Post by Scorchys on Mar 20, 2016 11:18:41 GMT -5
[Anything related to the lands, cities, or environments of Shinma should be found here]
Summary of Shinma:
A world full of life, where nature is a wonder to behold in even the smallest of nooks, and danger is ever present - From both monster and man alike. Shinma is a realm that has seen great strife since the God's birthed it into existence. Her lands have been torn apart by wars, from petty to ruthless destruction, taking many generations to mend. At times, not mending at all. These lands of the world are vast with a timeless history. Much that once was has long been forgotten in the stories and records of man. Only in the memory of a select few do the terrors of the world still live vividly.
Of all the towns and villages the realm has seen, six have stood the test of time, becoming grander and grander as the world moved on. Many flocked to these cities during times of war in the past, namely the wars of the Dragons, causing an influx of stability that has lasted even through the wars of men. The age is currently 2022 ATD.
"Where are you from?"
You're often asked that as the new character that shows up. The setting itself does not allow for you to say "I'm from a faraway land", since there are no faraway lands on Shinma; so here are some tips to help give some direction to your characters' origins!
[Humans with Modern names of today]
If your characters' last name is from Greek, Italian, Spanish, or American/British, their family/ancestors or themselves are from Wynaria City.
If your characters' last name is Nordic (Hansen, Johansson, Hvidsten), Mongolian(Kap Hwan, Dae Yong etc), or Scottish (McLeod, McNamara, etc) their family/ancestors or themselves could be a barbarian of Kalian Ro'brako or from the northern kingdom of Norðrheimr.
If your characters' last name is Eastern-European (Wazowski, Kovacs, Jenecz etc), or Russian (Boskov, Karnov, Gargaroff etc), their family/ancestors or themselves are from Arania.
If your characters' last name is Southeastern European, Turkish, Arabic, Indian, Pakistani, their family/ancestors or themselves are from the Southern Kingdom or Shirza-Ka
If your characters' last name derives from Asian-languages outside of Russian and Indian, their family/ancestors or themselves are from Ryuju Island.
Maps of Shinma's lands:
Full map i.imgur.com/n9YexSF.jpg
Second Continent; highly unknown, little explored
The Monster bestiary that can be found throughout Shinma and Nar'zurrlia, they are marked by danger level, rarity, and area.
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II) Caudata, or "salamanders," as they are more commonly known. Salamanders, unlike frogs, have tails and tend to be more slender and long-bodied in appearance - more reptilian. Despite their often snake-like appearance, they still retain the soft, damp skin of the other amphibians, and have four limbs protruding from the sides of their bodies. To the observant eye, their also blunted snout and wide head immediately sets them apart from any sort of reptile-counterpart.
I) Type of Caudata, description and abilities here. Habitats after.
[Picture Here]
[*]Height range
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III) Gymnophiona, or "caecilians," perhaps the least well known of the amphibians. Like salamanders, they are long and slender bodied, but posses a more worm-like form to them than anything else. They also have a pair of tentacles near the eyes, which can be extended and serve as sort of "feelers" for the caecilian. They are mostly found within the warmer, tropical regions.
"Dragons" are among the oldest of the world's inhabitants. Admired for their wisdom, and feared for their ferocity and power, they are beings shrouded in mystery and intrigue among the scholars. We struggle to understand their true nature and purpose, sifting through ancient history and tomes long since forgotten to sort fact from fiction. It is said that long ago, the dragons of this world were forced into an eternal slumber to maintain the careful balance of nature. Little else is known of them, despite the efforts put forth to unearth more. There is the occasional supposed "sighting" by the odd peasant or two in the outermost reaches of civilization, but little ever comes of it.
"Insects" are among the most diverse, and widespread class of animals across the world. The most distinct difference between these diverse creatures would be that some have wings, while others are restricted to land movement. Other defining characteristics of the insect-creatures would be a segmented body of three separate parts, antennae, and three pairs of jointed legs. This is what sets them apart from another grouping, the arachnids. Common insects include ants, bees, moths, flies, grasshoppers, wasps, and silkworms.
"Mammals" are the grouping of creatures which humanity and its cousins belong to. Noteworthy features include hair, a four chambered heart, and giving birth to live young. Despite being largely terrestrial creatures, there are a handful of aquatic mammals, and even a handful of which lay eggs. Among the aquatic mammals, are the whales, dolphins and their kin. And among the egg-laying variety, the platypus, long-beaked echidna, and their kin.
"Reptiles" are a strange grouping, which some lump the avian animals such as birds into. Nearly every land except the coldest of regions house some form of reptile. Common reptiles include the snakes, tortoise and turtles, crocodiles and alligators, and lizards. Much like amphibians, while inhabiting a wide array of locales, reptiles tend to favor the warmer climates and tropical regions. Worthy of note, is the notion that reptiles of particularly bright or vibrant colorings are often toxic or poisonous. Another noteworthy behavior in some smaller lizards is the fact that they are capable of regrowing and shedding their tails when caught by predators. Once freed from capture, their tail will regrow over time. Though, it is often relatively discolored and typically shorter than the original appendage.
Cities of Shinma:
Altan
Arania
Hierarchy:
King Adrian
Queen Nataliya
Princess Kathrine
Arania is one of the world's four human nations and five sovereign states counting the Elven lands of Aelamvmaal. It is an absolute monarchy led by the King. Geographically, the nation is located in the western hemisphere, east of Toku. The Grandia river runs through the land. Its capital is simply known as Arania. Arania is also home to the prestigious Arania Academy, a school for Magi.
Arania is the largest nation in terms of population and area. Arania's economy is one of the most powerful in the world, its strong industrial sector and extensive technological developments not only enabled the nation to create an extremely powerful military, but also allowed for the creation of the Airship. However other then military applications, the only others whom have access to Airships are the loyal elite of Aranian nobility.
Government
Government system: Autocracy
Head of state: King Adrian
Religious authority: High Priest of Arania
Arania is ruled with a stern and almost terrifying manner by the latest in a long line of powerful Kings. The Aranian political system is despotist autocracy that the stated goal of which is to create a planet-wide empire. In line with the Arania's militaristic culture, it is customary for royalty and politicians to demonstrate their strength and capability to the nation by engaging in duels. These fights are often held for military or political purposes, such as determining who was most suited to be a government official, and would garner fame for the victor.
In compliance with its effort to grow and conquer, Arania is heavily engaged in industrial production. The country's economy is dominated by shipbuilding, metalworking, and manufacturing weapons such as arrows, spears, shields, swords, and knives. Its comprehensive knowledge of combustion allowed them to develop several Industrial-Age technologies including advanced metallurgy, rudimentary explosives like blasting jelly, sophisticated catapults, siege equipment, coal-powered ironclad warships and finally airships.
Arania has a formal education system that aims to instill loyalty in its students through political indoctrination, strict discipline, and nationalist teachings. Students in certain schools begin the educational process as soon as they begin to show aptitude in magic, or for non-magi, as soon as they begin walking. Subjects including history, music, etiquette, warfare, and magic are taught to the students by various teachers. However, the educational system primarily works as a "mind-molding" process, influencing students to develop a strong sense of nationality and loyalty to the King. Teachers maintain rigid order and withhold teaching students most forms of self-expression. In addition, censorship and propaganda is used in history books.
Arainia's worldview upholds that only unity, centralism and strict order can ensure stability and prosperity. This does not include restricting freedom and creativity, as these aspects of personal expression are critical to societal development and harmony; however, children do not gain this freedom until they have been taught how to serve the King and improve the Nation with their actions, and the honor it brings them.
This caused a cult of personality to build up around the King, military, and aristocracy, who are seen as messengers that could bring the beauty and glory of Aranian culture to other lands. According to this belief, the Aranian Royal Palace is the center of the world, and the further away a place is from the palace, the lower its inhabitants in regard of social status and capabilities. It is common to keep pictures of the King clearly visible in schools and public buildings, while massive statues are often erected in honor of the ruler. This is accompanied by strong glorification, although the monarchs are still regarded as humans.
Aranian society places a great emphasis on respect and honor, especially toward the nobility and elders. Should one be honored enough to be in the presence of a member of the Royal Family, that person needs to conduct themselves with respect or risk being challenged to avenge the disrespected Royal's honor. Upon coming into contact with an elder or superior, it is polite to bow.
Arania is a cityscape surrounded by rivers being the most beautiful water city about hills and plains. Being the third largest city, this area is the first to conduct "airships' though rather expensive only the nobles. As eye seeing as this city is, it is controlled by an iron fist by the current King and comes off as a more Lawful Evil territory and Arania holds more guards than Gisildaigaon the two nations headbutting towards war and demanding more lands.
Places of interest
Merchant Central
Airship docks
Slums
Population: 750,000.
Stances on Magic
Is a grand water city between Gisildaigaon and Tohoku. This city has the most acceptable Academy of magic ready for those who seek to expend on their knowledge. Parents from neighboring lands have been known to place their child here for a fee and for the safety of their child from the world around them.
Gisildaigaon
Terrain: Gisildaigaon is a land which was carefully picked by it’s ancestors in order to give it a perfect military advantage. Gisildaigaon is surrounded by mountains and finds itself in the middle around the mountainous area. The beautiful city finds itself on a peak of the middle mountain, which just so happens to also filled with healthy forests. It was said that Gisildaigaon was blessed by the Celtic gods with the land it was given. Not only do the forests have several animals to hunt, but it also grows with several fruits such as berries, herbs for medical treatment, and the forests add to the military protection.
The reason why Gisildaigaon is so impenetrable is exactly for the reasons above. To invade Gisildaigaon one must climb the mountains surrounding it, then once more climb a mountain which it rests on. Archers have the advantage here to shoot down enemies from above. If the already fatigued and injured enemy managed to survive this it would lead them to the Gisildaigaon Forests which their warriors know all too well and can easily ambush their enemies. None have yet been able to siege or invade Gisildaigaon due to their great choice in Terrain.
Population: 150,000.
Sections: There are three sections within Gisildaigaon. The Noble District, Slums, and Merchant District.
The Noble District or the Upper Area, is the considered the most important part of Gisildaigaon. It’s where the Gisildaigaon Castle is located as well as the Noble Ward where the rich and powerful members of Gisildaigaon can be located. The chuch of Memnos can also be found in this district. Because of these important area’s. The Noble District is the most heavily guarded for good reason. The Royal Guard heavily guards the castle and the noble district while the equally trained and diligent Paladins of Memnos guard the Temple area closely. This section is also very beautifully decorated with skyscraper-like buildings, several estates, and colored with beautiful exotic flowers and trees. The Noble District is a general breath of fresh air that can only be shared by those who are deserving for it, but calling this place a paradise is an understatement.
Merchant District, can be found in the middle section of Gisildaigaon. It’s where most of the commoners can be found and where they live. But the most important thing about this district is that it stays true to it’s name, the Merchant District is where all the Merchants gather to sell their goods. Several stores can be found here where the Celtic Clerks attempt to sell their wares. The Merchant District is by far the most lively and busiest district of them all, as it open to the general public and thus all sort of different people can be found here from the rich all the way to the poor. The streets are heavily crowded with people during the day as they go about doing their chores and attempt to sell their wares. During the night, the merchant district is usually only busy as people go out to enjoy the nightlife.
Slums is the very bottom section of Gisildaigaon and is almost hidden, and for good reason too. Many scum live here and it’s generally where the poor live. The slums is filled with dangerous folk such as thieves and murders. It’s a place where only the strong survive and the weak tend to become their prey. The only much visited place in the Slums is Madame’s Clwnys Brothel where she has collected many men and woman servants across the world. Nobles, commoners, and peasants alike find themselves here in order to “relieve” themselves of any stress, drink, and use the many services the place has to offer. There is also rumored to be a thieves and assassin guild deep within the slums of Gisildaigaon, but not many dare tread that far within the city.
Hierarchy:
King Shamus Gisildaigaon:
Queen Donelle Gisildaigaon
Prince Alherdin Gisildaigaon
Gisildaigaon:Castle
Niefernhiem
Map
Demonym: Niefern
Population: Unknown
Races: Humans, Halfings
Religons: Memnos
Government Type: Confederacy
Ruler: The Diet
Geography:
Kruntarg Region:
Kruntarg Woods-
Also known as the Black Forest the Kruntarg Woods is a very dense huge forest that expands for hundreds of miles. The forest has a bad reputation and many wives tales are pinned on it and then exaggerated such as it being cursed, or haunted. The forest gets a high level of rain and thus is more like a bog most of the year.
Kruntarg Lowlands-
The lowlands are the lands that dip down into the south tundra and are rocky
Niefernhiem City:
The Grand Duchy of Niefernhiem was on its own a moderate power at the very best of times but still the largest city in the Kruntarg. Deep in the Kruntarg woods few have visited from the outside, and the city is as unknown as the forest that shrouds it.
The Grand Duke was until recently also the Lord of all Princes and Supreme Archbishop of the orthodox church of Memnos until his death. The city was founded some four centuries past but the exact date was not locally recorded when the leader of the Niefern, a semi-nomadic petty kingdom fortified a position and stayed. The Imperial Diet meets also in the city, and most bring parts of their own armies and so different banners and colors and troops are somewhat common in the streets. The city also like the woods has a high level of rainfall that has on some occasions flooded the lower parts of the city. The city has two notable districts:
Castle District- Home to the castle and once the emperor, the diet and the holy basilica.
Lowlands- Home to common folk, and most of the businesses.
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Politics:
Niefernhiem has many small towns each is a self governing state run by a Duke, a Lord, or in some cases a Prince. Each of these states have there own army. However each of the states sits on a national council called the Diet. The diet can make decisions for the nation as a whole but can't interfere in the running of someones own state. This allows them to communicate, organize and share strategies and information on the world at large. Above the diet was the office of the Emperor until his recent death. The emperor was crowned by the Archbishop of a orthodox offshoot of the church of Memnos as the lord of princes of all in the Kruntarg and the supreme archbishop of the orthodox church. The role of the emperor was far more religious and a unifying figurehead than political although the throne does possess power, how it can use it or influence it is something else After his death via age however all such unity died. In theory all the realms armies must follow the emperor if so called upon to do so as a singular unit and he did possess his own army as do all the ruling parties in the nation. The emperor recently died through age and the diet abolished the throne in a bid for power.
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Culture:
People in the Kruntarg have tended historically to be very guarded against outsiders. Being semi-nomadic hunters they are hugely tribal which lead them to establish very aggressive competitive warring states. Preferring to take rather then to do the hard work of stabilized expansion and control they raided each other but tended to attack people outside the Kruntarg with more frequency as time went on. This recently has changed as the princes and lords of the different realms seek to get a larger realm and bigger army than their rivals on the diet. Disorganized independent raiders have been stealing from the neighbors for centuries but this has sparsely been to much of a threat till recently when they became more centralized and organized.The outside knows very little of these people, few have come back from the Kruntarg.
Despite the focus on attacks and raids the Niefern favour subtifuge to the point of the common saying "At least an orc you can see coming". A Niefern may imbed himself in a wagon guard, or a town for months leading them into a trap or earn a position of trust to lead in his comrades in when the time is right. Niefern's can be patient, are loyal (mostly) threw indoctrination to their lords and prefer to weaken pray (preferably getting them to weaken themselves) before swooping in like vultures. While not afraid of outright conflict they will try to keep the war arena small to make best use of their own numbers as much as possible.
Norðrheimr
Ruled by a plethora of various tribes, whom it is not common to have arguements and war over terratory occur, the Northlanders hold the rite of battle sacred, they are and are rumored by the world to be little more than savage-barbarians, which is a half-truth given that while their war-like tendacies give that off to be the truth, they hold strength, rites, honour and tradition sacred, they are also one of the few empires in the face of the realms that seem to truly appreciate and love their enemies, even as by tradition usualy inviting them to share in feasts before and after battle paying respect and tribute to their enemies and their chosen dead for the glory of battle that they are about or have shared.
Great beasts of Savagery and Legendary creatures within the deep forests and mountains roam the northern land, making it an unforgiving and tough landscape to make one's living in, it is a common occurrences among the beasts of the Northlands to be much more sized than that of the other lands of Shinma, some of renown large and ferocious enough to become legends in their own rights.
Ash-tree of Asashsil "he" slumbers, the tree's great roots stretching and spanning all
over and across the world and realm itself, drinking from the great leylines in order to become
and continue to be strong to remain what is beneath sealed.
The base of the tree-trunk itself is home to a great serpent, considered by the sages of the culture as the first Snake, it is a great monstrosity whom constantly gnaws upon the roots of the tree itself, attempting vainly to destroy the tree in order to free it's still sealed away master, whom according to legend is supponsed to bring about the end of the realms, at times the tree itself shakes and writhes creaking and croaking loudly with the earth itself sorrounding the tree quaking, rumbling and shaking, despite such the tree holds fast, it is believed that this is the struggle of the great evil sealed beneath, and from it earthquakes are caused across the realms.
Rumors go that the tree itself is alive, and some Sages even claim
that the branches sometimes display or form faces as to bestow a lucky few
worthy mortals with it's eternal wisdom.
It is also rumored that a spell, one requiring especialy rare regrediants
is able to break the eternal-seal.
(the great dragon of destruction and doom that we've been trying to prevent to get loose is
sealed beneath the tree that feeds from leylines to maintain strength)
(spoiler, keept secret by the Eldest Northland Sage)
Leader: High-Jarl Staufang Wolfbane
Drawn inspiration of ancient tales of the Northland allfather god retaining knowledge and wisdom
from the Ash-tree Asashsil itself, it is a commonplace ritual and even honour for Sages of the
Northland Tribes to seek to hang themselves in the great Ash-tree through rope or chains,
usualy they hang there until a revelation or other inspiring idea springs to mind, it is
considered a neccecity to hang for as long as humanely possible, and dying while hanging whilst
not the purpose of this strange traditon isnt uncommon due to harsh weather or simple starvation,
even dying whilst hanging is considered an honour in the Northeners culture.
Legend - The Bearded Lady
Once a hundred years, always at the death of the former one a single Woman within the Northlands
will be born with a beard, this woman is by tradition always given the title of Jarl within the peculiar region of her birth as an absolute among the northeners, even if such a position is normaly not to be given to a woman this is considered sacred, and the Woman in-question always becomes one of the more influencial and powerfull rulers of the Northern-Clans, this woman is always much so stronger than the average Human, and the beard in of itself while it grows slowly over the years of the woman's lifespan becoming a specific length at the date of their death, it cannot seem to be cut.
Should the Lady take a Husband the Husband is refered to as the wife, wheras the Bearded Lady is
always refered to as the normaly male-title of Jarl.
As a tradition the former-Jarl of the Region becomes an Advisor to the Bearded Lady, and it is
considered a gift of the gods to be graced with such an honour.
Person, The Elder Sage
Legendarized throughout the realms, sought advisor of Kings and Queens the man whom's name is
long forgotten is the oldest Human to roam the realms, spanning across years of four-hundred,
the Elder-Shaman has abandoned his name in order to become a living symbol for his people,
one of few humans to hold respect even among the Elven and Dwarves, he sits at a constant
stillness upon his throne unless matters of great importance to the fate of the world rises, adorned in tribalistic arnaments and ritualistic helmets constructed
out of the hide of animals, he rarely speaks and is usualy seen sitting in utter silent contemplation, he is rumored to be dirrectly chosen and able to talk and interpret the words of the gods themselves.
Holding a sense of Sight beyond the physical realm, he is able to predict the future and things
to happen, and while his physical eyes have withered to gray-blindness, he now sees what others
even the elven and supernatural creatures cannot, he refuses to be guarded despite nobility's
insistance otherwise, and has simply responded with unwillingness to cooperate, and whilst his
physical strength is neigh useless, he holds ancient and forgotten magics known by nobody cept
himself and creatures of the Old-Kingdom.
men ever return, it is feared and considered a death-sentence to roam within even by the most revered Kima Warriors, it is a place where normaly no man voluntarily steps foot, and a place where criminals are sent into exile as punishment, of which none return, it is considered a place of certain death, and not even creatures
of supernatural origin like the Dragon-Kids or the Mighty Naptishtim dare lightly thread within.
Creatures known as "Ganji" described as fair-maidens of glowing silver overshadowing that of even the fairest
elven maidens, enchanting beauty frequently lures men into the woods following the light of silver, these men are usualy never to be seen again but in rare cases return as shadows of their former selves cursed with aging, magic glowing silver locks of hair can rarely be found sorrounding the woods entry which are usualy sol
at high-prices and highly-sought after by alchemists seeking to brew miracolous potions.
Ganji are rumored to be the progenitor of the Silver-Elves, but they themselves pale in beauty and magic before their ancestor.
Kuokazo
Stances on Magic:
“These exotic lands are full of mystics, ki, and home to martial arts. This land is much different than the main land, having their own philosophy on magic. They encourage one to reach their full potential in the use of magic. People of the main land look upon these orients with odd looks or degrade their way of life; they're just a bunch of oddities to them. Only a small percentage accept each other or the ones on the mainland looking for refuge changing their names or getting married to an Ryujuian.”
Ryuju City is the home to ancient traditions, passed on from generation to generation. Unlike the world around, the citizens of Kuokazo keep to themselves and usher in an age of philosophy. The lands of Kuokazo are often found incomplete symbolism to represent balance in both nature and life. Kuokazo, for this reason, is often referenced to “The City of Balance”. The appearance to the large, simplistic village is something one would expect of a shogun or dynasty-age oriental city. Shinto gates mark the entrances and exits of the city, as well as the very buildings. Large, wooden-crafted towers provide shelter to many people. The land is kept in its refined, beautiful, natural state, only touched by man-made objects for necessity rather than appearance. Cherry blossom trees and other exotic plants seem to frequent the lands.
The populous of Kuokazo are enriched within the philosophies of their history. They spend their lives honoring the balance and history of their family while continuing the ancient customs of their people. Art and calligraphy is kept as a symbol of their past, recording legends and amazing deeds that can only be described as mythology and of a spiritual nature. Due to this fact, Ryuju City is said to be one of the closest places a mortal can be to the spirit realm and the ley-lines. This often deters visitors and main-landers from visiting this strange world due to the fears of spirits haunting and possessing the unwary. Ancient gods and powerful spirits are often referred to as deities in these lands, worshiping them to their fullest ability and constructing shrines to honor their very names.
Unlike the rest of Shinma, the inhabitants of Kuokazo do not believe in an all-purpose definition for energy known as “magic”. If they aren’t enshrining the memories of the past with art and writing, the populous enshrines their heritage in the focus of Ki. Ki is the energy of the soul, the land, and the world around them. Warriors trained in the art and understanding of Ki to obtain a balance of strength and wisdom from the spirits whom share their knowledge.
People that live in the mainland often refer the Island of Ryuju as a place of an oddity. Many main-landers do not accept the way of balance of Ki, and see Ryujuians as heretics to reality, degrading the very way of life the world around them has striven to achieve. Ryujuians see the outside world as overly-touched by mankind and that the balance of the land has shifted to ruin due to greed and technology. They see those whom do not follow the traditions of old to be heretics of honor.
Shirza-Ka
The Shiraz-Ka is a patriarchal society, meaning that the men are above women. There is no gender equality, and women are expected to be subservient to men. Women do possess power over the household though when it comes to financial affairs, home decoration and passing on the culture of their people to the children. One of the few rights a woman has is to education, they receive the same quality that men do, but are separate from the men.
The eldest male of the family leads the household, and makes the rules and decisions for the rest. All younger males are expected to listen to the head of their family, without question. The eldest female of the family is to handle the finances and cooking, while the younger women clean and watch the children. All family fortune and responsibility falls on the living eldest son, and if he manages the family poorly, it reflects poorly on the whole household in the community. Any rebellion within the family unit reflects poorly upon them as a whole in the eyes of the community, because it means that the head of the family is weak. The young must respect their elders, and children obey their parents.
To the people of Shirza-Ka, it is important for one to respect their elders. The young are to heed the words of the old and to aid them whenever possible. To not do so is punishable by public humiliation. It is believed that those who have lived a long life have done so for a reason and are there to guide the younger generation. To be of old age is a status symbol in itself, and one that is fraught with perils by desert life.
Theft within the Shirza-Ka is handled quite simply…you remove the offending member. I wouldn’t wonder what you get for murder!
Due to the Shirza-Ka being a patriarchal society, women are expected to know their place. They are to only speak when spoken to, when men are around, and to be dressed decently. They are to show respect to men, and be courteous. The only exception to this rule would be old women, but they are supposed to still show a man some measure of respect. Any woman, who violates this law, brings shame to her family and is subject to stoning.
The head of any families household's word is law, and you had better get used to it. Insolence is punished on an in-house matter, the only thing the head of household is accountable before the Head Judge, is his reasoning behind why he did it. Interfering with another family’s matters are punishable by excommunication from the community, unless there is good reason to, the only of which being murder.
Women are not allowed to eat in the same room as men. They are supposed to dine elsewhere…like behind a curtain! The table is for men and man talk, which shouldn’t be sullied by a females presence. Discuss important matters with your family member in private! The punishment usually ends up being decided by the head of the household.
The answer is no…the legal age for marriage for the Shiraz-Ka is sixteen years old. It allows for political alliances between families, and ensures a continuation of the bloodline. Life in the desert is harsh, with few rarely making it past the age of thirty-eight. So, put on you big kids shoes and learn to adjust to the life that is pushed upon you, for you aren’t the only one robbed of their childhood, be glad you aren’t a boy!
It is customary for all males of age thirteen to be trained in the ways of the sword. No one is above this law, not even those with money or power. If you live in Shirza-Ka and are of age you are conscripted to train in one of the many military camps, until you reach the age of eighteen years old, upon which you will either become a guard or serve in the main army for two years. That isn’t to say that the Shirza-Ka are cruel, because they are not, they allow you to spend a fortnight, every quarter with your family, so that you may handle family matters. Those who run away from their mandatory military duty, are forced to fight no less than three men in separate duels with nothing but a staff, while their foe has steel. All of this is done to regain their honor and their families, whether they live or not.
Verratannian
Wynaria
Demonym: Wynarian
Population: 350,000
Races: Humans, Half Elves, Gnomes, Halfings
Religons: Memnos, Ephaesus, Leeya
Government Type: Republic
Ruler: President
History:
38 ATD- Founding
King Adelrik I of what is now the vast and powerful Aranian Empire ruled his people with a tyrannical iron fist and started butting heads with the Gisildaigaion Kingdom long before the cities were even settled. In terms of what was up for grabs was farmable land, trade routes, natural resources, and rivers so King Adelrik wanted to dominate the central continent and thus his budding realm is both secure and powerful. In the south Gisildaigaion, Aelamvaal and early settlers to what would one day be Tohoku had plans to settle the southwest coast to control both the region and the coastal region which was in direct conflict to the plans King Adelrik had enacted. As he founded Arania and had slaves fortify the stronghold he at the same time claimed the southwest as part of his domain and also sent slaves and his trusted Commander Bosek Zhelezkina to settle it so Arania and by extension, the king could dominate and control the entire region while denying rivals an expansion powerbase.
52 ATD- Great Slave Revolt
By this point, the settlement which was then called Adelrik's Hold and then later shortened to Adelheid had started to take shape and a keep was near-complete to watch over the bay. Commander Bosek had ruled the region for his majesty the King as a feudal overlord and tyrant who was focused on building up a strong army and defenses with the use of slaves and bullying the surfs. 14 years had passed and time took its toll. The commander reached the ripe old age (for the period) of 53 and his health started to fail as he drank amounts even a town drunk would be concerned at, and not having the foresight to separate slaves of common background that found common ground, organized and when he was ill in 52 ATD in the second month exploded and turned. Lead by a slave under the name of Wyn (Or so unrecorded sources claim) they attacked the Adelheid nobles. They succeeded in killing wives, and lone traders but the army's discipline was absolute and they pushed them into undefendable positions and slaughtered them, but the commander died in the night soon after from his age (and probable alcoholism) In response to this the new ruling noble, Duke Devoka of the house of Redoboska brought in slaves of a huge range of origins and many did not speak the same tongue to keep them disorganized. The unintended effect, however, was the founding of a multicultural society that would in time drift away from Aranian traditions. Arania would release more funds to secure the city and keep sending resources such as trees, grain and animal skins to the northern capital and so the city built stronger walls and a bigger keep which by coincidence was the new home of the Redoboska house.
165 ATD- First Great Fire
In the early hours of the night, the city was nicely settled under the drunken watch of the army. However, a bakery in Alburn Lane set on fire and the shanty townhouses that had been tossed up around it from wood with narrow streets went up like a bonfire. The army's response was to protect its garrisons and holdings from the fire and let a lot of the poor areas burn. The commonfolk would not forget this and the Redoboska was seen as Aranian outsiders from this point on and a new identity of separate self-started to foment.
Arania for its part did send help, but only in clubbing people and continue the status quo which was one of the few times outside of increasing taxes, they noticed the city even existed. In 178 ATD Duke, Alexi Redoboska was the ruling noble and had expanded Adelheid Keep into Adelheid Castle by skimming tax. Normally the city could fall into the western seaboard and Arania wouldn't notice but money was one of the rare things that made them take note. The king ordered Duke Alexi arrested and he made a brief rebellion attempt and tried to claim himself as the ruling Duke of new free Adelheid Duchy. However, without support as the family was so detested even by other local noble the siege was brief and the army opened the gates and refused to fight within days of the Arania's army arrival and thus the family Redobsoka was executed and an era had ended. The family built the early city, enforced its laws and unintentionally founded a new culture so as hated as they were many modern scholars argue they truly gave birth to what would be Wynaria.
1342 ATD- Destruction of Wyvera
An important advanced floating island city crumbled down into ruins in the Grandia Desert (and later restored).
1904 ATD- War of Independence
The Duke of Adelhold, cousin to the King of Arania had been building alliances in secret for up a decade before the war as well as a wealthy investor, the self-made merchant Jacob de Naria with charm, bribes, and mutual survival. In the first month of the year, 1904 famine hit Arania only a year after the plague of the wailing. Trying to annex the richer farmlands of Gisildaigaion to counter the shortage. Gisildaigaion had been preparing for the annexation sometime beforehand and managed to resist which led to a confrontation.
Adelheid used this to join Gisildaigaion along with Tohoku and Kima Kur'Tara one the alliance side and on the Imperial, Arania, and Shizra-Ka. Adelheid dropped the banner of Adelheid and hoisted a name voted for by the leading nobles and merchants of the city (In reality the vote was bought by Jacob de Naria) of the Kingdom of Wynaria. The deal had been Duke Charles would be constitutional king, but a council of the people would truly rule. Arania launched from a weakened position and had to split her armies into three arenas of war, the south, the north and the east. The war came to a standstill on Shizra-Ka's front and seeing the winds of war the city withdrew from the war leaving Arania. Arania had better armies and tactics even in the current level of the empire and Wynaria had lost grounds in the battle of Hoster, where General Grindal was lost and again at the passage of Tohoku but the longer supply lines on three fronts with poor supplies gave the alliance an advantage. Sailing fire ships up the river, the fleet was caught off guard enough for the government to realize war could be won, but on a timescale needed before unrest destabilized the empire and would fight the war later when in a stronger position. In the treaty of Tohoku in the fifth month of 1906 representatives of the empire and the alliance signed a treaty recognizing Wynaria as a free state from Arania and some very minor territorial losses to the Gisildaigaion (which enraged the people and government to this current day.)
Duke Charles ruled as king of Wynaria for only ten years tell 1926 Jacob de Naria launched a coup against Charles due to his arbitrary and absolute use of power, making him hated among the council that he dismissed after the war. Jacob gathered the elite of the city and didn't even give a demand for Charles and led his men to the castle. Before this Charles had bribed the kings' guard with huge sums of money, grateful for bribe due to Charles's high tax rate to pay for, as he called it the "Imperialfication Project" In which he wanted to make the city and a residence the envy of the world. The guards let the men threw without any resistance and caught the king playing a hand of cards with his lackeys and the trio was dragged out the city. On being dragged in the streets a maid broke from the crowds and stabbed King Charles with a knife several times before she was stopped. In reality, Jacob had organized this so he could end Charles's risk of return and not be involved in regicide.
The Monarchy and the kingdom were now over, forever. Jacob organized a new system he called a republic and became the first President threw the first time in his life not bribing people, but from actually being popular. He stayed for three terms of fifteen years before leaving the office of his own will and built a solid trade network, and died two years later hailed as the father of the republic. In that death, all his misdeeds were forgotten as he became a hero, brave and incorruptible.
2008 ATD- The Great Fall (Dragon War II)
Lately, there has been a disturbance in one of the many streams throughout Shinma, this magical "river" is said to feed many spirits and keep the world stable and plentiful to these creatures provided by the Creation Gods. But not only the source of life and food for these creatures, but it was also provided as a fail-safe to keep the dragons slumbered. The Manipulator dragon leader's essence lies within Gaia itself, said to be the only way to keep him from causing destruction and gathering his army against Human and Dragon kind. Few people were involved in this and were able to restore the leyline before the nets lost their stability.
Culture:
Wynaria embraces new ideas, and all things new. People tend to look forward and as a result, tend to explore things other cultures don't. To say as a republic Wynaria has equality is untrue. Sexism exists and nobles remain, although they are self-recognized the republic itself doesn't officially recognize them but since they are rich and have power on the council no administration has yet attempt to curb them. With this said Wynaria does have a written constitution giving rights and standing in the law to the people who dwell as its nationals even that nobles can't ignore (However this tends to favor males). Wynarians have a dislike of Absolutes and now have a strong republican tradition combined with a dislike of monarchy, however, they tend to view other countries and monarchies with a respectful fascination.
With a preference to see the world and learn rather than dominate Wynaria is secure in its own identity and doesn't often push an expansionist agenda and while it has a strong army it lacks the sheer national focus Arania does. The caste system holds less power in Wynaria than most other countries making classless an issue in status however the strong merchant middle class now has its snobbery of advancement. With a more capitalist outlook, the rich and poor divide is much less polar here than other feudal cities, however, this does leave the government with less to spend, especially on the army and less likely to enact a draft. Wynaria tends to be less industrial than Arania, but also a lot cleaner for it. The lack of smog is something a lot of the citizens have become thankful for.
Government:
Wynaria is a republic and is ruled by a president. The President is elected from a member of the council and male nationals vote for a member of the council to take up the post. A vote of constitutional failure can be brought to any member of the council by a public majority if they feel they are failing the republic, however, the power of the nobles and disorganized nature of the public make this both hard and rare. The President has a five-year term before an election and can stand for as many as he wants. In terms of power however he has limits and laws must be passed by the council, he does, however, have the power of veto.
Wynaria City, Districts:
Castle District - The oldest district in the city, and terms of size one of the smallest. A castle has stood here since the city founding in 38 ATD however the current castle is not the original, but the third castle built as a royal residence and is now the seat of the republican government. Under the city are the lower levels of the previous castles and old lost manors that have long been forgotten to become a half-buried maze of old dungeons. This part of town has wealthy residents such as the nobles and the rich merchant class.
The Docks - Home to the poorer citizen, the docks see ships come from every port in Shinma and bring in exotic tales and spices. However, the clash and the low brow sailors make security here patchy at best. The government tries to balance trade, open passage and security which has become hit and miss. In the winter rain lashes, the houses and winds howl through the narrower streets, and the port front is often prone to flooding.
Gate District - Country to the name this district does not lead to a major city exit but is a run between the castle district and the docks. It gets its name due to the former duel gates at either side to check traffic flow into the castle district. Home to the middle class and a lot of popular restaurants and an iconic clock tower.
Military:
The Republican Army is an organized militia where the president serves as a high commander. The army is formed by citizens and adventurers who join as part of a voluntary conscription system. Even the corps that make up the core of the army is generally not career soldiers.
The Republican Corps-
A military organization led by the Ministry of Defense and is given to a council member to run by the president. The corps, of which there are four bodies (including a naval unit), are the main fighting forces of the Republican army.
Summary of Shinma:
A world full of life, where nature is a wonder to behold in even the smallest of nooks, and danger is ever present - From both monster and man alike. Shinma is a realm that has seen great strife since the God's birthed it into existence. Her lands have been torn apart by wars, from petty to ruthless destruction, taking many generations to mend. At times, not mending at all. These lands of the world are vast with a timeless history. Much that once was has long been forgotten in the stories and records of man. Only in the memory of a select few do the terrors of the world still live vividly.
Of all the towns and villages the realm has seen, six have stood the test of time, becoming grander and grander as the world moved on. Many flocked to these cities during times of war in the past, namely the wars of the Dragons, causing an influx of stability that has lasted even through the wars of men. The age is currently 2022 ATD.
"Where are you from?"
You're often asked that as the new character that shows up. The setting itself does not allow for you to say "I'm from a faraway land", since there are no faraway lands on Shinma; so here are some tips to help give some direction to your characters' origins!
[Humans with Modern names of today]
If your characters' last name is from Greek, Italian, Spanish, or American/British, their family/ancestors or themselves are from Wynaria City.
If your characters' last name is Nordic (Hansen, Johansson, Hvidsten), Mongolian(Kap Hwan, Dae Yong etc), or Scottish (McLeod, McNamara, etc) their family/ancestors or themselves could be a barbarian of Kalian Ro'brako or from the northern kingdom of Norðrheimr.
If your characters' last name is Eastern-European (Wazowski, Kovacs, Jenecz etc), or Russian (Boskov, Karnov, Gargaroff etc), their family/ancestors or themselves are from Arania.
If your characters' last name is Southeastern European, Turkish, Arabic, Indian, Pakistani, their family/ancestors or themselves are from the Southern Kingdom or Shirza-Ka
If your characters' last name derives from Asian-languages outside of Russian and Indian, their family/ancestors or themselves are from Ryuju Island.
Maps of Shinma's lands:
Full map i.imgur.com/n9YexSF.jpg
Second Continent; highly unknown, little explored
The Monster bestiary that can be found throughout Shinma and Nar'zurrlia, they are marked by danger level, rarity, and area.
WORLD OF SHINMA BESTIARY
"The Beastiary," known throughout the regions of Shinma by the folks of a more adventurous persuasion for its detailed and analytical descriptions of the beasts and boogeymen of the lands. Every so often, new editions are printed with new additions to the listings, more detail added to the old, and new theories to be tested by those foolhardy, or brave enough to test their luck. Prized as a resource by some scholars, and belittled as occult-gibberish and fairytale by others, it is nonetheless a solid resource for any seeking to start their journeys into the harsher, unknown regions.
AAMPHIBIANS
"Amphibians" are vertebrates which inhabit a wide variety of locales, both terrestial, arboreal, or fossorial and even aquatic areas. Amphibians are unique in that they most often begin life in a larvae like state, inhabiting water and then mature into adult creatures, which breath air. When on land, amphibians favor areas which receive heavy rainfall and tend to stay damp due to their need to keep their skin moist. In order to aid in this, they are typically coated in a thin layer of mucous which is produced in areas across their bodies. Amphibians can be further separated into three distinct groupings:
I) Anoures, or "frogs," as they are more commonly known. They are the largest group of amphibians which lack a tail and posses short bodies and large heads, and are largely carnivorous. They inhabit regions from jungles to freezing, winter forests, though are most numerous in the warmer climates. Due to typically having larger hind-legs, then front legs, they favor walking over running. They are also recognized most commonly for their jumping capabilities, most often as some of the best jumpers within the realm of animals.
I) Type of Anoures, description and abilities here. Habitats after.
[Picture Here]
[/i]I) Type of Anoures, description and abilities here. Habitats after.
[Picture Here]
[*]Height range
[*] Weight range
[*] Colorings/variations
[*] Diet
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[*]
II) Caudata, or "salamanders," as they are more commonly known. Salamanders, unlike frogs, have tails and tend to be more slender and long-bodied in appearance - more reptilian. Despite their often snake-like appearance, they still retain the soft, damp skin of the other amphibians, and have four limbs protruding from the sides of their bodies. To the observant eye, their also blunted snout and wide head immediately sets them apart from any sort of reptile-counterpart.
I) Type of Caudata, description and abilities here. Habitats after.
[Picture Here]
[*]Height range
[*] Weight range
[*] Colorings/variations
[*] Diet
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[*]
III) Gymnophiona, or "caecilians," perhaps the least well known of the amphibians. Like salamanders, they are long and slender bodied, but posses a more worm-like form to them than anything else. They also have a pair of tentacles near the eyes, which can be extended and serve as sort of "feelers" for the caecilian. They are mostly found within the warmer, tropical regions.
DRAGONS
"Dragons" are among the oldest of the world's inhabitants. Admired for their wisdom, and feared for their ferocity and power, they are beings shrouded in mystery and intrigue among the scholars. We struggle to understand their true nature and purpose, sifting through ancient history and tomes long since forgotten to sort fact from fiction. It is said that long ago, the dragons of this world were forced into an eternal slumber to maintain the careful balance of nature. Little else is known of them, despite the efforts put forth to unearth more. There is the occasional supposed "sighting" by the odd peasant or two in the outermost reaches of civilization, but little ever comes of it.
INSECTS
"Insects" are among the most diverse, and widespread class of animals across the world. The most distinct difference between these diverse creatures would be that some have wings, while others are restricted to land movement. Other defining characteristics of the insect-creatures would be a segmented body of three separate parts, antennae, and three pairs of jointed legs. This is what sets them apart from another grouping, the arachnids. Common insects include ants, bees, moths, flies, grasshoppers, wasps, and silkworms.
MAMMALS
"Mammals" are the grouping of creatures which humanity and its cousins belong to. Noteworthy features include hair, a four chambered heart, and giving birth to live young. Despite being largely terrestrial creatures, there are a handful of aquatic mammals, and even a handful of which lay eggs. Among the aquatic mammals, are the whales, dolphins and their kin. And among the egg-laying variety, the platypus, long-beaked echidna, and their kin.
REPTILES
"Reptiles" are a strange grouping, which some lump the avian animals such as birds into. Nearly every land except the coldest of regions house some form of reptile. Common reptiles include the snakes, tortoise and turtles, crocodiles and alligators, and lizards. Much like amphibians, while inhabiting a wide array of locales, reptiles tend to favor the warmer climates and tropical regions. Worthy of note, is the notion that reptiles of particularly bright or vibrant colorings are often toxic or poisonous. Another noteworthy behavior in some smaller lizards is the fact that they are capable of regrowing and shedding their tails when caught by predators. Once freed from capture, their tail will regrow over time. Though, it is often relatively discolored and typically shorter than the original appendage.
Cities of Shinma:
Altan
Demonym: Altan
Population: Unknown
Races: Humans, Half-Elves
Religions: Fraeyal
Government Type: Tsardom
Ruler: Tsar
History:
800 ATD- Founding, Age of Darkness
The dark forests of the kruntarg and its neighboring lands have for centuries been home to nomad tribes, in time each tribe grew to form a small state in its own right. Sai Goidon Borg, Matildrad, Whyte Harbor, and Niefernhiem (not counting the many smaller states within each.) However, one major faction of the south has been removed from history and long forgotten.
The March of Altan.
Altan was founded in 800 ATD in a location south of the Kruntarg Forest in what was called Lower Kruntarg in the harsh winters.
This served to isolate them from the other nations of the Kruntarg cultural sphere. In 1329 ATD the other nations of the Kruntarg took advantage of an attack by frost orcs and frost giants and raided Altan. The city was abandoned soon after and remains a ruin buried in snow to this day and a new city was built further south past the Rozenhaze mountain and all contact was cut to the Kruntarg from this point on.
what happened at this point is not stated but when contact was re-established in 2008 ATD the ethnic makeup of the Altans was changed to a cold pale white skin tone, almost ethereal, red eyes (except for the royal family whom has purple eyes, called the royal mark) and light platinum hair, so light it appears white, or silver of various shades.
What is assumed is the population intermixed with snow elves to such a degree when the next generations intermixed with each other over repeated generations it formed a new ethic makeup for the region.
2019 ATD- Winter Wars, Age of Empires
In 2019 the Altan Tsardom whose base goals was a warm water port and resources launched an attack on Whyte Harbor in the Kruntarg region, based in Niefernhiem Confederacy the other states refused to aid Whyte Harbor to protect themselves.
General Klien Valentine Vah Gorden who lead the Fifth Ligers supported by the whitewolf sisters lead an assault.
Later that year The Duke de Maplewood of Whyteharbor surrounded and as such was allowed to remain as duke under the Tsarina's rule and the tsardom decided to press on to annex the region.
By the start of 2020 ATD, a revolution in Niefernhiem which had been under siege and isolated ended the war and Altan annexed the region as a new province.
Culture:
Altans have prefixes to the surnames denoting status and ranks. These are
Vav for noble
Vah is a common family who has achieved high social status, usually non-noble but respected military families
Zol is royal
Yev is high ranking families involved in religious circles.
Altans are surviving in the harshest conditions in Shinma and thus are forced to be pragmatic and have such have accepted witchcraft out of the sheer need for survival forming around the order of the Whitewolf Sisters. With magic, they have created vast greenhouses and underground gardens for food cultivation.
Altans have a deep love of mosaics usually in blues and yellows, and a deep love affair with hotsprings and public bathing.
The military is lead strictly on merit, to be promoted and have command is a massive honor in society and a huge statement on your social status regardless of birth stations. As one may assume Altan is borderline fanatical with its military, able to fight in the deep snow it is a disciplined body lead by capable leaders however most seek to prove there worth in the field for all of the tsardom to see.
Families who have a daughter with magic ability are sent to the sisters. Families who have a daughter in the sisterhood have become respected as they are further contributing to the tsardoms survival and military expansion in one swoop. Noble families even expect to send there younger daughters into the sisterhood at some point as do the daughters and see it as a duty and an honor to be accepted.
The sheer need to adapt and survive at the world's end see's the stigma of witchcraft here hasn't stained into the culture.
Altans have a deep desire to be seen by the world as both a leader and as truly civilized and as such will adopt the trappings of other leading nations they deem to show such.
Government:
Altan is a monarchy ruled under the total authority of the Tsar based on the Throne of the Sapphire Moon.
The current monarch is Tsarina Alexandrina Zol Zakharovna who ascended to the throne when her father Tsar Yuri Zol Zakharovna VIII died in battle with frost giants.
Though Yuri did have a son he was deemed too young at the time to be a capable monarch and his older sister had popular support having spent a lifetime in the field with the troops learning command and tactics and battling the idea of a woman being incapable of such feats.
One would assume Alexandrina and her baby brother to lothe each other but the opposite is true.
Alexandrina rules with her head, is tactical and stern. However, in private she dotes on her baby brother and does truly love him as family.
The Tsarina has a cabinet of ministers she appoints, then the Tsarina has two governors of her two provinces, Altan and Kruntarg. Altan is ruled from Altangrad and Kruntarg from Niefernhiem the tsardoms second city. The Two Provinces are further divided into duchies and counties under loyalist noble families.
Altan has snowhead, Altan and Rozenhaze, and Kruntarg has Niefernhiem, Sai Goidon Borg, Matildrad and Whyte Harbor.
Each governor and noble leader of the state does has the privilege of being allowed to command there own military force.
Altangrad City, Districts:
Misthead District - On the east of the city it overlooks a sheer drop.
Central District - At the base of mount Altan, protected from the battering winds. Home to the Basilica of Fraeyal.
Winterhills - On the west of the city, a bridge over the district runs from the city gate to the central district making the poor leave here as well as the prison and an indoor market.
Noble District - In the northeast of the city, tucked at the base of Mount Altan lays the noble district where vast red-brick mansions sprawl out along an eternally frozen river and the halls of heroes.
Witcheshill - Home to Nocturn Tower, home to the whitewolf sisters.
Provinces:
Kruntarg - states: Sai Goidon Borg, Whyte Harbor, Matildrad, Niefernhiem
Altan - states: Rozenhaze, Altangrad, Snowhead
Military:
Whitewolf Sisters -
Royal Tsarguards -
Whitewolf Army -
Population: Unknown
Races: Humans, Half-Elves
Religions: Fraeyal
Government Type: Tsardom
Ruler: Tsar
History:
800 ATD- Founding, Age of Darkness
The dark forests of the kruntarg and its neighboring lands have for centuries been home to nomad tribes, in time each tribe grew to form a small state in its own right. Sai Goidon Borg, Matildrad, Whyte Harbor, and Niefernhiem (not counting the many smaller states within each.) However, one major faction of the south has been removed from history and long forgotten.
The March of Altan.
Altan was founded in 800 ATD in a location south of the Kruntarg Forest in what was called Lower Kruntarg in the harsh winters.
This served to isolate them from the other nations of the Kruntarg cultural sphere. In 1329 ATD the other nations of the Kruntarg took advantage of an attack by frost orcs and frost giants and raided Altan. The city was abandoned soon after and remains a ruin buried in snow to this day and a new city was built further south past the Rozenhaze mountain and all contact was cut to the Kruntarg from this point on.
what happened at this point is not stated but when contact was re-established in 2008 ATD the ethnic makeup of the Altans was changed to a cold pale white skin tone, almost ethereal, red eyes (except for the royal family whom has purple eyes, called the royal mark) and light platinum hair, so light it appears white, or silver of various shades.
What is assumed is the population intermixed with snow elves to such a degree when the next generations intermixed with each other over repeated generations it formed a new ethic makeup for the region.
2019 ATD- Winter Wars, Age of Empires
In 2019 the Altan Tsardom whose base goals was a warm water port and resources launched an attack on Whyte Harbor in the Kruntarg region, based in Niefernhiem Confederacy the other states refused to aid Whyte Harbor to protect themselves.
General Klien Valentine Vah Gorden who lead the Fifth Ligers supported by the whitewolf sisters lead an assault.
Later that year The Duke de Maplewood of Whyteharbor surrounded and as such was allowed to remain as duke under the Tsarina's rule and the tsardom decided to press on to annex the region.
By the start of 2020 ATD, a revolution in Niefernhiem which had been under siege and isolated ended the war and Altan annexed the region as a new province.
Culture:
Altans have prefixes to the surnames denoting status and ranks. These are
Vav for noble
Vah is a common family who has achieved high social status, usually non-noble but respected military families
Zol is royal
Yev is high ranking families involved in religious circles.
Altans are surviving in the harshest conditions in Shinma and thus are forced to be pragmatic and have such have accepted witchcraft out of the sheer need for survival forming around the order of the Whitewolf Sisters. With magic, they have created vast greenhouses and underground gardens for food cultivation.
Altans have a deep love of mosaics usually in blues and yellows, and a deep love affair with hotsprings and public bathing.
The military is lead strictly on merit, to be promoted and have command is a massive honor in society and a huge statement on your social status regardless of birth stations. As one may assume Altan is borderline fanatical with its military, able to fight in the deep snow it is a disciplined body lead by capable leaders however most seek to prove there worth in the field for all of the tsardom to see.
Families who have a daughter with magic ability are sent to the sisters. Families who have a daughter in the sisterhood have become respected as they are further contributing to the tsardoms survival and military expansion in one swoop. Noble families even expect to send there younger daughters into the sisterhood at some point as do the daughters and see it as a duty and an honor to be accepted.
The sheer need to adapt and survive at the world's end see's the stigma of witchcraft here hasn't stained into the culture.
Altans have a deep desire to be seen by the world as both a leader and as truly civilized and as such will adopt the trappings of other leading nations they deem to show such.
Government:
Altan is a monarchy ruled under the total authority of the Tsar based on the Throne of the Sapphire Moon.
The current monarch is Tsarina Alexandrina Zol Zakharovna who ascended to the throne when her father Tsar Yuri Zol Zakharovna VIII died in battle with frost giants.
Though Yuri did have a son he was deemed too young at the time to be a capable monarch and his older sister had popular support having spent a lifetime in the field with the troops learning command and tactics and battling the idea of a woman being incapable of such feats.
One would assume Alexandrina and her baby brother to lothe each other but the opposite is true.
Alexandrina rules with her head, is tactical and stern. However, in private she dotes on her baby brother and does truly love him as family.
The Tsarina has a cabinet of ministers she appoints, then the Tsarina has two governors of her two provinces, Altan and Kruntarg. Altan is ruled from Altangrad and Kruntarg from Niefernhiem the tsardoms second city. The Two Provinces are further divided into duchies and counties under loyalist noble families.
Altan has snowhead, Altan and Rozenhaze, and Kruntarg has Niefernhiem, Sai Goidon Borg, Matildrad and Whyte Harbor.
Each governor and noble leader of the state does has the privilege of being allowed to command there own military force.
Altangrad City, Districts:
Misthead District - On the east of the city it overlooks a sheer drop.
Central District - At the base of mount Altan, protected from the battering winds. Home to the Basilica of Fraeyal.
Winterhills - On the west of the city, a bridge over the district runs from the city gate to the central district making the poor leave here as well as the prison and an indoor market.
Noble District - In the northeast of the city, tucked at the base of Mount Altan lays the noble district where vast red-brick mansions sprawl out along an eternally frozen river and the halls of heroes.
Witcheshill - Home to Nocturn Tower, home to the whitewolf sisters.
Provinces:
Kruntarg - states: Sai Goidon Borg, Whyte Harbor, Matildrad, Niefernhiem
Altan - states: Rozenhaze, Altangrad, Snowhead
Military:
Whitewolf Sisters -
Royal Tsarguards -
Whitewolf Army -
Arania
Arania
The lake city
Hierarchy:
King Adrian
Queen Nataliya
Princess Kathrine
Arania
Arania is one of the world's four human nations and five sovereign states counting the Elven lands of Aelamvmaal. It is an absolute monarchy led by the King. Geographically, the nation is located in the western hemisphere, east of Toku. The Grandia river runs through the land. Its capital is simply known as Arania. Arania is also home to the prestigious Arania Academy, a school for Magi.
Arania is the largest nation in terms of population and area. Arania's economy is one of the most powerful in the world, its strong industrial sector and extensive technological developments not only enabled the nation to create an extremely powerful military, but also allowed for the creation of the Airship. However other then military applications, the only others whom have access to Airships are the loyal elite of Aranian nobility.
Government
Government system: Autocracy
Head of state: King Adrian
Religious authority: High Priest of Arania
Arania is ruled with a stern and almost terrifying manner by the latest in a long line of powerful Kings. The Aranian political system is despotist autocracy that the stated goal of which is to create a planet-wide empire. In line with the Arania's militaristic culture, it is customary for royalty and politicians to demonstrate their strength and capability to the nation by engaging in duels. These fights are often held for military or political purposes, such as determining who was most suited to be a government official, and would garner fame for the victor.
Industry
In compliance with its effort to grow and conquer, Arania is heavily engaged in industrial production. The country's economy is dominated by shipbuilding, metalworking, and manufacturing weapons such as arrows, spears, shields, swords, and knives. Its comprehensive knowledge of combustion allowed them to develop several Industrial-Age technologies including advanced metallurgy, rudimentary explosives like blasting jelly, sophisticated catapults, siege equipment, coal-powered ironclad warships and finally airships.
Education
Arania has a formal education system that aims to instill loyalty in its students through political indoctrination, strict discipline, and nationalist teachings. Students in certain schools begin the educational process as soon as they begin to show aptitude in magic, or for non-magi, as soon as they begin walking. Subjects including history, music, etiquette, warfare, and magic are taught to the students by various teachers. However, the educational system primarily works as a "mind-molding" process, influencing students to develop a strong sense of nationality and loyalty to the King. Teachers maintain rigid order and withhold teaching students most forms of self-expression. In addition, censorship and propaganda is used in history books.
General opinion of the world
Arainia's worldview upholds that only unity, centralism and strict order can ensure stability and prosperity. This does not include restricting freedom and creativity, as these aspects of personal expression are critical to societal development and harmony; however, children do not gain this freedom until they have been taught how to serve the King and improve the Nation with their actions, and the honor it brings them.
This caused a cult of personality to build up around the King, military, and aristocracy, who are seen as messengers that could bring the beauty and glory of Aranian culture to other lands. According to this belief, the Aranian Royal Palace is the center of the world, and the further away a place is from the palace, the lower its inhabitants in regard of social status and capabilities. It is common to keep pictures of the King clearly visible in schools and public buildings, while massive statues are often erected in honor of the ruler. This is accompanied by strong glorification, although the monarchs are still regarded as humans.
Customs
Aranian society places a great emphasis on respect and honor, especially toward the nobility and elders. Should one be honored enough to be in the presence of a member of the Royal Family, that person needs to conduct themselves with respect or risk being challenged to avenge the disrespected Royal's honor. Upon coming into contact with an elder or superior, it is polite to bow.
Arania is a cityscape surrounded by rivers being the most beautiful water city about hills and plains. Being the third largest city, this area is the first to conduct "airships' though rather expensive only the nobles. As eye seeing as this city is, it is controlled by an iron fist by the current King and comes off as a more Lawful Evil territory and Arania holds more guards than Gisildaigaon the two nations headbutting towards war and demanding more lands.
Places of interest
Merchant Central
Airship docks
Slums
Population: 750,000.
Stances on Magic
Is a grand water city between Gisildaigaon and Tohoku. This city has the most acceptable Academy of magic ready for those who seek to expend on their knowledge. Parents from neighboring lands have been known to place their child here for a fee and for the safety of their child from the world around them.
Gisildaigaon
Gisildaigaon
Terrain: Gisildaigaon is a land which was carefully picked by it’s ancestors in order to give it a perfect military advantage. Gisildaigaon is surrounded by mountains and finds itself in the middle around the mountainous area. The beautiful city finds itself on a peak of the middle mountain, which just so happens to also filled with healthy forests. It was said that Gisildaigaon was blessed by the Celtic gods with the land it was given. Not only do the forests have several animals to hunt, but it also grows with several fruits such as berries, herbs for medical treatment, and the forests add to the military protection.
The reason why Gisildaigaon is so impenetrable is exactly for the reasons above. To invade Gisildaigaon one must climb the mountains surrounding it, then once more climb a mountain which it rests on. Archers have the advantage here to shoot down enemies from above. If the already fatigued and injured enemy managed to survive this it would lead them to the Gisildaigaon Forests which their warriors know all too well and can easily ambush their enemies. None have yet been able to siege or invade Gisildaigaon due to their great choice in Terrain.
Population: 150,000.
Sections: There are three sections within Gisildaigaon. The Noble District, Slums, and Merchant District.
The Noble District or the Upper Area, is the considered the most important part of Gisildaigaon. It’s where the Gisildaigaon Castle is located as well as the Noble Ward where the rich and powerful members of Gisildaigaon can be located. The chuch of Memnos can also be found in this district. Because of these important area’s. The Noble District is the most heavily guarded for good reason. The Royal Guard heavily guards the castle and the noble district while the equally trained and diligent Paladins of Memnos guard the Temple area closely. This section is also very beautifully decorated with skyscraper-like buildings, several estates, and colored with beautiful exotic flowers and trees. The Noble District is a general breath of fresh air that can only be shared by those who are deserving for it, but calling this place a paradise is an understatement.
Merchant District, can be found in the middle section of Gisildaigaon. It’s where most of the commoners can be found and where they live. But the most important thing about this district is that it stays true to it’s name, the Merchant District is where all the Merchants gather to sell their goods. Several stores can be found here where the Celtic Clerks attempt to sell their wares. The Merchant District is by far the most lively and busiest district of them all, as it open to the general public and thus all sort of different people can be found here from the rich all the way to the poor. The streets are heavily crowded with people during the day as they go about doing their chores and attempt to sell their wares. During the night, the merchant district is usually only busy as people go out to enjoy the nightlife.
Slums is the very bottom section of Gisildaigaon and is almost hidden, and for good reason too. Many scum live here and it’s generally where the poor live. The slums is filled with dangerous folk such as thieves and murders. It’s a place where only the strong survive and the weak tend to become their prey. The only much visited place in the Slums is Madame’s Clwnys Brothel where she has collected many men and woman servants across the world. Nobles, commoners, and peasants alike find themselves here in order to “relieve” themselves of any stress, drink, and use the many services the place has to offer. There is also rumored to be a thieves and assassin guild deep within the slums of Gisildaigaon, but not many dare tread that far within the city.
Hierarchy:
King Shamus Gisildaigaon:
Queen Donelle Gisildaigaon
Prince Alherdin Gisildaigaon
Gisildaigaon:Castle
Niefernhiem
Niefernhiem Confederacy
Map
Population: Unknown
Races: Humans, Halfings
Religons: Memnos
Government Type: Confederacy
Ruler: The Diet
Geography:
Kruntarg Region:
Kruntarg Woods-
Also known as the Black Forest the Kruntarg Woods is a very dense huge forest that expands for hundreds of miles. The forest has a bad reputation and many wives tales are pinned on it and then exaggerated such as it being cursed, or haunted. The forest gets a high level of rain and thus is more like a bog most of the year.
Kruntarg Lowlands-
The lowlands are the lands that dip down into the south tundra and are rocky
Niefernhiem City:
The Grand Duchy of Niefernhiem was on its own a moderate power at the very best of times but still the largest city in the Kruntarg. Deep in the Kruntarg woods few have visited from the outside, and the city is as unknown as the forest that shrouds it.
The Grand Duke was until recently also the Lord of all Princes and Supreme Archbishop of the orthodox church of Memnos until his death. The city was founded some four centuries past but the exact date was not locally recorded when the leader of the Niefern, a semi-nomadic petty kingdom fortified a position and stayed. The Imperial Diet meets also in the city, and most bring parts of their own armies and so different banners and colors and troops are somewhat common in the streets. The city also like the woods has a high level of rainfall that has on some occasions flooded the lower parts of the city. The city has two notable districts:
Castle District- Home to the castle and once the emperor, the diet and the holy basilica.
Lowlands- Home to common folk, and most of the businesses.
=======================
Politics:
Niefernhiem has many small towns each is a self governing state run by a Duke, a Lord, or in some cases a Prince. Each of these states have there own army. However each of the states sits on a national council called the Diet. The diet can make decisions for the nation as a whole but can't interfere in the running of someones own state. This allows them to communicate, organize and share strategies and information on the world at large. Above the diet was the office of the Emperor until his recent death. The emperor was crowned by the Archbishop of a orthodox offshoot of the church of Memnos as the lord of princes of all in the Kruntarg and the supreme archbishop of the orthodox church. The role of the emperor was far more religious and a unifying figurehead than political although the throne does possess power, how it can use it or influence it is something else After his death via age however all such unity died. In theory all the realms armies must follow the emperor if so called upon to do so as a singular unit and he did possess his own army as do all the ruling parties in the nation. The emperor recently died through age and the diet abolished the throne in a bid for power.
=======================
Culture:
People in the Kruntarg have tended historically to be very guarded against outsiders. Being semi-nomadic hunters they are hugely tribal which lead them to establish very aggressive competitive warring states. Preferring to take rather then to do the hard work of stabilized expansion and control they raided each other but tended to attack people outside the Kruntarg with more frequency as time went on. This recently has changed as the princes and lords of the different realms seek to get a larger realm and bigger army than their rivals on the diet. Disorganized independent raiders have been stealing from the neighbors for centuries but this has sparsely been to much of a threat till recently when they became more centralized and organized.The outside knows very little of these people, few have come back from the Kruntarg.
Despite the focus on attacks and raids the Niefern favour subtifuge to the point of the common saying "At least an orc you can see coming". A Niefern may imbed himself in a wagon guard, or a town for months leading them into a trap or earn a position of trust to lead in his comrades in when the time is right. Niefern's can be patient, are loyal (mostly) threw indoctrination to their lords and prefer to weaken pray (preferably getting them to weaken themselves) before swooping in like vultures. While not afraid of outright conflict they will try to keep the war arena small to make best use of their own numbers as much as possible.
A talent for horses means many commoners are good equestrians. Horses are partners to the rider, and they often have a bond of trust that also breeds a skill of riding. This means a small troop of raiders can attack fast, take goods, and withdraw before the enemy can reform and counter. Almost all towns have a shaman or a herbalist, and almost of all them know how to make various poisons and effects. While sparsely used internally they will if needed use them with various sleeper agents to strengthen an attack.
The people in the Kruntarg are highly religious, and the emperor as the supreme archbishop commands reverence from the population until he died threw age and the throne was abolished. All towns have a church and it usually takes pride of place in the center of the town run by a bishop and his staff of Priests.
As a highly religious people, the emperor had a inquisition. With utter power and only answerable to the emperor the inquisition stomp out heresy and treason to the emperor's will. The inquisition is feared but also respected, and few from commoners to soldiers would cross them. None orthodox branches of Memnos, i.e anything outside the Kruntarg are considered heretical.
The Niefern are said to be a people of passion and throw themselves into things passionately, either with love or with hate. Due to this they have a well earned reputation of being hot blooded and of a quick temper. Years of raids against stronger towns and forces have made them realistic and pragmatic but also very territorial. Betrayals and treasons are the very worst crimes in the Kruntarg and a family can be tarred with the shame for up to three generations.
====================
Army:
Each state has its own private army that is run by the ruling lord of the state rather then the diet as a hole. Men will spend whole lives and generations in a army from father to son serving their lord. Most don't have a personal home and live in barracks or around a fire in tents. This gives them more contact with the horses to form a bond and also a very strong brotherhood where members will know each other very well, and each other's skills and flaws. Most armies answer to the lord foremost. In theory above him is the emperor, if he so called on a army the theory is they would heed the call. The day to day running of the army is by a Field marshal. Under him is a marshal then the captains of the divisions. Most armies only have three divisions at most so have three captains run by a marshal overseen by a Field marshal. Most armies have a priest who also acts as the field medic, even if unqualified. While they have a strict code of loyalty to ones brothers to say the army is noble would be a lie. Most have in the past had some criminal aspect and so most have skills in such things as lockpicking or pickpocketing. While the Field marshal would punish horrifically anyone who used this on a imperial subject these skills are used however the person wishes when on the field against the enemy. The wealth a family gets from a soldier is generally that he steals from people when attacking a wagon or a foreign village.
====================
Modern Events:
The emperor died and the empire was abolished for the confederacy. With this unity dissolved and the Altan Tsardom attacked and invaded, and is currently winning a war.
Formally loyal infiltrators have switched sides to the Tsardom seeing how badly the lords have ruled.
As a highly religious people, the emperor had a inquisition. With utter power and only answerable to the emperor the inquisition stomp out heresy and treason to the emperor's will. The inquisition is feared but also respected, and few from commoners to soldiers would cross them. None orthodox branches of Memnos, i.e anything outside the Kruntarg are considered heretical.
The Niefern are said to be a people of passion and throw themselves into things passionately, either with love or with hate. Due to this they have a well earned reputation of being hot blooded and of a quick temper. Years of raids against stronger towns and forces have made them realistic and pragmatic but also very territorial. Betrayals and treasons are the very worst crimes in the Kruntarg and a family can be tarred with the shame for up to three generations.
====================
Army:
Each state has its own private army that is run by the ruling lord of the state rather then the diet as a hole. Men will spend whole lives and generations in a army from father to son serving their lord. Most don't have a personal home and live in barracks or around a fire in tents. This gives them more contact with the horses to form a bond and also a very strong brotherhood where members will know each other very well, and each other's skills and flaws. Most armies answer to the lord foremost. In theory above him is the emperor, if he so called on a army the theory is they would heed the call. The day to day running of the army is by a Field marshal. Under him is a marshal then the captains of the divisions. Most armies only have three divisions at most so have three captains run by a marshal overseen by a Field marshal. Most armies have a priest who also acts as the field medic, even if unqualified. While they have a strict code of loyalty to ones brothers to say the army is noble would be a lie. Most have in the past had some criminal aspect and so most have skills in such things as lockpicking or pickpocketing. While the Field marshal would punish horrifically anyone who used this on a imperial subject these skills are used however the person wishes when on the field against the enemy. The wealth a family gets from a soldier is generally that he steals from people when attacking a wagon or a foreign village.
====================
Modern Events:
The emperor died and the empire was abolished for the confederacy. With this unity dissolved and the Altan Tsardom attacked and invaded, and is currently winning a war.
Formally loyal infiltrators have switched sides to the Tsardom seeing how badly the lords have ruled.
Norðrheimr
-::The Norðrheimr Northlands::-
Also refered to as "The Barbarian Wastes"
Ruled by a plethora of various tribes, whom it is not common to have arguements and war over terratory occur, the Northlanders hold the rite of battle sacred, they are and are rumored by the world to be little more than savage-barbarians, which is a half-truth given that while their war-like tendacies give that off to be the truth, they hold strength, rites, honour and tradition sacred, they are also one of the few empires in the face of the realms that seem to truly appreciate and love their enemies, even as by tradition usualy inviting them to share in feasts before and after battle paying respect and tribute to their enemies and their chosen dead for the glory of battle that they are about or have shared.
Great beasts of Savagery and Legendary creatures within the deep forests and mountains roam the northern land, making it an unforgiving and tough landscape to make one's living in, it is a common occurrences among the beasts of the Northlands to be much more sized than that of the other lands of Shinma, some of renown large and ferocious enough to become legends in their own rights.
Sacred Ground - Great Ash-Tree, Asashsil
As named by the few remaining Mountain-Giants, deep beneath the roots of greatAsh-tree of Asashsil "he" slumbers, the tree's great roots stretching and spanning all
over and across the world and realm itself, drinking from the great leylines in order to become
and continue to be strong to remain what is beneath sealed.
The base of the tree-trunk itself is home to a great serpent, considered by the sages of the culture as the first Snake, it is a great monstrosity whom constantly gnaws upon the roots of the tree itself, attempting vainly to destroy the tree in order to free it's still sealed away master, whom according to legend is supponsed to bring about the end of the realms, at times the tree itself shakes and writhes creaking and croaking loudly with the earth itself sorrounding the tree quaking, rumbling and shaking, despite such the tree holds fast, it is believed that this is the struggle of the great evil sealed beneath, and from it earthquakes are caused across the realms.
Rumors go that the tree itself is alive, and some Sages even claim
that the branches sometimes display or form faces as to bestow a lucky few
worthy mortals with it's eternal wisdom.
It is also rumored that a spell, one requiring especialy rare regrediants
is able to break the eternal-seal.
(the great dragon of destruction and doom that we've been trying to prevent to get loose is
sealed beneath the tree that feeds from leylines to maintain strength)
(spoiler, keept secret by the Eldest Northland Sage)
North -The Beard of a Woman - (see below "Legend")
South -Blood of Draconious Eflria
Center -Mirror of Memnos (buried and sealed beneath the desert sands)
East -Sukaihadogi* (*skyshard) The First Blade, Imperial Regalia of the Ryunese Empire
West -Blood of the Mountain, Gem of the Greatest still living Ancient Stone Giant, slumbering
beneath the earth, rivaling the power of gods.
The Main-Villains of the Game World will seek to undo the seal, done in the ongoing main plot.
South -Blood of Draconious Eflria
Center -Mirror of Memnos (buried and sealed beneath the desert sands)
East -Sukaihadogi* (*skyshard) The First Blade, Imperial Regalia of the Ryunese Empire
West -Blood of the Mountain, Gem of the Greatest still living Ancient Stone Giant, slumbering
beneath the earth, rivaling the power of gods.
The Main-Villains of the Game World will seek to undo the seal, done in the ongoing main plot.
Leader: High-Jarl Staufang Wolfbane
-::Tradition(s) & Legends::-
Tradition - The Hanging SageDrawn inspiration of ancient tales of the Northland allfather god retaining knowledge and wisdom
from the Ash-tree Asashsil itself, it is a commonplace ritual and even honour for Sages of the
Northland Tribes to seek to hang themselves in the great Ash-tree through rope or chains,
usualy they hang there until a revelation or other inspiring idea springs to mind, it is
considered a neccecity to hang for as long as humanely possible, and dying while hanging whilst
not the purpose of this strange traditon isnt uncommon due to harsh weather or simple starvation,
even dying whilst hanging is considered an honour in the Northeners culture.
Legend - The Bearded Lady
Once a hundred years, always at the death of the former one a single Woman within the Northlands
will be born with a beard, this woman is by tradition always given the title of Jarl within the peculiar region of her birth as an absolute among the northeners, even if such a position is normaly not to be given to a woman this is considered sacred, and the Woman in-question always becomes one of the more influencial and powerfull rulers of the Northern-Clans, this woman is always much so stronger than the average Human, and the beard in of itself while it grows slowly over the years of the woman's lifespan becoming a specific length at the date of their death, it cannot seem to be cut.
Should the Lady take a Husband the Husband is refered to as the wife, wheras the Bearded Lady is
always refered to as the normaly male-title of Jarl.
As a tradition the former-Jarl of the Region becomes an Advisor to the Bearded Lady, and it is
considered a gift of the gods to be graced with such an honour.
Person, The Elder Sage
Legendarized throughout the realms, sought advisor of Kings and Queens the man whom's name is
long forgotten is the oldest Human to roam the realms, spanning across years of four-hundred,
the Elder-Shaman has abandoned his name in order to become a living symbol for his people,
one of few humans to hold respect even among the Elven and Dwarves, he sits at a constant
stillness upon his throne unless matters of great importance to the fate of the world rises, adorned in tribalistic arnaments and ritualistic helmets constructed
out of the hide of animals, he rarely speaks and is usualy seen sitting in utter silent contemplation, he is rumored to be dirrectly chosen and able to talk and interpret the words of the gods themselves.
Holding a sense of Sight beyond the physical realm, he is able to predict the future and things
to happen, and while his physical eyes have withered to gray-blindness, he now sees what others
even the elven and supernatural creatures cannot, he refuses to be guarded despite nobility's
insistance otherwise, and has simply responded with unwillingness to cooperate, and whilst his
physical strength is neigh useless, he holds ancient and forgotten magics known by nobody cept
himself and creatures of the Old-Kingdom.
Location - Iron-Wood, The Road's End
Located on the border of the world itself (or so considered since no man has dwelled beyond)
Beneath the treetops of "Iron-Wood" where the sun's beams cannot pierce through the ceiling of the trees, roams creatures unheard and by most men unseen, it is considered a cursed place from within fewLocated on the border of the world itself (or so considered since no man has dwelled beyond)
men ever return, it is feared and considered a death-sentence to roam within even by the most revered Kima Warriors, it is a place where normaly no man voluntarily steps foot, and a place where criminals are sent into exile as punishment, of which none return, it is considered a place of certain death, and not even creatures
of supernatural origin like the Dragon-Kids or the Mighty Naptishtim dare lightly thread within.
Creatures known as "Ganji" described as fair-maidens of glowing silver overshadowing that of even the fairest
elven maidens, enchanting beauty frequently lures men into the woods following the light of silver, these men are usualy never to be seen again but in rare cases return as shadows of their former selves cursed with aging, magic glowing silver locks of hair can rarely be found sorrounding the woods entry which are usualy sol
at high-prices and highly-sought after by alchemists seeking to brew miracolous potions.
Ganji are rumored to be the progenitor of the Silver-Elves, but they themselves pale in beauty and magic before their ancestor.
Kuokazo
Kuokazo
Stances on Magic:
“These exotic lands are full of mystics, ki, and home to martial arts. This land is much different than the main land, having their own philosophy on magic. They encourage one to reach their full potential in the use of magic. People of the main land look upon these orients with odd looks or degrade their way of life; they're just a bunch of oddities to them. Only a small percentage accept each other or the ones on the mainland looking for refuge changing their names or getting married to an Ryujuian.”
Ryuju City is the home to ancient traditions, passed on from generation to generation. Unlike the world around, the citizens of Kuokazo keep to themselves and usher in an age of philosophy. The lands of Kuokazo are often found incomplete symbolism to represent balance in both nature and life. Kuokazo, for this reason, is often referenced to “The City of Balance”. The appearance to the large, simplistic village is something one would expect of a shogun or dynasty-age oriental city. Shinto gates mark the entrances and exits of the city, as well as the very buildings. Large, wooden-crafted towers provide shelter to many people. The land is kept in its refined, beautiful, natural state, only touched by man-made objects for necessity rather than appearance. Cherry blossom trees and other exotic plants seem to frequent the lands.
The populous of Kuokazo are enriched within the philosophies of their history. They spend their lives honoring the balance and history of their family while continuing the ancient customs of their people. Art and calligraphy is kept as a symbol of their past, recording legends and amazing deeds that can only be described as mythology and of a spiritual nature. Due to this fact, Ryuju City is said to be one of the closest places a mortal can be to the spirit realm and the ley-lines. This often deters visitors and main-landers from visiting this strange world due to the fears of spirits haunting and possessing the unwary. Ancient gods and powerful spirits are often referred to as deities in these lands, worshiping them to their fullest ability and constructing shrines to honor their very names.
Unlike the rest of Shinma, the inhabitants of Kuokazo do not believe in an all-purpose definition for energy known as “magic”. If they aren’t enshrining the memories of the past with art and writing, the populous enshrines their heritage in the focus of Ki. Ki is the energy of the soul, the land, and the world around them. Warriors trained in the art and understanding of Ki to obtain a balance of strength and wisdom from the spirits whom share their knowledge.
People that live in the mainland often refer the Island of Ryuju as a place of an oddity. Many main-landers do not accept the way of balance of Ki, and see Ryujuians as heretics to reality, degrading the very way of life the world around them has striven to achieve. Ryujuians see the outside world as overly-touched by mankind and that the balance of the land has shifted to ruin due to greed and technology. They see those whom do not follow the traditions of old to be heretics of honor.
Shirza-Ka
Shirza-Ka
The desert city
.:Hierarchy & Family Structure:.
The Shiraz-Ka is a patriarchal society, meaning that the men are above women. There is no gender equality, and women are expected to be subservient to men. Women do possess power over the household though when it comes to financial affairs, home decoration and passing on the culture of their people to the children. One of the few rights a woman has is to education, they receive the same quality that men do, but are separate from the men.
The eldest male of the family leads the household, and makes the rules and decisions for the rest. All younger males are expected to listen to the head of their family, without question. The eldest female of the family is to handle the finances and cooking, while the younger women clean and watch the children. All family fortune and responsibility falls on the living eldest son, and if he manages the family poorly, it reflects poorly on the whole household in the community. Any rebellion within the family unit reflects poorly upon them as a whole in the eyes of the community, because it means that the head of the family is weak. The young must respect their elders, and children obey their parents.
Hierarchy Within Family Unit
- [*]Grandfather-Jaddi
[*]Grandmother-Jadda
[*]Father-Ad
[*]Mother-Um
[*]Eldest Son-Awwal Ibn
[*]Any Son After-Akhir Ibn
[*]Eldest Daught-Awwal Bint
[*]Any Daughter After-Akhir Bint
Hierarchy Within Community
- [*]Military Leader=Tarek-Ka | Head Justice=Sedik-Ka | Religious Leader=Tahar-Ka | Head of Commerce=Rabah-Ka
[*]Priests - Kahin
[*]Merchant Family - Al-Tujjar
[*]Soldier - Jundi
[*]Guard- Muhafaz
[*]Commoner - Faqir
[*]Foreigners - Al-Wafedeen
.:Culture, ;Custom & Punishment:.
”Respect Thy Elders”
To the people of Shirza-Ka, it is important for one to respect their elders. The young are to heed the words of the old and to aid them whenever possible. To not do so is punishable by public humiliation. It is believed that those who have lived a long life have done so for a reason and are there to guide the younger generation. To be of old age is a status symbol in itself, and one that is fraught with perils by desert life.
”Dost Thou Steal From Me?!”
Theft within the Shirza-Ka is handled quite simply…you remove the offending member. I wouldn’t wonder what you get for murder!
”Stay Thy Tongue Woman”
Due to the Shirza-Ka being a patriarchal society, women are expected to know their place. They are to only speak when spoken to, when men are around, and to be dressed decently. They are to show respect to men, and be courteous. The only exception to this rule would be old women, but they are supposed to still show a man some measure of respect. Any woman, who violates this law, brings shame to her family and is subject to stoning.
”Head of House Knows What's Best”
The head of any families household's word is law, and you had better get used to it. Insolence is punished on an in-house matter, the only thing the head of household is accountable before the Head Judge, is his reasoning behind why he did it. Interfering with another family’s matters are punishable by excommunication from the community, unless there is good reason to, the only of which being murder.
”Art Thou Dining At The Same Table As The!?”
Women are not allowed to eat in the same room as men. They are supposed to dine elsewhere…like behind a curtain! The table is for men and man talk, which shouldn’t be sullied by a females presence. Discuss important matters with your family member in private! The punishment usually ends up being decided by the head of the household.
”Aren’t I A Tad Young?”
The answer is no…the legal age for marriage for the Shiraz-Ka is sixteen years old. It allows for political alliances between families, and ensures a continuation of the bloodline. Life in the desert is harsh, with few rarely making it past the age of thirty-eight. So, put on you big kids shoes and learn to adjust to the life that is pushed upon you, for you aren’t the only one robbed of their childhood, be glad you aren’t a boy!
”We Don’t Want To Go To War...But The Whip Master says Nay!”
It is customary for all males of age thirteen to be trained in the ways of the sword. No one is above this law, not even those with money or power. If you live in Shirza-Ka and are of age you are conscripted to train in one of the many military camps, until you reach the age of eighteen years old, upon which you will either become a guard or serve in the main army for two years. That isn’t to say that the Shirza-Ka are cruel, because they are not, they allow you to spend a fortnight, every quarter with your family, so that you may handle family matters. Those who run away from their mandatory military duty, are forced to fight no less than three men in separate duels with nothing but a staff, while their foe has steel. All of this is done to regain their honor and their families, whether they live or not.
Verratannian
Demonym: Verratannian
Population: 300,000
Races: Humans, Half-Elves, Gnomes, Halflings
Religions: Memnos, Ephaesus
Government Type: Monarchy/Shadow Council
Ruler: Basileus
History:
192 ATD- Founding of Thevia, Age of antiquity
The Kingdom of Thevia was founded according to historical records and best guesses in 192 ATD in what is now the amber fields of Verratannia. Its first recorded King was King Lithoborous Odorous Mangnatorium who entered history in 243 ATD in the age of antiquity. Thevia conquered its neighbors in the northwest under King Lothonorous as the kingdom of Edothopolis (in the region of current Magnum Vane) the kingdom of Cathebe (now the current day region of Muspelopolis) over the next thirty years. After his death history of the region for centuries is unrecorded but research suggests long civil wars and factionalism of the region until the rise of the Thevia republic which was a council of the most privileged and rich elite, this, in turn, was overthrown in 859 ATD for the second Thevian Empire by Arerous the Great, this is the first time basileus was used in the terminology.
1038 ATD- Fall of Thevia, Age of Darkness
Arerous IIV ruled at the time what is now Verratannia, and the regions of now muspelopolis and magnum vane and what is now the province of Abu Rhaba in Shizra-Ka, however he remained a tyrant who was paranoid of all and was greedy, not held back by restraint and lived in extreme luxury while most suffered.
The Raj of Shizra-Ka attacked in 1019 ATD, and managed to raid and pillage the capital of Thevia itself. The city never recovered from this and the people revolted in 1022 ATD but the power vacuum that followed was a succession of people trying to grab power as its outer regions were annexed by other powers or revolted. However in 1035, a massive horde from the east of orcs and goblins unlike any seen before called the Ravage assaulted Thevia and Cathebe was the first to fall, none survived and the city burned.
Edothopolis fell next, with the nation to chaotic to form a coherent defense and by 1037 the ravage was at the walls of Thevia.
In 1038 the city defenses failed and the city was destroyed and vanished from history.
1695 ATD- Founding of Verratannia, Migration Period
The region was inhabited by nomad descendants of the Thevian cultural sphere but it wasn't until 1695 when according to the stories an exiled Aranian prince and his Shizra-Ka bride arrived to build a home and united the nomads at the bay where Verratannia would be founded. How true this story actually is, however, is debatable.
1705 ATD- Age of Empires
1705 saw campaigns of annexing the Principality of Muspelopolis succeed. In 1723 ATD the Duchy of Mangum Vane was annexed under Basileus Theovarious II and a age of empire started in Verratannia, however, this would not last and the nation would swiftly change in this period to the finance and business nation it has become today and no more great expansions would be had.
Culture:
Verratannia is a culture based on being mercantile. Trade and Finance is king, and entertainment with seedy entertainment is common to the degree casinos fill entire districts. Because it is ruled in secret by bankers and big business Verratannia holds war in low regard and unprofitable and prefers to remain neutral with the sole exception of Shizra-Ka whom Verratannia holds a strong hatred centered on the former sultanate of Abu Rhaba which is now a province in Shizra-Ka that produces huge amounts of salt also known as white gold.
Verratannia holds a global reputation for being neutral and handling finances of itself and other nations.
In Verratannia culture people have three names, The given name, the house name, and the surname.
Every Verratannian is in a house even if it is a house of one.
A house is an alliance of families and people under a house leader, the nobles still hold influence over the greatest houses much to the annoyance of the business elite who see this as there a final barrier to being true Verratannian elites.
Government:
Verratannia is ruled in public by a monarchy whose ruler has the title of Basileus for male and Basileia for female guarded by the Praetorian Guard.
This is however merely a facade, in reality, the government is ruled by a secret shadow council ruled by the most successful Bankers, Traders, and Businessmen.
Verratannia City, Districts:
Monté Vista - A residence district on a hill.
Porta Cerulean - A vast bay of ports for trade overseen by ancient Thevian ruins.
Temple District - Home to the great temple to Ephaesus the patron of the nation.
The Rainwall - A high-class mercantile district on a hill, called after its waterfalls.
Capitol District - The administration district.
Casino District - Vast casinos all over a district, from seedy to splendid.
Military:
Verratannian Legions -
Praetorian Guard -
Verratannian Navy -
Population: 300,000
Races: Humans, Half-Elves, Gnomes, Halflings
Religions: Memnos, Ephaesus
Government Type: Monarchy/Shadow Council
Ruler: Basileus
History:
192 ATD- Founding of Thevia, Age of antiquity
The Kingdom of Thevia was founded according to historical records and best guesses in 192 ATD in what is now the amber fields of Verratannia. Its first recorded King was King Lithoborous Odorous Mangnatorium who entered history in 243 ATD in the age of antiquity. Thevia conquered its neighbors in the northwest under King Lothonorous as the kingdom of Edothopolis (in the region of current Magnum Vane) the kingdom of Cathebe (now the current day region of Muspelopolis) over the next thirty years. After his death history of the region for centuries is unrecorded but research suggests long civil wars and factionalism of the region until the rise of the Thevia republic which was a council of the most privileged and rich elite, this, in turn, was overthrown in 859 ATD for the second Thevian Empire by Arerous the Great, this is the first time basileus was used in the terminology.
1038 ATD- Fall of Thevia, Age of Darkness
Arerous IIV ruled at the time what is now Verratannia, and the regions of now muspelopolis and magnum vane and what is now the province of Abu Rhaba in Shizra-Ka, however he remained a tyrant who was paranoid of all and was greedy, not held back by restraint and lived in extreme luxury while most suffered.
The Raj of Shizra-Ka attacked in 1019 ATD, and managed to raid and pillage the capital of Thevia itself. The city never recovered from this and the people revolted in 1022 ATD but the power vacuum that followed was a succession of people trying to grab power as its outer regions were annexed by other powers or revolted. However in 1035, a massive horde from the east of orcs and goblins unlike any seen before called the Ravage assaulted Thevia and Cathebe was the first to fall, none survived and the city burned.
Edothopolis fell next, with the nation to chaotic to form a coherent defense and by 1037 the ravage was at the walls of Thevia.
In 1038 the city defenses failed and the city was destroyed and vanished from history.
1695 ATD- Founding of Verratannia, Migration Period
The region was inhabited by nomad descendants of the Thevian cultural sphere but it wasn't until 1695 when according to the stories an exiled Aranian prince and his Shizra-Ka bride arrived to build a home and united the nomads at the bay where Verratannia would be founded. How true this story actually is, however, is debatable.
1705 ATD- Age of Empires
1705 saw campaigns of annexing the Principality of Muspelopolis succeed. In 1723 ATD the Duchy of Mangum Vane was annexed under Basileus Theovarious II and a age of empire started in Verratannia, however, this would not last and the nation would swiftly change in this period to the finance and business nation it has become today and no more great expansions would be had.
Culture:
Verratannia is a culture based on being mercantile. Trade and Finance is king, and entertainment with seedy entertainment is common to the degree casinos fill entire districts. Because it is ruled in secret by bankers and big business Verratannia holds war in low regard and unprofitable and prefers to remain neutral with the sole exception of Shizra-Ka whom Verratannia holds a strong hatred centered on the former sultanate of Abu Rhaba which is now a province in Shizra-Ka that produces huge amounts of salt also known as white gold.
Verratannia holds a global reputation for being neutral and handling finances of itself and other nations.
In Verratannia culture people have three names, The given name, the house name, and the surname.
Every Verratannian is in a house even if it is a house of one.
A house is an alliance of families and people under a house leader, the nobles still hold influence over the greatest houses much to the annoyance of the business elite who see this as there a final barrier to being true Verratannian elites.
Government:
Verratannia is ruled in public by a monarchy whose ruler has the title of Basileus for male and Basileia for female guarded by the Praetorian Guard.
This is however merely a facade, in reality, the government is ruled by a secret shadow council ruled by the most successful Bankers, Traders, and Businessmen.
Verratannia City, Districts:
Monté Vista - A residence district on a hill.
Porta Cerulean - A vast bay of ports for trade overseen by ancient Thevian ruins.
Temple District - Home to the great temple to Ephaesus the patron of the nation.
The Rainwall - A high-class mercantile district on a hill, called after its waterfalls.
Capitol District - The administration district.
Casino District - Vast casinos all over a district, from seedy to splendid.
Military:
Verratannian Legions -
Praetorian Guard -
Verratannian Navy -
Wynaria
Demonym: Wynarian
Population: 350,000
Races: Humans, Half Elves, Gnomes, Halfings
Religons: Memnos, Ephaesus, Leeya
Government Type: Republic
Ruler: President
History:
38 ATD- Founding
King Adelrik I of what is now the vast and powerful Aranian Empire ruled his people with a tyrannical iron fist and started butting heads with the Gisildaigaion Kingdom long before the cities were even settled. In terms of what was up for grabs was farmable land, trade routes, natural resources, and rivers so King Adelrik wanted to dominate the central continent and thus his budding realm is both secure and powerful. In the south Gisildaigaion, Aelamvaal and early settlers to what would one day be Tohoku had plans to settle the southwest coast to control both the region and the coastal region which was in direct conflict to the plans King Adelrik had enacted. As he founded Arania and had slaves fortify the stronghold he at the same time claimed the southwest as part of his domain and also sent slaves and his trusted Commander Bosek Zhelezkina to settle it so Arania and by extension, the king could dominate and control the entire region while denying rivals an expansion powerbase.
52 ATD- Great Slave Revolt
By this point, the settlement which was then called Adelrik's Hold and then later shortened to Adelheid had started to take shape and a keep was near-complete to watch over the bay. Commander Bosek had ruled the region for his majesty the King as a feudal overlord and tyrant who was focused on building up a strong army and defenses with the use of slaves and bullying the surfs. 14 years had passed and time took its toll. The commander reached the ripe old age (for the period) of 53 and his health started to fail as he drank amounts even a town drunk would be concerned at, and not having the foresight to separate slaves of common background that found common ground, organized and when he was ill in 52 ATD in the second month exploded and turned. Lead by a slave under the name of Wyn (Or so unrecorded sources claim) they attacked the Adelheid nobles. They succeeded in killing wives, and lone traders but the army's discipline was absolute and they pushed them into undefendable positions and slaughtered them, but the commander died in the night soon after from his age (and probable alcoholism) In response to this the new ruling noble, Duke Devoka of the house of Redoboska brought in slaves of a huge range of origins and many did not speak the same tongue to keep them disorganized. The unintended effect, however, was the founding of a multicultural society that would in time drift away from Aranian traditions. Arania would release more funds to secure the city and keep sending resources such as trees, grain and animal skins to the northern capital and so the city built stronger walls and a bigger keep which by coincidence was the new home of the Redoboska house.
165 ATD- First Great Fire
In the early hours of the night, the city was nicely settled under the drunken watch of the army. However, a bakery in Alburn Lane set on fire and the shanty townhouses that had been tossed up around it from wood with narrow streets went up like a bonfire. The army's response was to protect its garrisons and holdings from the fire and let a lot of the poor areas burn. The commonfolk would not forget this and the Redoboska was seen as Aranian outsiders from this point on and a new identity of separate self-started to foment.
Arania for its part did send help, but only in clubbing people and continue the status quo which was one of the few times outside of increasing taxes, they noticed the city even existed. In 178 ATD Duke, Alexi Redoboska was the ruling noble and had expanded Adelheid Keep into Adelheid Castle by skimming tax. Normally the city could fall into the western seaboard and Arania wouldn't notice but money was one of the rare things that made them take note. The king ordered Duke Alexi arrested and he made a brief rebellion attempt and tried to claim himself as the ruling Duke of new free Adelheid Duchy. However, without support as the family was so detested even by other local noble the siege was brief and the army opened the gates and refused to fight within days of the Arania's army arrival and thus the family Redobsoka was executed and an era had ended. The family built the early city, enforced its laws and unintentionally founded a new culture so as hated as they were many modern scholars argue they truly gave birth to what would be Wynaria.
1342 ATD- Destruction of Wyvera
An important advanced floating island city crumbled down into ruins in the Grandia Desert (and later restored).
1904 ATD- War of Independence
The Duke of Adelhold, cousin to the King of Arania had been building alliances in secret for up a decade before the war as well as a wealthy investor, the self-made merchant Jacob de Naria with charm, bribes, and mutual survival. In the first month of the year, 1904 famine hit Arania only a year after the plague of the wailing. Trying to annex the richer farmlands of Gisildaigaion to counter the shortage. Gisildaigaion had been preparing for the annexation sometime beforehand and managed to resist which led to a confrontation.
Adelheid used this to join Gisildaigaion along with Tohoku and Kima Kur'Tara one the alliance side and on the Imperial, Arania, and Shizra-Ka. Adelheid dropped the banner of Adelheid and hoisted a name voted for by the leading nobles and merchants of the city (In reality the vote was bought by Jacob de Naria) of the Kingdom of Wynaria. The deal had been Duke Charles would be constitutional king, but a council of the people would truly rule. Arania launched from a weakened position and had to split her armies into three arenas of war, the south, the north and the east. The war came to a standstill on Shizra-Ka's front and seeing the winds of war the city withdrew from the war leaving Arania. Arania had better armies and tactics even in the current level of the empire and Wynaria had lost grounds in the battle of Hoster, where General Grindal was lost and again at the passage of Tohoku but the longer supply lines on three fronts with poor supplies gave the alliance an advantage. Sailing fire ships up the river, the fleet was caught off guard enough for the government to realize war could be won, but on a timescale needed before unrest destabilized the empire and would fight the war later when in a stronger position. In the treaty of Tohoku in the fifth month of 1906 representatives of the empire and the alliance signed a treaty recognizing Wynaria as a free state from Arania and some very minor territorial losses to the Gisildaigaion (which enraged the people and government to this current day.)
Duke Charles ruled as king of Wynaria for only ten years tell 1926 Jacob de Naria launched a coup against Charles due to his arbitrary and absolute use of power, making him hated among the council that he dismissed after the war. Jacob gathered the elite of the city and didn't even give a demand for Charles and led his men to the castle. Before this Charles had bribed the kings' guard with huge sums of money, grateful for bribe due to Charles's high tax rate to pay for, as he called it the "Imperialfication Project" In which he wanted to make the city and a residence the envy of the world. The guards let the men threw without any resistance and caught the king playing a hand of cards with his lackeys and the trio was dragged out the city. On being dragged in the streets a maid broke from the crowds and stabbed King Charles with a knife several times before she was stopped. In reality, Jacob had organized this so he could end Charles's risk of return and not be involved in regicide.
The Monarchy and the kingdom were now over, forever. Jacob organized a new system he called a republic and became the first President threw the first time in his life not bribing people, but from actually being popular. He stayed for three terms of fifteen years before leaving the office of his own will and built a solid trade network, and died two years later hailed as the father of the republic. In that death, all his misdeeds were forgotten as he became a hero, brave and incorruptible.
2008 ATD- The Great Fall (Dragon War II)
Lately, there has been a disturbance in one of the many streams throughout Shinma, this magical "river" is said to feed many spirits and keep the world stable and plentiful to these creatures provided by the Creation Gods. But not only the source of life and food for these creatures, but it was also provided as a fail-safe to keep the dragons slumbered. The Manipulator dragon leader's essence lies within Gaia itself, said to be the only way to keep him from causing destruction and gathering his army against Human and Dragon kind. Few people were involved in this and were able to restore the leyline before the nets lost their stability.
Culture:
Wynaria embraces new ideas, and all things new. People tend to look forward and as a result, tend to explore things other cultures don't. To say as a republic Wynaria has equality is untrue. Sexism exists and nobles remain, although they are self-recognized the republic itself doesn't officially recognize them but since they are rich and have power on the council no administration has yet attempt to curb them. With this said Wynaria does have a written constitution giving rights and standing in the law to the people who dwell as its nationals even that nobles can't ignore (However this tends to favor males). Wynarians have a dislike of Absolutes and now have a strong republican tradition combined with a dislike of monarchy, however, they tend to view other countries and monarchies with a respectful fascination.
With a preference to see the world and learn rather than dominate Wynaria is secure in its own identity and doesn't often push an expansionist agenda and while it has a strong army it lacks the sheer national focus Arania does. The caste system holds less power in Wynaria than most other countries making classless an issue in status however the strong merchant middle class now has its snobbery of advancement. With a more capitalist outlook, the rich and poor divide is much less polar here than other feudal cities, however, this does leave the government with less to spend, especially on the army and less likely to enact a draft. Wynaria tends to be less industrial than Arania, but also a lot cleaner for it. The lack of smog is something a lot of the citizens have become thankful for.
Government:
Wynaria is a republic and is ruled by a president. The President is elected from a member of the council and male nationals vote for a member of the council to take up the post. A vote of constitutional failure can be brought to any member of the council by a public majority if they feel they are failing the republic, however, the power of the nobles and disorganized nature of the public make this both hard and rare. The President has a five-year term before an election and can stand for as many as he wants. In terms of power however he has limits and laws must be passed by the council, he does, however, have the power of veto.
Wynaria City, Districts:
Castle District - The oldest district in the city, and terms of size one of the smallest. A castle has stood here since the city founding in 38 ATD however the current castle is not the original, but the third castle built as a royal residence and is now the seat of the republican government. Under the city are the lower levels of the previous castles and old lost manors that have long been forgotten to become a half-buried maze of old dungeons. This part of town has wealthy residents such as the nobles and the rich merchant class.
The Docks - Home to the poorer citizen, the docks see ships come from every port in Shinma and bring in exotic tales and spices. However, the clash and the low brow sailors make security here patchy at best. The government tries to balance trade, open passage and security which has become hit and miss. In the winter rain lashes, the houses and winds howl through the narrower streets, and the port front is often prone to flooding.
Gate District - Country to the name this district does not lead to a major city exit but is a run between the castle district and the docks. It gets its name due to the former duel gates at either side to check traffic flow into the castle district. Home to the middle class and a lot of popular restaurants and an iconic clock tower.
Military:
The Republican Army is an organized militia where the president serves as a high commander. The army is formed by citizens and adventurers who join as part of a voluntary conscription system. Even the corps that make up the core of the army is generally not career soldiers.
The Republican Corps-
A military organization led by the Ministry of Defense and is given to a council member to run by the president. The corps, of which there are four bodies (including a naval unit), are the main fighting forces of the Republican army.