[INFO] Factions and Cliques

Deroc

Muggeseggele!
If anyone of you wishes to join in nation-building, giant warmongering, rebellions, etc. Then you're very welcomed to.
Make a faction sheet for each faction you wish to see it exist in the roleplay worlds. Please keep it to one post per faction, okay?

Index

 
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Template

* - required​

Formal Names (in English)*:
Formal Names (in Other Languages):
Most Commonly Known Name*:
Alternate Names:

Leader(s):
Key Figures:

Base of Operations: (List if there is more than one)
Regions and Cities Controlled:

(map please put in spoiler tag)
(If none, delete or leave blank)

International Organizations and Alliances Joined:

History*:
  • Date Founded : Date
  • Date(s) Reorganized : Date

(put in spoiler)
/end history

Organization Type(s)*: (Pick All that Apply : Empire / Confederation / Federation / Guerrilla Group / Criminal Gang / Government-in-Exile / Subfaction / Clique / Kingdom / Archduchy / Grand Duchy / Duchy / Fiefdom / Republic / Democracy / City-State / Hivemind / Other)

Culture:
Politics*:
Economy:
Military:

Public Status: (What the general public thinks or knows of them if they're in the public eye)
 
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ATTENTION : UNDER CONSTRUCTION

Kingdom of Pherith

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Formal Names (in English)*: Kingdom of Pherith, Margraviate of Pherith, Electorate of Pherith
Formal Names (in Other Languages):
  • Königreich Pherit, Markgrafschaft Pherit, Kurfürstentum Pherit (German)
  • 鳳梨王國, 鳳梨邊境侯國, 鳳梨選侯國 (Chinese)
  • Kerajaan Ferit, Perbatasan Ferit, Pengundi Ferit (Malay and Indonesian)
Most Commonly Known Name*: Pherith
Alternate Names:
  • Land of Pineapples
  • Aviary of Phoenixes
  • The Blender of Gourmets and Cultures
  • The Third Malaysia (Deroc himself)
  • Bolehland 2.0 (Satirical)
  • Land of Political Correctness (Satirical)
  • Homō Nūllīus Colōris (Satirical)
  • Dumpster of Mongrels and Bastards (Pejorative)

Primary Leader(s):
  • Deroc Chan Kok Yew (as Emperor of Arygos, Cakemaster of Arygos, King of Pherith and Dragonhead of Ghee Hin)
Secondary Leader(s):
  • The Pherithian Congress
    • Secretary Azlariah Sarchemin
    • Champion Saberkuchen
    • Magistrix Brasserie
    • Magister Karogen
    • Enforcer Dyffros
    • Enforcer Hogzul
    • Pherithian Fiefs
  • The Ghee Hin Kongsi
    • Hochdame Cadusa
    • Vanguard Saberkuchen
    • ???
  • The League of Flardyrn
    • Dominatrix Azlariah Sarchemin
    • Supermind Deldrach
    • Magistrix Brasserie
    • Pahlawan Dyffros
    • Pahlawan Seryl
Key Figures:
  • Deroc Chan Kok Yew
  • Azlariah Sarchemin
  • Deldrach
  • Saberkuchen

Base of Operations:
  • Fanixburg
  • Ferita and Keako
  • Eizenburg
  • Imuldsan
  • Eborus and Elfescraft
  • Pernekang, Laskang and Houtwacht
  • Rossburg
  • Wassoburg
  • Shazburg
  • Fernekang

Regions and Cities Controlled:
  • Fanixburg (Capital City and Central Headquarters)
  • Ferita
  • Keako
  • Eizenburg
  • Ayrol
  • Fernekang
  • Pernekang
  • Laskang
  • Wassoburg
  • Naesya
  • Separn
  • Shazburg
  • Eborus
  • Elfescraft
  • Imuldsan
  • Rossburg
  • Houtwacht

International Organizations and Alliances Joined: Cake Empire of Arygos

History*:

  • Margraviate Established : 3 October 127 AE
  • Elevation to Duchy : 229 AE
  • Deroc's Arrival : 18 January 387 AE
  • Elevation to Archduchy : 409 AE
  • Elevation to Kingdom : 623 AE
  • The Second Cakemaster of Arygos : 768 AE

  • xxx

Organization Type(s)*: Monarchy, Autocracy, Feudalism

Culture:
  • xxx

Politics*:

The politics of Pherith is dominated mostly by the House of Ghee Hin, with absolute authority given to the Dragonhead of Ghee Hin who happens to be the Monarch as well. Though the politics is often influenced by personal interests of the nobles, the livelihood of the peasants is valued as well.

As the society of Pherith consists of multiple cultures and ethnics, egalitarianism thus play a vital role in the politics of Pherith. Any form of racism and sexism is frowned upon by the Pherithian public, with hate speeches against a specific culture, ethnic or gender punishable by fines, humiliations and lashes.

Gender equality, in terms of rights, opportunities and treatments, is heavily valued. However, one's gender identity in Pherithian laws is wholly determined by biological aspects. Basic civil rights are guaranteed without regards for gender. So does their moral duties to Pherith as well. As an example, half of the male and female population of suitable conditions are required for conscription in the military. In addition, one's possessions could be inherited to any of their descendants.​

Economy:
  • xxx

Military:
  • xxx
 
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da hel, this thread was right here all along -_-' (my sense of direction is bad as ever). Anyway, it is actually okay to put all entries here? This place could easily be flooded with walls of texts.

*Work In Progress*

The Ehelion Monarchy

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Formal Names (in English): The Ehelion Monarchy, The Ehelion Kingdom, The Kingdom of Egilian
Formal Names (in Other Languages):
  • The Kingdom of Egilian (Egilian)
  • Aranor de East (Ancient Egilin)
Most Commonly Known Name: Egilian, Ehelion
Alternate Names:
  • Central Kingdom of the East
  • King's Land of the Eastern Sun
  • Domain of the Eastern Lord
  • The Tyranny of Hate (Gryphonus)
  • The Place for Boiled Rotten Eggs (Somebody)
Primary Leader(s):
  • King Edgar Phoenixus
Secondary Leader(s):
  • The Ehelion Parliament
    • Prime Minister Saidan Onyxus
    • Vice Minister Ezekiel Romolus
  • The Egilian Aristocracy
    • Lord Whain
    • Lord Galies
    • Lord Iroch
    • Lord Ferethy
    • Lord Ashyr
    • Lady Astark
  • The Protectorates
    • Summer Island Archduke Rogel Harnus
    • Summer Island Dukes and Barons
    • Viceroy of Gryphonus Armin Falvor
  • The Embassy
    • Lady Iris Lanceline(in public)/Phoenixus
Key Figures:
  • Edgar Phoenixus
  • Saidan Onyxus
  • Ezekiel Romolus
  • Iris Phoenixus
  • Armin Falvor
Regions and Cities Controlled:
  • Erecellia - The main island of the Egilians. Located on eastern Elias, much noteworthy for its shape of an avian. It is the domain of the Ehelion Monarchy and the homeland of the Egilians. Included in Erecellia as well are the Razor Islands, the three islands found near its southern peninsula. Erecellia is a land with a ecosystem and environment. The west, east and central regions are mostly temperate, the south having tropical conditions, and the north being a mountainous region, snowy or highland. On the center of Erecillia, are huge and tall mountains made to be impassable, called the Heart, surrounding the highest mountain and dormant supervolcano Mount Egilin. It is said that a floating city flies over its wide mouth.
    • Vangarde - The City of the King. Although not the Ehelion Monarchy's capital, it is the seat of the King and is the center of Egilian's strongest forces. The large city is known for its layout and architecture that is combined with nature along with its trees, vines, and springs. Surrounded by a circular grey wall, and inserted on the front of the great mountains within the center of the great mainland isle. The city is divided into five levels, or Sectors, with varying altitude up to a hundred feet, each surrounded by high walls. A spur of rock resembling an eagle's head jutted out from the front of the city, called Eagle's Rock, dividing the three highest Sectors in half. Every Sectors would delve into the hill as the city rises, each with their own gates that connects them from the lower to the highest.
    • Victoria City - The largest city in Erecellia. It is the capital of the Ehelion Monarchy and where the Iron Fortress and its Spire is located. It is surrounded by dark grey walls surrounding the city as it spans all over the bay of west Erecillia, a cove called the Mouth.
    • Gallesburg - A large city found between Victoria and Vangarde. It is a city on the center of the wide river Galemark, connecting Victoria City to the Plains of Galead through its great bridge.
    • Cair Santaruz - A small city situated on the northern highlands of Erecillia. It isn't so bustling and is the most peaceful of the cities in Erecillia. It is a natural stronghold surrounded by white waterfalls and cliffs with a highland environment.
    • Flamefeather - A large port city found on the Razor Islands just south of Erecillia. It is where the center of shipbuilding and making of the Ehelion's steam-powered ships and liquid oil cannons.
    • Cair Eclipsuz - A small city situated on a crater in the southeast of Erecillia. It is a center of magical studies and institutions regarding black magics and research.
    • Cair Sardanus - Another small city on the base of a tall mountain on the northwest of Erecellia, like Cair Eclipsuz, it is also a center of magic studies and research.
  • Griffegus - The main island of the Gryphonus. Located on western Elias. Like its eastern counterpart Erecellia, it is made up of different climates and ecosystems. It has mostly tropical to temperate conditions, and instead of being highlandic, it is made up of steppes instead. It also has its own volcano, though lesser in size compared to Mount Egilin, it is called Mount Griffen.
    • Grypthon - The capital of the former Union of Gryphonus before being conquered by the Egilians. Located on the center bay of Griffegus island and situated beside Mount Griffegus. It is a large city that can match the size and richness of Victoria City. It is a major hub for sea trade and navy movements. Occupied twice now after the recent Gryphonus revolt. In order to quell further uprisings, the Ehelion Monarchy establishes its base of operations - Deidalus Nest, at the base of Mount Griffen and spreads in tyrannical rule over the occupied land.
  • The Summer Islands - The scattered islands between the mainland islands of Erecellia and Griffegus. The control of the islands were splitted in half, controlled by the former Federation of Egilian in its half east side and the Union of Gryphonus in its half west side. After Gryphonus' downfall, and the establisment of the Ehelion Monarchy, the entire group of islands were united to form the Protectorates serving as fiefs to the King. The islands are all tropical. Those located in the center, the four larger islands, are called the actual Summer Islands. Cortesa which is upper right island being the largest, Caribbia the lower left island the second, third Marinna the lower right, and Meditera on the upper left. Each islands has their own cities or towns governed by dukes and barons.
    • Cortesias - The city capital of the Summer Islands, located in the west part of its island Cortesa. It is where the Ehelion's base Cortessa is located, and is a major location for the Ehelion's navy. It is also the seat of the Archduke, the representative of the Protectorates in the Ehelion Monarchy.
    • Carigeras - A city larger than Cortesa located on the island of Caribbia. It serves a port center for trade and transportation around the Summer Islands.

Base of Operations:
  • Vakr'nir - the citadel located on the summit of Eagle's Rock in Vangarde. It is the palace of the King and where his council the Ehelion Parliament and the Aristocracy discusses. It is also where the tallest tower of Erecellia is located. It is several feet taller than the Iron Spire in Victoria City.
  • Arche de Flower - ???
  • The Iron Fortress - Center of Ehelion's military might, most noteworthy of its spire having the height more than five-hundred feet and with a wide base made of iron. Found in Egilian's mainland Erecellia island, at the southern tip of the Mouth in Victoria City.
  • Cortessa - Major naval base of the Ehelion military in the Summer Islands, situated in the northern part of Cortesias city in the island of Cortesa.
  • Northold - A fortress located on the northern mountains of Erecellia, serving also as a city that connects the northeast to the northwest.
  • Derlinna - A fortress made heavily defended, serving as the rearguard of the Egilian mainland. Located on the island on the rear or the eastmost of Erecellia.
  • Deidalus' Nest - The active base of operations in the Gryphonus island, near the city of Grypthon. It is where the Viceroy of Gryphonus governs the occupied island of Griffegus.

Internation Organizations and Alliances Joined: The Twin East Pact (Ehelion and Lanceline Alliance)
History:
The Ehelion Monarchy have recently been established by its first Monarch King Edgar Phoenixus. During the War of the Four Wings, the Federation of Egilian went to war against the Union of Gryphonus. Fifteen years of war in a stalemate, both suffered losts greater than imagined, but Egilian won. The Egilians occupied the lands of Gryphonus, and started their demilitarization. At this time, the leader of the Egilian's joint forces, Edgar Phoenixus, had control and the backing of the military and with support from the Egilian people. He abolished the federal systems of military and established the Parliament to enforce a new unitarian government. The Egilian Federation had seven states that composes it, but because of its individual and independent governments and militaries that Egilian doesn't have a much centralized unity. Edgar wiped this flaw, and created the Ehelion Monarchy.
Instead of being decided by the Seven Marquesses, the governors of the Egilian seven states, the monarch would be the one to rule over and decide the changes of the entire country. The Federation of Egilian collapsed, with flags of monarchial reign flying all over Egilian cities, Edgar Phoenixus was designated as the new king of the reborn nation. The Aristocracy and the Summer Island Protectorates remained, but they have little autonomy compared to the king who has absolute control. Yet knowing their new king is also wise and considerate to his people, that they accepted the new government.
The Ehelion Monarchy became the reigning force of Elias, three years passed, its control stretching from the Egilian mainland of Erecellia, towards the Summer Islands, and the Gryphonus mainland of Griffegus. Gryphonus is still occupied, and wanted autonomy and recognization within the monarchy who still has a semi-federal system. But the King denied, saying that Gryphonus will never be free until it has repayed all the lives it had taken, which cannot be done. This fueled the hatred even more between the Egilians and the Gryphonus. Eventually, a mass revolt happened at the Gryphonus capital of Grypthon, King Edgar along with his Ehelion army personally finished the band and established the Ehelion's rule over Griffegus. This left a mark within the Gryphonus people, yet the King himself and the rest of the Egilians cared little as they turn their lands into a colony supervised by a Viceroy.
King Edgar Phoenixus have also secured an alliance with its neighboring kingdom of Lanceline. His young sibling raised under the Lanceline royalty, becomes his ambassador to the kingdom. The Twin East Pact, an alliance between the Ehelion Monarchy and the Kingdom of Lanceline. Both will not go to war with each other and a great trade freedom between, though it is not mentioned that the country would help in each other's goals or defense.
The Ehelion Monarchy has a dominant strength in central Elias. Perhaps, it wouldn't be long until its King would expand his racial control and strengthen the nationalism of his Monarch.​

Territorial Illustrations:

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Organization Type(s)*: Monarchy, Patriarchy, Autocracy, Aristocracy, Kingdom, Parliament-military, Semi-federal, Stratocracy
Culture:
Because the Ehelion Monarchy is mostly made up of Egilians, that it maintains its Egilian culture. From agricultural to military, to magical arts, merchantry and architecture. Its people men and women alike share a gender equality, though men are mostly made into foot soldiers and warriors both on the front and rear while women are turned into warriors and tamers of Egilian beasts and magical abilities. Their culture varies from the Seven States, and to the different island traditions of the Summer Islanders. In Erecellia, the Egilian's culture can be compared to the hispanic cultures of Spain and its colonial lands, like the Spanish, Egilians enjoy the taste of music and dances, fiestas and instrumental songs. This is also the same case in the Summer Islands as well as in Griffegus. The people of the Summer Islands are rooted from the ancient civilization of Rhaen'yeria, a once powerful empire that controlled most of Elias before their downfall millenias ago.
The Egilians are also close to nature, they ration the usage of their resources and the environment, though this isn't as much true as it is after the Ehelion Monarchy decides to strengthen its military. Nonetheless, the Egilians care for the beasts, and in return they can easily tame them. An example are the Giant Eagles of the Erecellian mountains, their friendship and loyaltly with the Egilians are traced as far back as their first generation. The Egilians are also proud of their ships, as seafarers, they longed for sailing the waters and bring back the wealth they have gained for trade and commerce. Not only that, Egilian's have great respect for the sky and the sun, likely its where they gain most of their strength. The Egilian's architectural prowess is also distinguished. They are craftful and always choose the right material for building and letting it fit with the environment, an example here is the city of Vangarde.​
Politics:
The Ehelion Monarchy is close to an autocracy, having a centralized and unitary government, with absolute control given to its King the Monarch. Though unitary, it possesses a semi-federal system to where it is composed of the Ehelion Parliament, the Aristocracy, and the Protectorates. The Ehelion Parliament, which is made up of the whole Ehelion military, has the power of control second to the King. The Aristocracy and the Protectorates are limited to discussions and governing their respected lands.
Heavily focused on military. The Ehelion Monarchy values nationalism and always keeps its strength growing on par with the other powerful dominant countries.​

Economy:
The Ehelion Monarchy's economy is dependant on trade and agriculture. Egilian has become a rich country due to the different resources possessed by the Summer Islands and their own mainland Erecellia. With them, they can trade with the other islands, and in turn, the other islands would also trade with those farther and even reaching to the mainland of Griffegus and towards Ospia.
With the establishment of the Ehelion Monarchy, the trade system was monopolized, but got powerful nonetheless and enriches the military finances itself as it grew.​

Military:
The Ehelion Monarchy possesses a powerful navy. Its seafaring Egilian warriors fresh from the recent War of the Four Wings and Gryphonus revolts. Their ships are steampowered and iron-bowed, armed with cannons with flammable liquid-oil munitions. It also relies on strong sails capable of speeding along with the steam. They also have their own strong airforce. Warriors that mount on their graceful and fast Giant Eagles. Along with their airforce, they have recently made ships capable of flight and speed faster than any Giant Eagles can attain, called Gunships, varying from size depending on what type of ship it is, though it's number are less for now. Their soldiers are also skilled in their marksmanship and magical abilities, their magics are always used for supporting their projectiles and strengthen it to have more firepower. Egilian are skilled at heat and fire magics, second is dark and anima arts.
The Ehelion Monarchy lay its pride on its military, constantly training their soldiers in the arts of war and loyalty. The military is headed by the Ehelion Parliament. Second-in-command to the King, Prime Minister Saidan, controls the Ehelion armies, and its intelligence and ministrial works by the Vice Minister Ezekiel. Formations are always teached upon every youth, categorizing them in five types: The soldiers of the Frontier, is where soldiers of the frontline are always categorized, they wear light-weight steel armor, and traditionally carries a sword, sometimes a shield too, along with a musket pistol for when they charge into enemy lines; The Gunners of the midlane, is where the soldiers who support the frontier are categorized, they carry musket-firing rifles armed with bayonets and also wear light-weight steel armor, sometimes mounted on Windstriders, tall flightless birds that are the universal mount of Egilians. These soldiers also arm or fires mobile cannons from afar and acts as marksmen too; then the Magicalists, users of the arts of magic, they can either be with the frontier or on the midlane depending on their capabilities, most magic users strengthen the firepower of cannons and the guns of the gunners as well as bombard the enemy with their fire magic; and then the Cavalry, sometimes instead of a frontier, the cavaliers riding their Windstriders charges first to cripple the enemy. These warriors are mostly regulars or veterans, armed with a thick armor, a lance, and a shield, they also carry with them an extra sword and an armed musket pistol. They also served as flagbearers, and among them are categorized the strongest soldiers of the Ehelion Monarchy which are the Vanguards; lastly the Wrights, the King always honors the jobs of the wrights, which are mostly everything not of the other categories, wrights are either builders, craftsmen, gatherers, suppliers, or scouts, mostly as paramilitary civilians. They can also be specially categorized with the other types. They are beneficial and extremely an important category because they are like the building blocks of an Ehelion military outpost.
The Ehelion Military, which is almost composed of Egilians, are racial. But are also honorable against battles, though not actually pure chivalry. The Egilian warriors follow orders with loyalty, and fights battles honorably. They do not strike down and finish already crippled enemies, but this is actually one of their weaknesses as they can be struck down from behind. But doing it could also be a bad thing, if ever one sees their kin struck from behind, they all will kill their enemies without mercy. The Ehelion soldiers follow their King's command, and is highly terrifying that they follow him ignoring their own honor, though this happen in rare cases such as the quelling of the Gryphonus revolts. It is because the Egilian soldiers of the Ehelion military shares their King's pain that they follow his commands.​

Public Status: Monarchial, Patriarchy
 
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Formal Names (in English)*: The United States of Halfglass
Formal Names (in Other Languages):
Most Commonly Known Name*: Halfglass
Alternate Names: Glass-folk


Leader(s):
Key Figures:


Base of Operations: (List if there is more than one)
Regions and Cities Controlled:

(map please put in spoiler tag)
(If none, delete or leave blank)

International Organizations and Alliances Joined:

History*:
  • Date Founded : Date
  • Date(s) Reorganized : Date

(put in spoiler)
/end history

Organization Type(s)*: (Pick All that Apply : Federation / Criminal Gang / Republic

Culture:
Politics*:
Economy:
Military:


Public Status: (What the general public thinks or knows of them if they're in the public eye)
 
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Eiramond[/FONT]
BANNER
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in the map mountains are representing multiple mountains (terrain), the trees represent forests. Rivers are obvious (no?), Roads are green and have major and minor roads (by size) , for populations: Red is capital city, big circles are cities, small circles are town, and yellow areas are places which likely contain settlements and villages (obviously not every inch is filled with people)


Note: This is Eiria, not all territories belong to Eiramond

Formal Names (in English):Eiramond
Formal Names (in Other Languages):Eirareich? (German)
Most Commonly Known Name*: Eiramond
Alternate Names: Eiria

Adjective: Eirian

Leader(s): Felix Detori
Key Figures: King's Court, Prime minister, Ministers, Major Generals (tobeannounced)


Base of Operations:

Royal Palace of Eisen: A large palace located inside Eisen's Citadel at heart of the city, the palace was ordered for construction after Eisen's designation as Capital, although the palace was not as glorious as today. During the late king's rule the palace was greatly expanded and reconstructed, a Citadel was constructed in the city and the Outer City Walls were improved.
It now serves as the Political Center of Eiramond and residence of the Royal Family.
Regions and Cities Controlled: Eisen (Capital): Located in north of Riverlands and between two rivers, Eisen is the political center of Eiramond. Most major political and military characters live in here. The city has a road which is across the large bridge on the eastern river to the east and one road leading to south (which diverges at some point). It has a notably good defensive capabilities, large cannons can be noticed stationed on the tall towers surrounding the city. There are fortifications near the entrances of the city. The city also houses the Citadel which is a large fort located inside the city.

Yaren: Located in central Riverlands, it is the only city not built near a river. Yaren houses a strategic location economically, trade is the main income for the population. Many trade routes pass through Yaren, hence there are many roads for them to pass. The city houses Average defenses for a city.
and (tobenamed)

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Note: This is Eiria, not all territories belong to Eiramond
International Organizations and Alliances Joined:
History: Foundation:Many tribes migrated north, with the introduction of agriculture all tribes but one stood true to their old ways, that one tribe was named Eira, and there their rise to power began, agriculture nearly stopped their food shortages and hunters were not obliged to die for food, soon with availability of large quantities of food (comparably at least) their population began to rise dramatically and their culture followed, after about 20 years from introduction of agriculture a man name Hector Raeshin came to power as the new tribe leader, he declared war upon the rival tribes and conquered them one by one, soon the tribes were united under a single banner, this led to the formation of Eiramond (mond:land, Eiramond: Land of Eira).
Rise and Downfall: Eiramond soon began expanding to south and a bit of east expanding to far away lands, although their downfall is not recorded (Let's just say that the people back then were a bit patriotic and a little "protective" of their "national identity") foreign historians contribute it to defensive wars against Cake empire and Eiramond's eastern neighbors. Although these wars also provided Eiramond with the necessary reasons to stop prosecuting mages and employ their services instead. Eiramond even to this day considers northern cake empire's states and western null-magic as her de-jure territory. (they can use that claim)
New Dawn (after disappearance of Devin): After Devin's disappearance and no heir left to the throne, the nobility of the realm chose Earl Detori a powerful noble to lead them for years to come. But with the passing of King Earl as the lines progressed things became worse. The early death of king Allen the second and rise of King Felix the young weigh heavily on the state, with the young king surrounded by dissatisfied people and disloyal nobles,civil war is at hand, a spark may be all it takes.

  • Date Founded : 0 EFT (Eiramond foundation time, better said the tribes did not much care about time so...)
  • Date(s) Reorganized : Tobeannounced
Organization Type(s): Kingdom

Culture: Religion:The majority of people worship the god Zodal as the one and only who is everything and made everything, Zodal is a very peaceful god and promotes peace with other religions under the condition that they worship him, in his holy book he says that those who insult him "should take an axe to the head", he advises against death and says that it should be avoided unless there is no other option, his halls are filled with honorable and good people (heaven) and those who do bad deeds are punishes (hell), he emphasizes that guilty people must redeem themselves through blood a... (Error 404: Please consult your local preacher for more information)
Women's Rights: Men are preferred in physical works, equal pay is usually provided by people and state. Any assault on domestic and foreign women are punished by being assigned as a penal troop (we'll talk about that later) for duration determined by the severity of action and are also looked down upon by the society. Although divorce is legal it is not practiced because of both the local people's reactions and lack of protection afterwards. If cheating is seen committed by the husband there will be financial penalties in order to support the wife. Women are forbidden from enlisting or being enlisted in the army under any circumstances.
Killing and hurting: If injury is minor, financial compensation is enough. If there is disfigurement,maiming,killing or any major harm, the aggressor must serve time as a penal troop based on severity of the action (20 years for killing)
Foreign Diplomatic Cover: Any foreigner agrees unconditionally before entering borders to adhere to the law and will by tradition be punished for guilt within Eirian territory and with Eirian laws.
(NOTE: Abolished)
Penal Troops: The first line of the army to attack or defend, these men are enlisted to redeem themselves trough blood, be it their enemy's or their own. They are well-fed in peace and war, but if they disobey, disrespect their commanders or commit any crimes they will be redirected to labor battalions for an amount based on severity of their action (does not count as time required for service in penal battalions, it adds up in other words). And if there is anything worse than being a penal troop, it is being a labor troop.
Labor Troops: Intellectuals in the state decided that while torture is one of the worst kinds of punishment it does not result in any real profits for the state, and so labor battalions were created. These men suffer a fate similar to slavery, they are sent to go where people wouldn't go and do what people wouldn't do.

(NOTE: Abolished)
Craftsmanship:
Eiramond is known perhaps not throughout the world but at least in the region for its long history of craftsmanship, Eirian crafts (such as swords,chairs,clothes,..) are known for their quality and are sold for good prices through land and sea routes. This both resulted in surges of foreign currency entering the land and the huge cities which are present today.

Politics: Constitutional Monarchy
Economy: {Income:Export(indirectly), Tax->Tariffs | Expense: State-maintenance->Military}
Eiramond lacks minerals resulting in laws preventing their export and large quantities being imported from foreign nations. A major source of income is the export of crafts which other than bringing prosperity to the people also results in a steady income for the state (tax,sell of raw materials to the people,tariffs).
Tariffs and Trade Policy: Crucial resources are illegal to export unless under his/her majesty's orders, tariffs are at 10%.
Exporting anything illegal results in being assigned as a penal troop for duration based on the value of exported resources. (There is no escape)
Information is a crucial resource.
Military:

Total: 7000 Men

Military Doctrine: Mobile warfare

Reformed Royal Army: The reformed army is a specialist force, composed mainly of riflemen and supported by mages. Soldiers ride horses to battle. The troops are well trained and armed made available by their low number. They are adept at night missions and infiltration.

Eirian riflemen are called Winter soldiers because of their clothes. These troops wear white winter clothes which provide camouflage in the snowy (Eiramond is snowy in most parts of the year) terrain.

Winter_soldier.jpg

Royal Air Force: The royal air force is in charge of military aviation. Armed with zeppelins, they are a formidable force against unwary targets. They are mainly transported with portals, charged with elimination of air and ground targets.


RPK (Royal Peace Keepers): The agency charged with espionage in both domestic and foreign territory, members report to the Calm who reports directly to the king.

Their existence is (obviously) not known.

Royal Guards: Consisting of 25 men led by a single commander charged with protecting the king, they are carefully checked for ideological unity and undying loyalty. (indirectly)

Public Status: Fanatics, Failed War, Weak, Communist[/SPOILER][/COLOR][/SPOILER][/COLOR]
 
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Formal Names (in English)*: Nullmagic
Formal Names (in Other Languages):
Most Commonly Known Name*:
Alternate Names:

Null Empire
Anti-Magic Regime (100 years ago)
Antimagic (Titled from TMK)

Leader(s): Emperor Haltwatch (Supreme Leader)
Key Figures:

Emperor Markslayer (Nullmagic Empire 'Active' Leader)
Emperor Arzemon (Shadow Empire Leader)
King Jardel Sharpshoot (Dwarven Kingdom Leader)
President Lastfate (Seven Stars Republic Leader)
Kaizer Razme (Magic Regime Leader)
Prince Moonwatch
Prince Sunwatch
Princess Starlight
Princess Shiningstar

Base of Operations:
  • Null-Eclipse : the main capital city that upholds all command of Nullmagic. Guarded by the elite troops of Nullmagic and where Emperor Haltwatch set his command into stone. The place is a small city, about 70 km2 wide, where the entire path is full of traps and ambushes. Civilians aren't permitted to enter the area. Linked into other capitals via Energy Generators and thus invisible from naked eyes.
  • Null-World : the capital city that upholds all command of Nullmagic Empire. This city is the biggest source of sea commodities in the entire Nullmagic. Military command of Nullmagic Empire also mostly executed here.
  • Shadow Mountain : this city, as the name suggests, lies in a shadowy mountain (yay!). The pathway to this city looks very dark and scary, and of course the cold north add more to the horror, but there's nothing much to the darkness given that Shadow Empirian (citizens of Shadow Empire) are gifted with darkness at their command. Amazingly, this city has lowest rate of criminality of all Nullmagic cities. Herbs are commodities here.
  • Arkh Zarok : the city of underground. This city lies the army of cunning dwarves with their advanced machinery. Weaponries are developed at unnaturally fast rate to bring prosperity to entire Nullmagic. Dwarves are also great miners, in which Arkh Zarok has lots of mining spots which gives lots of ores as commodities.
  • Batavia : while not much in comparison to other Nullmagic members' main cities, Seven Stars' main city is the biggest of all. As big as it is, unorthodox rules are also applied here. By far, this city contributes a lot in term of personnel and labourers.
  • Magix : a small city where the soldiers can learn magic. As much as Nullmagic hates anything related to magic, Razme's betrayal to TMK and subsequent servitude gives magic some leeway. The only place where one can learn magic formally in entire Nullmagic, as well as actively researching new magical instruments for military. This city contributes much by creating genius magicians who not only expert at magic, but also science.
  • Tha-caz : a big city that is located near the shoreline. With maximum security to ensure everything inside, this city acts as the main hub for all sea and land trades. Following Supreme Emperor's plans to take a look of what these so called 'flying machines' that dwarves are working on, they're planned to become an air trade centre as well. This city is not under command of any Nullmagic subfactions and is directly under leadership of Supreme Emperor.
  • to be continued
Regions and Cities Controlled:

(map please put in spoiler tag)
(If none, delete or leave blank)

International Organizations and Alliances Joined:
The North Front (0 Null Calendar - Mindwatch Death) ; as separated states at the time, exclude Dwarven Kingdom
Nullmagic (They're an alliance by history anyway)

History*:
  • Nullmagic Empire Founded: 1200 Magic Calendar/0 Null Calendar
  • Shadow Empire Founded: 1462 Magic Calendar/262 Null Calendar
  • Dwarven Kingdom Founded: 952 Magic Calendar
  • Seven Stars Republic Founded: 1672 Magic Calendar/472 Null Calendar
  • Magic Regime Founded: 1724 Magic Calendar/524 Null Calendar
  • Coalition Formed: 1725 Magic Calendar/525 Null Calendar

Refers to Haltwatch's history

Organization Type(s)*: Fiefdom, Monarchy (Absolute), Multi-Faction Organization

Culture: Due to their difference, each side has unique culture to them.
  1. Nullmagic Empire : Indirectly act as head of Nullmagic itself. This empire has a sharp activity in many aspects, but mostly focused in physical exercise and intelligence. They rely much on services and unique creations to earn income as well as fame in this empire.
  2. Shadow Empire : Nothing is known of them aside they reside in Shadow Mountain areas. They are hidden and hard to find, rarely active during day and very active at night, unseen to naked eyes.
  3. Dwarven Kingdom : Dwarves are trained in art of machinery and mining. They actively study about mining and developing new machinery. Any dwarf who married a non-dwarf will be expelled, as per the law. Dwarves are also required to be able to create a smith as soon as they reach 12, or else they will be expelled into the military with force. For dwarves, combats are last thing to do as they prefer to have their machinery to help others and the mining to make them rich.
  4. Seven Stars Republic : If anything in this world is crazy, it's this. The law is pretty much one of the oddest you could ever find. You can do anything you want here, as long as you can pay the price with your pocket. Selling drugs? Check. Sex workers? Check. Pickpocketing? Check. And guess what? You can even have your own empire of whatever those forbidden things here. Oh, just don't forget tax is at 30% here, that's all. Hey, nothing's free right? Including freedom. Also, you are automatically join the military as soon as you become a citizen here, which of course gets paid $5 every month. Which means = even breathing get paid. There's no formal military training here anyway.
  5. Magic Regime : Study is a habit here, so don't get surprised by the sheer amount of reader in this city. They also have many renown writers of many genres. This city is also has a law that each person must create a 'creation' to proof their worth to society. This creation is to be submitted into the government where they will have their rights over the creation but government gain rights to use them for Magic Regime and Nullmagic sake.
Politics*: Nullmagic is led by one Supreme Emperor (usually called just Emperor or Nullmagic Emperor, but insiders refers him at Your Highness). Each subfaction also has a leader of their own, and have almost total freedom, with exceptions that they must abide to the laws from Supreme Emperor. This gives away a double tactic leadership, where people would mostly see the 5 areas quite independent yet they're actually under one wing.
Economy: Each part of Nullmagic has different style in economy :
  1. Nullmagic Empire : Taxes all forms of service with a range of 5%-15% of service price.
  2. Shadow Empire : They have no actual form of economy earning. Relies on other factions for stable economy (in this case, Nullmagic Empire).
  3. Dwarven Kingdom : Relies on selling their high tech weaponries to other factions in Nullmagic.
  4. Republic of Seven Stars : Extreme Tax of 30% from citizens.
  5. Magic Regime : Royalty from selling of creations published by citizens (the creations are partially owned by Magic Regime).
All of the factions (except Shadow Empire), must pay 20% of their income to the central. In case of deficit, they will be covered by the central. Exports and imports are not strictly regulated, but is watched by each faction.
Military: Each part has their own military, but they may not execute any military action without requesting permission from Supreme Emperor. Shadow Empire has an exclusion to do any intelligence actions as long as they give full report to Supreme Emperor and all State Leaders.

Public Status: Magic Racism, Magic Slayer (both in reference to TMK falls), Ironfist, Multi-Law
 
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*Work In Progress*


The Resistance
(This ain't RACC, its the Resistance Against the Pie Crusade!)
Formal Names (in English): The Summer Islands' Revolutionary Independence Movement, The Ehelion Rebellion, The Liberation Force, The Gryphonus Resistance
Formal Names (in Other Languages): N/A
Most Commonly Known Name: The Resistance, Gryphonus
Alternate Names:

  • The Revolution
  • The Rebellion
  • The Liberation Force
Primary Leader(s):
  • Griselle Ygyslov
Secondary Leader(s):
  • August Gouze
  • Resistance Masterminds
Key Figures:
  • Griselle
  • August
Regions and Cities Controlled:
  • (?) Domain and activity is mostly located in the Ehelion-occupied West Summer Islands including the Gryphonus mainland of Griffegus.
Base of Operations:
  • (?) Domain and activity is mostly located in the Ehelion-occupied West Summer Islands including the Gryphonus mainland of Griffegus.
Internation Organizations and Alliances Joined: N/A

History:

After the War of the Four Wings, the Union of Gryphonus was left to be conquered and demilitarized by the Egilian Federation's National Army under the leadership of its General Edgar Phoenixus after their lost. Because some Gryphonus officials acknowledged the actions of the Egilian General when he agreed for their surrender, that they agreed to cooperate with the Egilians and as to rebuild the damages of the war. But then the occupation of the Egilians gained little autonomy to the Gryphonus, and recently with their Union abolished by the new Egilian's Ehelion Monarchy, that they are in need of being liberated. Unfortunately, the once General and now King Edgar Phoenixus refuses to accept their independence due to personnal thoughts. Pressured too much by the inequality and autonomy, a Gryphonus revolt happened in their capital of Grypthon, almost driving out the stationed Egilian occupants, freedom was almost theirs. Beyond their bay however, the Ehelion's fleet lay anchored to the city harbors. Reared by the Ehelion's Monarch himself, King Edgar and his army swept through the mobs and protesters enough to scare and take away their morale. Gryphonus was enchained by the Ehelion Monarchy, the occupant's flags fly all over their former lands establishing their dominant rule. Griffegus was turned into a colony supervised by the Ehelion Viceroy Armin Falvor.

Defeated and pressured, angered and fueled, the Resistance was born from the ashes of the Grypthon Revolt. The lives that have been lost there were turned to martyrs these freedom fighters used as the gears of their independence movement. Gaining support from the people of Gryphonus and raised their spirits for liberation. Not only in Griffegus, but also on the Summer Islands. The Ehelion's monopoly have hardened too much of the Summer Islanders that some of them secretly support the Resistance. It expanded to be called the Ehelion Rebellion that sought to liberate the Summer Island's from the Monarch's rule and throw him out of his seat. This underground force did not want to follow what their predeccesors the Union of Gryphonus and the now Egilian's Ehelion Monarchy's way of rule, instead they will fight the Ehelion Monarchy for the sake of peace and equality.
It is masterminded by Gryphonus survivors who saw the massacre of the protesters by the Monarch's forces during the Grypthon Revolt. Led and spirited by a woman who had lost her brother who tried to seek peace and equality with Egilian. Sadly, her brother gave in to hate just as the Ehelion King gave in to his, and the man died leading the Grypthon Revolt.

Organization Type: Rebellion, Underground Movement, Syndicate, Paramilitary, Guerrilla Group

Culture: N/A

Politics:

The Resistance is a scattered group, yet they maintain coordination under the leaderships of Resistance Masterminds. These people could be high ranking officials or even Dukes and Barons of one of the Summer Islands. They constantly make openings in the Ehelion Monarchy for the rebels. Their control is highly planned and organized, while also being careful. Being underground gave the Resistance the elements of suprise.

Economy:

The Resistance is supported by the Gryphonus people, and mostly the western Summer Islands, they secretly fund the revolution in their limited economies. Although this was slow, patience was constant in the Resistance.

Military:

The Resistance is mostly made out of a paramilitary movement. Their soldiers are civilians who are inexperienced in combat. However, the Resistance is also made out of veterans and former soldiers from the War of the Four Wings. As well as from the survivors of the Grypthon Revolt. While they are few, outnumbered, and outpowered by the Ehelion Monarchy, they are experienced in guerrillia warfare and the element of surprise. Plus, they are capable of sneaking in the insides and perform surveillance task not even Ehelion veterans can notice. Their resources, weapons, and crafts are limited however, they are constantly hiding. While still unnoticed by the Monarch, the Resistance continues to increase their influence towards the eastern Summer Islands, gaining supporters and hopefully enough to fight the Ehelion Monarchy should they clash with them.

Public Status: Unknown
 
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The Sovereign of Lanceline

Formal Names (in English): The Sovereign of Lanceline, The Queensland, The Matriarchy of Lanceline
Formal Names (in Other Languages): N/A

Most Commonly Known Name: Lanceline
Alternate Names:

  • The Sovereignity
Primary Leader(s):

  • Queen Elisea Deux vi Lanceline
Secondary Leader(s):

  • Ambassador Iris Lanceline
  • Fiefs of Lanceline
Key Figures:

  • Elisea
  • Iris
Regions and Cities Controlled:

  • The Island of Lalithia - the largest Lanceline island in the southeast.
  • The surrounding Lalithian islands - the scattered islands around Lalithia within their territory
Base of Operations: WIP
Organization Type: Sovereign, Matriarchy, Monarchy, Feudal, Aristocracy, Queendom
Internation Organizations and Alliances Joined: The Twin East Pact (Lanceline and Ehelion Alliance)

History: WIP
Culture: WIP
Politics: WIP
Economy: WIP
Military: WIP

Public Status: Sovereign, Matriarchal
 
ATTENTION : UNDER CONSTRUCTION

Empire of Hopen
大和本帝国

WIP

Formal Names (in English)*: Empire of Hopen, Empire of Sonerais
Formal Names (in Other Languages):
  • Kaisertum Hopen, Kaisertum Sonnereich, Kaiserreich Hopen, Kaiserreich Sonnereich (German)
  • 大和本帝國, 和本 (Chinese)
  • 大和本帝国, 和本 (Japanese)
  • Kekaisaran Hopen, Kekaisaran Sonerais, Empayar Hopen, Empayar Sonerais (Malay and Indonesian)
Most Commonly Known Name*: Hopen
Alternate Names:
  • Land of the Rising Sun
  • Land of the Samurais
  • Ninjas' Haven
  • Shrine of Demons
  • The Evil Twin of Japan
  • The Breeding Pool (sarcastic or pejorative)
  • The Great Brothel (sarcastic or pejorative)
  • The Demonic Whorehouse (sarcastic or pejorative)

Primary Leader(s):
  • Mererinda (as Devil Empress of Hopen and Supreme Goddess of the Hopenese Mado)
Secondary Leader(s):
  • ???
    • Rhelsha
    • Haino
    • Halfwit
  • ???
    • ???
  • ???
    • ???
Key Figures:
  • Mererinda
  • Rhelsha
  • Haino
  • Halfwit

Base of Operations:
  • xxx
  • xxx
  • xxx

Regions and Cities Controlled:
  • ??? (Capital City and Central Headquarters)
  • xxx
  • xxx
  • xxx

International Organizations and Alliances Joined: N/A

History*:

  • ??? : ???
  • ??? : ???
  • ??? : ???

  • xxx

Organization Type(s)*: Empire (Absolute), Monarchy (Absolute), Unitary State, One-Religion Mado Actor, Hereditary Totalitarian Dictatorship

Culture and Politics*:

===== WORK IN PROGRESS =====

The Supreme Empress enjoys supreme authority and unlimited power within the Empire of Hopen. In Hopen, two plus two is equal to five if she says so. Anyone who dares defies the Supreme Empress, her cronies or the Mado cult is seen as a heretic that needs much "love", "guidance", discipline and bondage.

The cult of personality around Supreme Empress, Mererinda is very fanatic and crazy. Even a single tiny grain of rice, as well as a single breathe, is considered as a great blessing and honor from the Empress herself. Almost all works of literature glorified the Supreme Empress Mererinda. Heck, there is even widespread belief that Mererinda "created existence itself", and her closest adjutant Rhelsha could "control the weather". The state cult of Mado is almost entirely dedicated to the Supreme Empress, Mererinda. Religious freedom is virtually non-existent in Hopen, for all citizens and slaves are obligated to devote themselves to her and worship her first and foremost.

The society of Hopen has a quite strict caste system. Though those of higher castes may freely contact with those from the lower castes and do almost anything to them as they please. Those of lower castes cannot freely make contact with those of higher castes however. But one's caste may be changed as per the Empress and other superiors' wishes.

Mortals, who make up the majority of the population, are considered as pitiful slaves to the fewer Demons that rule over them. Mortals in Hopen are obligated to devote their entire lives, services and worships to the Empress and the Demons; while they themselves were deprived of many rights.

Demons are the ones who make up the aristocracy of Hopen.

Females enjoy more rights than males in Hopen.

The Mado cult, along with its religious dogmas, is the cornerstone of Hopenese political works and government operations.​

Economy:
  • xxx

Military:
  • xxx
 
Empire of Nepoyze

Formal Names (in English)*: Empire of Nepoyze
Formal Names (in Other Languages): xxx
Most Commonly Known Name*: Nepoyze
Alternate Names: ???

Leader(s): ???
Key Figures: ???

Base of Operations: (List if there is more than one)
Regions and Cities Controlled:

(map please put in spoiler tag)
(If none, delete or leave blank)

International Organizations and Alliances Joined:

History*:
  • Date Founded : Date
  • Date(s) Reorganized : Date

(put in spoiler)
/end history

Organization Type(s)*:

Culture: ???
Politics*: ???
Economy: ???
Military: ???

Public Status:
 
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KHAOS

Formal Names (in English): Hordes of Khaos, Legions of Doom, The Southmen, Worshippers of Khaos, Followers of Khaos, The Ruinous Powers, Bringers of Doom
Formal Names (in Other Languages): Norsza(Southmen tongue referring to their own many tribes)
Ultri Guilmor(The Dark Gods in Southmen Tongue)
Most Commonly Known Name: Khaos
Alternate Names: None

Leader(s):
Chorne, God of War, Blood, Honour, Courage and Strength.
Tzeench, God of Change, Evolution, Destiny, Lies and Trickery.
Zlaneezh, God of Pleasure, Passion, Lust, Pride, Self indulgence and Decadence.
Nurkle, God of Filth, Decay, Death, Destruction, Disease and Rebirth.

(BEAR IN MIND that they will only be shown as whispers and as a driving force of Khaos, they will not appear)
Key Figures:
Akastenox the Everchosen, Chosen of Khaos
Silverslash the Magnificent, Prince of Slaneesh
Bela'kore, Greater Daemon Prince
Valkizia the Bloody, Valkyrie of Khorne
Slothen Sunkiller, Dragon Ogre Great Shaggoth
Kharn the Betrayer, Champion of Khorne
Aethes the Sorcerer, Great Sorcerer of Tzeentch
Mulkor the Blight, The Living Plague
Wulfrizk the Wanderer
Thlogg the Troll Lord
Rexgrul', Thane of Zhar Nagrund
(AND MANY MORE CHIEFTAINS, LORDS and More)

Base of Operations: DAEMONS OF KHAOS: The Great Rift(Accepted Capital)
WARRIORS OF KHAOS:The Brass Citadel(Accepted Capital)
TRIBES OF KHAOS: Doomkeep(Meeting place for western tribes)
Zhar Drufun(Meeting place for eastern tribes)
Ejodar(The throne of the Troll King)
KHAOS DWARVES: Zhar Nagrund(Capital)
KHAOS PIRATES: Barsonlux(Accepted Capital)

Regions and Cities Controlled:
The Great Rift
The Brass Citadel
Doomkeep
Ejodrar
Zhar Nagrund
Varg Bay
Zhar Drufen
Wintertooth
Barsonlux
Port of Pleasures
Aexiluz
Bloodhold

And many more smaller tribes and clans

full




International Organizations and Alliances Joined: NONE

History:
The Khaos Gods have many names and aspects. For most in the Old World who are aware of such things, they are Chorne - the Blood God; Tzeench - the Arch-Manipulator; Nurkle - the Lord of Decay and ZlaaneZh - the Dark Prince of Khaos. These Ruinous Powers have many mortal worshippers, most of which hail from the far south of Khaos Wastes and beyond. Their armies are legion, made up of barbarous Khaos Marauders and Khaos Warriors - particularly ruthless and bloody fighters gifted with arcane suits of all-encompassing armour, accompanied by a mass of mind-fraying creatures. These hordes can be raiders that cross the icy seas in longships, large armies that raze entire cities, or full-scale invasions where entire nations quake in fear.
  • Date Founded : Unknown
  • Date(s) Reorganized : Unknown

Organization Type(s): A loose coalition of Tribesmen, Khaos Worshippers and Khaos Warriors, joined by pirates, Khaos Dwarves and other creatures of the khaos wastes united under a single desire: To ascend to daemonhood

Culture: Based around the worship of Khaos Gods
Politics: The tribesmen are led by their own Raidmasters in each tribe, while the Khaos Legions are headed by Khaos Lords constantly trying to best another Khaos Lord. The Dwarves are led by their Great Thane from Zhar Nagrund while the pirates have no real leader.
Economy: Raiding and Plundering are performed by Tribesmen, Pirates and Khaos Legions. From the loot and captives from these raids, they trade them for weaponry and aid from the Khaos Dwarves of Zhar Nagrund. The Dwarves then use the captives to mine their insidious mines and increase profit themselves.
Military: The Military has not much technology(except the Dwarves) but it is countered by extremely tough warriors who could survive easily. Khaos also utilizes something called Khaos Korruption, which will slowly grow until stopped. If a Korruption reaches critical levels, Cult rebellions break out.



Public Status: Tribesmen are regarded as barbarians while the Khaos Legions are feared due to their unnatural endurance.
 
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