LizNES: As You Like It

Date : RH 300.

"It seems to me peace for our people was never really a part of the gods plan. It was just a couple of decades ago that we had made the trip across the treacherous waters to land in this new found land. I had thought that we were alone in this new lands, but apparently, not. Some matriarchal people, were our neighbors. The Scirii people knows well to respect their women, for it was the creation of the mother god Nerbuz for whose blessing we are still enjoying today.

A messenger had came to convey a message from the neighboring lands : That we give up our freedom, our pride and the right to live as humans to serve their queen. Here lies the problem. We, of the Scirii, would be willing to lose an arm before we even think of attacking the women folk. A woman is the reason of our creation. She is the mother, she is not something, we could harm.

Abhorrent men serving the cause of a cruel queen was something else though..
"

The advisers to the king were set up:
Foreign Minister : Sigmund Eilert was appointed to the Foreign Ministry, whose primary function would be to maintain relations with other neighboring people. Current Objective : Contact the Empress Tessa and convey her our message.
Secondary objective : Make contacts with all the Natives in the region.
Armaments Minister :Vilmer Lennert would be incharge of armaments. Currently we are short of ore, Vilmer would be looking into creation of the finest axes. (OOC:our UU; please advise on its creation;Orders sent; UU's set for creation )

With the threat of the ambitious queen around the corner, all axewick could do was to prepare for the oncoming invasion. Men
were trained in the rigorous arts of warfare. Hunters who were supposed to place venison in the market and the royal tables were
told to report for military duty. these were civilians, not used to warfare, hence a special bounty was announced for these people.

the archer auxillia were not expected to stand and fight. they were to shower the enemy with a hail of arrows and then retreat
to safety among the nearby forests, where the slow moving legions of the queens army would be but walking targets. Based on
the vast experiences of the fellow advisers to Anisgar, the archers were instructed to carry small axes. the axes were
the ones that were popular with the ancient of the land of our forefathers: throwing axes. these would provide 2 purposes:
one was to throw at the enemy in case they get too close. the other was the cut down tall tree branches to create a
wall of spikes.

Axewick wished to honor the respected mercenaries who has joined us for the cause. These mercenaries were to be treated as
guests and were exempt from any tasks for the kingdom. These people were asked to train some of our men in the ways of their
warfare. this training has been started, who will hopefully learn how to be a major force to counter the enemy.

Anisgar Bruno has made it very clear that the Scirii would not be fighting till the enemy enter our regions.

Axewick would raise two legions of men capable of fighting at the cost of 10 EPs.
Watch towers were constructed in the regions surrounding the borders of the kingdom.

Other orders have been sent to LZ.


OOC:
Get rich or die trying.
<nuke> you are a bad person.
 
OOC: umm did you surrender?
 
The Imperial Companions are massive army designed to display imperial Drachosian might. Numerous, well equipped, professional, sheer discipline and ferocity all makes them a force to contend with. Combined with their skill in infiltration and sabotage, the Drachosian war machine is deadly and effective.

The Empress is the ultimate leader of the Companions and her orders are law. Immediately below the Empress is a Stratego. The Stratego is essentially a field marshal for the Companions, ensuring that the Empress&#8217;s orders are followed faithfully. The officers are responsible for directing the Companions and coordinating their attacks.

vA2OW.png

The Empress with her soldiers, loyal to her until their death

When the boys have matured, they enter the arena with 39 other boys. Armed with wooden weaponry, they fight until one is victorious, and they all become Companions. Companions are assigned to compabernia, tent groups, of eight companions, led by a Vincaro, who serve as squad leaders. Five compabernia form a Valia of forty men, led by the Valorace, the boy who was victorious in the arena. Twelve Valia form a Ven of four hundred eighty men.

The Champion Guards are an elite group of soldiers who operate as the Empress&#8217;s personal bodyguards. Though they are not part of the main fighting force, they will accompany the Companions in battle, acting as elite shock troops as needed. The Champions are recruited from the elite Companions who have proven themselves in battle after battle. The leader of the Champion Guards, the Grand Champion, stays at his position until he is bested in battle by another Champion. The Champion guards are highly respected and their leader answers to none but the Empress.

Roman-Praetorian.jpg

The Elite Champion Guard

The Fera, the ears of the Goddess, are trained in the arts of espionage and sabotage. Due to the clandestine nature of their work, they operate as an independent unit. Only the most trusted become Fera, and this position has men and women due to the Empress&#8217;s wish to have eyes and ears everywhere.

A special part of the Companions are the Fara. They are the standard bearers of the Companions. Derived from brave women, they hold the standard of the Ven, rallying the men to fight harder to protect not just the standard, but the woman who risked her life to help the morale of the Companions.

The boys of Drachos begin their training the day they can walk. The road to becoming a full-fledged Companion is fraught with hardship and under-performing boys are threatened with enslavement and dishonor. Due to the potential dishonor, and the loss of privileges of being a soldier, the Companions have a very low washout rate, knowing that risking their life would be far greater than living out their lives as Avox. As a result, the Companions are skilled, tenacious, and fearless. In comparison to the soldiers of tribals and other kingdoms, who are sometimes given as little as a month of combat training, Companions can easily overpower enemy soldiers, as well as the Companion's usual advantage with superior armor and weaponry.

Romania_Dacians_Fighting_Romans.jpg

The Companions, fighting inferior tribal forces

If Companions demonstrate aptitude in essential auxiliary crafts, they will be assigned to such duties. However, it is generally preferred that women hold these roles, so often the Companion will try to train women to take over the tasks if possible, though engineering is a noted role for men.

A low-ranking Companion must defer to the wishes of his superiors, even if that means facing death. The Companions success comes from their fearlessness, cooperation, and fanatic loyalty to the Empress. Thus, cowardice and disobedience will earn the wrath of the Empress.

Advancement is primarily achieved through valorous or ingenious acts on the battlefield. A Companion who demonstrates leadership potential will be rewarded with greater responsibilities and privileges. If a Companion can earn decisive victory for the Companions, even if it involves disobeying orders, he will be recognized for his efforts. However, while competence is rewarded with leadership positions, incompetence brings the threat of enslavement.

roman-legionary.jpg

The equipment of the most basic Companion, their weaponry and armor tends to improve over time

The Equipment of the Companion is simple but effective. A standard piece of armor, with more and better quality being added as one advances in the ranks, several javelins, a shield, and a sword. The soldiers of the Companions have very similar equipment, factory made, due to the ease of replacement. If in battle a Companion's shield breaks or he needs a javelin, a fallen comrade can provide anything he is missing.
 
It's before turn 1 and the Roman culture has already been 'taken'. Good story <nuke>. :p
 
I call China! :D

Transcript of the 25th Assembly (Bold names are for physical landmarks. Ignore if they were already named.)

1: Consul Member Yir brought up concerns on the presence of the nearby Utur Tribes, and suggested preparations be made to take action against the barbarians. Yir suggested that envoys be sent to the nearby kingdoms of Stougland and Scalla proposing a strategic alliance against the tribes. Consulate Arloc also suggested a economic alliance be offered as well, fostering trade along the Oipaon Sea. The proposal was accepted, and envoys were sent to both Scalla and Stougland to offer the alliance.

2. Consul Member Firivi suggested that a second city be founded on the end of the Onisean Peninsula, for the purposes of cementing Onisean control of the land and establishing a closer trading post to nearby Scalla and Stougland. The proposal was rejected, with Consul Member Hiro stating that the city of Onis should be given opportunity to grow in size and strength before settling the remainder of the peninsula.

3. Consulate Arloc proposed that funding be allocated to weapons research in preparation for any future conflict with the Utur. The proposal was accepted unanimously.

At this point the floor was open to third party proposals.

1. Several sailors of the Onisean Navy came forward to request the funding of an expansion to the fleet. Consul Member Yir sponsored the proposal, and the motion was passed in a close vote.

2. A local priestess came forward to request the building of a temple complex dedicated to the God of the Sun. Consul Member Irin, herself a follower of the religion, sponsored the proposal, citing the move as both a unifying force for the City-State and a cultural significance in the near future. Despite heated opposition from Consul Members Yir and Tyrac, the motion was passed.

With no further proposals, the 25th Assembly was dismissed.

Liz, do you think you can post some sample orders?

Oh, the update was lovely too. :)
 
OOC: I call Etruscan/Samnites. Sorry for limited participation but I'll be completely back by Wednesday.
 
If we are going to blatantly be stealing from OTL, I will be the USSR. Communism is the way. Power to the proletariat. Let the sea-based terror begin.
 
Glad everyone remembered this existed. ;)

@Kaiser

Here are some sample orders for the city Vaecin. This is just an example, and isn't actually what Vaecin will be doing this turn.

Vaecin: Vaecin
Monarchy:
Culture: Bynani
Religion: Bynanian Polytheism
Stability: 4
Economics: 0(+90)
Population: 200(+30)
Army: 10 Regular Warriors
Navy: None.
Projects:
Spoiler for Cities:

Vaecin
Population: 175
Economics: 90

SPENDING: 90 EP
-50 EP and 25 population for 5 Regular Warriors
-20 EP for road construction
-10 EP for a fort
-10 EP to be banked

DOMESTIC:

-Start building roads, connecting all the small farms, cottages and villages to my main city, Vaecin. Hopefully this will foster more trade, and allow for my soldiers to get to where they need to go more quickly.

-Construct a fort on the southern border of my domain, and man it with 10 units of my Regular Warriors. Have them be wary of any Bynani or Oipao attack.

INTERNATIONAL:

-Send the Bynani kingdom women, and some fine pottery as a gift.

MILITARY:

-Nothing yet, though should we come under attack, defend the fort we constructed and our city walls to the best of our ability. Yadda yadda yadda.

OTHER:

-Have fun updating! :p

-------------------------------------------------------------------------------

That's a pretty basic set of orders. They vary in length, and you can organize it however you want, though I would like to have your cities stats and spending at the top like I have it.
 
I won't be blatantly stealing from RL, but there are some concepts I want to use and I don't want people to just say "That's it, if He's Rome I'm Samnites/Etruscans". At most 25% of their stuff will form a corner piece of what I envision.

EDIT: Below exactly. Nuff said. :p
 
Last time I checked Rome didn't have an Empress, I'm not Rome, I'm something completely different tough m army is Roman inspired
 
Just as a note, disregard my prior comment that this next update will be 50 years. It'll only be 15.
 
Ashe's Rest, the heart of the Ironfang nation scattered amongst the Islands of Rain, in which clouds and thrashing seas smash against tall stony cliffs with watchtowers and small, hidden harbors and waypoints along the rocky bends of the islands, to give returning ships respite from the Blackwind Gales that come hurling out of the Skirling Sea to the east. Rising up out of the cliff faces and stony towers and creggs, and often a part of said stony cliffs and cregs, the city of Ashe's Rest is bustling enough for the Islands of Rain, with a sizable population and thick stone walls with towers aplenty to watch for friend and foe alike. The seat of the Ironfang people for as long as anyone can remember, Ashe's Rest is a foreboding place, where those that are faint of heart should fear to tread.

Three great keeps make up the primary defense of Ashe's Rest; the Fanged keep, a part of a massive sea tower that was said to be the point were Hullen Fareyes looked out upon the world and saw the lands and other peoples of the planet for what they were and where. Giant fangs forged out of iron and steel rise up and stick out of the water surrounding the great keep as it looms ominously out of the thrashing waves, arrow slits and giant siege emplacements made for protecting the keep anchored to the walls. The second mighty keep, the Torn Keep, is slightly smaller, but massive beams jut out of the walls, where those condemned to die are strung up and slowly killed by snarling tempests that swirl around them.

The final keep, the Dragon's Keep, is where the High King of the Islands keeps his court, a harsh one at that in the great throne room, with a massive set of curtain and stone walls rising up out of the foaming surf, coming up to a height with Ashe's Rest and looking out upon the churning seas. The skulls of long dead kings and adversaries are kept in alcoves throughout the Keep, a testament to those that the people of Ironfang that have slew people and leaders who thought that they would have the kings and the jerls of the islands bend the knee to an upstart that would appear. As many can see, those attempts proved futile, and the strong oaken warships of the Storm's Fleet still churn the waters around the area, hunting down those that would try to attack or cause harm to the people of Ashe's Rest and would try to invade their territory.
 
Thanks for the sample orders, now I have a somewhat better idea of what I'm doing. :D
 
To: Zannah and Teressia
From: Kingdom of Plaguies


I am sure that a trade alliance will be highly beneficial to the three of us, and I am sure that control of the Zannah Peninsula would greatly increase our economy.
 
From: Zannah
To: Plaguies


We would be fine with such a proposal, though, keep in mind you share the Zannah Peninsula with us. Hostile moves will be treated as such...
 
To: Zannah
From: King Han von Schindo, Kingdom of Plagueis


Of course, you don not need to expect hostile movements. Surely our two nations will live in peace for the for see able future.
 
A brief history of Tarukh
Years 0-150 RC
By Billy

1 RC: The Eldest Tempest ends.1

8 RC: Karsten Tarukh den Arbigor, former lord of the west, founds the fishing village of Tarukh on the east coast of Drentha.2

16 RC: Prince Daaran Tarukh den Tarukh born.

17 RC: Tarukh enters into a feud with the village of Banfrey across the narrow sea.

23 RC: Tarukh conquers Banfrey, kidnap their children, and raze the town.

25 RC: Karsten Tarukh proclaimed King of Tarukh, a now-thriving city, thanks to his five years of leadership across the narrow sea. Prince Daaran Tarukh is declared his heir.

30 RC: Karsten Tarukh den Arbigor dies during "combat" with one of his mistresses.

32 RC: Prince Daaran Tarukh den Tarukh, a bearded man of 16, takes his throne; more importantly his first wife, whose name is lost to history, but who was of the Zannadar family.3

33 RC: Princess Isielia Tarukh den Tarukh born to King Daaran Tarukh.

34 RC: Princess Scalia Tarukh den Tarukh born to King Daaran Tarukh.

35 RC: Tarukh is thrust into a conflict with the neighboring village of Tarstuk.

36 RC: King Daaran Tarukh sits the siege of Tarstuk, finally breaking it. The town yields tribute as supplication.

37 RC: Princess Meagrye Tarukh den Tarukh born to King Daaran Tarukh.

38 RC: Isielia Tarukh, 5, is betrothed to Prince Hockard Kenzar den Durand, 7.4

40 RC: King Daaran Tarukh, 24, wages war upon the town of Thorib, winning it in a year.

43 RC: The first official naval galley of Tarukh is commisioned.

44 RC: Scalia Tarukh, 9, is betrothed to the Scallarene merchant Alegro Forvior, 29.

45 RC: Infamous Night-day of Tubrukh. General Karsten Tharig den Tabur, 34, is awarded highest honors.5
45 RC: Prince Darrick Tarukh den Tarukh born to King Daaran Tarukh. He is declared heir to Daaran's throne.

47 RC: First wife of King Daaran Tarukh passes in childbirth. The child, name also lost to history, does not make it.

48 RC: Princess Isielia Tarukh den Tarukh, 15, is wed to her betrothed husband, Prince Hockard Kenzar den Durand, 17.

49 RC: Princess Scalia Tarukh den Tarukh, 15, is wed to her betrothed husband, Alegro Forvior, 34, a prominent Scallarene merchant.

50 RC: King Daaran Tarukh, 34, takes his second wife, Cura Rigden den Tarukh, 20.6

52 RC: Meagrye Tarukh, 15, is wed to Durukh Havor den Tarukh, 18.7

55 RC: King Daaran Tarukh, 39, is bedridden by an illness of the lung.

59 RC: Princess Meagrye Tarukh den Tarukh, 22, is bedridden by an illness of the lung and passes away in the same year.

60 RC: Prince Darrick Tarukh den Tarukh, 15, is wed to the lady Ilsa Thobo den Tarukh, 15.

62 RC: King Daaran Tarukh den Tarukh, 48, passes away.
62 RC: Prince Darrick Tarukh den Tarukh, 17, takes the throne.

63 RC: A tempest destroys the harbored Tarukhan fleet.

64 RC: The last letter from Princess Scalia, 28, is received.8
64 RC: Prince Durukh Tarukh den Tarukh is born to King Darrick Tarukh and Queen Ilsa Tarukh den Tarukh, a namesake for his beloved uncle Durukh Havor den Tarukh. He is declared heir to Darrick's throne.

65 RC: Tarukh is burned by a Tubrukhan fleet. In retaliation King Darrick Tarukh den Tarukh, 20, launches an unsucessful campaign into Tubrukhan lands, losing half of his army and ceding a hundred miles of land in defeat. In addition he is ransomed for a thousand gold coins. King Darrick Tarukh den Tarukh earns the moniker "Darrick the Capable", a facetious title.

70 RC: General Karsten Tharig den Tabur, 59, passes away heirless. His fortune is gifted to the Tarukhan dynasty.

72 RC: Cura Rigden den Tarukh, 42, step-mother of Darrick I, dies in her sleep.

73 RC: A new fleet is commisioned in Karsten Tharig's honor, and with his coin.
73 RC: Princess Karil Tarukh den Tarukh is born to Darrick the Capable and Ilsa Tarukh den Tarukh. She is betrothed at birth to the Prince Gol Tabur den Tabur, heir to the city of Tabur.

74 RC: The stone walls of Tarukh are begun.

75 RC: King Darrick the Capable, 30, declares war on the Tubrukhan Kingdom.

76 RC: Prince Durukh, 12, leads the first charge at the First Battle of Durand, earning him the moniker "Young Prince Durukh the Brave"

77 RC: Isielia, 42, eldest sister to King Darrick the Capable, falls to sickness and passes away in Durand. She had 4 children, all of whom carry the Zannadar name at her request.

79 RC: Durukh the Brave, 15, wins the Battle of the Taurik Coast, routing the Tubrukhan fleet and capturing a dozen galleys. He commisions a fleet in his father's name from the captured ships.

81 RC: The Second Battle of Durand is won by Tarukhan forces. The enemy is routed and the isle of Daaran is once again secured by the Tarukhan kingdom.9

84 RC: Durukh the Brave, 20, decimates what remains of the Tubrukhan fleet, winning the Battle of Tubrukh Bay, earning him the moniker "Durukh the Conquerer".
84 RC: Durukh the Conquerer, 21, takes a wife, Beria den Tubrukh, 17, a merchant's daughter.

85 RC: Prince Darick II Tarukh den Durand is born to Durukh the Conquerer and Beria Tarukh, a namesake for his grandfather.

87 RC: Princess Karil Tarukh den Tarukh, 14, is wed to her betrothed husband Gol Tabur den Tabur, 15.
87 RC: The First Peace is declared between Tarukh and Tubrukh, with Tubrukh ceding the hundred lost miles, the thosand ransomed gold, the isle of Daaran and the town of Kastchair.

90 RC: A Tubrukhan raid on Tarukhan allies leads to the Second Tubrukh War.

97 RC: Prince Durukh the Conquerer, 33, is killed during the Battle of the Still Seas. Prince Darrick II Tarukh den Durand inherits the heir.

99 RC: The last Tubrukhan fleet is defeated at the Battle of the Shallow Sea, ending the Second Tubrukh War.

100 RC: The walls of Tarukh are finished, and named in honor of Durukh the Conquerer, with a gold-plated plaque detailing his exploits on the inside perimeter every hunded yards.

103 RC: King Darick the Capable Tarukh den Tarukh, 58, dies.
103 RC: Prince Darick II Tarukh den Durand, 18, takes his grandfather's throne.

105 RC: King Darick II Tarukh den Durand takes his first wife, Ilse Kolya den Kastchair, a merchant's daughter.

108 RC: Prince Zakh Tarukh den Tarukh is born to King Darick II Tarukh den Durand and Queen Ilse Tarukh den Kastchair. He is declared the heir to Darick II's throne.

114 RC: Queen Ilse Tarukh den Kastchair dies in childbirth.
114 RC: Princess Karafel Tarukh den Tarukh, is born to King Darrick II Tarukh den Durand and Queen Ilse Tarukh den Kastchair.

115 RC: King Gol Tabur den Tabur dies heirless of food poisoning.

118 RC: The Bastard of Tabur takes the reigns of the Isle of Tabur.10

120 RC: An expedition is launched by Darick II Tarukh den Durand to reclaim the Isle of Tabur for his sister and his kingdom. The expedition is repelled by stout defenses, ending the campaign before it began. Darick II is unharmed.

122 RC: First ever recorded raid by the Sea People on the Drenthet coast at the town of Tarstuk.

125 RC: Sea People raid encountered at sea, destroyed.

124 RC: Princess Karafel Tarukh den Tarukh, 10, is trampled to death by a horse.

128 RC: Queen Ilsa Thobo den Tarukh, 83, grandmother to Darick II, dies in her sleep. A statue is erected in the city of Tarukh to commemorate her ancient watch over the monarchy.

130 RC: Darick II Tarukh den Durand conquers the Isle of Bacard, renaming it the Isle of Thobok in honor of his passed grandmother. He renames the initial fort built by Karsten Tarukh the Karafel Castle, improving it greatly and adding a moat.

132 RC: Prince Zakh Tarukh den Tarukh, 24, is lost at sea.

134 RC: King Darick II Tarukh den Tarukh, 49, takes his second wife, whose name is lost to history.

135 RC: Queen Karil "The Barren" Tabur den Tarukh, 62, dies heirless. The throne of Tabur is passed to her closest livig relative, her brother Darick II Tarukh den Durand, King of Tarukh and the Isle of Daaran.

136 RC: The city of Tabur is officially incorporated into Darick 1II's kingdom after a brief siege.
136 RC: The Bastard's Rebellion is ended when he is killed by a traitor's hired knife during the Siege of Bastard's End.

139 RC: Prince Tharig Tarukh den Tarukh is born to King Darick II Tarukh den Durand, 54. His mother dies in childbirth.

146 RC: Prince Tharig Tarukh den Tarukh dies of pneumonia.

149 RC: King Darick II "The Heirless" Tarukh den Tarukh dies heirless. His dying wish was for Kabor Ehtacht den Tarukh, a close advisor and the family's ancient friend, to assume the heir.

150 RC: Kabor Ehtacht den Tarukh is proclaimed King of Tarukh, First of his Line.
150 RC: The Zannadar family flees Tarukh.11

Thus ends this chapter in Tarukhan history. Can I go home now?

NBEhO.png

Tarukhan holdings, circa 150 RC


1: A hundred-year long storm coming from the western seas. Popular scholars believe it to be a metaphor for the empires of the past, yet records from various other sea-farers' histories also corroborate a great storm.

2: As he fled Arbigor, ten of his closest allies went with him. The descendants of these make up the major houses of today.

3: The Zannadar family was one of the first to flee Arbigor with Karsten Tarukh after his exile. At the time, it was boasted as the most loyal, but which also had the most to lose by continuing their support for him.

4: Regarded to be a poor move on King Daaran's part. Although the Kenzar family ruled the Isle of Daaran from the city of Durand, they were poor and largely endebted to the Tubrukh family in the north, the Tarukh family's bitter enemies, which played a large part in the exile of his father from Arbigor 45 years earlier.

5: The Night-day of Tubrukh was the night 4 Tarukhan galleys, under the command of experienced general Karsten Tharig den Tabur [a mercenary originally hired by Karsten Tarukh, turned officer under Daaran Tarukh] snuck past Tubrukhan defenses and burned the port of the city with tar and, rather amusingly, feathers. They escaped unscathed and undetected, and to this day the Night-day of Tubrukh still has no official perpetrators.

6: At the time, Daaran had been quietly mocked as having filled the void left when his daughter (embarassingly close in age to his new bride) left for Durand by marrying this girl. One could almost say he would .. Fill his brides' .. void.. TEHEHEHEHEHENO BILLY. HIGHLY INNAPROPRIATE.

7: Durukh Havor den Tarukh was an officer of Daaran's military, but more importantly the heir of a major house with wavering favor for his reign. The marriage was officially a gift for his bravery during a raid on the Tubrukh earlier in the year.

8: The Princess Scalia Tarukh den Tarukh sends her last letter to the Tarukh family. It details the birth of her first son, Madial. She is presumed dead, given as a slave, or taken beyond the realm of civilized people past the Drachons at the eastern pass.

9: The securing of the Isle of Daaran was pivotal in the war effort. In effect the Kenzar family, not bothering to mention the fact that they now carried the Zannadar name, a family extremely loyal to the Tarukh line, had their ancient debts to the Tubrukhs removed in that final battle. Although they still remained an independant royal family with their own kingdom, their loyalty and coin was now owed to the Tarukhan Kingdom.

10: Queen Karil Tabur den Tarukh was infertile, earing her the title "The Barren", behind her back. Gol Tabur, like most monarchs, had mistresses and bastard children, though none of them would ever officially inherit the throne of Tabur. One such bastard, whose name has been lost to posterity (believed to be a conscious effort to protect his descendants), led a rebellion and claimed the throne that he believed to be rightfully his.

11: Isielia's mother had been a Zannadar. With all Tarukh descendants dead or disappeared, save for Isielia's grandchildren, the heir clearly fell to them. Thus, according to the politics of the time, Darick II "The Heirless"'s wish for the Ehtacht family to take the throne was illegal. Isielia's grandchildren were such distant cousins, that neither Darick II nor his advisors trusted them to rule the Kingdom. Thus, the Kenzar family (consisting of Isielia's descendants) and the ancient Zannadar family fled the Tarukhan kingdom, or openly defied them in rebellion.

OOC: I am working on a visual family tree, but -embarassigly- Isielia's descendants haven't been named or anything yet.
 
zJADa.png


It is ugly but it gets the job done. I am going to make it prettier, probably.*

*stapled on at the end so it isn't a lie when i don't.
 
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