Astrum: A World Divided

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Astrum: A World Divided

Post by Eltee »

Astrum: A World Divided

Legend:
Orchid: Deandra (Nitiy control)
Red: Visaga (Eltee)
Yellow: Sprandriia (JV)
Dark Blue: Hagard (POMC)
Turquoise: Tarmargar (Imp)
Cream: Val Anun (Frost)
Orange: Ululula
Brown: Orethus
Blue: Arakesh
Pink: Heljen


Geography:

Westernmost continent: Norstwin
Upper east continent: Veyna
Lower east continent: Aryvas
North Pole: Inanvol

Light green: Grassland and forest
Dark green: Rainforest
Light blue: River
Blue: Water
White-Blue: Tundra
Black: Mountain ranges (Just symbols, more than appear in world)
Grey: Rocky, barren area
Tan: Desert area

World Info
Hidden:
Astrum’s History:

It is estimated as the year 800 T.T. (Their Time) when a mysterious species of people known only as the Old Ones engaged themselves in a huge war. Virtually nothing is known about them except for the fact that they had the mastery of magic. Recovered documents and art show that it was a long and bloody civil war, until one small group of the Old Ones, a monk group, decided to take away the potent power behind the war: magic. It is unknown how they did it, but the group managed to cut the Old One’s use of magic off, but it created a huge explosion. The explosion is believed to have created the island in Norstwin after separating it from the rest of the continent. For unknown reasons, the Old Ones died out soon after, leaving no intelligent, capable life on Astrum. The Religions of Astrum are based on the miracle of the sudden creation of civilizations. The current year is 2,520 O.T. (Our Time)


Basis of Astrum’s religions:

Astrum has many different religions. They all stem from the same event, though. In the year 54 O.T., seven people from various tribes around the world (Representing 6 of the 8 species) formed together to serve as a council between the early tribes and acted to unify the world. These people came to be known as The Devout. The Devout were seen as honest and good people, who were highly respected by everyone on Astrum. They gained much more authority than originally anticipated. With their new found power, The Devout began to grow arrogant and fight. The Devout began to argue on which religion was right for the Astrum people to follow. There were over 600 recorded tribes and just fewer than 550 religions, so The Devout took it upon themselves to choose the correct one. They split over the issue, disbanding the Devout and leading their personal followers as prophets of their chosen religion. Eventually, 550 religions turned to six religions.


Species of Astrum:

Human:
The majority of Astrum’s population is human. The humans are standard people with basic abilities. They are, however, more diversified than the other species. The human life span is 100, give or take 10 years.

Human Culture: Humans are generally an opportunistic and greedy people, with the world of business more prevalent in people’s minds than the world of war. It is not unknown for many of Humanity’s richest people to have achieved their rank through assassination, corruption, and sabotage. The Humans tend to be less racist than the other species of Astrum, therefore their countries are slightly more diverse.

Human Religions: Humans have two major religions.

Otians: The humans who follow the Otia (O-sha) Religion are commonly pacifists. The Otian belief dictates that the human Alan Carabell of The Devout is the prophet for the Otian religion. The Otians believe that the Goddess Sabine created the world for the mortals that inhabit it. To repay Sabine, the Otians act as pure as possible to preserve the world for future generations. They believe that when they die, they will become part of nature and the greater whole.

Casilans: The humans who follow the Casila (Ca-see-la) Religion are more aggressive than the Otians. The Casilan religion dictates that the human Joan Saenna of The Devout is the prophet of the Casilan religion. The Casilan God is Caedin (Kay-din), who is believed to have been a great hunter, and hunted with the Immortals in Heaven. But, he grew bored fighting an enemy he could not kill. So, Caedin made the Earth and controls everything that causes death to mortals, all in the name of the Hunt. It is believed that if a mortal proves himself worthy, he will become Immortal and join in the Hunt after death. If not, he will be reborn and forced to be hunted again.


The Minotaurs:
Minotaurs are the brutish barbarians of Astrum. Looking like Minotaurs of legend, these beasts stand at seven feet tall, with the huge head of a bull with some human features. It is common for them to different piercings and ink tattoos. The Minotaurs also have large horns.

The Minotaurs are the dumbest of the species of Astrum, but also the strongest. As they are the largest species, they live in smaller societies with heavy focus on military, in fact, it is mandatory for a Minotaur, at the age of 16, to serve in the military for 10 years. Minotaurs live to around 90, give or take ten years.

Minotaur Culture: The Minotaurs rely heavily on outside nations for supplies. Most citizens are in the military, with only the old or weak farming or producing food otherwise. The Minotaurs respect their ancestors deeply, often taking it so far as seeing their ancestors as demigods due to their religion. It is well known that a charging Minotaur army is a sight to fear, but at the same time enemies don’t need to worry about strategic moves from the beastly species.

Minotaur Religion:

The Cassidans: The followers of Cassida believe that the Devout Minotaur named Oten, was the prophet of the Cassidan religion. The Minotaurs view Humans with disgust because they believe the Casila religion is a [&@%!] form of the Cassida religion. In the Cassida religion, they believe that a God by the name of Cadaan (Cah-Dahn) was a great hunter in the time before civilization. He hunted un-evolved mortals with great pleasure, until a Minotaur managed to wound him. Cadaan took great pride in the accomplishment of the Minotaur, so he created intelligent life and retired to the Heavens. Now, the Minotaurs hunt in honor of Cadaan, who they have replaced. The Minotaurs believe that when they die, they join Cadaan in Heaven and guide future Minotaurs on their hunts, as their ancestors did with them.

The Nymphs:
The Nymphs are the only species left known to possess any magical powers since the Warp. Though they do control magic, the Nymphs really can only do cheap parlor tricks and other weak spells. The Nymphs are an all female species that reproduce by using some of their inherent magic: to create the life process inside of them. This is by far the most impressive magical ability they possess, and it is said that they only possess magic for this very ability. The Nymphs generally live in smaller, tighter, more educated empires. The Nymphs look like human females but much smaller and more petite, with very thin hair and larger eyes. Nymphs live to around 120.

Nymph Culture: The Nymphs usually have weaker armies, so they rely heavily on alliances and allies to fight their battles for them, when they use their superior intelligence to aid the allied country in other ways. The Nymphs also make excellent traders.

Occasionally, a Nymph is born with exceptional magic abilities, called an Inherent. This woman is chosen for the next Queen of the empire due to the belief that she will be wiser and more powerful than all the other Nymphs. Almost never have there been two Inherents alive at the same time in the same empire.

Nymph Religion:

The Followers: The Nymphs don’t have so much of a religion rather than a concept, and that is to mimic the Old Ones who inhabited Astrum thousands of years ago, and had magic. Some discovered art may suggest that the Old Ones actually resembled the Nymphs. The Nymphs believe that they are reincarnated, and each life they gain a little more wisdom and magic, until they are born an Inherent. When an Inherent dies, it is believed that she joins the Old Ones in a land of unlimited magic.

The Andyls:
The Andyls are the reptilian people of Astrum. They are like humans, but have a lizard like face, tails, and claws. Andyls are generally brown, rarer colors are red, green, and white. The facial structure of an Andyl can be compared to a Bearded Dragon, with the rough features and spiked neck. Andyls are long lived at around 140.

Andyl Culture: The Andyls are well aware that they look very primitive and beastly compared to most other species, so Andyls try very hard to be a clean society and an orderly people. They dress flawlessly, and speak very carefully. Their cities are clean and have high police forces, and notably, their graveyards and dumps tend to be out in the middle of nowhere. Andyls are much less focused on military, rather art and culture, than other species.

Andyl Religion:

The Nubans: The Andyls believe that the Andyl Devout, Nhalei, was the Prophet for the Nuban religion. When the Old Ones died out, the Nubans believe that their god Nuba, a great and beautiful Andyl female, created Wyverns with the sole intent for them to worship every aspect of her. Since Nuba is considered the most beautiful woman to have ever existed, statues of her form are everywhere in Andyl countries. Temples to Nuba are the most beautiful structures in the cities, usually made out of gold. Nuba is the most common female name among the Andyls at 34% around the world. Andyls believe that when they die they will go to a heaven where they spend eternity being guided by Nuba in her infinite wisdom.

The Katha:
The Katha are similar in appearance to the Andyls, but they are larger (Always at least six feet), and their facial structures more closely resemble chameleons. They are exclusively green or blue. The Katha are also long lived at 140.

Katha Culture: The warlike Katha couldn’t be more different than their brother species, the Andyls. Katha tend to live in lawless cities with high crime rate and don’t care about preserving them. Their militaries are usually large an unorganized, soldiers just want to kill people at any cost. Their governments are often sloppy, but rarely corrupt, as the Katha don’t really care about money. Katha find many excuses to go to war and believe that countries can fight over things, have battles, and not be in war. Many other countries have learned to accept this, the alternative being locked in constant warfare with the Katha of Astrum.

Katha Religion:

The Rixans: Following the Hydra Devout Prophet Kelvden, a good Rixa believes that they were created to shed blood in the name of Ryx. They believe that Ryx, a giant red Katha, created life for his own amusement, to watch mortals wage war on each other. Mortals who sufficiently amuse him in life get to join him in death, and watch over the world with him.

The Mantises:
The Mantises, or a Mantis, in singular form, are a species of buglike people who are basically large praying mantises who stand on two legs and are humanoid. Their skin is harder than usual as to make up for their fragility. Mantises talk in high pitched voices, usually, and generally live in a matriarchal society with a queen, but this is not always so. Males are females are impossible to tell apart from outside races. Mantises are short lived at 60.

Mantis Culture: The Mantises are by far the smartest species on Astrum, using their intelligence to quickly rise above the other species in the early times. As a result, the Mantises live in advanced countries with more modern luxuries. Their armies focus more on strategy than brute force.

Mantis Religion:

Atheistic: Mantises have grown beyond standard religion, claiming the suggested theory that the Old Ones knew they would die out, and planned to advance other species in their place using magic. They are otherwise agnostic on the view of God. Mantises have been known to accept the religions of other species as well.

The Arachs:
The Arach people are even more beastlike than the Minotaurs, but more intelligent. The Arachs are truly huge brown, white or black spiders. They rise about four feet, and are the width of a Minotaur. The Spiders, as they are commonly called, can’t handle weaponry, so they use their poisoned fangs and massive bodies only. The poison causes a slow and painful death but does not immediately disable an enemy. A Spider’s thick skin protects them because they are otherwise unarmored, and don’t wear clothing. Spiders talk in deep, silky voices and can’t use many tools, so they create their own. Arachs, despite their body, are known to be very humanlike. They speak the common tongue and interact with other species. Spiders live to around 400, making them the longest living species.

Arach Culture: The typical Arach building is like a shell, it’s a large and hollow construct, save the floors, with entrance holes in the sides of the building. Arachs just crawl up the building to get inside. All more complicated Arachs tools are usually operated by pulleys. Arachs move fairly fast and can jump, making up for their poor combat performance. The Arachs are a very neutral people, and rarely seek out war or death, but on the other hand, wouldn’t hesitate to go to war if it was necessary.

Arach Religion:

The Scions: The Arach religion is similar to the Andyl’s. They believe the Devout prophet Kex was responsible for leading them to the Scion religion. In the Scion belief, the Goddess Sybil created the Arachs in order to enjoy the world that she also made. A good Scion is supposed to enjoy life and appreciate it, and if he can do that, he will become a part of Astrum upon death.

The Casso-Arachs:

Lore says that a thousand years ago, Casilan Humans were fused with Arachs to form a mixture of the two races. How is speculated today; a lost reserve of magic or methods that even historians would rather not delve into. Nevertheless, the Casso-Arachs have adapted to the Arach way of life rather than the Human way. They are alike in almost every way. The only difference is the Casso-Arachs have the torso and upper body of a human, and the lower body of an Arach, like a centaur. Casso-Arachs usually live in their own kingdoms, not mixing with either of their ancestor races.

Getting Re-Started

This RP is open only to the players of Astrum: A World at War.
Please post your nation sheet and your leader sheet. Feel free to make any adjustments you feel are necessary to bring it up to date. Also, please post a coprehensive summary of events that have happened in the past five months within your nation. I will utilize your summary, word for word, in the OP.


Nations:

Visaga
Sprandriia
Hagard
Nitiy
Tarmargar
Val Anun
Heljen

Summary

After the Royal Wedding in Hagard, Astrum has gone through a period of incredible change. Realms and regimes have fallen, and new power bases have formed.

Ulululan Confederacy
The Brothers of Oten joined with Ululula in the Ulululan Confederacy, and quickly and brutally took both Ulanvarh and Aenyah. There is indiscriminate looting and widespread violence occurring in both of the rich, but militarily weak nations. Adrianna, Inherent Queen of Aenyah, blew half of the capital of Edenspring into a smoking crater. No-one knows exactly what happened. In Ulanvarh, the Katha were treated more leniently because of their lower average intelligence and aptitude for physical labour. The Nymphs, Andyls and Katha were enslaved in both nations, and many were killed. Ululula is now leering across the sea at the other two regional powers... Nitiy and Orethus.

Orethus
Meanwhile, the Otian kingdom of Faylia was overthrown by it's Casilan neighbour, Orethus. The nation has put into place policies of religious, sexist and racist persecution. The large Casilan minority of Faylia welcomed the regime change, and the passive Otians accepted it without much objection. The Nymphic majority of Demma and the Andyl minority of Faylia and Orethus face extreme persecution, with rich temples of Nuba being looted and the Nymphs, being women, being entirely deprived of rights. Any priests or priestesses of Nuba who did not swear negligence the Casilan religion and to King Vrantius were publicly tortured. The entirety of Demma was repossessed as Crown land, diminishing the local Nymphs to something less than serfs... As they were legally without rights, as females. Orethus is fervently building up arms against blatantly hostile Ululula and fanatical Nitiy.

Arakesh
The nation of Arakesh was defeated and halved in size by a fatal mixture of factors from within and without. A slave revolt sparked in the southwest, in which centuries of repressed hate exploded into fiery magical retribution. A Mapo surgical strike slaughtered the nation's leaders, including Lord Valens Creox, at a gala. A Sonas surgical strike at the border opened the way for a joint Visagan and Hagardian invasion. In a fit of vengeful rage, slaveowners in Arakesh, who accounted for a large percentage of the population, were slaughtered by the freed Velannan Nymphs. The remaining Arach and loyal Casilans fled to the north and east of Arakesh, outside of the boundaries of historical Velanna. There was scarcely a single Nymph left in the hands of the Arakesh by the end of the month-long operation. The leaders of the slave revolt elected to join Visaga as the seventh tribe, taking one seat at the council. Meanwhile, what remains of Arakesh is an unordered, chaotic mess of refugees. The Arach have operated with slaves for long enough that they are more or less crippled without them. Humans are leaving the region by the boatload in search of a better life in Sprandriia, Hagard and Orethus.

Visaga
Mainstream Visaga is in a state of shock at the sudden change in the world around them. The best news that had been heard on Norstwin in seven hundred years came in the form of the liberation of Velanna. At the same time the worst news experienced by Nymphdom for a long, long time came from the east. The other two Nymphic realms, Demma and Aenyah, had been subjugated under the Humans of Orethus and the Minotaurs of Ululula. For the first time in hundreds of years, Visagans don't need to fear the power brooding to the north of them... But there are also powers building in the east, powers that might one day consume them. As the Casilans of Orethus and the Minotaurs of Ululula persecute and slaughter Nymphs, there is a call to end the alliances with Tarmargar, Hagard and Sprandriia on ethnic grounds from the conservative elements of Visaga, especially the tribe of Chirka in the mountainous north-central region. However, the other tribes, liberally-minded Lonke, intellectual Riulu, military Targa, economic Rishi, rural Terrall and newly-free Velanna all favour continued relations. The Targan leader, Captain of the Muster and commander of the Sonas, Khanna, is hailed as a heroine around Visaga for her actions on the frontier, breaking the Arach lines in the single decisive battle of the short war. Queen Junna is being hailed as one of the greatest Inherents of all time, and is running herself ragged trying to integrate the horribly mangled region of Velanna into Visaga. The Visagan ambassador to Tarmargar, Orna, is six months pregnant and living with To'Takka in Tarmargar. The Mäpo liaison in Sprandriia is travelling the country with Princess Utsuho.

Heljen
The Casso-Arach of Heljen withdrew further into their own affairs, becoming even more isolationist.

Sprandriia
The wedding being the first major sign of a break in the ice of isolation upheld by many generations of royalty visible to the populace of Sprandriia, who immediately began hoping for a softening of the Queendom's strict and sometimes nonsensical policies. This, however, has not happened, making Koishi the first ruler in more than 5 centuries to suffer from bad popularity in the society where the royal family are traditionally viewed is demigods.
Koishi having retreated to the Palace in Scinthimira as her pregnancy ran its course, the newly healed Utsuho took over most of the populace's popularity, her recovery being hailed as a miracle and spawning less inherent antipathy towards nymphs once the truth emerged. Utsuho didn't spawn any outer reactions to this, and made her preparations for going on her country trip with the Mapö liaison, Fox.
At the same time, the entire fleet lies mobilized and ready off the eastern coasts of Uhijishi, Sfinix and Gergela, the only response from Sprandriia to the Minotaur growth in the East. Minor parts of the fleet lie in wait to guard the southern approach to the capital, too, but as of yet, the army is not at ready, and the Sprandriians will likely rely on the peculiar traditions of walls everywhere crossing the landscape at irregular intervals to keep them safe should they get invaded.
Two weeks before the six month period of silence ran out, the Sprandriian Princess Utsuho left on the island-hopping trip as Queen Koishi retreated from public view entirely, likely to give birth, but no news has been heard since.

Hagard
Not long after the wedding, disaster struck Hagard. The city of Nærdédh was besieged by the Borgen rebels. After a lengthy siege, the city was captured by the rebels and was converted into their base. Along the west side of the river, the cities were slowly captured or besieged by the rebels. Many of the clans that comprised Hagard were reluctant to act (many of them agreed with the rebel's policies) and, as a result, the army of Hagard had few troops. Hope finally came when Chieftain Brevéch gave his troops to the cause of the king. At the Battle of Inchæn Forest, the rebel army was routed and crushed. An uneasy ceasefire came over the kingdom of Hagard. The rebels are in negotiations with King Cormag over an end to the war.
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Re: Astrum: A World Divided

Post by Eltee »

Eltee
Spoiler:
Nation's Name: Visaga
Home Species: Nymph
Capital City: Naya
Leader(s): Queen Junna, her mate, Natlie, and the tribal leadership.
Nation's History and Background: Visaga has historically been the fertile, low-lying lands surrounding the rivers and lakes of northern Norstwin. The terrain is generally hilly, rolling, and convoluted, and covered in a mixture of verdant forests and pastures. Agriculture is minimal. The Nymphs have made their homes in the region's valleys for time beyond time, or so they like to say. They have occasionally been engaged in wars, both in Norstwin and overseas, but they are usually the negotiators bringing peace. However, they have had one implacable enemy throughout its history: The Arach to the north, in Arakesh. Visaga's sister nation, Velanna, which occupied the southwestern part of what is now Arakesh, was conquered and enslaved more than seven hundred years before. It has only been returned to Nymphic hands after a slave revolt supported by a Visagan and Hagardian invasion.
The current inherent, Junna, was a simple dancer with one of the caravans travelling the southern lands before she discovered her true magical ability, and was returned to Visaga and hailed as a queen. Her inexperience and naivete was problematic for several years, but a decade into her reign, the nation is stronger and more united than it has ever been.
Additional Information: The country, largely, isn't very urbanized at all, though most regions have a few small trade centres and towns, and there are two large cities. Many Nymphs are nomadic, moving around as fits their fancy in their caravans. They are comfortable enough with the forest to live off of it with ease, leaving most of their time for leisure. Most choose to fill this time with learning, learning about most anything, singing, dancing, speaking, and loving. Most communities are incredibly close-knit as a result of this.
There are seven tribes in Visaga, with each of them electing an official to the Tribal Council, which can veto the queen's power with a unanimous vote. The council is usually squabbling, however, so this only happens when the Inherent turns out to be a nutcase.
In Queen Junna's case, she usually defers to the wisdom of the council. It is comprised of representatives from the Chirka Tribe, from the foothills of the mountains and the Gap, Rishi Tribe, from the region of the Riulu River's fork in the east of the country, Riulu, from region surrounding Lake Riulu in the east, Targa, from it's western counterpart, Lake Targa, the Lonke tribe from the sprawling eastern coastline. The Terrall tribe comes from the great stretch of forest between the North Fork of the Riulu River and Lake Tanga. Finally, Velanna has been inducted into Visaga. It's borders run along the western mountains to the south, the ocean to the west and north, and to the east there is an indefinite line of truce with the Arach along a line of hills in the centre of the country.
Queen Junna herself came from the district of Fork, which is home to one of the few permanent towns in the country, and the home base for the famed Visagan caravans.
The caravans travel massive distances throughout Norstwin on their carriages, selling odds and ends, and performing outlandish displays of acting and dancing and play-fighting and magic. They are sometimes seen as well-meaning travellers bringing wealth and mirth, and sometimes as a band of slutty foreign vagabond thieves. The caravans aren't impeded much by oceans, as, while Visaga has little navy to speak of, it has a huge trading fleet that sends the tiny, swift Visagan sloops sailing to the far corners of the earth, and with their flat drafts, up most of the world's large rivers.
The Visagan army is composed entirely of volunteers, though everyone is theoretically ready to fight in case of an invasion. The military is focussed on sneak attacks and espionage and pre-emptive operations, and on obtaining the best situation to negotiate a treaty from.
A quick list of the most important locales in Visaga.
RISHI is the nation's second largest town, situated at the meeting of Tanga River, North Fork and South Fork. It is a huge sprawl of ancient stone homes older than memory, and one of the biggest centres for outlanders in Visaga.
LONKE is the biggest city, on the coast beside the strait looking across at the islands of the Caslian humans. The town is massive, swollen, and made up of a slim majority of non-Nymphs (though Nymphs are still the largest single ethnicity.)
THE COLLEGE is an ancient place of learning situated on the southern shores of Riulu Lake near the northern border. It is a massive, sprawling castle that acts as the greatest haven of learning in the whole of the world. It is large enough that it can, and does, harbour the vast majority of the country's young adults for a few years of their lives. It also opens it's doors to all species of Astrum.
NAYA is the holiest place in Visaga, a series of refurbished Old One ruins that now act as the palace, chambers of commerce, the high courts, the royal courts, and the tribal council.

An additional note, the Visagans are usually not very bigoted toward most races, but they have a simmering hatred toward both the Arach and the Casso-Arach. Also, outlander males usually have a harder time getting anything done than females do. Relationships between Nymphs and other species are well tolerated, as long as it is with females. "Heteros" are ridiculed by mainstream Nymph society.

Another additional note, Visagans don't have surnames.

On the Visagan Military:
The Visagan Militia is comprised of most of the able-bodid women of Visaga, trained with blade and bow periodically in case of invasion. Indeed, invasion is the only time they would be called into service.
The Visagan Tribal Army is the permanent army of Visaga, responsible for being on the frontline of any war. They are sorely lacking in personnel, but they form together a formidable, cohesive fighting force. The Army is divided into two regiments, each of which consists of three brigades, which is comprised of five companies. The ranks are exceedingly simple. All regular soldiers are Troopers, Companies are headed by Captains (with a Lieutenant-Captain as a second in command), Battalions are headed by Majors (with a Lieutenant-Major as second in command), Regiments by Colonels (with a Lieutenant-Colonel as second in command) and the Army by the General (with a Lieutenant-General as second in command.) The current General is a wiry woman named Smyra, who is a tactical genius, if being at the cost of political and strategic ineptitude.
The Visagan Navy is made up of small, fast Sloops whose sole role is to protect Visagan trade routes. They don't have the manpower to enforce a blockade, or even win a prolonged battle. However, they excel at hit-and-run attacks.
Sonas is the special military forces of Visaga. It is undoubtably the most feared of the military divisions, and becoming one of the shrouded commandoes, one of the hidden justiciars of safety from those that would harm Visaga, that graces the heroic dreams of the youth of Visaga. They use a mixture of superior skill at arms with guerrilla tactics and a touch of magic in the right place in order to become nigh on invincible, even when operating behind enemy lines. Sonas commandos make the commitment to join the force when they are fifteen, and are crafted into perfect warriors over a space of about five years. As both a sign of their commitment and a practical aid in firing bows, Sonas initiates cut their left breast off on their twentieth birthday.
Mapö is the intelligence branch of the Visagan armed forces. By contrast to the militant Sonas, initiates into the intelligence corps are routinely recruited from the best and brightest of the College. From an unglamorous base in the city of Rishi, they analyze the happenings in the world, formulate strategies, assess threats. The most dangerous aspect of Mapö, though, is what they call 'field work.' They are among the most gifted spies on Astrum, able to penetrate deep into foreign nations and weed out secrets and plant disinformation. Mapö agents are almost universally attractive, using their appearance and the allure of their race to their full advantage without hesitation or conscience. There is also a small group of agents representing all of the races of Astrum that are designated as spies to their own regions, though the nymphic spies are usually the most able, perhaps due to the touch of magic they use expertly to preserve their cover and meet their ends.

The Visagan Flag.

Place on Map: North-Central Norstwin, bordered in red.

Name:Queen Junna
Sex: Female
Age: 29
Species: Nymph
Appearance: Junna is short, but of an average height for a Nymph at around five feet tall. She has an angular face, nut-brown skin, thin, straight, dark-brown hair, and large, mossy green eyes. She is relatively flat-chested, but is quite ethereally beautiful, though the dark circles under her eyes generated by overwork somewhat ruin the impression.
Personality: Junna still has a hint of naiveté left, but she is quickly growing into her role as queen. She is fair, confident, and she tries not to speak more than is necessary, to a degree afraid of making a fool of herself. She isn't honest with anyone but her mate, Natlie. She is extremely intelligent, even for a Nymph.
Background: Junna was born into a caravaneer family in a small town of the outskirts of Fork, named Gyra. Her parents raised her there, until she reached the age of fifteen, when she joined a caravan on her own, exploring the reaches of Norstwin, buying and selling everything imaginable, acting, dancing, living. She grew close to a fellow Nymph in the caravan, a tinker-fixer a year older than her named Natlie, and they were mated before the Old Ones six months after Junna's seventeenth birthday. Months later, in the arid wastelands on the fringes of the southern desert, the caravan was attacked by bandits. On the brink of destruction, Junna's rage and fear exploded into a firestorm of magic that destroyed every last one of the bandits. In awe, her fellow caravanners brought her to the Capital, which had been without an inherent for nearly twenty years. On her eighteenth birthday, Junna was declared the stunned Queen of Visaga.

Name:Consort Natlie
Sex: Female
Age: 30
Species: Nymph
Appearance: Natlie is just over five feet tall, standing just a smidge taller than her mate. She has short, unruly blonde hair and large, playful light brown eyes. Her skin, like Junna's, is a dark nut-brown.
Personality: Natlie never had much use for politics, and she doesn't mince her words. She is straightforward and honest, with a wry sense of humour.
Background: Natlie was born in a poorer part of the Visagan city of Narrows, the daughter of a watchmaker. She had a love of fixing things, tinkering with gadgets, since she was a child, and she jumped a passing caravan to do what she loved when she was thirteen. She has explored every corner of Norstwin, and she fell in love with the dancer, Junna, when she was eighteen. Not long after, her life was derailed by the abrupt discovery that Junna was in fact Inherent, and the rightful Queen of Visaga.


Name: Pyrra, Chief of Chirka
Sex: Female
Age: 47
Species: Nymph
Appearance: Pyrra is tall, wiry and straight backed, and rather ugly. She has greying hair hair perpetually in a bun, expressionless, plain brown eyes, small for a Nymph, and uncharacteristically pale skin.
Personality: The leader of the conservative Chirka clan, and veteran of war with the Arachs. One of the more racist and socially conservative leaders. Not very well liked outside of her own holding. Cold, disdainful and cruel.
Background: From one of the parallel, narrow valleys that carve through Northern Visaga in the western mountains, Pyrra was rarely exposed to anything beyond traditional life until he Arach war, which tore a hole in her that can never be repaired. it is always her tribe that has taken the brunt of Arach attacks, and she is seen as something of a warmonger within the council. She is mated to a woman somewhere in her own holding, and rarely discusses her or visits her.

Name: Arna, Chief of Rishi
Sex: Female
Age: 92
Species: Nymph
Appearance: An unbent, proud woman, still quite spry. She has short, well-kempt hair, and clear blue eyes.
Personality: Quick, smart, tolerant, and one of the best traders in recent memory She funds almost a dozen of Visaga's caravan ventures, and is well-liked for her uncanny ability to bring coin into public works. It was under her than Fork transformed from a dirty trade outpost into a city worth being proud of. The chief most trusted by the young queen.
Background: Born and raised in the central city of Fork, and a trader since she was fifteen. Her mate died when she was in her forties, and she never bonded again.

Name: Minerva, Chief of Riulu
Sex: Female
Age: 55
Species: Nymph
Appearance: Tall, dark and bird-like.
Personality: The most intelligent of the Councillors, analytic and quick.
Background: Headmistress of the College as well as representative of the Riulu tribe.

Name: Khanna, Chief of Targa
Sex: Female
Age: 30
Species: Nymph
Appearance: Tall and beautiful, with olive skin, shimmering black hair, and a shapely figure. She is missing her left breast, and heterochomatic eyes, with one amber and one green, which lends her an extremely asymmetrical appearance.
Personality: Along with Pyrra, one of the Warmongerers. Intelligent, and much more progressive than Pyrra as far as social issues go.
Background: An experienced warrior, and the leader of the elite troops of the nation, the Sonas. As is tradition among the members of the group, she cut her breast off as both an induction ritual and to serve the practical purpose of making it easier to use a bow.

Name: Yia, Chief of Lonke
Sex: Female
Age: 28
Species: Nymph
Appearance: Short and prettyin an unassuming manner, with medium brown hair and matching eyes.
Personality: The most outspoken of the anti-war councillors, and the most progressive. While she is armed with ingenuity and intelligence, she has a bit of a thin skin and can be easily damaged by insults.
Background: Brought up in the diverse city of Narrows, Yia was constantly exposed to influences from all corners of the world as she grew up. She became the harbourmaster at age 21, and 'married' (such an odd ritual, she thought secretly) an outlander, a human male from across the channel. She is constantly abused and ridiculed as being a so-called 'hetero.' Nevertheless, she was elected to be the Chief of the Lonke coastal region by her peers.

Name: Merinkie, Chief of Terrall
Sex: Female
Age: 22
Species: Nymph
Appearance: Pretty, in a strange sort of way. Her brown hair is usually messy, and her bright blue eyes are wild and flashing.
Personality: The oddest of the councillors, hailing from the backwater and remote central forests of Terrall. The least urbanized of the tribes, the Terrall are the most in tune with magic of the tribes, and have the oddest customs.
Background: ???

Name: Ziia, Chief of Velanna
Sex: Female
Age: 22
Species: Nymph
Appearance: Ziia is of a medium height, and is rather skinny, likely due to her long years of servitude to the Arach. She speaks with a strangely inflected accent born of the long servitude of the Velannans. She has thin, light brown hair, the lighter skin characteristic of the Vellanans. She has bright blue eyes. Easily the most striking of her features, though, is the tattoo on her face. The name of her owner and his address, as well as her name, were stamped onto her left cheek, while on her right cheek two parallel rows of four black dots that marked her a slave.
Personality: Outspoken and brash in her love for her people and her hate for the Arach, she is also a tad naive and ignorant of the world outside of Arakesh. She spends much of her time acclimating to Visagan culture, so much better than what she had experienced for much of her life, and yet so different from what she imagined.
Background: Ziia was a household slave of an Arach noble named Lord Irkan from the moment of her birth, and she lived an absolutely horrible life. When her mother was too old to work, she saw her eaten by the spiders. She grew up to constant sexual abuse by the Casilian members of the household, guards, visitors... The list went on and on. When she was twenty-one, she was given the task of household courier, doing errands around the city for her Lord. It was in this way that she and a handful of other couriers were able to fleetingly organize, first only in passing, before she began to receive aid from Mapo agents. Eventually, they were able to bring about the massive and rapid revolt that saw thousands of Nymphs, channelling their rage into pure magic, overthrowing and slaughtering their overlords. She led the revolt in the capital city of Arakesh, and led a bloody pogrom that saw thousands upon thousands of Arach slaughtered and hung from their buildings.

Name: Orna, Diplomat to Tarmargar
Sex: Female
Age: 21
Species: Nymph
Appearance: She is a small, slight girl, with long, straight brown hair, large brown eyes, swarthy brown skin, and large, round glasses that magnify her eyes slightly, making her look perpetually surprised.
Personality: Very polite and tactful, and eternally curious. While she is a bit shy, her love for adventure is evidenced by her acceptance of a diplomatic mission to Tarmargar and her... Er... Union with To'Takka.
Background: Orna grew up in Visaga, a quiet existence. She was extremely interested by the other cultures of Astrum, but she didn't feel life as a caravaneer was for her. She went to the College for two years, and finished at the top of her class in cultural studies, contemporary diplomacy, and world history. She accepted the mantle of Visaga's ambassador to Tarmargar when she was twenty, and when she arrived, she found it to be very different, much more savage than she had anticipated. She got to know the leader of Tarmargar, and, after he saved her life from the traitorous Bru'unerian ambassadors, she inadvertently fell in love with him. After a rather awkward and painful night together, the magical Nymphic process of conception planted a child in her. She is now six months pregnant, and living with To'Takka.
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Re: Astrum: A World Divided

Post by Eltee »

OK, Astrum WILL be going ahead! :)
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Re: Astrum: A World Divided

Post by Imp »

Spoiler:
I didn't change to much with the sheet. The major thing that had happened was their increase in civilization.
Nation's Name: Tarmargar
Home Species: Minotaur
Capital City: Berca
Leader(s): To'Takka
Nation's History and Background:

Tarmargar was brought together by the loosely organized tribes of the Northern Mountains. These tribes have been at war for years during T.T. Coincidently, right after the marking period from T.T. to O.T, they began offering eachother peace treaties. As the tribes joined together, they stupidly went to war again, fighting over which name their nation would go by. After a five year war, the victor was the Tarmargar tribe, and that is what their name was. The influence of multiple tribes has been slowly dissapearing throughout time. Though, occasionally, one former tribe believes things that another one doesn't, and breaks out another civil war, because no council has been created. The civil wars they have are never allied. Each tribe has their own army, even if another tirbe has their same view.

Their council was finally formed, and they slowly became for civilized. A representatives were picked one from each tribe. Another war broke out, (hold on here) the nation broke apart, and each tribe broke into multiple parts, to decide which representative would be chosen. Each of the seven tribes chose a representative and the nation formed together again. Between the seven representatives, an arena battle broke out, to decide who would lead the council, To'Takka won, and killed all the others. There is no council, and the tribes have finally all faded away. There is one nation, Tarmargar.

Their mountains have usually provided them isolation, which they preffered, unless they need supplies. They usually enjoy attacking the tribes that have not accepted peace for resources. There are still a few who never accepted the treaty. These tribes have either been joining Tarmagar, or being wiped out by Tarmargar.

The mountain's caves used to provide them homes, and was a large interconnected tunnel of homes and shops and military bases. To'Takka changed that, and had all the tunnels filled in. He wanted to try to match other nations a little bit.

Berca was recently created, as their nations capital. Next city built was Demorto, and then Frechi. After that, To'Takka was created. To'Takka named it after himself to show the little compasion he had.

Other cities have been created, and all but few places have been turning more civilized. This includes indoor plumbing and more obedient Tarmargarians.

Additional Information: Tarmargar is now currently ruled by To'Takka, and To'Takka only. He is even their General. He is a feared warrior, at an abnormal size. The other tribes are now all gone, and the mountains are only ruled by Tarmargar. They have large tunnels in the mountains, connecting caves. They aren't exactly cities. Each cave could be a home, shop, and sometimes a military base, depending on the size. They have a few farms South of the mountains, for the weak. Tarmargar minotaurs believe in a law system called To'Takka's code, which is an eye for two eyes. For example, you kill somebody, the military kills you and your family. You steal a piece of bread, the military take all your food.

The city called Berca was named after To'Takka's murdered mother. It is a port and trading hub. It is the largest city, and the nation's capital. They use it as a naval base also. It is located as far South as the territory allows.

The city called Demorto was named after To'Takka's murdered father. It is a military base, filled with training soldiers. It is the military capital, and used for mlitary purpose only. This is located as far north as the territory allows.

The city called Frechi is the religous capital. It is the name of the man who killed his parents. It is hidden away in the mountains, and used for housing and religon. It is as far West as the terriotry allows.

The city called To'Takka is the city that holds most of the elderly and young population. The ones who cannot fight, or work. It is small, and as far East as possible.

There are also little hamlets ant Thorps located around the mountains. There are still cave homes, but they aren't connected to others.

Each child in given to the elders at birth. They are never told who their real parents are. They are taken care of until the age of ten, where they are recruited into the military. At the age of fifteen, they are awarded with being allowed to choose two people to be their parents.

Tarmargarians enjoy the use of heavy weapons, along with heavy crossbows. They heavily decorate themselves with armor.

Tarmargarians enjoy the use of smaller ships, not much of making large ships. They enjoy the small ships to avoid enemy targeting and sight. They like to get close, and sink the ship from the bottom.

Place on Map: (Please describe your nation's borders so the DM can draw you into the map): Northern Mountains, and the bit of land connected to it.

Name: To'Takka
Sex: Male
Age: 50
Species: Minotaur
Appearance: To'Takka is an abnormally large minotaur, with one horn on the left side of his head, the right side of his head consisting of a cracked horn. His fur is one hundred percent black, and those who haven't seen him have heard rumors of his eyes being bright red, although, they are a nice shade of black. His nose has a ring, made of the bones. His tail is like a bulls. He stands straight. He has a large scar going down his bare chest.
Personality: To'Takka is a man that gets things done. He is violent, but respectful. He solves everything he can through violence. He is not the most intelligent person in Tarmargar, he is most likely the least intelligent. He relys on more tactical experienced people to make big decisions for himself. He is too confident for the nation's being.
Background: To'Takka was born into the Tarmargar tribe, and became a warrior as soon as he could. He was the best fighter against the other tribes in the mountains. When they merge began, To'Takka was the first to try to become a leader. He demanded power, and he got it. Soon, the many civil wars broke out, and To'Takka fought in each one, always being victorious. He chose his military trainer as his father, along with his wife, a recruiter. To'Takka experienced the murder, of his parents. The second best warrior was the culprit. Here was born To'Takka's code, an eye for two eyes. To'Takka captured the murderer, and got a bag over his head. To'Takka killed the seeing deprived minotaur's parents, and then took the bag off, showing him the ugly carnage. To'Takka then took the murderer's legs, and put him through a series of tortures, that ultimately led to his death.
When To'Takka became leader, he proposed the building of the cities, instead of underground caves, which he had filled in. He wanted to be more like the rest of the world. That was To'Takka's most recent project.


Flag
Spoiler:
Flag (Not the white part)
Image
The flag of Tarmargar is the color of blood. There is a black circle in the midde, with six lines pointing at it, making it look like a sun. There is a thick horizontal red line in the center of the black dot, not attached to the flag's background. The circle is representining a cave, and the six lines pointing to the cave represent the six tribes that have joined first. The line in the center represents the Tarmargar tribe.

RANKS
Spoiler:
Kinder
Below the age of 5, where life has no worries.

Svein.
5 years old, where a minotaur begins training

Frostrar.
Fifteen, where a minotaur begins battle, and may have parents.

Thrall
Fifteen and three months of battle, will earn you thrall

Drengr
Still may not vote, 17 years

Thegn
May vote. 19 years

Skeppare
Administration backbone, and soldier. 30 year soldiers

Jarl
Senior administration, 40 years
or
Hersir
Leads soldiers into battle, 40 years.

Great Hersir
Best fighter (Currently To’Takka)

Elders
People who choose to retire as a soldier. Must be extremely injured or over 60
To be prepared for war is one of the most effectual means of preserving peace- General George Washington

If you are far from the enemy, make him believe you are near- Sun Tzu

When you aim for perfection, you discover it's a moving target
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Re: Astrum: A World Divided

Post by The-Shadow-One »

-blinks- oh my.. Er.. A lot of.. stuff... To add.. err...
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Re: Astrum: A World Divided

Post by JVElEven »

Sorry, I completely missed that this was going up...

I've updated my ruler's sheet.

Nation's Name: The Sprandrii Islands (Or Sprandriia)

Home Species: Casilan humans.

Capital City: Scinthimira

Leader(s): Queen Koishi XXVII Moratichi

Nation's History and Background: The Queendom of Sprandriia, located of the four islands between Norstwin and Veyna/Aryvas is one of the most ancient human realms in Astrum. Records exist of a Queen sitting on the throne in Scinthimira in the year 78 O.T., when one Utsuho Moratichi took the title Queen after subjugating a neighbouring town.

As such, the Queendom is over two millennia old, and has from its capital, situated on a narrow, jutted peninsula, expanded to include all fours islands. 283 Queens have come and gone, and the Islands’ renown as a military power is only topped by its infamy as being notoriously dangerous to rule. Of all their rulers, only 5 have managed to die without the help of an assassin.

Sprandriia is a powerful naval force, specializing in shipcraft to protect the waterways from invaders, and their military is strong, but not overly large, specializing mainly in heavy artillery and ranged combat behind very large walls.

The Sprandriian society is matriarchal, and inheritance in the royal family is placed upon the strongest. The society is very feudal, with four duchesses reigning beneath the Queen, and each Duchess having a score of lower nobles, and so on.

Everything else the Sprandriians like to keep secret, to the point of it being impossible to buy a map of anywhere in the Queendom, people instead relying on homemade ones to get around.

Additional Information: Due to a peculiar cultural tradition, the Royal family is exempt from punishment for murder, so long as it is towards another member of the royal family, which is the main cause of the high mortality rate of the rulers of Sprandriia.

They also have a strange set of mythology that has transcended into part of their religious beliefs.

The worst insult you can make towards a Sprandriian would be giving them a yew branch.

Important Localities in Sprandriia:
Scinthimira: The capital and largest city of the Islands, Scinthimira lies on a jagged peninsula jutting out into the sea on the eastern coast of the biggest of the islands. It is the center of government as well as the home of the Duchy of the West, one of the four highest subdivisions of the country.
Balasian: The fortress of Balasian serves as the capital of the Duchy of the South, and lies as the only larger Sprandriian city inland, on the plains of Southern Norstwin, where the Sprandriian hold a small swat of land. It is not large, but it is a formidable fortress.
Nenavesa: The second-largest city, located on around a small mountain on the northern island. It is also the Capital of the Duchy of the North.
Sfighi: The capital of the Duchy of the East, Sfighi lies on a large sand dune perpetually flooded under, depending on the tide, between 4 and 8 feet of water. It sits as a large naval fortress, and is home to the Sprandriian Navy as it lies between the two Eastern Islands, and governs the Duchy of the East.

The islands are named (Counter-clockwise, starting in the west): Biban, Gergela, Sfinix and Uhijishi.

Major towns of Sprandriia (Map courtesy of Deandra. Thanks.)
Spoiler:
Image
Place on Map: (Please describe your nation's borders so the DM can draw you into the map) The yellow.


Name: Koishi XXVII ‘Aerinoseti’ Moratichi
Sex: Female
Age: 19
Species: Bibanese Human (Casilan religion)
Appearance: Normal heigth with scarlet eyes and black hair with grey spots intermittently placed. Wears the metal-crystal wings off royalty and has, as of starting a very pregnant belly.
Personality: Koishi is secure in her faith that Caedin will protect her from her siblings, and is currently awaiting te birth of (hopefully) a daughter and heiress. She is easy-going on the surface, but hides a very manipulative mind underneath her innocent outer looks. she is unusually peaceful of mind for a Casilan.
Background: Koishi has only been Queen for a little short of 7 months, and has been pregnant for all of them. As such, she has been exempt for the usual attempts on her life that usually follows a change in ruler in Sprandriia. She is by all accounts close to birth, but no one has seen her for the last two weeks.

Flag of Sprandriia
Spoiler:
Image
National anthem of Sprandriia
Spoiler:
Onwards, onwards,
O great ships of the sea!
Rise, Sprandriia
The jewel that you be!
Fly like the eagle,
Stand like the stone!
For you, Sprandriia,
Our skills we always hone.
To glory and to greatness, we set our pitch-black sails!
Alone we stand unequal’d, and watch as others fail.
The sun is but the limit, potential from the strife!
For navy and for country, with joy we give our life!
For navy and for country, with joy we give our life!

O Lord Caedin,
Our guiding light so fair!
We shall conquer,
By you the world despair!
Hunter of ancients!
Guider of souls!
The unworthy,
they never reach the goal.
Devoutly you we follow, devout we let you hunt!
Our lives are for your glory, to you we are but runts!
Can we be proven worthy, we gladly pay with death!
For god and for our country, our life is but a debt!
For god and for our country, our life is but a debt!

O Tamashi,
Deliver our souls!
O Tamashi,
Accept our solemn tolls!
Watch our journey,
O, noble tide!
To Lord Caedin,
For judgment us you guide.
Oh shield us from the tendrils, oh from the Tree of Snares!
For endless life it hungers, for our souls not cares!
For endless life, for country, we will endure our pain!
But please, oh please Tamashi, let not it be in vain!
But please, oh please Tamashi, let not it be in vain!

Moratichi!
That is thy mighty name!
Moratichi!
The mightiest of game!
Ancient founder,
Ruler of all!
Show your cunning,
show you can make them fall!
In hardship and in glory, your strength will lead us through!
With cleverness concocting, our history as new!
The strong shall be our ruler, the weak shall fade away!
For monarch and for country, our life as guards we pay,
For monarch and for country, our life as guards we pay!
For monarch and for country, until our final day!
Last edited by JVElEven on Fri Feb 01, 2013 4:44 pm, edited 1 time in total.
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Re: Astrum: A World Divided

Post by Eltee »

Yay!!

OK, you've been added to the OP. Can you post the events that have occurred in the past 6 months?
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Re: Astrum: A World Divided

Post by JVElEven »

Perhaps we should message people again?

Also, should I just post it as a new post?
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Re: Astrum: A World Divided

Post by Eltee »

Yep!
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Re: Astrum: A World Divided

Post by POMC S117 »

Nation's Name: Hagard
Home Species: Human(Casilans)
Capital City: Hagard
Leader(s): King Comrag the Son of the Red Bull, Lord Vyrod, Lady Laura
Nation's History and Background: Hagard's official religion is the Casilan religion. As such, they were warlike and evangelistic, fighting many wars of religious supremacy. The nation has been razed and rebuilt many times, always coming back stronger and with a thirst for vengeance. They were originally a band of tribes hiding in the south of the most western continent, in the safety of the forests. The groups were united through a common bloodline and the same faith. Near the collection of tribes was a civilisation of Otians. With war not being in their dictionary, the Otians were quickly beaten and annexed in the Oduss-Hagard War. Lately, though, they have gradually been calming down, seeking to expand through diplomacy.

Barely a few years into Hagard's history, there was a schism. The king gave birth to a son called Borgen, however, he was crippled and classed as unfit to rule. It is unknown if he had any children but many claim to be his descendants. They form a rebellious faction in Hagard, hiding in the deserts.
Additional Information:

The Battle-House: The Battle-House is an organisation dedicated to training young boys and turning them into battle-hardened warriors. Once a huge part of Hagardian life, the Battle-House's role has shrunk over the years and is now a training place for noble's sons. It was founded by famous Hagardian warrior Canute the Cleaver over six hundred years ago. The deeds committed by graduates of the Battle-House are legendary, like Karmak the Conqueror who survived one hundred rounds of the Akrendad. At its height, there would have been fifty skilled veterans teaching at the Battle-House. Each warrior would have been in charge of ten boys, training them rigorously. Each graduate has to pass a test. This test is closely related to their religion, a key part of the Battle-House.

The Akrendad: The Akrendad is a huge arena located outside Hagard. It is one of the oldest structures in the country, made almost one thousand years ago. Budding warriors and champions must pass through gruelling rounds. Each round increases in difficulty. There is no end, only a stream of challenges until the person forfeits or dies. "Winners" are awarded a place of honour in the military and a large sum of money depending on the amount of rounds they completed.

Armed Forces: Every male between 15 and 30 is obligated to join the army. They are either trained as militia or put into the warrior sect. From the ages of 15 - 20, they undergo rigorous training. Depending on how well they are at the respective skills, they are either made footsoldiers, archers or scout. On their 30th birthday, they are awarded a large sum of money. If they die before that, their families are awarded with a smaller sum, dependant on how long they served. They can remain on for a second term, being made captains or master-veterans.

Ranks -

Recruit
Militia
Man-at-Arms
Militia Captain

Recruit
Warrior
Battle-Master
Captain
Veteran
Battle-Captain
Master-Veteran


Navy: Hagard puts a lot of emphasis on the navy, whether it is warships or the fishing boats. Naval combat is typically ramming the enemy ship, using the great speed given to them by a mixture of sails and oarsmen. They try to disable the enemy ship and then board it. Instead of joining the militia or army, citizens can request to be put into the navy.

Language (Argornarc):
Spoiler:
Pronouns -

At I Atem We
Gerr You Gerrem You
Hag He Hagem They
Hes She Hesem They
Yied It

Verbs -

At ir I was Atem irf We were
Gerr ir You were Gerrem irf You were
Hag ira He was Hagem iraf They were
Hes ira She was Hesem iraf They were
Yied ir

At il I am Atem ilf We are
Gerr ... You are Gerrem ... You are
Hag ila He is Hagem ilaf They are
Hes ... She is Hesem ... They are
Yied il It is

At id I will be Atem idf We will be
Gerr ... You will be Gerrem ... You will be
Hag ida He will be Hagem idaf They will be
Hes ... She will be Hesem ... They will be
Yied id It will be


At lar I had Atem larf We had
Gerr ... You had Gerrem ... You had
Hag lara He had Hagem laraf They had
Hes ... She had Hesem ... They had
Yied lar It had

At lal I have Atem lalf We have
Gerr ... You have Gerrem ... You have
Hag lala He has Hagem lalaf They have
Hes ... She has Hesem ... They have
Yied lal It has

At lad I will have Atem ladf We will have
Gerr ... You will have Gerrem ... You will have
Hag lada He will have Hag ladaf They will have
Hes ... She will have Hes ... They will have
Yied lad It will have

Nouns

dær Day
dærè Night

Ækrendad Arena
Ækren Warrior
Ækrenè Coward
Æk War

dad House
Þdad Castle (literally large house)
Name: King Comrag the Son of the Red Bull
Sex: Male
Age: 29
Species: Human
Appearance: Comrag has the same dark hair and eyes as many of his people. He has a fat, thick nose. For the most part, however, he is handsome. He is not as muscular as his father was.
Personality: Comrag is slightly more tame that past rulers of his country. He lacks his fathers fierce and brutal methods of conquering. He believes that most outcomes can be achieved through diplomacy. This has caused much strife in the country, particularly with the conservatives.
Background: Comrag grew up in the royal household of Hagard. From a young age, he was taught how to fight and how to lead. His father's adviser, however, a philosopher, also taught him how to reach his goals through peace and diplomacy. Comrag's want for peace was strengthened when his father and older brother were slain at the hands of some bandits. He saw the bad in violence, however, he is not a pacifist and knows when to raise a blade and call for arms.
Last edited by POMC S117 on Sat Feb 02, 2013 8:09 pm, edited 1 time in total.
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Re: Astrum: A World Divided

Post by JVElEven »

Sprandriia

The wedding being the first major sign of a break in the ice of isolation upheld by many generations of royalty visible to the populace of Sprandriia, who immediately began hoping for a softening of the Queendom's strict and sometimes nonsensical policies. This, however, has not happened, making Koishi the first ruler in more than 5 centuries to suffer from bad popularity in the society where the royal family are traditionally viewed is demigods.

Koishi having retreated to the Palace in Scinthimira as her pregnancy ran its course, the newly healed Utsuho took over most of the populace's popularity, her recovery being hailed as a miracle and spawning less inherent antipathy towards nymphs once the truth emerged. Utsuho didn't spawn any outer reactions to this, and made her preparations for going on her country trip with the Mapö liaison, Fox.

At the same time, the entire fleet lies mobilized and ready off the eastern coasts of Uhijishi, Sfinix and Gergela, the only response from Sprandriia to the Minotaur growth in the East. Minor parts of the fleet lie in wait to guard the southern approach to the capital, too, but as of yet, the army is not at ready, and the Sprandriians will likely rely on the peculiar traditions of walls everywhere crossing the landscape at irregular intervals to keep them safe should they get invaded.

Two weeks before the six month period of silence ran out, the Sprandriian Princess Utsuho left on the island-hopping trip as Queen Koishi retreated from public view entirely, likely to give birth, but no news has been heard since.
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Re: Astrum: A World Divided

Post by Frost Mage »

Spoiler:
Agh! I think I just might have to sit this one out guys. :(
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Re: Astrum: A World Divided

Post by Eltee »

OK, that's fine, Frost.
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Re: Astrum: A World Divided

Post by Frost Mage »

Sorry about that guys, I'd really love to get back into the world of Astrum, but right now I don't have the time nor the patience to fully invest myself in it, which would lead to me half-assing is, which is fun for no one. :)
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Re: Astrum: A World Divided

Post by POMC S117 »

Hagard

Not long after the wedding, disaster struck Hagard. The city of Nærdédh was besieged by the Borgen rebels. After a lengthy siege, the city was captured by the rebels and was converted into their base. Along the west side of the river, the cities were slowly captured or besieged by the rebels. Many of the clans that comprised Hagard were reluctant to act (many of them agreed with the rebel's policies) and, as a result, the army of Hagard had few troops. Hope finally came when Chieftain Brevéch gave his troops to the cause of the king. At the Battle of Inchæn Forest, the rebel army was routed and crushed. An uneasy ceasefire came over the kingdom of Hagard. The rebels are in negotiations with King Cormag over an end to the war.
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Re: Astrum: A World Divided

Post by OblivionDuruza »

Spoiler:
I was regretful I couldn't commit to the original Astrum, but I may just be able to participate in this one, if in a somewhat limited (although character-fitting) capacity, if it would be allowed. Even though I will be largely absent from the Forums for quite some time, I will be around for Weasel's RP so I should be able to post most nights.
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Re: Astrum: A World Divided

Post by Eltee »

Hrrm... I dunno. I honestly can't remember the last time you were actually active in an RP without flaking. :/
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Re: Astrum: A World Divided

Post by OblivionDuruza »

Spoiler:
And I never will be again if that is aloud to preclude me from being included in future ones :wink: But, I can live without being involved in Astrum, just be mindful of how you phrase things, particularly as a Mod. Have fun regardless guys :mrgreen:
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Re: Astrum: A World Divided

Post by Eltee »

I'm not saying you aren't going to be allowed to participate, and I am sorry for how I phrased that. I would just like a bit of an assurance that you'll make an effort, Duru. Are you sure you'll be able to do this?
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