NationStates Jolt Archive


The Jenrakian Factbook (Final Draft)

Jenrak
03-08-2005, 03:26
OOC: NEW INFO!

Jenrak
Synopsis
Most people are confused with the term of Jenrak, the previously named province of Methronn, meaning black star in the tongues of Ascheran, and now currently, Tsellian. Although wide and vast enough to become a kingdom or empire moderately of it’s own, Jenrak is incapable, mostly because of it’s very traditionalist rulers, to call itself a forgery of power that expands over distances. From the many spires and massive castles that belittle the cruel torture living amongst the people, it is a country of old values and powerful morality, but still holding towards a modernistic view of the future. It has survived multiple destructive wars from over 5,000 years of pain and death, and yet it still is quite capable of keeping itself up to date with everything around itself.


The country Jenrak was merely a province, Methronn, formed after the fall of Ascherach, and the near extinction of the Arias belief, a powerful race of humans who believed heavily in the occult, and created fierce warriors who were meticulously obsessed with battle and more importantly, bloodshed. It is still rumoured, however, that many Arias has survived the ending of the great monger war, and that they are in hiding, or have had frequent contacts with barbarian tribes and have been either eliminated or assimilated. Also, interbreeding between the Arias and the Barbarians may have resulted in the creation of half-half species, known as the typically Jenrakian today. Pure Arias or Barbarian bloodlines are exceptionally rare, and usually grant extreme power to either holder of either bloodlines.

Location
The location of Jenrak was unknown except for a save few during it’s darkest times, when the country was plunged into many civil wars and great natural disasters swept across the lands of the country. Wastelands and heavy deserts with giant seas of sand lie across the sunset of the city, and people are placed in cities junctions, instead of living spread out into the country. However, the country itself is located South of the Golden Sea, a large body of water that was once thought to be a fertile breeding ground for many popular and succulent fish types, but now is has become a barren sea, without any life surviving in it’s salty depths.

The sea has been aptly named so for it’s shining beaches of gold, where literally mounds of gold were once protruding like rocks form it’s ends, and at it’s bottom laid steam vents of hot water, fuelled by oil. Once such a great place for economic strength, constant harvesting of the Golden Sea has made it nearly dry of resources, as gold in the sea is now sparse and oil dried up.

To the west of Jenrak, lie the Wastelands, the great defences to the realms of Ascherach. It has steamed off many geysers flooding with chemicals, all vital to the creation of many infamous biological weaponry employed by the Jenrakian military. Thought to be unbearable, recent satellite photography has revealed a pathway that seemed to be built through the wastelands. It is assumed that this pathway is the gateway to Ascherach’s heart itself.

Map Image
http://i3.photobucket.com/albums/y8...ndAscherach.gif

Area
Total: 2,766,890 sq km
Land: 2,736,690 sq km
Water: 30,200 sq km

Climate
Jenrak is a hostile environment, even for sturdy humans such as the Arias. It has many different kinds of places, but tropical forestry is something that will never survive in a place as harsh as Jenrak. Daily, Rain pours down in the provinces of Haasdra down the Viraigius river, where the little water is used to harvest the grains for the food of the people. However, food is still needed to be shipped from more grain rich countries, and Jenrakian rye is quite harsh, and sometimes, poisonous. The islands of Jenrak, few in number, as constantly warm all year around, and it’s location to the equator make it a sun scorched desert with no winter in site.

Geological searches and experiments have stated it to be once a lush and humid area of the world, but something unprecedented happened, causing the giant forests to slowly die off, leaving behind a barren wasteland. Thunderstorms ravage the beaches during the summer, and the further off from the coastland somebody goes, the more violent and unstable the weather becomes. Giant tsunamis bash themselves constantly in the southern provinces, where they are washed slowly into the Viraigius river, feeding the giant long necked fiend until it reaches the lake of Mahm in Ascherach.

Oxygen is a sparse element in the wastelands, and mountains nearby cause proverbial rain shadow effects, making only the thickest and heaviest of clouds able to reach Jenrak, resulting in massive down streams in the upper provinces and frequent flooding of lower structures. Westward winds blow clouds also close towards the larger islands, creating a somewhat ‘lighthouse’ effect that makes useful for Jenrakian ships to mobilize when during heavy storms and violent waters.

Terrain
Terrain is a massive problem for most travelers, as the mountains, great and beautiful attractions, are set near the wastelands, a place of almost certain suicide. Dust fills the giant cavernous holes in the ground of the Jenrakian desert (the Haruim, as properly pronounced), making natural traps for people to fall into. It is for that reason that there is no city, town nor village that lasts in the Wasteland. How Ascherach maintained itself was one of it’s mysteries.

In the north, giant cliffs face south, like a massive fortress. The cliffs were in fact used by Ciranaar the Cunning during his reign to defend the capital cities of Argak and Nanmirt, although both cities crumbled during his death anyways. It was originally meant to repel rebellious or barbaric invasions, and also was meant to be the great stronghold for Ciranaar’s throne, but once again, that changed ever more so. Toxic geysers regularly spew out acid and poison, both valuable and fatal, in the east.

Further down the country lay the Golden Ravine, a great fjord like entity that literally choked the entrance from the Viraigius River into the Lake of Mahm, an enormous lake with thousands of unidentified species. The Ravine, thought to actually be the cause of the Wasteland, were once target for opening so the climate could clear, until it was found out that Jenrak’s Golden Ravine held the Tower of Herminyam. Once past the vicious Ravine, the trees begin to lower in number, and not even desert bushes could survive in such a hot and futile environment. The only plants capable of bearing the southern most tip of Jenrak’s boundaries are a special lichen-moss hybrid, called the ‘Tree Leeches’.
Jenrak
03-08-2005, 03:27
Elevation Extremes
Lowest point: Ocean - 0 m
Highest point: Kelirha’s Throne (mountain) – 6,411 m

**NOTE**
Originally Ciranaar’s Castle, with a height of 7,482 m, was the highest point of elevation at the tower of the mountain, where dwelt a small watchtower with iron braces, but during the Jenrakian civil war it was bombed into submission, lowering it’s size.

Natural Resources
Nickel, Iron Ore, Coal, Uranium, Diamond, Silver, Unidentified Poisonous Fumes, used for heavy poisons and sometimes is a very useful combustive object.

Natural Hazards
Nearly the entire south and eastern parts of the country. Along the eastern edges, gassy fog appears usually out of nowhere, and at night, hallucinogenic frames of gas occur extremely often. Tornadoes are rare, and for centuries one has not yet been seen, but waterspouts at the horizon point of the Golden Sea and sometimes, the Ravine, are painstakingly often.

Longest River
The Viraigius, Jenrak’s only internationally known River, is also the longest river found within Jenrak’s place. It is a vast and powerful machine-like piece of nature, pushing the water from the Rain shadowed clouds from the Lake Mahm (and the huge amounts of Water flooded over by the Ravine), towards the Golden Sea. While fit for many things, the large amount of dissolved chemicals and metals in the water has made it unfit for drinking, and swimming as well. Factories pump out pounds and pounds of metals and chemicals into the River daily, where the Sea washes it until it slowly condenses at the bottom of ocean, where it finally gets washed up on shore once more, ready for harvesting again.

The Viraigius is different in the fact that it moves backwards during certain times of the year, most notably in the fall. Therefore, during the fall of Jenrak, it is common to see criminals and exiles in small unstable boats floated up the river, where they would serve the rest of their lives trying to survive in the wastelands; an impossible feat without supplies.

Population
RL: 641,574,119
NS: 1,740,000,000

Age Structure
0-14 years: 18.2%
15-64 years: 68.7%
65 years and over: 13.1%

Average Life Expectancy
Men: 74 years
Woman 81 years

**NOTE**
An increase in the life expectancy has been lifted, but the cause behind it is still unknown.

Capital
Haasdra (Irrinmaneskt) – The Throne of Sadism
Nuir Enkur took the capital of Haasdra with his fully fledged armies, but failed to capture the city and break it’s defenses, despite his overwhelming numbers and superior technology. The defenders of Irrinmaneskt was able to push back Enkur, but were exhausted. With a small battalion of troops at his disposal, Nuir Enkur and his specialist team climbed up the cliff of Haasdra, entered the castle and slew everyone in sight, including the women, and the children, changing the name from Irrinmaneskt to Durshin, translated as the Nearly-Unbeatable City.

However, it was taken much easier later on in the age of Lirrogun, after Enkur’s death, as Ciranaar Arkszen dethroned his younger brother, and decided to take Durshin without a man of his army lost. In a carefully timed rebellion and smooth tactics, he had swept aside all of Irrinmaneskt’s defenses with ease, and named it ‘Haasdra’, or aptly called ‘The Heart’s Talon’. It stayed as the capital, until the time of the Rissef’s, another group of nobility that took control of Jenrak, but they did not name it the capital any longer. Once they had it, the capital of Jenrak was Vanglass. It was not until the times of Arborgard the Twelfth, that the capital of Jenrak became Haasdra and remained so.

Current Ruler
Arborgard the Twelfth

Languages
Tongue of Methronn, the Tsellian.

The Tsellian is a mathematical based language, using words in place of the pre-variables to define a certain sentence. Depending on the variable, the sentence can have a different meaning, and albeit express a different thought. For example, the Jenrakian word for ‘glad’ is Serimm. However, if the word for anger, Morakt, is placed in front of it, Serimm becomes Meshnakt, meaning Rat. Therefore, to a typically Jenrakian:

Eshi manna morakt serimm; Would mean ‘I see a rat.’ But, if translated directly into English, the result would be ‘Car sees angry glad.’ Therefore, the position of the words would mean as important as the pronunciation and the correct speech of the word. To say welcome when you are of not nobility, it would be:

Yamaskti…
But if you are the person receiving the greeting, and wish to reply, then you would have to respond with a different word:
Sinzimah…
After that, the person can resume the conversation as according to Tsellian rules. An example of a Tsellian conversation (with correct and direct translations) would be like such:

Person 1: Yamaskti
Person 2: Sinzimah
Person 1: Durshing Tarraktule?
Person 2: Nimhash
Person 1: Sarrun Ishimish Nasaafat
Person 2: Nimhash Shim

Direct Translation:

Person 1: Hello
Person 2: Dirt
Person 1: Brickwall spider dancing?
Person 2: Water drank
Person 1: Very fresh okay
Person 2: Water drank person

Correct Translation:

Person 1: Hello
Person 2: Hello
Person 1: Have you seen a spider?
Person 2: No, sorry
Person 1: I will keep searching then for it
Person 2: Sorry I can’t help you any more

[b]Literacy Rate[/i]:
97% of total population
Jenrak
03-08-2005, 03:28
Name:
Jenrak was named after the direct translation of Methronn from Ascheran to Tsellian. The Ascheran word for Methronn was ‘Corrupt Soul’, and that was the proper word for Methronn. However, when Jenrak lost Ascheran during it’s conversion, and the Tsellian language was created, it soon enough translated from Ascheran, to Tsellian, which Jenrak meant in Tsellian. So, in correspondence, Jenrak means ‘Corrupt Soul’ in it’s native language.

Government Type
Corporate Police State/ Quasi Theocracy

Flag Description:
The beast on the Jenrakian flag is a monster taken from ancient myth, titling when the God Enkur was banished from his throne, his loyal pet Atth took his place, and it was capable of understanding the duties his master took up when he controlled Ascherach. It is a myth, no doubt, but recent discoveries in from historians have found the breeding areas of these vile beasts, and fossils were found in archeological sites. Although it may not have been a great talking monster as detailed in the myth, the beast, now representing pessimism, did in fact exist thousands of years ago.

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
Place: Ordinary Foot Soldier
Command: None
Underlings: Not Allowed
Used as diversions and sacrifices in battle, not many people are willing to sign into the army with a look of contempt as a recruit, the quick jump in pay is quite a feat that many poor people join by. Despite the many dangerous training missions they are sent upon, Recruits are still highly valued, mostly because they form the brunt of the Jenrakian military force.

Calurais
Pay: $14.77/hr
Place: Paratroopers/Ordinary Foot Soldier
Command: None
Underlings: Not Allowed
The same as Recruit in terms of use, except that they are sometimes used as aerial reinforcements for blocked or pinned forces, sometimes ending up behind enemy lines. Calurais are recklessly more dangerous than recruits, as they require a 1 year training experience to become one. However, the jump in pay is a highly respectable endeavor for most people.

Siren
Pay: $18.45/hr
Place: Main offense unit
Command: Recruits
Underlings: Not allowed
Sirens are the pushing force and muscle of the infantry divisions of the Jenrakian army, Sirens are often used at the beginning of the war to have a quick victory that usually requires the use of a heavy infantry force. Working often in tandem with Recruits on ground invasions, Sirens are armed with long ranged rifles and a simple machete for close quarters combat. Sirens are given 1 Year of Learning at the Jenrakian art of warfare.

Mussrin
Pay: $22.50/hr
Place: Anti-Infantry fighter
Command: Recruits and Calurais
Underlings: Recruit
Light and swift, with a long waved machine gun and a heavy single rocket blast, Mussrin fighters are meant to be the large numbered amount of the Jenrakian air force. Quick and mobile, and with a small slight radar, Mussrins can fly only a small amount when needed to, reducing their fuel emissions and thus making them a smaller target towards heat seekers. Also great scouts, Mussrin fighters tend to be a long and sleek fighter, embossed in black and carry out their operations at night mostly.

Musstrak
Pay: $28.78/hr
Place: Anti-Armor fighter
Command: Recruits and Calurais
Underlings: Recruit and Calurais
Much more skilled than Mussrin, the Musstrak are slower, and larger, but still quite fast and dangerous, carrying 2 rounds of Arbalest class rockets, painfully accurate against ground and even air units.

Nmenmar
Pay: $38.02/hr
Place: Heavy Bombers
Command: None
Underlings: None
Often placed in for demolition work, Nmenmar bombers are only allowed from the war caste of Cendara. Although it’s name is meant as ‘Sky Ripper’, it is utilized mainly to bombard forces on land and sea. Where it’s name comes from, it is not entirely known, but may be from the jagged sword like edge it’s front has, looking as if it cuts through the sky when it flies.

Durshage
Pay: $25.13/hr
Place: General Tanks
Command: Mussrin, Recruits and Calurais
Underlings: Recruits
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: $25.14/hr - $29.46/hr
Place: Frontliners
Command: Durshage
Underlings: Recruits
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.

Lurker
Pay: $24.88/hr
Place: Escort Subs/Stealth attackers
Command: none
Underlings: Recruits
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
Pay: $29.12/hr
Place: Defensive Ships
Command: none
Underlings: not allowed
Giant armored carriers, and more often that not empty as well, the Ffendish class armored ship can withstand multiple missile attacks, and have deeper throat cuts than many submarine accesses. Seen regularly as an escort ship for the main battleships, the Ffendish ships more often than not have small slits protruding from odd spots around the ships, as portholes or firing pieces that battleships and more powerful ships can fire from. Suffice to say, it is a giant moving slab of metal.

Mimron
Pay: $36.35/hr
Place: Assault Ship/Battleship
Command: Ffendish, Lurkers
Underlings: Calurais, Siren
Pride of the vast and apt Jenrakian naval force, Mimron class ships branch out into smaller and more specific classes, such as the Deshdamn, Yytrik and Burgura to name a few. Tall, lumbering, lightly armored and heavily armed, Mimron Battleships rarely are seen outside the protection of Ffendish protectorates. With massive multi-millimeter cannons protruding from it’s giant bowels, the Mimron class ships have been the bombarding pride of Jenrak’s navy.

Contrira
Pay: $50.78/hr
Place: Ship Command
Command: Mimron, Ffendish, Lurker
Underlings: Sirens
Masters of the naval warfare, a Contrira ranked ship are used as flagships and diplomatic ships, as well as front liners and naval transportation for royalty. Heavily armored, unbelievably well armed against air, ground and submerged foes, the Contrira is the slow ponderous beast of the swift Jenrakian navy. Painstakingly accurate and capable of wanton destruction, much damage on both sides have been done by Contrira, whether a rogue vessel or simply a slaughter.

Herras
Pay: $122.45
Place: Council Member
Command: Populace
Underlings: None
Members of the Jenrakian council, a collection of the counts of each province, each with their own say into the council and capable of controlling their own thoughts into the fray. The lowliest of the council are called Whimrest. The greatest of the council are titled Irgann.
Jenrak
03-08-2005, 03:29
Jenrak Economic Statistics Exchange Rate: 1 Dollar = $1.3055
Gross Domestic Product: $34,370,628,590,245.77
GDP Per Capita: $19,674.09
Unemployment Rate: 4.30%
Consumption: $0.00
Government Budget: $41,239,947,194,600.00
Government Expenditures: $32,991,957,755,680.00
Goverment Waste: $8,247,989,438,920.00
Exports: $5,586,828,711,565.77
Imports: $4,208,157,877,000.00
Trade Surplus: $1,378,670,834,565.77

Government Budget Details Administration: $0.00 0%
Social Welfare: $0.00 0%
Healthcare: $1,319,678,310,227.20 4%
Education: $0.00 0%
Religion & Spirituality: $0.00 0%
Defence: $11,877,104,792,044.80 36%
Law & Order: $13,196,783,102,272.00 40%
Commerce: $3,629,115,353,124.80 11%
Public Transport: $2,969,276,198,011.20 9%
The Environment: $0.00 0%
Social Equality: $0.00 0%

Government Category: Corporate Police State
Government Priority: Law & Order
Economic Rating: Frightening
Civil Rights Rating: Rare
Political Freedoms: Outlawed
Income Tax Rate: 100%
Major Industry: Uranium Mining
National Animal: Ocelot
National Currency: Dollar
Total Population: 1,747,000,000
Jenrak
03-08-2005, 03:30
Patriarchs
Pay:

$100/hr (Blue)
$110/hr (Black)
$120/hr (Azure)
$130/hr (Gold)
$150/hr (Red)

Place: Unit Command
Command: Everything above
Underlings:

Sirens (Blue)
Blue Patriarchs (Black)
Black Patriarchs (Azure)
Azure Patriarchs (Gold)
Gold Patriarchs (Red)

A hierarchal system of captains, sergeants and generals, the Patriarch caste is the male correspondence to the female Matriarch Caste. This originally was created during the formation of Ascherach, where Enkur would see his greatest commanders and generals with a certain aura in his fading eyes, and most notably, as he had more blood spilt upon his hands, his greater generals increasing had a red tinge to their skin. Low rankings of the Patriarchal system still have powerful fighters in the blue taskforce, but it progressively becomes more and more difficult to maintain the correct system when higher up.

Blue Patriarchs are in charge of local and domestication of military forces, and used often to train raw recruits and sometimes even forgetful Calurais class soldiers. Their apprenticeship are given to level 4 Sirens, soldiers who have worked for 4 years in the Jenrakian Art of Warfare universities. Higher up, the Blue Patriarchs become Black Patriarchs, leading assassins and special task forces of the Aristocratic army. Leaving the military command behind for a bit, Black Patriarchs are used as right hand assassins and carefully kept together infiltration teams. It is most notable that the largest amount of Jenrakian snipers come from this caste, which is not a surprise.

Up the Black caste, come the Azure, the re-teaching of the Blue caste, but with more developed strategies into the fold, that can be both used single-handedly or as a group, such as feints, deceptions and the logical ideal of necessary sacrifices. Many people do not stay Azure very long, as they usually retort back to Black when they have failed. However, for the brilliant, and the strong, comes the Gold Patriarch, the morality weapons of the theocratic country. With their shining golden armor, and their great skill in melee combat, Gold Patriarchs are reliable, strong, but scarce.

And finally, come along Red Patriarchs. These are rare, and usually tend to stay out of the public as much as possible. Brilliant tacticians, knowledgeable fighters and trustworthy men, much damage has been done by the knowledge held by rogue Red Patriarchs in the past.

Matriarch
Pay:

$114/hr (Green)
$119/hr (Yellow)
$134/hr (Sage)
$143/hr (Mauve)
$150/hr (Red)

Place: Unit Command
Command: Every military unit (save for Patriarchs)
Underlings:

Sirens (Green)
Green Matriarchs (Yellow)
Yellow Matriarchs (Sage)
Sage Matriarchs (Mauve)
Mauve Matriarchs (Red)

Similar to the Patriarchal caste, Matriarchs tend to be paid more in their duties, but at the Red Matriarchal level, the pay for both male and female stays the same. The levels are considerably more difficult to progress towards, so it highly capable that many Matriarchs are of the Green and Yellow caste. A prospecting female Siren would apply for Matriarch ship during her fourth year of the Jenrakian Art of Warfare, where after her application would be looked over by a qualified Matriarch. If deemed worthy, a 1 Year apprenticeship begins, and finally if passed the test, the woman would become a Green Matriarch.

To progress higher up, the Matriarch would need to fight many battles and provide crucial force that would otherwise be a loss. Jenrak’s many tiered civil wars tend to serve the Matriarchal system well, as hidden talents are often seen emerging. One would be the story of the brilliant Ashili Evergone, a female who was quickly progressing through the Matriarchal system much quicker than her peers, as her cunning afforded her assassin like nature during her Sage Matriarchal years, where finally the suspension of the Slave Camps of Ershunit in Hsac proved to be her victorious rise to Red.

The Matriarchal system is extremely similar to the Patriarchal system, save for the fact that there are more Sage Matriarchs than there are Gold Patriarchs.
Jenrak
03-08-2005, 03:31
5526 BC - Nuir Enkur the Strong destroys province boundaries, and forges empire (Ascherach). The Lirrogun era is created.
|
|
5500 BC - Ciranaar Arkszen, Enkur’s older brother, overthrows his sibling’s rule.
|
|
5483 BC – Nuir Enkur reclaims his throne.
|
|
5443 BC – Ciranaar returns and kills Enkur, and all of his known blood relatives.
|
|
5440 BC – Ciranaar’s unexpected death causes a great vacuum of power, bringing Enkur’s grandson, Derboran Terrish to take over his grandfather’ throne in the guise of an unexpected public.
|
|
5400 BC – Terrish is murdered, and Simcly Takerin takes over the throne.
|
|
5360 BC – Simcly was outwitted by his smarter brother, Inxa Takerin. The first recorded biological test camps were created.
|
|
5300 BC – Count Vaazka, victim of the experiments, assassinates Simcly and takes the throne. The Lirrogun era ends, and the Gazhen era begins.
|
|
5274 BC – Count Vaazka’s death caused a great rift in power, turning over to his son, Agglti Ferro to take over.
|
|
5263 BC – Nine years later, Agglti Ferro is maimed by a Desert Ocelot on his hunting trip. Agglti’s only relation, his sister, Arnalia Sethronne, takes over the helm.
|
|
5260 BC – Arnalia has made Ascherach compassionate, thus breaking the foundations placed by Enkur. Civil War breaks out. Arnalia disappears.
|
|
5259 – 4262 BC – For nearly a millennia, the states have battled each other vying for the little power that could be attained. Finally, the war was subdued, as the last remaining armies battled each other at the plains of Sasz Eren.
|
|
4261 BC – Crymian Fored becomes the strongest contender, controlling the province of Scion, where he takes the throne of Ascherach’s remains. The Great Genocide begins, and Ascherach’s language has been all but eliminated.
|
|
4200 BC – Fored’s long and powerful reign was no longer, when he was killed and defeated by the ruthless warlords, and the leader Herrissian Karbulia took the power. The first Patriarchal caste is employed.
|
|
4182 BC – Karbulia was killed, by Vanglara Serptine, the founding true heir of Ascherach, and the true bloodline of Enkur.
|
|
4173 – 1445 AD – After Vanglara Serptine’s death, massive civil wars broke out. This paved the way for only the strongest to survive, and it was during this time that interbreeding with the Arias and Barbarians began.
|
|
1556 AD – Rising powerfully, Kneiur Sour takes over and reforms the system. Democracy for the first time in Jenrak occurs. It is believed to be Jenrak’s worst moments.
|
|
1632 AD – Knieur’s strong rule could not be strong enough, however, as he was murdered and finally replaced by his ambitious and totalitarian son, Armon. Armon, a powerful traditionalist, reenacted slavery and set the taxation rate to 100%. Anyone who couldn’t pay everything was killed.
|
|
1633 – 1783 AD – His short reign went by noticed, however, as his death incited another civil that engulfed the remaining surviving provinces.
|
|
1783 AD – Dura Mennmin becomes the new ruler of Methronn, and destroys the other provinces. Methronn expands slightly. Methronn was later named Jenrak.
|
|
1800 AD – Dura’s death was replaced by Renglessimon Ai, a political powerhouse.
|
|
1860 AD – After his reign, Renglessimon noted in his will that his power will pass forwards to Hazmaht, his son.
|
|
1912 AD – Hazmaht was killed in his sleep by his mouthes, the Rissefs. Power is shifted towards Teurlf Rissef, a cunning and devious ruler.
|
|
1932 AD – Teurlf’s handsome and charming brother, Miraclus Rissef, with the help of the people, overturns his wicked brother’s rule.
|
|
1972 AD – Miraclus is poisoned by his son, Jerkan, where he was usurped. Economy collapses.
|
|
2001 AD – After thousands of years of hiding, the Serptine bloodline emerges, with Arborgard the Twelfth, destroying Jerkan’s rule, and taking Jenrak for himself once more.
Jenrak
03-08-2005, 03:32
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 = Highly Valuable (Ancient City)
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 disappearances, 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 barbarism 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 is 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 obsessive 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.

Zarazekko H
The hardest city to breach, the great fortress of Zarazekko was a massive fortress in the center of Jenrak’s capital forces, nearly north of Haasdra. During the time of the ancient Ascherach, Zarazekko was one of the three capitals to herald during the peak of the Ascherach Empire. It was a mountainous stone castle, and it was, according to legend, carved out of the mountains themselves, costing the lives of billions of slaves and workers.

However, as time passes on, Zarazekko is now the edge of humanity, as they are the farthest city east, almost impossible to bear if supplies from Haasdra are cut.

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 burgeoning 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 haunting, it is known to be well defended by the Castle of Ciranaar, an abandoned 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 never-ending remains.

Manazekko H D
Many people would not see the city of Manazekko no longer, and they would never contemplate the importance of this once dark corner of Ascherach. It was here, in peaceful Manazekko, that the two Gods Ciranaar Arkszen and Nuir Enkur vied for power, battling each other through words and power, until at last Ciranaar overthrew his menacing brother’s stature, and took the title of Lord of Judgment, bringing an apocalyptic age.
Jenrak
03-08-2005, 03:33
Main RP Characters

Arborgard
Full name: Arborgard the Twelfth
Title: Lord of Sadists
Location of Birth: Sessloth
Background:

The dark chiasmic 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 claim sake 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, could 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 thick 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 guaranteed death in Sasz Eren. The Red Patriarch is constantly hounded by his adversary, Ashili, ever so often.

Ashili
Full name: Ashili Evergone
Title: Mistress of Erosion, The Wife of Darkholme
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 summer day, when she saw the wearied Arborgard work upon his parent's abandoned 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 Homicide, Serrin. Her age currently is 22, making her the youngest one to achieve the title of Matriarch.

Currently, in an odd turn of events, Ashili has married the Lord Edward Darkholme in the Transylvania, making her the most influential person in the council of strength, almost with more power than Arborgard.

Ashili has two children: Farkas (male), and Akila (female)

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 vendetta 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 unknown, 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 air squad 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 Homicide
Place of Birth: Unknown
Background:
Here full name is unknown to anyone, and her birthplace aroused suspicion. Despite 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 on 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 string knowledge of things. Despite all of that, however, her job is quite gruesome.

She is the Mistress of Homicide, 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. Currently, the shifting of power once more has had different changes, and now Serrin, has become the Queen of Jenrak, married to Arborgard the Twelfth, privately in the quiet mountains.
Jenrak
03-08-2005, 03:34
Unique Weapons
For almost 3,000 years, Ascherach and Jenrak existed beyond the corporal thoughts of the world, a limbic 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 simplistically powerful trebuchet armed with anti-air heat seekers and massive infantry machine guns. The armaments 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 assassins 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 air force, 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.

Mirror Caster
A giant two faced crossbow, the Mirror Caster is capable of firing bolts and arrows, first piercing the armor and later ripping the flesh asunder. This was developed long ago, during the age of Mass’Stin, when armored foes were a normal everyday nuisance, more than a threat.

Swing blade
A long shining sword, with rings hung about it’s ends, the Swing blade is tied with a small, but strong metal wire used to propel it forwards or take it backwards when needed. Very popular with the Patriarch Nahk, the swing blade is a common weapon as well.

Lancer Bike
Fast, swift, and moderately armored, the Lancer bike is a enhanced motorcycle with additional features such as much more powerful lights, a delicate set-up of mirror like surfaces, and a pod at the end for launching rockets if needed. Used frequently by skilled soldiers, it is very good for ripping up long ranged artillery, and brutally effective against heavy units.

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 vitality. 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 favor. 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 never-ending peace, a strip 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 incapable 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 must 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.

Also, to make things worst, the citizens of Jenrak are forced to obey their two gods, only these two deadly foes of the living world. They are as follows:

Nuir Enkur
The dark Lord of Strength, the one who unified the squabbling provinces of the Arias under his legionary control, and the one, according to ancient legends, took down Murun’s fortresses single handedly with a small army. His power went unchallenged for ages, until at the hands of his own brother, the cunning Ciranaar, Enkur fell into a writhing blackness.

Ciranaar Arkszen
The shrouded warlords that turned around the centuries of pain and overturned the dark tyrannical powers with his own was dubbed the great Judge of the Universe, as he was thought to be a divine entity without end of powers. His powers no doubt ended however, due to mortality where he died from unexplainable causes.
Jenrak
03-08-2005, 03:35
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 predecessor 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
Dark Light 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 sophisticated 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 Dark Light Sentinel areas, and became passive for a time. However, a former ally of the Dark Light 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 responsible attack from the DLS itself, waged another war on the DLS and their allies, Hsac and Anarchy51. Without allies to boast it 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 Dark Light 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 Dark Light Sentinels.

War: The DLS Succession
Jenrak grew stronger and more powerful, as the power of the Dark Light 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 air force, 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 mobilizing 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 receiving 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.

War: Triple Alliance – Part II
When the DarkLight Sentinels joined the aid of the defenders, their technology was rapidly advancing under the guild of war, and the triple alliance were constantly pushed further and further away, until they had to resort to other means of attack. Sanduras, in a daring move, captured Ressiv overnight and took the entire country hostage, boasting towards the DarkLight Sentinels to stop. Refusing, the Sentinels unleashed their legendary Naval Armada against the coastline of the Sandurian mountains, where intervention from Snuffies came, and for the worst. Giant bombers and their escorted infantry filled the sky like dark clouds, as they began to smash everything in nearby Turki-Turki-Stan into rubbish. Focusing on different threats, Jenrak took on Snuffies from afar with chemical weaponry and terrorist attacks, while the DLS finally pushed back Sanduras’ superior military tactics (but inferior technology levels). Now all that was left was the Slave Camps and the Republic.

War: Triple Alliance – Part III
Crushed and scattered, the defenders could only watch in fright as they were facing the still fully fledged armies of Hsac and the Republic Rulz. But in a counterstrike, a divisive assault from Dardeep Land at the back of both country’s knocked out communications, allowing the surviving armies of all the defenders to finally break the massive alliance, but at a heavy cost. The Northwestern Desert was in ruins, and many countries, including Dardeep Land, Ressiv, and Final Reach, were killed, and everything askew. The DarkLight sentinels, unable to maintain itself any longer, also ceased to exist, leaving only Halo_567, Death has come, and Turki-Turki-Stn left alive, while the others moved on. War had taken it’s toll.

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 varieties 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 direst 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 flies 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 telekinetic communications. They are highly stricter 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.

Glass Fish
Class: Sharks
Not actually made of glass, but it’s transparency make it extremely dangerous in night waters, as they seem to be invisible when there is no light around to illuminate. Although rare, it is said that Nahk has a private collection of Glass Fish himself.
Jenrak
03-08-2005, 03:36
And thus ends my factbook. Enjoy reading that...open for comments, or suggestions...
The Transylvania
03-08-2005, 03:47
Nice!
Jenrak
03-08-2005, 03:52
lol lots of info....
The Transylvania
03-08-2005, 04:10
Yes, it is a lot of info.
Jenrak
03-08-2005, 04:12
I'd like to know what someone thinks about it when someone finishes reading it...which could be a few days...
Jenrak
03-08-2005, 17:46
bump
Vespeterium Minor
03-08-2005, 18:22
This is a very good factbook. I like the timeline.
Jenrak
03-08-2005, 20:35
Thanks for the vote of confidence.
Jenrak
04-08-2005, 02:28
bump
The Transylvania
16-09-2005, 22:23
Bump
DMG
18-09-2005, 01:42
nice factbook...

only one comment I have - maybe I missed it (as I skimmed this over) but you should probably put the actual military strength in. Meaning the number of each kind of unit and your military bases