A decently sized nation, a kingdom renowned for its brilliant scholars and brave warriors. The Archaien warriors specialize in swordsmanship, particularly with their signature massive broadswords. Some, of course, choose more moderate hand-and-a-half swords, and there are the usual divisions of pikemen and the occasional axe, but the Archaien creed is their prowess with the broadsword. The Archaiens believe in a classless, free society free of tyranny from larger countries, and believe firmly in the independence of all nations. Archaia started out as a small sector of a larger, tyrannical empire, which controlled all of today's Archaia. Then, Archaia decided that it didn't want to stand idly by while the Empire took their men as soldiers and their money as mountains of taxes. So, Archaia decided to utilize the soldiers that it was supposed to donate to the Empire, and attacked the keep at Baleregalis, the capital of the Empire, where they fought alongside their already-recruited brethren to overcome the Capital and take control of the entire nation. However, they said that they were going to give the provinces of the old Empire a choice of whether to stay or secede. All of the provinces, taken aback at the incredible actions of the new Archaien government, agreed to stay and assist the government as best as possible. Some provinces, though, had ulterior motives, and chose to allow enemies of the nation into the capital province. Since then, the provinces have been heavily regulated, in a piece of legislation known as the Traitorous Actions Agreement. Now, they have become the den of thieves and marauders, the underbelly of the land.
Ruler: The High King Gahlerek
Location: In a large island to the Northwest
Allies: None yet, but it wants them, and agreements might be made
Enemies: None yet
Ruler: The High King Gahlerek
Location: In a large island to the Northwest
Allies: None yet, but it wants them, and agreements might be made
Enemies: None yet
Why of course! Archaia is always willing to make allies. I can't seem to see your nation on the forums, would you mind sending an emissary to Archaia to discuss terms? Just add a topic in the Archaia forum, and have it in story format. That way the agreement will be neatly preserved and we can look back on negotiations later.
Here's some more info about the way the country works.
SECTION 1: GOVERNMENT
Archaia is a feudal monarchy of sorts, with twelve sumerayen (states) under the rule of the High King (King Sael, as of right now). The government has much power, but uses it relatively morally. Corruption is fought against harshly. The government relies heavily on the Three Brotherhoods (see next) for support and guidance.
The line of the throne is thus:
Samna, the Servant Queen (40 year reign)
Gerenan, the Brave(10 year reign)
Gerra, the Wise(11 year reign)
Emmol, the Scholar (19 year reign)
Sandra, the Swift (5 year reign)
Bormah, the Strong (20 year reign)
Emrah, the Brazen (5 year reign)
Gahlerek, the Prosperous (40 year reign)
Sael, the Savior (Current king, for <1 year)
SECTION 2: THE THREE BROTHERHOODS
One of the most important bodies created by the Archaian government is the trio of brotherhoods that provide troops, spies and mages for the military and for peace time. Each brotherhood is led by three masters, each with his or her own specialty within his trade. The three brotherhoods are as follows.
-Kah-Lahren (literally: men of lore) This group, casually referred to as the Lorewalkers or Singers, is made up of mages and bards. During peacetime, many of the Lorewalkers rely on their ability with different musical instruments to make a living. Quite a few will work as healers.
During war, however, these wise men and women will take the pure art of magic and use it to devastating effect in aid to the swordsmen of the Archaian army.
Magic is divided into a couple of different arts within itself. Those are as follows.
1) Enchantment
Enchanting is nothing more than the imbuing of physical objects with magical traits. A sword that deals wounds unhealable by magic, a scythe that cuts through wheat stalks like butter, or a bow that helps to pull itself all are examples of an enchanter's work. It is impossible to enchant people or other living things.
2) Alchemy
Not just the study of turning things into gold, alchemy is the overall term for potion-brewing. Alchemy is a difficult and exact science, and students of this precise trade must be very, very careful lest they misuse an ingredient to horrific effects.
3) Conscious Mobility
Many believe that the consciousness is rooted to the body. However, lorewalkers understand that it is possible to cast your mind from your body and use it to communicate directly into the minds of others with simply your thoughts. This power is extremely potent, as it can be used to immobilize any foe without training in guarding the mind against mental attackers.
4)Commands
Catalyzed by the power of Old Archaian, a language so old it is only spoken by the Kah-Lahren, the power within every man can be used to do wondrous things. A man, with a word, can cast his enemies into sleep so deep they will never wake up, or make the very stones rise up and strike them down. The Third Master of Lore was once quoted as saying "It is very difficult to fight an enemy when that enemy is the ground below you."
5) Sorcery
Sorcery is magic turned evil. It is banned from the Brotherhood, but is still worth mentioning because there are freelance sorcerers who will typically aid the Southern states in their everlasting war against Rayjech. A sorcerer finds his power by enslaving a spirit and commanding it to do his bidding. Spirits are very powerful things, so sorcerers also can be very strong, assuming they can contain the spirit once they have taken it with their minds. When a spirit is enslaved by a would-be sorcerer, it is tainted forever, and its purity can never be restored. It will be evil until the end of days, even when its sorcerer has died. However, an accomplished Lorewalker can free the spirit from this world and cast them into the Dark Second World. (See section 3: Religion)
-Kah-Launen (Literally: Men of Night), casually called Nightwalkers, focus themselves on the delicate arts of stealth and long-range combat. Nightwalkers pride themselves on the ability to remain unseen for their entire lives if they so chose. Their disciplines are few but complex.
1) Stealth
Stealth lies at the very heart of Nightwalking. It is the ability to remain unseen, wherever and whenever one finds himself. Talented nightwalkers could enter a castle, steal the Physician's wallet, and leave without anyone ever knowing they were there. Fortunately, talented nightwalkers are few and far between... we think.
2) Killing
Any good nightwalker first studies under an accomplished healer of the Kah-Lahren so that, with a basic understanding of human anatomy, they may slay anyone they meet quickly and silently.
3) Awareness
It is vital to the Nightwalker's trade that he be alert at all times for potential threats to his safety. Recognizing shady characters can prove invaluable to a Nightwalker, be he on a mission or at a tavern.
-Kah-Marten (Literally: Men of War) are occasionally called Bloodwalkers by the people outside the order. These are the greatest warriors Archaia has ever seen, and their prowess on the battlefield is no small thing to be considered. They study much to be able to fight as they do.
1) Weapons Training
Obviously enough, a powerful warrior of the Kah-Marten must be able to wield his chosen weapon with intense skill, and those brave enough to join this illustrious group train for years before they are deemed worthy of the battlefield.
2)The Arkhmezre
The most important pillar of Bloodwalker training is the ability to take anger and rage and use it to fuel actions, while not losing control of the mind and body in the process. The average Bloodwalker trains for a whole decade before their arkhmezre is fully battle-ready.
3)Tactical knowledge
Kah-Marten are not simple warriors! Many are generals and leaders in the military. Strategic and tactical wisdom is a necessity for most Bloodwalkers.
SECTION 3: RELIGION
Archaian religion worships one God, called Harremakh (literally Creator). Harremakh, according to Archaian tradition, created the island out of the dust and the mist of the sea, and created its people, because Harremakh wished for someone to view His glory and love him.
Copper and flint are sacred substances to Harremakh's followers.
The spirit world is divided into five different realms, of which the natural world is the third. The first and second are worlds of light and peace, where people deemed kind enough and all Harremakh's followers are sent, the first being a true paradise and the second being more akin to Earth. The fourth world is an eternal prison, guarded by massive men with razor-sharp swords, and the fifth is an undying inferno of agony that never kills. In the fourth world, you can find redemption and be sent to the second, but there is no way for a soul to exit the fifth world.
The religious body within Archaia is known as the Blue Followers. They are the church of Harremakh, and while most are pure of spirit and serving in nature, there are some who are corrupt. As copper and flint are sacred, one of the requirements of the Blue Followers is that they must wear a pendant with both substances at all times.
The true spirit world, however, is much more complicated. The creator of life on the island is known only as The Light. When he created life, it was only in the form of two beings: Mother Truth and Father Love. They created through their purity four children, known as the Pure Cil'Naia. Their names are Faelin and Jeros (twins), Naron, and Benthos. The first three were the instruments of life used by the Light to give form to the island. The fourth, however, turned away from The Light's guidance and forced the others off the island, taking the name Harremakh and claiming to be the one true creator.
SECTION 1: GOVERNMENT
Archaia is a feudal monarchy of sorts, with twelve sumerayen (states) under the rule of the High King (King Sael, as of right now). The government has much power, but uses it relatively morally. Corruption is fought against harshly. The government relies heavily on the Three Brotherhoods (see next) for support and guidance.
The line of the throne is thus:
Samna, the Servant Queen (40 year reign)
Gerenan, the Brave(10 year reign)
Gerra, the Wise(11 year reign)
Emmol, the Scholar (19 year reign)
Sandra, the Swift (5 year reign)
Bormah, the Strong (20 year reign)
Emrah, the Brazen (5 year reign)
Gahlerek, the Prosperous (40 year reign)
Sael, the Savior (Current king, for <1 year)
SECTION 2: THE THREE BROTHERHOODS
One of the most important bodies created by the Archaian government is the trio of brotherhoods that provide troops, spies and mages for the military and for peace time. Each brotherhood is led by three masters, each with his or her own specialty within his trade. The three brotherhoods are as follows.
-Kah-Lahren (literally: men of lore) This group, casually referred to as the Lorewalkers or Singers, is made up of mages and bards. During peacetime, many of the Lorewalkers rely on their ability with different musical instruments to make a living. Quite a few will work as healers.
During war, however, these wise men and women will take the pure art of magic and use it to devastating effect in aid to the swordsmen of the Archaian army.
Magic is divided into a couple of different arts within itself. Those are as follows.
1) Enchantment
Enchanting is nothing more than the imbuing of physical objects with magical traits. A sword that deals wounds unhealable by magic, a scythe that cuts through wheat stalks like butter, or a bow that helps to pull itself all are examples of an enchanter's work. It is impossible to enchant people or other living things.
2) Alchemy
Not just the study of turning things into gold, alchemy is the overall term for potion-brewing. Alchemy is a difficult and exact science, and students of this precise trade must be very, very careful lest they misuse an ingredient to horrific effects.
3) Conscious Mobility
Many believe that the consciousness is rooted to the body. However, lorewalkers understand that it is possible to cast your mind from your body and use it to communicate directly into the minds of others with simply your thoughts. This power is extremely potent, as it can be used to immobilize any foe without training in guarding the mind against mental attackers.
4)Commands
Catalyzed by the power of Old Archaian, a language so old it is only spoken by the Kah-Lahren, the power within every man can be used to do wondrous things. A man, with a word, can cast his enemies into sleep so deep they will never wake up, or make the very stones rise up and strike them down. The Third Master of Lore was once quoted as saying "It is very difficult to fight an enemy when that enemy is the ground below you."
5) Sorcery
Sorcery is magic turned evil. It is banned from the Brotherhood, but is still worth mentioning because there are freelance sorcerers who will typically aid the Southern states in their everlasting war against Rayjech. A sorcerer finds his power by enslaving a spirit and commanding it to do his bidding. Spirits are very powerful things, so sorcerers also can be very strong, assuming they can contain the spirit once they have taken it with their minds. When a spirit is enslaved by a would-be sorcerer, it is tainted forever, and its purity can never be restored. It will be evil until the end of days, even when its sorcerer has died. However, an accomplished Lorewalker can free the spirit from this world and cast them into the Dark Second World. (See section 3: Religion)
-Kah-Launen (Literally: Men of Night), casually called Nightwalkers, focus themselves on the delicate arts of stealth and long-range combat. Nightwalkers pride themselves on the ability to remain unseen for their entire lives if they so chose. Their disciplines are few but complex.
1) Stealth
Stealth lies at the very heart of Nightwalking. It is the ability to remain unseen, wherever and whenever one finds himself. Talented nightwalkers could enter a castle, steal the Physician's wallet, and leave without anyone ever knowing they were there. Fortunately, talented nightwalkers are few and far between... we think.
2) Killing
Any good nightwalker first studies under an accomplished healer of the Kah-Lahren so that, with a basic understanding of human anatomy, they may slay anyone they meet quickly and silently.
3) Awareness
It is vital to the Nightwalker's trade that he be alert at all times for potential threats to his safety. Recognizing shady characters can prove invaluable to a Nightwalker, be he on a mission or at a tavern.
-Kah-Marten (Literally: Men of War) are occasionally called Bloodwalkers by the people outside the order. These are the greatest warriors Archaia has ever seen, and their prowess on the battlefield is no small thing to be considered. They study much to be able to fight as they do.
1) Weapons Training
Obviously enough, a powerful warrior of the Kah-Marten must be able to wield his chosen weapon with intense skill, and those brave enough to join this illustrious group train for years before they are deemed worthy of the battlefield.
2)The Arkhmezre
The most important pillar of Bloodwalker training is the ability to take anger and rage and use it to fuel actions, while not losing control of the mind and body in the process. The average Bloodwalker trains for a whole decade before their arkhmezre is fully battle-ready.
3)Tactical knowledge
Kah-Marten are not simple warriors! Many are generals and leaders in the military. Strategic and tactical wisdom is a necessity for most Bloodwalkers.
SECTION 3: RELIGION
Archaian religion worships one God, called Harremakh (literally Creator). Harremakh, according to Archaian tradition, created the island out of the dust and the mist of the sea, and created its people, because Harremakh wished for someone to view His glory and love him.
Copper and flint are sacred substances to Harremakh's followers.
The spirit world is divided into five different realms, of which the natural world is the third. The first and second are worlds of light and peace, where people deemed kind enough and all Harremakh's followers are sent, the first being a true paradise and the second being more akin to Earth. The fourth world is an eternal prison, guarded by massive men with razor-sharp swords, and the fifth is an undying inferno of agony that never kills. In the fourth world, you can find redemption and be sent to the second, but there is no way for a soul to exit the fifth world.
The religious body within Archaia is known as the Blue Followers. They are the church of Harremakh, and while most are pure of spirit and serving in nature, there are some who are corrupt. As copper and flint are sacred, one of the requirements of the Blue Followers is that they must wear a pendant with both substances at all times.
The true spirit world, however, is much more complicated. The creator of life on the island is known only as The Light. When he created life, it was only in the form of two beings: Mother Truth and Father Love. They created through their purity four children, known as the Pure Cil'Naia. Their names are Faelin and Jeros (twins), Naron, and Benthos. The first three were the instruments of life used by the Light to give form to the island. The fourth, however, turned away from The Light's guidance and forced the others off the island, taking the name Harremakh and claiming to be the one true creator.