NationStates Jolt Archive


Jenrak: Factbook

Jenrak
29-03-2005, 03:13
OOC: Alright, I haven't been able to get to it, but I have now. :rolleyes:

Jenrak
Synopsis
A broken province that regained its senses after the crumbling of the ancient Living Empire, the nation of Jenrak does not match to its creator, and therefore, does not call itself a kingdom, or an empire, but merely a pawn. It is extremely faithful to ancient traditions and religions, despite the damage done by power-hungry warlords. The wars it faced caused it to grow militaristically, however, all the civil wars have reduced its face to a terrible death trap. The Methronn, named newly the nation of Jenrak, is a dark chapter of a book; a book that may forever be lost if the only true chapter is erased.

Location
South of the Golden Sea, west of the Wastelands

Map Image
http://i3.photobucket.com/albums/y89/ExtremeDumb/JenrakandAscherach.gif

Area
total: 2,766,890 sq km
land: 2,736,690 sq km
water: 30,200 sq km

Climate
Near the coastline is the most habitable part. Once the people get closer to the mainland it gets oddly harder to breathe and the Wastelands surrounds the entire eastern sector. Rain is rare, but the skies in the Wastelands are extremely beautiful.

Terrain
Jagged, sharp mountains in the north, dusty poisonous wastelands in the east and south and forests near the western coastline.

Elevation Extremes
lowest point: Ocean - 0 m
highest point: Ciranaar's Castle (mountain) - 7,852 m

Natural Resources
Nickel, Iron Ore, Coal, Uranium, Diamond, Silver, Unidentified Poisonous Fumes

Natural Hazards
Nearly the entire south and eastern parts of the country.

Longest River
The Viraigius River, length unknown.
Jenrak
29-03-2005, 03:16
Population
RL: 885,343,211
NS: 1,030,000,000

Age Structure:
0-14 years: 18.2%
15-64 years: 68.7%
65 years and over: 13%

Average Life expectancy
Men: 64 years
Woman 66 years

Capital
Haasdra

Current Ruler
Arborgard the Twelfth

Languages
Tongue of Methronn, name classified

Literacy
total population: 97%
Roach-Busters
29-03-2005, 03:17
Great start! I'm looking forward to seeing more.
Jenrak
29-03-2005, 03:29
Name
The Chemical Lords of Jenrak

Government Type
Religious Fanaticists - Corporate Police States

Ruling Castes
The Caste of Merunmu - The greatest of the castes, the best of the best can only be chosen for Merunmu, and usually, very few people are appointed it. Only the king can appoint the class of Merunmu, and only the king can take it away. 1.2% of population

The Caste of Cendara - The War Lord caste, where the person is identified as strong and powerful. Usually this is a prideful caste, and the upper levels of the military are composed mostly of these people. 27% of population.

The Caste of Ouridna - The Caste of Charismatics, or Police and Law-Enforcers. Usually the person is very wise and subtle. 12% of population.

The Caste of Venmot - The Caste of shame. Anyone within this caste is considered not a human, and usually placed into slavery. This caste cannot be lifted. 54% of population.

No Caste - Anyone without a certain caste are ordinary citizens. Number unknown.

National Holiday
The Funeral of Enkur, the Funeral of Ciranaar

Government System
Monarch - The King or Queen of the Nation, and all are self-appointed through strength. A king or queen has undisputed power within Jenrak. (Arborgard the Twelfth)

Red Patriarchs/Matriarchs - Great Generals and Commanders of the greatest of Jenrak's military, Red Patriarchs are highly recognized as great advisors and trusted friends to the king. (Nahk Territurari, Ashili)

Sage Patriarch/Matriarch - Lesser Generals or Commanders, but usually more popular with the people. Sage Patriarchs or Matriarchs are kind hearted as well. (Saerus, Serrin)

Black Patriarch/Matriarch - Killers or Assasins of the King, and usually not known of except for by superior classes. (Viraranar)

Mouthes - Advisors and Emissaries of the King. Usually the position is abused. (Ferruga [deceased])

Magistrates - In charge of Biochemical engineering and human anatomy disruption. Also known to have large amounts of knowledge on killing biological masses.
Jenrak
29-03-2005, 03:43
Flag Description
Skeletal ancient beast, taken from an old temple within an abandonned ciy in Murun. Currently attempts at figuring out the beast's size and type is in vain. However, the flag does represent a certain sense of pessimism.

Economy
Jenrak stands as an economic powerhouse, mainly due to the fact that it has no regards to other priorities, next to religion. Although it is not powerful enough to be viewed so by world standards, it does have a large cache currently in stock. Borderline relations with its brother nation Sanduras has created a certain trade bridge that links it together. While Jenrak supplies its items mostly to Sanduras, Sanduras also supplies those to the world, making the source of the goods mainly obscure.

War
War is known to break the economic and civilian hold of a nation, but oddly enough the nation thrives off the pain of humanity, whether it is Jenrak's own lives or an enemy's. The source of this is unknown, but rumoured to have come from the predecessor. While the people are besieged, the power of the king becomes more apparent. This causes a certain 'break' in the caste system, giving the Patriarchs more usual power than the king, which leads to civil wars most of the time.

The nation is known to have a certain pattern to their tactics; they deploy either one of two tactics accordingly to their situation. The first is a full-scale invasion at night-time, employed usually by the Sage Patriarch Saerus. The second is the corpse bombardment, a lethal tactic employing dead soldiers and civilians catapulted or dropped from airplanes onto enemy territory, smothering them in bodies and infections. This is usually employed by the devious Nahk.

If worst comes to worse, then Jenrak will deploy a self-destruct sequence manuever, where they scorch and burn every thing within sight, and flee to the Castle of Ciranaar. The voyage is usually unbearable for most enemy forces, but sometimes a powerful foe would break through the poisonous wasteland.

Economic Stats
Exchange Rate: 1 Dollar = $1.6484
Gross Domestic Product: $31,929,284,308,158.17
GDP Per Capita: $31,364.72
Unemployment Rate: 2.55%
Consumption: $16,172,457,000,000.00
Government Budget: $17,473,388,467,500.00
Government Expenditures: $15,726,049,620,750.00
Goverment Waste: $1,747,338,846,750.00
Exports: $4,018,091,015,001.92
Imports: $3,987,313,327,593.75
Trade Surplus: $30,777,687,408.17


Government Budget Details
Administration: $0.00 0%
Social Welfare: $0.00 0%
Healthcare: $786,302,481,037.50 5%
Education: $0.00 0%
Religion & Spirituality: $314,520,992,415.00 2%
Defence: $5,504,117,367,262.50 35%
Law & Order: $5,661,377,863,470.00 36%
Commerce: $2,044,386,450,697.50 13%
Public Transport: $1,415,344,465,867.50 9%
The Environment: $0.00 0%
Social Equality: $0.00 0%


Government Priority
Government Category: Corporate Police State
Government Priority: Law & Order
Economic Rating: Frightening
Civil Rights Rating: Few
Political Freedoms: Rare
Income Tax Rate: 49%
Major Industry: Uranium Mining
National Animal: Ocelot
National Currency: Dollar
Total Population: 1,030,000,000


OOC: I'll do a section on my rp characters tomorrow hopefully. I lost some info just now.
Huntaer
29-03-2005, 03:44
Hey man, good looking fact book here. Mind if I pull off a few of your ideas for my own?
Jenrak
29-03-2005, 03:48
Hey man, good looking fact book here. Mind if I pull off a few of your ideas for my own?

Sure. Go ahead.
Jenrak
02-04-2005, 21:32
OOC: Ha, forgot about this factbook.

IC:

In-Depth Information

Military Classes
The Military Classes within the Jenrak military are according to traditional laws, where the greatest are ranked higher and usually promotions are placed by the number of battles involved and the number of enemies killed. The listed classes become more important as the person goes lower into the list.

Recruit
Pay: $8.12/hr - None if Prisoners of War
The lowliest of the ranks are recruits, green soldiers who do not have the knowledge to kill, or the muscle to preform. Usually these men are seen as fodder, being highly suicidal in their attacks, and sometimes they are strapped as demolitions and noteworthy terrorists. However, during a formal or scaled war, they served almost no purpose except to provide cover for more advancely ranked troops to do their jobs.

Calurais
Pay: $14/hr
As the rank grows, the pay does so exponentially, however, the next rank is a decent one, as the person must be a recruit for at least 1 year to gain the rank of Calurais. This rank is a larger, more organized division, but usually still lacking the discipline required of Jenrakian soldier. They, like the raw recruits, gain no benefits.

Siren
Pay: $18/hr
Despite against all odds, the largest ranks of the Jenrakian military infantry forces are the Siren, the last of the raw ranks. They make up the largest proportions of the Jenrak infantry divisions, and their discipline and skill in battle is quite formidable for such a low rank. However, the prospect of becoming a Siren branches out into many other parts of the military, and although the pay is not much higher, they benefit 1 year of university learning at the Jenrak art of Warfare.

Aircraft Ranks
Aspiring Sirens that take to the sky, becoming an airforce fighter in Jenrak usually gives more mobility, but sometimes it gives a heightened sense of danger.

Mussrin
Pay: $22/hr
The pay of the Mussrin is small for the aircraft, and the supplied fighter, the Talus aircraft, is light and weak of firepower. Usually Mussrins make up the majority of the airforce, and they are widely used against infantry divisions. Unlike their greater counterparts, their fuel is nearly unlimited.

Musstrak
Pay: $29/hr
Meaning 'Black Flies' in ancient Ascherach, Musstraks are a massive leap in military skill from the Mussrin, but they still uphold a sense of weakness. These swift fighters are usually seen carrying powerful and accurate Arbalest missiles to take to the skies, making them lethal against all ground units.

Nmenmar
Pay: $38/hr
Only the War Lord caste of Cendara could become a Nmenmar, or known as the 'Sky Ripper'. These are skilled airmen and women, who take to the skies alone, attracting attention long enough for the enemy to be distracted. They are also large and cumbersome sometimes, but are amazing bombers.

Artillery and Tank Ranks
Tanks and Artillery are sledomly used in Jenrak, so it is no surprise that the Tank and Artillery ranks contain only 2 ranks.

Durshage
Pay: $25/hr
Durshage tanks are the main focus of the Jenrak sweeping attacks, or even more important, raids. The area is so broad, that it branches off into hundreds of smaller, more specific branches, such as the Unkiroo, Setira, or Serouun.

Mishmin
Pay: $25/hr - $29/hr
Meaning 'Passive Blade' in Jenrak, the Mishmin can only be deployed from the Ouridna Caste, a powerful charismatic and order pride caste. However, the purpose of the Mishmin is to lead frontline assaults, being such of morale weapon, increasing the soldier's beliefs in the Jenrak.

Naval Ranks
Next to Aristocrats, the Naval is the main focus of the Jenrak military. Because of the long length, the airlanes are almost second to impossible to reach Jenrak from the sky, as the constant storms and electromagnetic fields employed by the island fortresses jargle communications.

Lurker
Pay: $24/hr
Lurkers are the carriers of the Naval Warships, underwater submarines that carry massive flagships underwater, in large groups of 12-18 Lurkers. They are lightly armed, but have a superb detection range, protecting the valuable ships from enemy submarines whilst underwater, and from natural dangers such as shockwaves or immense pressures.

Ffendish (Not a typo)
Pay: $29/hr
The ancient classes usually deployed a moving surface fleet to cover enemy ships, a type of ancient cloaking device for the more powerful but also vulnerable command ships. That is the goal of this class. The Ffendish, although the same in rank as the Lurkers, are paid higher due to the fact that they are in charge of ranking themselves in organized fashions, much like officers.

Mimron
Pay: $36/hr
The Mimron class battleships are the base assaulters of the Jenrak navy, and there are several variations of these classes. They, however, all have the same pay, and are naturally resistant to natural hazards most of the times. They are called frequently in many issues, such as naval pirates, enemy bombardments and raids. They also have the uncanny ability to deploy large depth-charge radius weapons, weapons that can cripple many kinds of submarines close to them.

Contrira
Pay: $50/hr
The Contrira are the biggest leap in pay, as they are the most trusted and beloved sons and daughters of Jenrak, the ones who work aboard the flagships of Generals and Patriarchs. Contrira have the knowledge to battle with any naval unit, but most spend their times commanding small legions of Mimron as well.

Aristocrats
The more tactical ranks of Jenrak are well viewed, and as such to become an Aristocrat you must be appointed so by the Patriarchs or the King himself.

Mouthes
Pay: $122/hr
Mouthes are the advisors, current leaders of Persuasion and such, and although they are not tactically inclined, they sometimes could be a morality factor, often watching over infantry and ground movements, as well as the backup supply for naval assaults or defenses. Most of the time, however, they tend to the King, and sometimes they become corrupt.

Blue Patriarchs
Pay: $100/hr
Despite the massive pay, the Blue Patriarchs are the lowest of their class, and they are still skilled. However, they usually employ chemical tactics. They are the lowest rank in the title of Generals.

Sage Patriarchs
Pay: $120/hr
More trustworthy and more cunning than the Blue Patriarchs, the Sage are geared towards massive Chemical Warfare, but sometimes can adhere to other ways of war. Jenrak's only Sage Patriarchs and Matriarchs are Saerus the Bold, and Serrin the Cunning.

Red Patriarchs
Pay: $150/hr
The greatest of the Jenrak army, are the Red Patriarchs, given the control of an entire section of Jenrak's army unopposed by any but the king. The Red Patriarchs must have won at least 10 wars alone to have been given the title, thereby making them all the more potent from their experience. The greatest Patriarch to date is the Cunning Herrisian Karbulia, deceased, and the youngest is a Matriarch named Ashili, currently at the age of 22.

King
OOC: Nuff said.
Hypotheticalia
02-04-2005, 21:43
ooc: great! you should put in a family tree though of the kings
Jenrak
03-04-2005, 02:45
OOC: Thanks for tip Hypotheticalia, but I've decided to make a timeline of the Rulers instead

The Timeline of Power
The rulers of Jenrak and Ascherach have waved and shifted throughout the years, however, it is no mistake that the nation was governed by two blood lines, one through blood entirely, and still today, and another through a great civil war, pitting the Aristocratic Overlords against the Violent and Brutal War Lords.

Nuir Enkur the Strong (Anscestor of Jenrak, creator of Ascherach)
|
|
(Overthroned by his brother, Ciranaar the Cunning)
|
|
Ciranaar's death creates a rift, Enkur's great grandson Derboran Terrish takes over using political sabotage
|
|
Ousted by Count Vaazka, the first War Lord and victim of first Chemical experiment
|
|
Son, Agglti Ferro reigns before untimely assasination
|
|
Agglti's Sister, Arnalia Sethronne, takes control - political rift happens again
|
|
States are battling each other, and Arnalia is defeated at the bloodiest battlefield known to Ascherach's history; The Plains of Sasz Eren. She is succeeded by Crymian Fored - Ascherach no longer exists, and it now feudalling war states vying for power
|
|
Assasination of Crymian causes Herrissian Karbulia, a brutal warlord, to take over. The first reign of strength, and the Patriarch Caste is created
|
|
Decades passed with unimportant kings and queens, Methronn is renamed Jenrak, and the bloodline is next up with Teurlf Rissef, a vicious monster without regards to human life
|
|
The people side with Teurlf's popular and handsome brother, Miraclus Rissef, and Miraclus overturns Teurlf's rule, creating the first successful peace.
|
|
Peace doesn't last long as Jerkan Rissef, Miraclus' eldest son, poisons his father to assume command. He begins creating foreign trade blackades - economy collapses
|
|
Jerkan's short twelve years of power are overthroned when Arborgard the Twelfth, the Lord of Sadists, forces enemy savages to lay siege to Jerkan's home. Capital of Jenrak returns to Haasdra. Arborgard reforms the party, almost eliminating political sabotage and corruption entirely. Arborgard currently rules the nation, and focuses on Military power. Chemical Tests have reoccured
Jenrak
03-04-2005, 03:23
Major Cities in Jenrak
C = Capital
T = 25,000,000 or larger
E = 80,000,000 or larger
O = 100,000,000 or larger
H[/C] = Highly Valuable (Ancient City)
[B]D = Deserted

Haasdra C, O, H
Haasdra is the capital of Jenrak, the only city placed on water, and the home of Ascherach empire and Jenrak rulers for over two thousand years. The city is filled with strict regulations to ensure the traditional buildings are preserved, and more modern structures are placed outside the city, where the inner centers are more historically based. This city has faced countless enemy invasions, and the fact that it is situated upon the center of a river gives it a direct trading advantage, while the rest of Jenrak is near-wasteland or actually a wasteland. Haasdra is the beating, throbbing heart at the center of Jenrak culture, and it also has survived for two thousand years, outpacing the rest of the other cities in notorious power.

Here in Haasdra the Lord of Sadists, Arborgard the Twelfth, commands his legions, entitles his greats, and kills his heretics, silencing those who defy his will. Placed on the Island of Llerrin, he watches with a watchful eye over the bustling city, and he commands the entire nation with an iron fist, never wavering in his decisions. The city is a massive stone fortress, and the outer walls defend it still. Although a beautiful sight in the summer, the city of Haasdra hides its darker pasts behind closed doors.

Murun D, H
The City of Murun was a massive, military stronghold, until it unwittingly vanished, the people gone without a single evidence left. There was no manuscripts detailing the dissappearances, nor any evidence left of the people intending to leave. It just seemed to happen one fateful day, and almost 150 million people never to be seen again.

The city is known for its large amounts of sacrifices, resulting a religious theocratic stronghold, where the city built massive fortresses and colossal war cathedrals to defend against enemy invaders, especially the barbarics from the far north. Although this city is now a massive tourist attraction, the dangers and artifacts that await within are the reasons why some of it is closed to the general public.

Jeviz'Kraa T
The old province of Jeviz'Kraa was named after the city, and it started out complacently as a Watchtower, to defend against enemies. Now it remains as a watchtower, shielding the city of Haasdra against enemy forces. The terrain amongst the city's surroundings are heavily encased and almost impossible to breach, it is widely accepted that whatever will hit Haasdra, will hit Jeviz'Kraa first, creating a double defense/warning system.

This city was also known to have to bear witness to the rise of the power of Nahk, and his obssessive downfall at the same place. Although Nahk currently still lives, fed life by machines, the city of Jeviz'Kraa never forgot his sacrifice to protect the city, and its walls.

Icrun E, H
Once the headquarters for Chemical Productions, Icrun was militarized in the late 19th century, and it became the sole supplier of Jenrak's Chemical Stores. The city is a large, ancient city, known for the tortures committed by the deathly Nuir Enkur, but also it is the cleanest city in Jenrak, despite the chemical wastes that work behind the scenes of the City.

Messer O, H
The city of Messer is old, once the grand base of the War Lords. However, time changed it, and it became more peaceful, asserting a calm sense over Jenrak. Because of the winding roads in Messer, it is difficult to get around, and the directions are almost impossible to follow.

To live in Messer requires a great deal of knowledge of the city's layout.

Aurgau H, O
The darkest major city of Jenrak's history is the city of Murder, known as Aurgau. Once a massive string of concentration camps, it is now a burgeoningly populated city, yet sometimes the streets at night still echo with ghosts, and people seldom go out alone, lest they be attacked by wandering spirits.

Despite the city's supernatural hauntings, it is known to be well defended by the Castle of Ciranaar, an abandonned fortress in the eastern sect of the city, a permanent moat/labyrinth for the people to flee towards. However, not even that can save the people of Aurgau against the angry souls trapped within its stone walls.

Sasz Eren T, D
It is no mystery of why Sasz Eren was deserted: war. Once, during a massive civil pitting Arnalia against the War Lords, they launched both of their entire armies at the final strokes of Sasz Eren, turning a peaceful city into a massive slaughtering hole for soldiers, and the war was fought savagely.

When the battle was over, the once called citizens were either dead, or they fled under the cover of the war, and anyone who goes to the evil plains of Sasz Eren will occasionally pull up a shattered body, or a broken weapon. It was named Nervus Kerenuk by many, meaning the 'Infinite Battlefield', after the seemingly neverending remains.
Jenrak
05-04-2005, 02:19
Main RP Characters
'Nuff Said.

Arborgard the Twelfth
Full name: Arborgard Serpin
Title: The Dark Lord of Sadists
Place of Birth: Sessloth
Background:
The dark chasmic void that was Arborgard's life is shrouded in mystery, and very few people outside his most inner circles know of his exact moments in his ascension to the throne, although no one knows how his charismatic powers have been afforded to him, how he could suppress the people with not the Iron Fist, but the mere flick of his tongue, how he learned to suppress all political opposition within the nation without raising an army, or lifting a finger. That was a story untold, and many people believe in it in his ancient bloodline, for Arborgard the Twelfth is the descendant of Nuir Enkur himself, and that there is no denying the link of power between those two; and their miserable lives of mystery.

The man who crowns himself king is a white haired, pale faced young man, who did not have the features of a valorous hero, or a charming prince; nor were his features vulgar or hideous. Instead his, face was the face of power, stripped of the extra pieces, only the bare strength left behind. He had a demeaning presence with him all the time, and he prefers to work alone, even in his darkest and neediest hours; he is the apathetic peak of independence.

Although most nations, mostly the tyrannical ones, usually think first underestimating thoughts about Arborgard, but after they see the crimes committed by him against his people, against his last kings, and all of the pain he wrought in his power, they would usually think twice before misjudging him by his age. He is a nihilist, and as such, had a lack of view about the world, and with it, he believed that life is a mere illusion of the mind, and the soul, and that afforded him power to oppress the peoples of Jenrak, and also to develop the powerful chemical weaponry present within the nation, believed to rid the soul of impurities through a cleansing but painful death.

His speech is clear and probable, but his tongue is unusual. Currently, Arborgard is the only person within the entire world to be able to speak the tongue of ancient Ascherach, the birth language of Nuir Enkur and Ciranaar Arkszen.

Red Patriarch Nahk
Full name:Nahk Territurari
Title: The friend of two Deaths
Place of Birth: Sasz Eren
Background:
While most people would avoid the claimsake plains of Sasz Eren, scare of their wits and unwilling to unearth the poisonous bones and the sharp dangerous shields, Nahk Territurari, the Red Patriarch of Jenrak, not only went to Sasz Eren, but battled there are well, and it cost him his life. However, fate would perchance it, he was given a second chance.

Tied to a massive set of complicated life support, his morality and pride is stripped, his once powerful and handsome figure and face ripped off to become replaced by a gruesome, weak being, but the machines made it better. With him was afforded supernatural strength, and the odd ability to remember every single second that happened within a year, before he must begin to forget things, and only then, coudl he choose to forget. He is almost a robot, but his soul is still in place. He is almost dead, but he lives still, mostly to serve his country.

As the Red Patriarch of Jenrak, he commands the massive Naval Armada of Jenrak that name themselves the Zealotry, a great elitist covert bombardment squad that is specialized in full scale assaults. Nahk is also immune to the effects of breathing poison, so he is usually seen leading troops to battle in htick gaseous fogs employed before-hand. His tactics are sometimes underhanded, but they are effective. It is no denial of that.

Nahk was a prosperous young man who fell in a deep respect for Arborgard, and later became his aide. However, his cunning thought to the courtroom was later replaced by a different view in the battlefield, and he was sent to his almost garaunteed death in Sasz Eren. The Red Patriarch is constantly hounded by his adversary, Ashili, ever so often.

Ashili
Full name: Ashili Everdgone
Title: Mistress of Erosion
Place of Birth: Naharank
Background:
She was from Naharank, a desolate wasteland of Jenrak, once a burgeoning population wiped out by the devastating civil war. Refugees came from all parts of the province to others, and that is where the downfall of the sweet young Ashili begins.

It was fine summmer day, when she saw the wearied Arborgard work upon his parent's abandonned farm. She helped him, in thought that helping one would have them help another. They became friends. Arborgard began to become close friends with the young Ashili, but their relationship was entirely mutual, and it stayed so today, but it is no doubt that the Matriarch has a deep respect for the King.

Her face is a soft, beautiful rush of wind, a gust of sweet life, but beneath the glittering eyes and the long silky hair is a tortured soul, a pained person who could not do anything anymore to save herself, and her life. In return, her cunning became an asset, and she soon rose above the ranks of her long time friend as well, the Mistress of Homocide, Serrin. Her age currently is 22, making her the youngest one to achieve the title of Matriarch.

Saerus
Full name: Saerus
Title: The Hero of Jenrak
Place of Birth: Archois
Background:
Saerus was a killer, and he was raised in secret by a crime lord in Sessloth, despite his birthplace in Archois. However, because of his efficiency, he never had a full name, his employers afraid of a personal vandetta against him, which usually leads to their death. But, despite his training, he was not born to be a killer. Saerus was a kind hearted man, and sometimes he would let some of his victims go, which risked his life and his job, but his skills were indeed to valuable.

One day, his target was the young Arborgard, and Saerus was unable to kill him. Although he tried, Saerus was outwitted by the boy, and later was asked of his true identity at knifepoint on Arborgard's kitchen table. His name unkown, Arborgard threatened to cut his throat if he disagreed to his demands once again. Little did they both know it was the start of another relationship, another friend ship.

Time passed on, and the two friends met Ashili and Nahk later, but it was apparent that Saerus and Arborgard viewed each other as equals, although Saerus usually calls his old friend 'master'. He is a hero of the common folk, someone they could relate to, and someone they wanted as king when Arborgard took. Saerus was a decisive weapon in Arborgard's council, as his opinion is the opinion of the people, if very few, and the people do not rebel against the king knowing that they are being listened to by an Aristocrat, if not the royal line themselves.

During times of war, he is a valorous war hero, time and time again, and his angelic features lit up the people's morale. His tactics are unlike Nahk, however. He commands the airsquad Servus, a tactical team and another infantry armada titled Purge, and his strategies are tied inherently to hit-and-run tactics. Although it seemed odd, it was easier for Nahk to move in after Saerus had weakened it with raids. They worked as a team.

Serrin
Full name: Serrin
Title: The Mistress of Homocide
Place of Birth: Unknown
Background:
Here full name is unknown to anyone, and her birthplace aroused suspiscion. Depiste all of her unknown qualities, she is the prime love of Arborgard, as they have been in love for a while now, despite the disapproval of Nahk onr Arborgard's side, and the disapproval of Ashili on Serrin's side.

Serrin is a fair mannered girl, a beautiful girl, although not as extravagantly beautiful as the mistress Ashili, her features were still quite powerfully crafted. Her lithe tongue gave her speech a strong accentual tone, and she had a string knowledge of things. Despite all of that, however, her job is quite gruesome.

She is the Mistress of Homocide, the leader of a squad of Investigators who specialized in the unknown murders of victims within Jenrak, a team of detectives and police, you might add. Also, she is the leader of the Chemical Research team, the founder of a massive warfare production company. To make matters even worse, she is a cannibal.

In spite of all of that, she is loved and respected, and her title is nothing to laugh at. It is just as persuasively influential as Saerus.
Roach-Busters
05-04-2005, 02:20
Wow!
Jenrak
05-04-2005, 02:24
Wow!

OOC: Oh, thanks. I'm working on the unique weapons now.
Jenrak
06-04-2005, 21:27
Unique Weapons
For almost 3,000 years, Ascherach and Jenrak existed beyond the corporal thoughts of the world, a limboish existence believed to be a legend, a spook-tale that was meant to frightened rowdy children and make people behave. To them, it was like a myth. This isolated Ascherach for thousands of years, and gave them the chance to build their empire within the places allotted to them, and the technology to call their own. Even now, traditions continue, as Jenrak carries on some of the most lethal weapons of their times.

Magenta Swarm
Tall, lumbering, and destructive, the Magenta swarm is a modified siege onager, a simplisticly powerful trebuchet armed with anti-air heatseekers and massive infantry machine guns. The armanents make it a heavy and almost immobile weapon to use, but the fact that many things can exist in the giant canvas cup deals great damage. Some things never change.

Poison
Jenrak boasts itself as the most chemically powerful nation within the world, and that itself may or may not be true, but it is true that there are some poisons within the Jenrak arsenal on which there is no defense, no cure. Despite the probability of another contender for the title of the Chemical Lord, Jenrak's poisons are a force to contend with, and instead of ballistic weapons and mountains of lead, Jenrak resorts to ancient traditions once again, and prefer to gas the masses at once.

Swords
Sword are widely used within the world, but Jenrak has developed its own type of sword. Giant, lumbering and slow by unskilled fighters, it is still a preferable choice for Jenrakian assasins to wield a dagger to eliminate their foe, instead of risking cover with a gun, even with a silencer.

Arbalests
Named after the missiles they forged, the Arbalests are the main bombardment ammo of the Jenrakian navy and airforce, being highly accurate and sharp, and even fast, but it sacrifices its power.

Marrius
Known more often to Jenrakians as the 'rider-killer', the Marrius is a giant stone slab crafted into a blade, often taking subsequent generations to finish the construction of one blade. The edge is tipped with poisoned barbs, and the handle is at a low center of gravity, making it difficult to wield and almost impossible for an unskilled fighter to use.

OOC: Next, Jenrak's religion.
The Transylvania
06-04-2005, 21:39
OOC: Good job. I like the timeline of rulers. I will have to do that one in my factbook. When I finish my factbook.
Jenrak
07-04-2005, 02:22
Religion - The Rites of Enkur and Arkszen
Religion is a major in the control of political fanaticism in Jenrak. Soldiers and civilians are connected together through a religious and supernatural connection known as the Rites, a set of codes dictated by the ancient kings of Ascherach to maintain the perfect kingdom, the kingdom of great power and vastility. No one to date has currently perfected the Rites.

Rite 1 - There is no true revenge; only actions
"With everything that seeks blue, all that seeps green, shall be a fire for that blue, and a red for that green. Everything is in a balance of the opposites, and nothing can be tipped in favour. For every action that approaches, a reaction takes place. To conquer the Rite is to see what reaction takes place, and see if that reaction is what your action is claimed to be."

Rite 2 - You may seek justice, but that is never enough
"Believing something safe is foolhardy, and diligence is the road to erosion. Discipline is not diligence, yet discipline is strength. Conquer this rite by knowing what Justices are made, and what justices deserve but have not been seen. Doing more justice than harm is harm itself."

Rite 3 - Life is unto a curse; break that curse by embracing it
"Death is the end of a step for life, as life is a long walk down the path of solace. Believe in an emptiness in life, and you shall believe in emptiness in yourself. To break this rite, make due of what is your life, and relieve the pain of others."

Rite 4 - Fanaticism does not exist; only faith
"Faith is a neverending peace, a stirp of power that is beheld in all beings. A heretic is less than dead, and a rebel is a heretic beyond salvation. Become faithful, and devout your faith by becoming a life, and eliminating the lives of heretics and rebels. Only then can your faith be acknowledged for the strength it is."

Rite 5 - A mass is mass, despite the composition
"People gather, leaves gather, water gathers, and that is all the gathering masses of the universe. Masses are inherent, unstable, and so forth that all masses beyond the stability are uncapable of being sustained. Destroy an unstable mass to break this rite."

Rite 6 - There is no god; only an illusion of order
"God does not exist, only his will. One's will is strong, and the will of god, even if not the being itself, exists within power. Break this rite, draw strength from yourself and break your god's will."

Rite 7 - Death is a calling, not a phase
Death is not a phase that one msut travel, but a segment to another life, another being and meaningless existence. Break this rite at your deathbed, by cursing your previous life. Only then could you forge your own next life, and become greater than before.

Each citizen of Jenrak must recite this at the age of 10, and at the age of 30 once again. When one breaks all of these rites, then they are destined to be the true god. The rites were purposely made to go against each other, making it nearly impossible to do so.
Pacitalia
07-04-2005, 02:31
Nicely done, my friend. You have displayed the qualities of a fine factbook maker. Have a sticker and a cookie. :)
Jenrak
07-04-2005, 02:50
Thank you. Thank you very much. I still strategic locations and strategy left, next to allies and the like.
Jenrak
10-04-2005, 16:49
Involved Wars
OOC: I am only doing wars that happened in my region.

Military Size: N/A
The Jenrakian military is a mix of modern technological advancements and more insightful inventions from the past, mostly during the fact that Jenrak was in isolation for centuries, and that its predessecer for thousands of years. However, during recent blights in the Jenrakian history, including the deaths of the Advisor Ferruga and the endangered Mouthe caste, the balance of power has now gone into more disruptive hands, and the battles here proved it.

Wars
War: The Northwestern Eruption - Part I
DarkLight Sentinels was a nation, although not as militaristically powerful or as adaptable at Warfare as Jenrak, was much more unified amongst a common and more technologically advanced. Using high amounts of communications and a very sophistocated array of computer systems, they were able to track down Jenrak military movements during the massive war in the NorthWestern Desert. This was a war of military might, and Jenrak proved to be the victor, after having extensive reinforcements from Snuffies in the north.

War: The Northwestern Eruption - Part II
After the signed treaty of Masslation VI, Jenrak retreated form DarkLight Sentinel areas, and became passive for a time. However, a former ally of the DarkLight Sentinels, the enigmatic Anarchy51, invaded the nation of Sanduras in an attempt to steal mining reserves, and also to nullify the next assault. Jenrak, feeling this a responsible attack from the DLS itself, waged another war on the DLS and their allies, Hsac and Anarchy51. Without allies to boast itself in the beginning of the war, Jenrak was outnumbered and usually out muscled, until the Dragon Fortresses of Turki-Turki-Stan fortified Jenrak's position on the assault of the Slave camps of Ershunit. Without the economic backing of Ershunit, Hsac was forced to recuperate, and victory was near for Jenrak and Turki-Turki-Stan, but the DarkLight Sentinels, powered by an old grudge, attacked as well. It was devastating guerilla warfare, but in the end the brother of the ruler of DLS, the king of Ressiv, supported Jenrak's defenses and finally together they pushed back the combined might of the DarkLight Sentinels.

War: The DLS Succession
Jenrak grew stronger and more powerful, as the power of the DarkLight Sentinels waned and waned, unable to bear the pressure of Jenrak's controlled forces in the DLS, maintaining the little order they salvaged. The ruler of the DLS, however, was able to return to power using a series of civil wars within the nation of Unrealtournament, and caused Jenrak to focus more on that nation, making it the perfect distraction. There, DLS, with its newfound allies Sharn and Lorgathon, they launched an assault at the heart of the Jenrakian coastline, and it was different this time. Snuffies was passive, unable to fight as they tried in vain to rebuild their airforce, and Sanduras was coping with peace missions in the warring feudal nations of Hilker and Dardeep Land. Finally Jenrak pushed back with Ressiv's help along with the ally The Republic Rulz, causing the DarkLight Sentinels to be conquered. However, after a while, it broke off and with its allies, the DLS created its own tactical region, the Sovereign Sea, taking a large economic infrastructure with it.

War: The Hilker Purge
Hilker thought that with the DLS gone, Dardeep Land was helpless against the growing armies. In a daring ballistic assault, Hilker took over 57% of Dardeep Land's forces within weeks, and they finally assumed command of the country within months. However, Sanduras, with a mobolizing army, struck at the capital of Hilker, and ended the short but chaotic war. Jenrak later sent in reinforcements to quell enemy outposts, so that Hsac could bring in the final blow.

War: Triple Alliance - Part I
A devastating war, where the nations of Sanduras, Hsac, and Anarchy51 decide to team up as allies, and orchestrate an assault on the battle wearied nation of Jenrak. In a swift assault, the Jenrakian army, along with the Turki-Turki-Stan army, attempted to push back the enemy invaders, but their efforts were useless. Jenrak was recieving reinforcements from MINUS, but the forces were ravaged at high seas during a vicious storm. The other nations were still rebuilding after the Hilker Purge, and they couldn't help at the time. Snuffies was becoming more peace oriented, so they refused to help. Ressiv, the longtime ally, was under heavy political pressure, and it was only Turki-Turki-Stan, MINUS and Jenrak against the alliance of Sanduras, Hsac and Anarchy51. However, after a gruesome battle, MINUS and Turki-Turki-Stan had their armies obliterated, leaving Jenrak to resort to mass chemical weaponry. But it was not enough. Then, Jenrak made the unthinkable they called for aid from the most unlikely source: the DarkLight Sentinels.
Huntaer
10-04-2005, 17:53
Dude, you have so much improved with your fact book. Keep it up!
Jenrak
10-04-2005, 18:02
Thanks. I still have allies, hostiles, and neutral nations to post, laws, unique species, and possibly strategic locations.
Jenrak
12-04-2005, 21:56
Unique Species of Jenrak

The nation of Jenrak is highly known to many as a chemical producer, a nation that focuses mostly on the massive pains and degradation of their biological weaponry. However, to another degree, a degree where most people do not understand and also cannot comprehend. This is the level of biological weaponry. However, to understand the weapons they are using, they afforded to try and create super soldiers, biologically enhanced minions, but it is currently tested on only the simplest of creatures.

Purger-Wolf
Class: Wolves
The Purger wolf is one of the earlier experiments amongst the Jenrak biological fray, and their massive fangs and sharp teeth are the most apparent variative differences from normal wolves. Purger wolves are agile, but their fur falls off during the fall, where they usually freeze to death during the winter, a failure during an experiment figuring out the genetic code that produced the fur to cover the entire body. Thus, by reversing it, the Purger wolf became hairless during the most dired times. It is freely roaming the eastern lands of Jenrak, harmless when unprovoked. However, when provoked, they can be very powerful and few civilians have been able to overcome the fury of a mad and crazed Purger wolf.

The Garg-Hounds
Class: Wolves
Garg-Hounds are very weak on their own, but the downside to that fact is that they are very rarely alone; they travel in organized packs of six to eight, taking down enemy forces whenever possible using their long sickle like claws, and their wide gaping jaws. They are usually the predators of flying creatures, snapping up enemy flyers whenever possible, and usually that is during the time the flyer flys low enough to the ground that they leap towards the enemy. The Garg-Hounds are powerful, muscular, but blind beasts, and they are driven by the smell of the moving dust in the air. They coordinate at the same time movements, making an almost invisible telekenetic communications. They are highly stricted use, and they are solely for execution.

The Ocelot
Class: Ocelot
Jenrak's ocelots are more violent and cunning than most ocelots, as they are accustomed to the thick air and the bog like weather, honing and sharpening their senses. The introduction of medical drugs to enhance their performances greatly increased the powers of the Ocelots of Jenrak, but their brutality and violence so great and powerful, they are an endangered species. They are now protected in sanctuaries, despite the massive they pose to any ecosystem.

Skreimmen
Class: Boa Constrictors
The greatest of the Jenrak testing results were the Skreimmen, a group of snakes rarely found in public sight. They are usually used for gearing against Garg-Hound populations, as they currently have no predator to challenge them, so the Skreimmen population is kept under very strict controls. It is rumored, however, that the massive beasts were given to Arborgard as a gift for his nineteenth birthday, but by whom it remains unknown.
Generic empire
12-04-2005, 22:34
A most excellent job on the factbook. Extraordinarily comprehensive and fascinating. Also, I'll add that it's been a pleasure RPing with you in the Zoogie People Civil War thread. Keep up the good work all around.
Jenrak
12-04-2005, 22:45
A most excellent job on the factbook. Extraordinarily comprehensive and fascinating. Also, I'll add that it's been a pleasure RPing with you in the Zoogie People Civil War thread. Keep up the good work all around.

Thanks for the complements.
Jenrak
17-04-2005, 01:33
Alliances, Hostiles, and Neutralities
Alright, this is where I will need to call upon the power of the mighty community, since I don't have a reliable list of allies and enemies when my computer was formatted once again. Any countries here that are allied with me, wants to ally with me, or is one of my enemies or wants to be, then please post so that I can place you on.

Allies

Enemies

Neutral Nations with Connections