leader among the Glasscaggees, a famed mercenary cavalry company. It was in their service at age 29 that he caught Grashchingys, a fatal viral infection. He was raised hence as a skeleton by Bassen necromancers and fought on as a messenger, delivering messengers on long distances to positions on behalf of Baase. He retired from at what has been age 35, the magic maintaining his skeleton form loosing slightly. Hence he returned back to his scolerly life but at 47 he was invited to join the Baasen diplomacy service. Deciding this new task would test his literature skills while allowing him to be set on missions to other lands like the day he was a cavalry leader and a messenger, Hiarn agreed. Currently thanks to his hard work he is the leader of the diplomacy at age 61, sitting among the common seats in the Leighdersca inspite of being invited to the Bingdoo at protest at the corruption the Bingdoo processes, hoping to one day inspire a revolution to break down the power of the Bingdoo.

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Moidyn Jiarg was the eldest daughter of the Duke of Cheerfuill, till the day of his demise at the hand of the vampire hunter Gwaed Llofrudd, who she spared from thanks to the decapitating strike of a death knight that had sought refuge for the night that the Duke’s mansion. Now as Duchess of the wealthiest city of Baase outside the capital itself the vampire took up her father’s position at the Bingdoo. Like her father she ensured her influence from her wealth, giving gifts to those who listened to her and hiring harassers or even assassins for those who did not listen to her. She did not gain her father’s title as Treasurer of the Necrocracy till the attempted coup, where thanks to a few assassinations she conducted in advantage of the chaos she found herself the most suitable candidate for the new treasurer after the former treasurer got thrown off the edge of Macantagh for “siding with the coup schemers…” on evidence forged by the Duchess. Now she has her hands in the pockets of the Necrocracy, hoping to expand her own wealth while ensuring she makes Baase wealthier enough to not have the scorn of her enemies be promoted as common opinion of her.

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Gaaue Yiarnghlass took up his father’s path as a overseer of a steelworks. Through education at the Academy of Cheerfuil he eventually became leader of the Baasen Industry Guide and in his career in politics got chosen to oversee Baase’s industry as its leader in the Leighdersca.

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Galbinus Bivius came with his family aged 9 to the Baasen airport town of Oayespeyr. Has he grew he studied maths and necromancy at the Academy of Cheerfuil, mainly by intrigue of the (in)famous Jiarg family. Aged 23 he joined the Baasen Civil Service but decided later on to go on to public politics at age 35, winning a common seat at the Leighdersca. He eventually through his closeness to Vepallidus gained the post as being in charge of the infrastructure of Baase.

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Tanebrae Sanatio was raised to be a Dzonocaob ritual priestess but she ceased to be of the Dzonocaob faith at age 17. At age 18 she went to the Academy of Oayeslaynt to learn shadow magic but not of necromancer per say, instead focusing on channelling shadow energy for protective charms, disruptive curses and, above all, shadow mending: the art of using dark magic to heal. She started mending undead and healing necromancers at age 22 after her training. She gained a senior position in part the undead maintenance (healthcare) at age 35 at her native town of Couyral. Aged 47 she was inspired by the lack of attention to non-necromancer shadow magic education to take up a seat at the Leighdersca. A year later she met Regale face-to-face when was helping mend one of Regale’s servants. She also help vote on several policies that Regale was having trouble getting through due to her fellow Bingdoo members without bribery or threat. Pleased from these actions Regale decided to offer the ghoulish shadow magic user a chance to have a seat at the Bingdoo. Regale felt greatful for Tanebrae’s skills: a year later the overseer of undead maintenance/healthcare was exiled for making a plot against several members of the Leighdersca, leading to Tanebrae to find herself chosen by the Leighdersca to be in charge of healthcare. She later found out that many opposing figures had been bribed or even threatened with assassination. Although troubled about the occurrences that leaded to her rise in power Tanebrae never the less wishes to use her position to improve Baase’s undead maintenance/healthcare, as well as promote the education of non-necromancer based shadow magic. Durning the coup she focused on attempting to keep the chaos within the realm of the Leighdersca, even stopping a Jiarg hired mob from burning down a Enyegiz scholar’s house, who was branded a coupe plotter by Moidyn in revenge for the scholar criticism of the political corruption. Tanebrae with the aid of many of her fellow shadow mages blocked the mob and managed to save the scholar’s house. This got Tanebrae onto Moidyn’s enemy list but Regale in retribution of a attempted assassination attempt by Moidyn on one of her students and fellow Bingdoo members decided to lead Tanebrae onto a seat at the Bingdoo while shielding Tanebrae with phantom agents. Now aged 52 she is attempting to push reforms to the healthcare and education system, the later in conflict with the overseer of the proud Baasen (necromancer) education system Ynseyder Keirdey.

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Cronaghey Ghlass was a scholar of politics and a spy. He moved to Baase at age 39 to escape a declaration that he had took part in the assassination of several druids and wizards. After being a spy for hire he placed his services as an agent to Regale at age 44, becoming a double agent as a poser as a spy for the Jiarg family, informing Regale of any schemes the Jiargs were making while at the same time providing misleading information to the Jiargs, while presenting enough truth to appear reliable to the Jiargs. He was then sponcered by the Jiargs into becoming a promiment spy within the Baasen government in hope he would have better chance to gain further details on Regale: this provided Regale a greater source of the Jiarg family’s ecomonic records and political allainces, allowing Regale to assassinate a key spy of the Jiargs. In return Ghlass let split information reguarding a key agent of Regale. After coming a fake death the agent return as another figure to serve among the double agents under Ghlass’s commands. However Ghlass’s loyalty is not set in stone: he providing aid to the coup plotters in hope of being titled Duke of Cheerfuill, as well as having reforms to make him have a place at the Bingdoo with power overshadowing even the trio. Although his part was revealed along with his status as a double agent Ghlass had ensured his survival with an alliance with Maestitia Regina, leading Ghlass to have the protection of Aquilus Regina. Now challenging both the intrigue of the Jiargs and Regale Morte. At age 53 he is determined to ensure his power increases, leaking information on the corrupt nature of the Bingdoo in order to keep the Jiargs and Morte at bay.

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Maestitia Regina was in life a necromancer in her village in the eastern cost of the floating continent of Macantagh. Her family were travellers but she settled. Her career in speaking to spirits on behalf of the village though ended at age 22 with an air raid on her village by pirates. She was thrown in chains to a small but deep lake by the pirates for her part in leading the defence. This proved to be the pirates’ undoing: in her rage and sorrow her spirit roused as a banshee, striking terror to the pirates, to the point many decided to run off the edge of the continent instead of facing the screams of the banshee. A saviour of her town Maestitia never the less felt herself in sorrow: the pirates had more or less sacked her village. Hence she took to her family’s path of traveller, heading through the continent. One day she met Akab Dios when he was traveling to Baase. Together they set off and at Baase the banshee took with the Jiolgan in learning more of necromancy. Never the less she travelled outside Baase, leading her to one day meet a very young child, who she decided to raise as her own child, naming the child Aquilus. Aquilus Regina learned much from Maestitia. At the same time Akab decided to help his friend get into a position of power in Baase: Maestitia found herself sponsored for an administration course as the Colleishdhoo and in the end found a job as a high positioned civil servant. With her involving in aiding Aquilus’s rise in the coup Maestitia found her reward as Aquilus, now head of state, made her teacher the head of the civil service. Now would be age 91 the banshee ensures the effective running of Baase on behalf of Aquilus.

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Fer Caggee was in life a mercenary ranger, serving different companies across Macantagh. Before her death she formed her own mercenary company, the Ryfaill. Her company’s first and last customer was Baase: she was hired to help defend the border settlement of Halbey in light of a massive attack by an army, leaded by an elite branch of paladins and the backing of two mercenary companies, the Dunverfailt and the Gaddysfailt. Fer posed her company as pilgrim forces send to aid the paladins: this was part of the plan to flank the paladin army. As they began to siege the mountain settlement of Halbey the attacking army was greeted by undead forces at the front… and a mercenary company hired by the undead at the back, allowing the breaking of artillery. However Fer and her company were not in grand position: an band of druids, rangers and beast masters had arrived to support the pelidens. Fer would suffer fatal wounds from a bear craw and an arrow, her feet forced down by roots set out by druids. The reinforcements though faced their own doom when a fleet of ghost ships arrived to bring a branch fresh branch of death knights: the heads of the paladins would be placed on pike at the edge of the border along with the druids, rangers and beast masters. The Dunyerfailt retreated and the Gaddysfailt was wiped out trying to defend their customers. The bear that strike Fer would become a zombie, being responsible for the death of the beast master that commanded the furred juggernaut. Fer herself was almost to death, aged 27, when approach by a death knight: Furvus Rhinoceros. Furvus saw the military telent in Fer and had seen for himself her bravery. Hence in death Fer was raised as a skeleton and offered a job as a officer in the Baasen army. Fer agreed: her mercenary company was disbanded, the living members leaving Baase in hope of never returning, promising to not get involved “in the bloody arguments over light and darkness” as the marksman Gard Bwa would say before forming his own mercenary company the Saethwr Cwmni, famed for its policy of “not accepting offers from those who fight against death magic or life magic.” Fer would rise in the ranks to the point of being a general in the Baasen army, commanding the Baasen Rouailtaghs, a division of rangers focused on the use of hit and run tactics. She fought on the front with her forces, her marksmen skills bringing fear to those who made the mistake of attacking her new found country. Durning the recent coup she was tasked with seeing to defend the borders from raids that took advantage of the chaos. In the chaos she received news that the head of the army was assassinated by Bianco Giudicare’s agents. Aquilus in her rise to power decided on advise from Furvus to make Fer the head of the Baasen armed forces, serving to defend on land while Polus Nauarchus commanded the Baasen sky.

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Polus Nauarchus was in life a captain from far, spending his days fighting pirates on behalf of his realm. After being exiled for criticising the local goverments for its failure to respond to the pirate threat, Polus decided to join the Baasen navy in hope for money and for life experience: he had an obsession with dark things and wanted to talk to ghouls. His early years were not as hopeful: the Jiarg got him to serve his vessels, meant to protect border settlements, to serve as an extension of the Jiarg leaded merchant navy of Baase, much to Polus’s anger. When he filed a complaint the Jiargs decided to make his career difficult, getting him to be set on a dangerous mission outside the safer zones of the bottomless sky, in hope of removing a threat. However Polus had the fortune of his old enemy: piracy. A pirate assault that had caused several Jiarg merchant navy guard ships to sink below the clouds gave Polus a chance to strike. He flanked the capital pirate ship and with a correct blow managed to rip its engine: the pirates in revenge for the loss of their leader. By the time Baasen reinforcements arrived the 3 remaining boats under Polus’s command were being boarded by the remaining 17 boats of the pirates: the merchants vessels had taken the chance of the pirate’s lust for revenge to flee out of danger. Seeing the high numbers the Baasen reinforcements decided to resort to biochemical warfare: viral shells were launched to shroud the engaging fleets with a zombie plague, resulting in the deform mutations of death of the combatents… including Polus. The Baasen forces then raided the ships: 4 of the 17 boats were not sent down below the clouds, instead to be employed as vessels for the merchant navy. The pirate zombies were made to serve the Baasen industrial sector as forced labour. As for Polus and his remaining crew they were (after several maintenance checks to ensure their will was remaining) given a promotion for their bravery, with Polus made a lieutenant admiral, set with the Flodtappee, a quick reaction fleet set out in case of emergencies. Three years later he found himself admiral: the Jiargs were considering how to reward Polos for helping the merchant fleet without giving gold to a critic of them and instead opted to give him a promotion by seeing to the former admiral’s “costal walking accident.” In his decaying body Polus served Baase by helping protect it from piracy and even provided aerial support to land forces. The pre-coup year saw the grand admiral’s retirement; Polus was made the new grand admiral. In the coup he discovered the Jiargs’ prat in his promotion to admiral in the past and hence made a alliance with Ghlass in hope of ensuring a check on the Jiargs’ power. Currently at what would be age 45, what left of his body preserved by salt and magic, Polus is eager to help Baase expand its power: he needs exitment or he will have to content for a rotten zombie body looking over the peace that does not take account of his desire to see action again.

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Furvus Rhinoceros was the illegitimate son of a merchant and a count from affair, sold to vampires for his blood but was recused from a life of being cattle by the ironic means of the Jiargs who were in need of more bodyguards after many were assassinated by rival vampire families. They hoped Furvus, whose surname was given by the Jiargs in note of how he charged at one of them, would become a good warrior under the Jiargs one day. Rhinoceros was raised, ironically for his later career, on board a merchant vessel belong to the Jiargs, the hope being to experiment military teaching methods on him, including the threatening means of him having to fence on plank at age 8 as of the experimentation, although he fall from the plank was saved by means of a swarm of giant vampire bats: the Jiargs may be reckless but they are not soulless. This occurrence lead Furvus to be liberated from the Jiargs by an angry Marro-ghrusieaae after the embarrisment the incident caused for Baase. Seeing his raising as a military student the Marro-ghrusieaae decided to send to the Krigskygge in hope the death knights would make better perents than a vampire family that reguarded Furvus as a test subject for war. The death knights trained Furvus in body and mind, placing him physically and mentally to the test: the infamous harsh training of the Krigskygee was still safer than being raised by the Jiargs, as well as being more resistant to political interference. Granted mastery of weopons and dark spells Furvus graduated as a death squire in service of Cretoor Boght, while at the same time being given a additional cause on warfare in hope of raising Furvus as a general. His succession to a full knight came to his plessure: as a present the death knights framed the vampire family that bought up as cattle, the Eederdeiney family, as plotters. This gave Furvus the honour of leading the strike force that resulted in the last few remaining Eederdeiney family members to flee Macantagh itself, the Jiarg merchant navy decided to aid 3 of the 7 fleeing members flee… by shooting down their ship’s engine, so they would flee from the death knights by going down. This act by the Jiargs had leaded Furvus to agree to help train Jiarg bodyguards: the military experiments that survived had mainly fled Baase to get away from the Jiargs without relying on aerial means in fear of coming across the merchant navy. Furvus continued his career with blood and shadows: he forced the creation of a law to outlaw the vampire humanoid cattle practices by threatening to frame a few Bingdoo members if they did not go with making the law, personally beheaded many bandits within the realm and even served in defence of the border with brutal tactics. He grew in power as a death knight general, especilly after the Battle of Halbey. Hence his grandmaster and other death knight orders got behind this empowering brute and made him the united voice of the death knights in the military. In the coup he took advantage of the Tuteur Commandez’s member’s parts in the coup to personal execute several death knights that he felt posed a threat to his position, while at the same time expelling several rich vampire families from Baase: the Jiargs in respect of his power and in thanks for removing competitors decided to offer him a alliance in gold and spying. This alliance that formed now today ensures Rhinoceros even more power as he considers the day of him as leader of Baase. For now though he plays with making life hell for those he wishes to make it hell for.

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Ardarragh Jiarg is a symbol to the power the Jiargs have on Baase society: he literately inherited his position as leader of the Baasen Merchant Navy, as oppose of being appointed by government, from his father, even though his experience in shipping has been limited to holiday cruisers at the point. As uncle to Moidyne it is clear that Ardarragh’s play in politics is of maintaining the Jiarg family’s power. However his ultimate vision is border expansion: Ardarragh believes that Baase’s isolation had hindered its wealth generation and ultimately its power. By this he spends his time at the Bingdoo arguing for conquest, much to the annoyance of many fellow Bingdoo members. After the coup attempted he is hopeful that Aquilus Regina’s rise to power may bring his inner dream to life. Hence he gets to work, hoping one day to be leaded to guard war supplies so he can visit more places.

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Bianco Giudicare was a powerful member in the Bingdoo, even endangering the trio. Hailing as the Duke of Diucdaght (only three parts of Baase are dukedoms: the rest of Baase has a more democratic local government) within Baase he grew with many supporters in politics and desire to one day lead the country to glory. Hence he tired of the corrupt and disruptive processes of the Bingdoo, ever the villain in Baasen politics. Hence he made a pact with Mailloche Meurtrier and they launched an attempt to coup the government. However he was stopped, especilly by Aquilus Regina. With Mailoche’s doom the powerful necromancer that is Bianco was forced to flee Baase. However he is not leaving it out of his plans: at age 48 he is plotting to claim Baase, eager to aid enemies of Baase enough to allow him to make himself the ruler of a undead nation. He awaits the day that he can call himself head of state… and head of government. Will this be authoritarian or democratic? Who knows?
 
Viyayan Kingdom

map of kingdom with vassals:
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Government form is absolutic monarchy.In the the head of the state stands the Ralipunnu (King), his heir is his prime minister, under the prime minister there are the 7 ministers: for education, technology, industry, international trade, right, development and finances.each of the ministers has a institution under his control, but they all must report evrything to the prime minister, so the might of the king is so strong how he controls his prime minister.

The economy is planned.The main sources of income are minig, trade, and taxes, in that order.The Iron mountains are very rich with iron, but also with silver and gold.The Smaragd hills are a big source of emeralds and, resulting, money.The taxes are a big source of income due to the big zone of wetrice cultivation.The main trade goods are gold, silver, iron, gems, silk, wood and the excessive agricultural production.

A small Calaar child:
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The Calaari have lived around the Chorobi lake since millenniums and have been a very advanced species, their ancestors are a small cat species, the caracal.They have sharp vision, sharp claws, very good reflexes, they are very fast and they can spread the whole year and bear 2-3 children at once,but hey are small - not higher than 1,70m - and not endurable.So they always tried to use the successes of civilization, they were nearly the first who idustrialized their civilization and had a population boom.The first recorded history is 3757BFU (Before the First Unification)For very long the Calaari were divided in several fighting citystates, nearly 4000(!) years.The First Unification followed soon after the industrialization,the first dynasty - Lioan - was very zentralized and despotic, but it was a strict regime, where all potential dangerous people (scientists) where executed, so soon a revolution followed.Korikki (2nd) daynasty was in opposite very decentralized, it ruled for nearly 3 centuries, then it was conquered by the Khirzzan kingdom - Southwest of Viyayani - After 43 years of ruling by the foreign Finnisi dynasty a revolte started,and the Lioan dynasty was re-estabilished, now it was the 4th, or west-Lioan dynasty.There were nearly no differences to the first Lioan, cause of this a revolte started and during the revolte the Khizzarian conquered the Viyayani kingdom one more time.They were threwn off 16 years later, and the 6th dynasty was estabilished.The Larian dynasty was a perfect compromiss between the aristocracy and monarchy, under the rule of Rillan Tariser Laria the Viyayani kingdom became the strongest on the continent, Darrani, the capital, had 13 millions inhabitants,the education was very good.But with his son Lorian Laria a total decline started, he just didn't took any decisions by himself.A civil war between the 19 houses started.In 932AFU after 97 years of a civil war nightmare, the fall of some houses and the rise of other, the Yalacalaar house defeated all the others and estabilished the 7th dynasty.It is very centralized - Absolutic Monarchy - but progressive,in the first 30 years there were 1645 schools, 700 gymanasiums and 97 universities built.The trade and the industry were also very improved, a very big channel was built, uniting the north rivers with the Chorobi lake, creating a north-east water route through the continent,the industrial mining cities in the mountains were bound to the rest of the empire with a big net of railroads and magistrals.There were nearly 300 new fabrics build.The population has restored a bit since the civil war, there are ca.700 million inhabitants in the kingdom. 974AFU
The devise of the Yalacalaar dynasty is: Energy,Technic, Advancement

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2 = Royal Channel
Darkred = Metallroute

Cities: While the cities always were a center of culture and economy, they never were a political power.

1.Panipali, a city in the middel of the Royal Channel and bound to the Metallroute.

3.Kappakarta is a very old and noble city,a agricultural center, prior to the construction of the Royal Channel it also was a very important trade point.

4.Carikarta is pretty bound to that of Kappakarta, as its history and significance is pretty similar, but it's still a fishing center.

5.Rajapura is the prior capital of Viyayani and a very important center of education, trade culture, and industry.

6.Tayavani is a center of agriculture, but not of higher significance.

7.Siginisal: A major trade port of Viyayani, it's lying on the east corner of the north-east route.

8.Tarinaro also is a trading port but not that important like Singisal is, its significance comes from the big dockyards for the navy.

9.Rissalate prior a unimportant fishing village, now the main port at the end of the Metallroute.

10.Fuvinacci is a important center of fishing an the southern agriculture.

11.Caalapura: The new capital, Caalapura was always an important trading point and now, with the noth-east channel it became even more important.It also is the cultural center of the state,
with 37 universities, and 311 gymnasiums.

12.Finniport is the most used trade port on the northern end of the Royal Waterroute, but nothing more than this.

13.Parrani, the silvern city.Most of the juwel industry is centred here, also in this city there are the most wind turbines of the Iron Mountains.

14.Durokarta.In this city there is mainly gaining of metalls, not industry.The metalls are iron and a bit of gold and silver.

15.Qartalari is the center of heavy industry of the country, in the surrounding mountains also is the most iron.

16.Iilani is very important as the node of the Metallroute and the center of silk and wood industry, there is Teak, Ebony, Shorea, Tatu (silk), Cannabis, Santalum and Terminalia.

17.Qartlivilli, the southern ironcity, is like Qartlari (Northen Ironcity) a center of irongaining and heavy industry but, if Qartlari is center for transportfabrics, Qartlivilli is center for weaponfabrics.

18.Nirrani, the golden city is the center of gold mining and light industry (Computers, Spacetechnologys, Acoustics, radars)

19.Taraedunu is a bordering fortress and also a center of immigration and alcoholindustry, to the alcoholindustry:There are big amounts of Wine and brewerys, because the surrounding hills are perfect fore Grape cultivation.

20.Livillidunu is the southernmost city of the Viyayani kingdom, it is a important fortress and there is a very big amount of gems, especially, emeralds in the Emerald Hills.

21.Portuapunipura is the northernmost city, a very used port a center of ship production and a very big dockyard

Agriculture:
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Green is wetrice, yellow anything else.
 
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