NationStates Jolt Archive


A Reference to All things Jenrak (MT)

Jenrak
28-04-2006, 00:38
Jenrak
To view this information in a compact yet fanciful format, visit:
www.jenrakfactbook.uni.cc
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.

Jenrak formed after the crumbling of Ascherach, and the destruction of the Arias, a powerful race of sub humans who meticulously obsessed with war.

Location
South of the Golden Sea, west of the Wastelands

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.

Thunderstorms are rare in the wastelands, but they are extremely often in the coastal regions, making the defensive islands sometimes cut off from supplies for days or weeks at a time, making it entirely difficult sometimes to defend the positions during enemy invasions.

However, the thunderstorms are capable of shocking down most enemy ships, and whenever there is not a thunderstorm, usually rainy weather accumulated amongst the wasteland are found branching out blissfully into the ocean, and soon enough making large tsunamis, wrecking unimportant coastal installations.

Mountains cause a proverbial rain shadow constantly, usually overflowing the rivers in the summer, and in winter the streams are unnaturally dry, with mud freezing up the edges of the streams and the lower bottoms of the rivers. Clouds are often seen, but the strong westward winds prevent any rain from light clouds, and only heavy clouds give rain, but usually it is received in massive downpours.

Terrain
Jagged, sharp mountains in the north, dusty poisonous wastelands in the east and south and forests near the western coastline. Along the topmost north of the country lay a rigged row of mountains, thought to be carved out by billions of lives during Ciranaar’s reign to defend the capital cities of Argak and Nanmirt from rebellious or barbaric invasion. Along the east, geysers spew out valuable but dangerously poisonous and filthy water, and toxic bacterial air is deadly for most people who journey there.

Going down South brings the once glorious Golden Ravine, a giant neck of the Golden Sea, the Sea named by Jenrak, and the Ravine was filled with deep cutting gorges that throttle the landscape nearby, making it a venerable wasteland. The only thing that grows is the thick infestation plants known as the Tree Leeches, a more advanced form of moss.

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, 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. It is illegal to go to the far eastern sections, near Ciranaar’s Castle.

Longest River
The Viraigius River, length unknown. It is filthy during the fall and summer, making it almost impossible to swim in, but during the spring the Viraigius River is the only River possible to swim in, as the melting snow from the winter seasons wash away all impurities towards the wastelands, where the few plants drain it up.

It is said that the Viraigius, length still unknown is thought to have been the prime punishment for exiles and criminals, as in the olden days they were set upon boats and drafted downstream towards the sea, where they were swallowed up by raging storms, or they were carried upstream, where they died of thirst in the wastelands.

Population
RL: 32,000,000 Official Citizens – Rest deemed slaves

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

Average Life expectancy
Men: 71
Female: 82

Capital
Haasdra – The Throne of Sadism
Haasdra was taken in the dark age of Lirrogun, as the dark Lord Nuir Enkur waged secret war against his brother from supposedly beyond the grave, where Ciranaar found the ‘perfect castle’, the center of Haasdra, the Viraigius River aboard the island Fenn’ Minar. Although Enkur was defeated, Ciranaar changed the capital of Ascherach from Durshin to Haasdra, and it remained there for many generations.

However, after the rising of Rissef’s, Haasdra was no longer the capital, switched greedily to the hometown of the rulers. After Arborgard’s ‘liberation’, the capital returned traditionally to Haasdra.

Current Ruler
Saerus Annirak the Lancer

Languages
Tongue of Methronn, name classified.

The tongue of Methronn is a very complicated language, often requiring many translations within the process. The language is based mathematically off a set of words that follow another set. For example, the phrase used to say ‘The forest is dark’ is spoken as ‘Nishmiran’. However, to say ‘A Dark Forest’, the words are changed in sets, so the spoken is ‘Ciannarmrenn.

Literacy
total population: 97%

Name
The Azhujurius - A term meaning 'Lands' in Ascherach. Therefore, it means 'Lands of Jenrak'.

Government Type
Religious Fanaticism - Corporate Police States

National Holiday
The Funeral of Enkur, the Funeral of Ciranaar
These are dictating holidays within the Jenrakian calendar, and as such, they are extremely important to the basic customs of the people. To show the importance, it is usually lined with millions of people going to ancient cities and finding old deportations to their loved ones, and also the impact of life done by Nuir Enkur, the creator, and Ciranaar Arkszen, the Judge.

Flag Description
Skeletal ancient beast, taken from an old temple within an abandoned city 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. It resembles the modern day Jenrakian Ram, yet while it possible it could be a Ram, records show that the animal was a foreign addition from western sailors for unknown reasons.

Economy
Jenrak’s citizens live a frivolous, decadent societal life, aided by horrid labor and destructive damage done to their neighbours (and conquered regions), the Sandurians of the north, the Hsacs of the East, and the Rith of the south. The addition of Nakros Ithrimm in far off lands allow a strong trade position between Jenrak and the rest of the world.

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 = $1.3282
Gross Domestic Product: $67,910,107,874,235.25
GDP Per Capita: $20,362.85
Unemployment Rate: 4.10%
Consumption: $0.00
Government Budget: $81,540,349,800,000.02
Government Expenditures: $65,232,279,840,000.02
Government Waste: $16,308,069,960,000.00
Exports: $10,831,863,014,235.23
Imports: $8,154,034,980,000.00
Trade Surplus: $2,677,828,034,235.23

Government Budget Details
Administration: $0.00 0%
Social Welfare: $0.00 0%
Healthcare: $0.00 0%
Education: $0.00 0%
Religion & Spirituality: $0.00 0%
Defence: $26,092,911,936,000.01 40%
Law & Order: $26,092,911,936,000.01 40%
Commerce: $6,523,227,984,000.00 10%
Public Transport: $5,870,905,185,600.00 9%
The Environment: $0.00 0%
Social Equality: $0.00 0%

Government Priority
Government Category: Corporate Police State
Government Priority: Defence
Economic Rating: Frightening
Civil Rights Rating: Few
Political Freedoms: Outlawed
Income Tax Rate: 100%
Major Industry: Uranium Mining
National Animal: Ram
National Currency: Dollar
Total Population: 3,335,000,000

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 seldom 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 airlines are almost second to impossible to reach Jenrak from the sky, as the constant storms and electromagnetic fields employed by the island fortresses gargle 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.

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 (Ancestor of Jenrak, creator of Ascherach)
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(Overthroned by his brother, Ciranaar the Cunning)
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Ciranaar's death creates a rift, Enkur's great grandson Derboran Terrish takes over using political sabotage
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Ousted by Count Vaazka, the first War Lord and victim of first Chemical experiment
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Son, Agglti Ferro reigns before untimely assassination
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Agglti's Sister, Arnalia Sethronne, takes control - political rift happens again
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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 feudal ling war states vying for power
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Assassination of Crymian causes Herrissian Karbulia, a brutal warlord, to take over. The first reign of strength and the Patriarch Caste is created
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Warlords vying for power exist once again, after Karbulia’s death, and now the power shifted to Vanglara Serptine, thought to be the heir of Enkur. Assassination once again kills another monarch.
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Kneiur Sour takes over, and reforms the system. Democracy for the first time in Jenrak occurs. Knieur is thought to be Jenrak’s longest reigning ruler.
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Kneiur’s death is replaced by his totalitarian son, Armon. Armon eliminates democracy and recreates the old system. Armon also sets the tax rate to 100%, and created the slave caste.
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Armon’s death is associated with Dura Mennmin. Dura overtakes the province of Methronn, renaming it Jenrak, for ‘Black Star’.
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Dura’s death is replaced by Renglessimon Ai. The Ais ruled for countless ages before they are replaced by the Rissef, their mouthes.
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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
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The people side with Teurlf's popular and handsome brother, Miraclus Rissef, and Miraclus overturns Teurlf's rule, creating the first successful peace.
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Peace doesn't last long as Jerkan Rissef, Miraclus' eldest son, poisons his father to assume command. He begins creating foreign trade blockades - economy collapses
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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 reoccurred
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Arborgard is killed, a short while after renaming himself Arcarum. After his death, the rule is passed to the Church, choosing their greatest politician, [b]Authaulus the Immense.
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Authaulus rules shortly, but not before launching Jenrak into a massive expansion. Crowning his brother Saerus Annirak as king, Authaulus returns to the Temsplace.

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 Deserted
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.

Main RP Characters

Ashili
Full name: Ashili Evergone
Title: Mistress of Erosion, Princess of the Transylvania
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: King
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.

With Nahk’s death and Saerus’ rise, the Lancer has been lately given himself the title of the old Necromancer, Jasshurun, more infamously known as Jack of Spades.

Authaulus
Full Name: Aikuz Aiz'qtaar Aizith Aeshrunim Ahazdrazuun Aroqnirnin Authaulus Annirak
Place of Birth: Archios
Background:
Authaulus is seen as a brute in the cultural parts of Jenrak, yet he is far from it – enjoying all the normal prerequisites of the nobles (fine food, wine and women), he has given it all up in a quest for monastic life. However, Jenrak’s monastic lifestyle is far from being such.

Raised up as a Temsplace, Authaulus was intrigued and loyal to the church, and it was not long before he was trumped the title of Great Temsplace, or Temspliar-Vizith. Crowning his brother king, he gave his vast empire to his younger sibling, a sign of good faith and respect in his brother.

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.

Vizi-Turret[/i]
A mixture of old and new weapons placed together in a fusion of steel, the Vizi-Turret is a mobile army in itself, firing off a series of five massive lobbing balls named Ithruihk, causing wanton chaos. Protected and supported on a platform connected by a series of four immense trucks, the Vizi-Turret is covered in a thick armour preventing anything short of heavy artillery from damaging it. A series of mobile sam systems and portable power outlets allow the Vizi-Turret to fire nonstop, the only thing lacking is an infinite supply of ammo. While easily destroyed alone and unwatched, the Vizi-Turret is never left in such a condition.

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:

[B]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

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.

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.
Jenrak
28-04-2006, 00:40
The ‘Empire’
Ascherach at its height controlled Jenrak, Rithman-Naar, Sanduras, Hsac and all the Wastelands to the East, stretching thousands of miles, with a fist of power never seen before. However, it isolationistic periods caused it to eternally crumbled, as the Barbarian Tribes from the North, out of the womb of Sanduras, grown to created problems against Ascherach. With massive military, disciplined armies and unbelievable technologies at it’s feet, it crushed enemy forces without qualm nor hesitation. This proves to be the opposite of Jenrak, as it does not find interest in becoming a massive war waging empire, on the contrary, it is aimed towards becoming a single thinking political beast, in which is can stay forever unique to it’s own laws. It’s power reaches through Sanduras entirely, after the death of King Marcus the Generous and Sanduras was soon plotting against Jenrak, launching a war of economic power. Being defeated instrumentally, Sanduras became a massive part of Jenrak’s infrastructure, the people now labelled as Ithrimms, the term given to non-Jenrakians dwelling in Jenrak’s lands.

While Jenrak had it’s hands on Sanduras to the North, it’s older colony, the slave camps of Hsac, were captured during Jenrak’s creation shortly after the great insurgence. The fall of the Lord Urinam, the cannibalistic Union Lord, Jenrak had Hsac’s massive labour intensive powers in its care. Responsible for the massive erect statues of the rulers and its great cathedrals and monuments, it proved to be a compounding part of the economic infrastructure. The Jenrakian land percentage is nearly 12.6% of that of Ascherach’s empire.

The Change
Originally, nuclear weapons dominated the fighting scene at Jenrak, the government believing that any foe willing to go against Jenrak would face their large number of nuclear weaponry. However, as it would prove, the main cause of concern were not in fact, enemy invaders, but in reality civil uprising. So came the ideal of gassing foes, to launch biological weaponry against the masses of insurgents. Yet that would prove to be a dangerous proposition, being it so frowned upon by the international community when Jenrak has only simply risen out of political turmoil. However, creating poisons were not as difficult as first thought, when Ascheran documents were found, claiming to be of Nuir Enkur’s himself. Whether it was truly Enkur’s or not, it did not seem to provide any detail of matter to the people. It did, however, cause a certain strengthening within the political shape.

The Seven Lords of War
The Factions within the Jenrakian military are vast, numbering over hundreds of different companies and thousands of different sub-portions, but in the end, seven major contenders vie for the power and favour of the Jenrakian Lords, all of them a general army that is spanned inter-provincially.

The Lancers
He looked upon hills as the daft sun rose softly over its gravened horizon, as a dark blanket of metal quickly rushed forwards.
When the provinces were unified, a method for quick aid to all members were needed. So, in recognition, Lord Aurathick of the Archios lands, developed a quick and powerful raiding army, which specialized in taking down entire legions of artillery, and to weaken fortifications, distinct feature of the early Jenrakian colonies; their massive stone castles. Lancers were a formed of quick assault method before large battles, a way to weaken both enemy resources and morale. The force, originally, was deployed in groups of tens, one being scouts and ten thousand being a full raiding force. At the beginning, powerful Noblemen and influential relied on the power gained from the Lancers as a strong, stable fighting force, an army that depended more on Jenrak’s illustrious wealth to stay in power rather than draining it’s powers from the country’s religious morals, a strong common factor that controlled most of Jenrak during that time.

The Lancers eventually went into decline during the 19th century, as conventional firepower soon overtook them, as machine guns and anti-tank shells made quick work of the Lancers, as well as their maintainability was extremely costly as technologies became more expensive. Mutinies were often then, as entire companies would desert during crucial battles, and the military would turn on each other, raiding small towns and villages against the government’s will, a sign of defiance and independent. Initially, the government had easy dealings against the Lancers, as quick force and ambient damage missiles proved effective against dated Jenrakian weaponry. But eventually, they began to grow in numbers and technology strength, mostly backed from anonymous crime organizations, which used the Lancers’ military tactics and their resourcefulness against the government, supplying them with more advanced military from around the world. It was during this time, that Saerus Annirak was born, and he became affiliated with the Lancers, during his capture and his imprisonment in a strong raid.

Rebel forces, led by the traditionalist Arcarum, eventually freed Saerus Annirak and he was soon detached to a Lancer mercenary squad. Learning their secrets, their honour, and their belief in a forgotten military strength, which Saerus later helped. When Arcarum won the strength of Jenrak, and it’s outer-lying colonies, and the former imperialistic government and it’s corrupt Lords on the run during the large witch-hunt that was the affectionately labelled the ‘Scourge of Purity’. The Lancers seemed to have finally given up, for when one government is crushed, another one equally intolerant of the old raiding army is placed. Things changed fortune for the Lancers, when Saerus Annirak was titled as the Lord of the Golden Patriarch, and the Lancers were given technological advances, as well as freedom to stay where they are. Saerus used the Lancer connections to the older Crime organizations to build a foundation in his own secret empire, maintained and carefully kept under order by Nahk Territurari. The Lancers were then incorporated as a fully mechanized, modern army with a powerful company value within Jenrak, and they were then heralded as heroes for their bravery. They soon later served as crucial scouts and raiding parties, mostly in the battle of The River of Kalaxus, where a Lancer army of 25,000 faced off and defeated a large company of Sandurian soldiers numbering at 250,000. The Lancers were forced ot deploy hit-and-run tactics, launching sneak attacks at night to wear down and demoralize enemy forces.

Lancers are large, long, toothily designed motorcycles, with a heavy portable pike on it’s right side, and a heavily armoured left side, allowing quick centrifugal turns to the right, useful when escaping enemy attacks. Armour is rare on the Ancius, the Lancer motorcycle, but all precious parts are moderately armoured with heat resistant steel, and usually two or three rockets are fired from the back against airborne foes. A sub-machine gun is attached to it’s front, allowing it to gun down infantry in front of it, and deployable electric pikes allow electrical surging against heavy artillery, and paralysis of infantry forces, as well as interlocking of other Lancers, creating a shield against moving forces. Another option, however, for more experienced and veteran Lancers is the Electro-pike, a long, straight pike that houses electric currents, electrocuting any object that touches it, ideal for short circuiting heavy artillery and cutting through infantry.

Saerus Annirak was claimed to have an Ancius that could fire an entire volley of 8 rockets at a time, as well as the highest recorded speed of any Ancius, 189km/h, but sources on that were sceptical.

Temsplace
Hear the quiet cries of sadness, they were. To fight and die so honourably for their country, they gave up their pleasures, their titles and their money, only to be forgotten in time.
Little accurate information is known of the Temsplace, as most information is highly biased either for them, or against them. What is known, however, that they are deprived only from Jenrakians with an astounding amount of wealth or potential, and they chose to give up all their possessions to become the Temsplace, Jenrakian for holy warrior. Indeed, they were. The Temsplaces only listened to the will of the church they were trained in, and in doing so, it not only became a deadly proposition, but an expensive one, keeping both the Church and the Political system involved in the military. Occasional disagreements and strides against Churches would result in frequent Temsplace interference, and not many like them. Although they were seen as cold and cruel, they acted in what they believed as the higher calling, a signal from Ackthal, the god of justice and correction. Temsplace, however, were more ancient and revered than most people know, as they were originally Ascheran missionaries.

Designed to be sent on conversion missions against Sanduras’ barbarians, the Temsplace were successful in converting much of the population, through nearly impossible feats, powerful excursions and great skills of both archery and swordsmanship. Also, their vow to never keep themselves in the a materialistic manner allowed barbarian tribes, poor and relent, to compare with the Temsplace, instead of the Ascheran Lords they were sent to have bowed down to. In time, the large number of Temsplace required to keep the peace between idealistic barbarians and the Ascheran leagues caused a heavy increase in the requirement of Temsplace, forming instead of a group of elite monk-like warriors, but a professional and powerful army directly independent from the empire. Eventually, the church became so powerful, that it overshadowed the political system that Ascherach began to fight back. Notice that during the Temsplace rise, the Ascherach they fought were not the Ascherach of the Karbulian or Enkur dynasties, but the era of the Huat, the dark days of interbreeding between barbarians and the Ascherans, allowing powerful overwhelmingly dangerous victories by the Temsplace. However, during the battle of the Six Winters (as named rightfully, as the battle lasted Six Years), the Temsplace were defeated by the Ascherans, unable to take the fortress of Zarazekko.

Disappearing, the church was unable to recall the Temsplace, the holy warriors going into hiding, vowing to return when the church needs them once more. During this time, because of this declaration of official defeat, the Tsellian religion was finally unified for a relatively long period. In their unification, they withstood powerful retribution from the Ascherans, both militaristically and economically. However, after the battle of the first Sasz Kerenuk, at the plains of Sasz Eren, the Temsplace once more arrived to help the church, and because of the Temsplace victory at Sasz Eren, the Tsellian religion survived. However, shortly after that, the church splintered into smaller sub sects, each still Tsellian but conferring to slightly different laws, and each Temsplace forced to join the church it was loyal to initially. This caused the War of the Shields, a large religious strife that caused the entire elimination and eradication of smaller religious sects, as well as small Tsellian ones. After that, the Temsplace began to go into decline, becoming more and more rare, and nobody knew for what reason. It was speculated that they went back into hiding once more, similar to before, this time it has become much more extreme quiet.

Over time, the emergence of new Temsplaces, exactly duplicate of the older religious warriors before, caused a great concern in the government. A warning to them that they thought were the move of the church, and wished to stop them before they became to powerful, as when religious figures become too powerful, they exercised their power, as history proved. The Temsplaces are described in their massive stone armour, looming and powerful, taller than any infantry there, as the bloodied markings of the Jenrakian church painted skilfully on its armoured chest. A long sword is their primary close ranged weapon, and modern Temsplaces nowadays prefer either heavy fire anti-armour weaponry or sleek and powerful anti-tank missile launchers. Their armour is deemed impenetrable by anything short of ballistics, and their tactical prowess rival even the most hard cored veteran Jenrakian. They were an echo of the past, but they will not die faintly into the dark - only make the rest of the world scream in fright at their arrivals.

Sword Bearing Police
And he said, “Oh great Lords! What misfortune has befallen my eyes! For my life is being taken, at the hands of one whom were to keep it.”
A group of skilled soldiers whom were tired of the secrecy of the Black Patriarchs, the Sword Bearing Police became tired working as killers for the government. To them, the law should be upheld by defending the innocent, not purging the guilty. After the split, the small group of Black Patriarchs took their technological ideals and their information of stealth and organization with them, forming under the guise of the General Illuminaatrix the Sword Bearing Police. Unlike most Jenrakian military legions, no Sword Bearer is more powerful than the other, and it makes it difficult when hard-pressed at decisions. Majority votes are usually held between disputes, and they were uncannily effective at working in tight groups, even against weapons with ambient damage, including artillery.

Rising from power in the modern ages, in an age of technology and sabotage, they created no traditional or ceremonial prerequisites – the job and the title is purely for business, not honour. As such, they take on a variety of tasks for the government, from heavy espionage in foreign lands or to suppressing relatively large riots with their wide array of chemical tactics. Although not necessarily marked as ‘police’ by Jenrakian officers, they act and their uniforms are painstakingly similar to conventional police officers of the modern age. However, their weapons are much more technologically advanced, requiring the most up-to-date weaponry, the state of the art in killing, defending, and stealth. Some Sword Bearing police are paid as highly ranked assassins as well. A virtue they believe would keep them well into the future, was the ideal of skill over technology and brawns. They thought that tactics and sheer military discipline would be enough to win in a war, which although proved to be true in the War of the Waters, it was inevitably useless during their defence of the Argun coastline, resulting in a major loss for Jenrakian legions.

The Sword bearing are divided into four levels of acceptance before any joining is officially allowed. First, an aspiring Sword bearer must commit to the Jenrakian leagues for at least 2 years, and must be in the army for at least 3 years. Also, the Sword bearing police must be born in Jenrak itself, and thus foreigners are never allowed to be Sword bearers. After that, a decoy mission is held, where trouble is placed, and the aspiring apprentice must finish it effectively in the time given. After that, a veteran Sword Bearer must agree to training the apprentice, and once the training has been deemed finished, the person will be officially recognized as a fully fledged Sword Bearer, and would be ready for responses from the government. Initially only answering to military leaders, they soon shifted the most of their allegiance to political leaders, and this competition from this small group caused a rift in the Black Patriarch system. Soon enough, they were powerful enough to pose a threat to the Black Patriarch, or what was left of them, as most changed occupations to Sword Bearers themselves.

Described to be professional, strong, conservative and extremely aware of their surroundings, they are always polite and never forget their manners, and many people claim them to be the corporate side of Jenrak, always so stable and strong in any situation. While it is common adornment for Sword Bearers to be wearing the typical uniform, the blue suit and pants, as a silver or golden sabre are hung straight at their hilt, it is noted that Sword Bearers in different regions of Jenrak wear different variations to suit their needs. For example, in the southern parts of Jenrak, near the Raunin Falls, the Sword Bearing do not, in fact, have sleeves. Instead, they have T-shirt like uniforms, and shorts as well, to combat the growing humidity, and they wear strong ridged leather to make sure they do not get bitten from any poisonous insects when they are on missions. Likewise, in northern mountainous regions, filled with gassy and strong haze, the Sword bearers wear a slightly dry and thicker version of their normal suits, as well as hoods that cover the entire face, and are transparent to show them where they are going.

Sadicistra
His mother only smiled creepily, as he breathed heavily, “Go to sleep, now, or the Sadicistra will eat you, as they do to all little boys who do not slumber.”
Not many people know them by the name of the Sadicistra. However, whenever someone mentions ‘Sadist’, then everybody is aware of whom these dangerous killers are. One of the prime forces in Jenrak’s shifting nature, the Sadists were not named after being Sadistic, although it would still fit their personas. The name for them originated from the original Ascheran bloodhound legions, an army of cannibals that could never tire or be hungry and could be maintained and kept alive by feasting on their enemy’s corpses alone. This practice was thought to have been long forbidden, and even now, nobody knows. However, one of the recent rulers, Arcarum, tried to emulate what he knew of the Sadists, and it came to oddly devastating results. Deprived from the name Sadicistradrakk, in Tsellian meaning Lurking, the Sadists seemed to fit their Jenrakian name fairly well still. One of the most infamous encounters with Sadist intervention, and most disturbing, was the War of Attrition, where Sadists occupied the northern rivers of the Kejistaca plains, the Erux Mountains their objectives.

To sum their escapades up in an ‘enlightening’ manner, they raped, pillaged and burnt everything in their path, an atrocity kept heavily under the guise by the government for an extremely long time, a stain on Jenrak’s prestige in the international community as a noted economist – after all, what gain in profit would there be if they destroyed everything?

Not many people know where they truly came to power, although it is highly speculated (and broadly accepted) that they were in appearance shortly after the reigns of the Mouthes, Renglessimon the initial person to begin the Sadist program. Arcarum himself was rumoured to be a Sadist himself, involved in the battle of the Krakkez fields, and the siege of Ahkcraz. Although sources, once again, were proven to be sceptical, it was still widely accepted by the general public.

Sadists are tall, thinly clad and pale beings – armed to the tooth for sheer destruction. Murderers and rapists, only the darkest of Jenrak’s criminals are dubbed in the Sadicistra class, a class entirely on its own. Trained through torture and torment to wield every weapon faced against Jenrak, and then some, they are proficient in melee and ranged weapons, using whatever is at hand. Accounts once held that they used their own nails to blind the enemy, when they ran out of any weapons available, and they ripped up their fallen comrades’ remains to sharpen their bones to a fine knife-like weapon. Seen usually with a leering, thin mask, their uniform made them always look like they smiled, a cruel, deafening ability that most people would not want to get on the wrong side of.

While their legacy was deeply disturbing, Sadists are known to be uncannily loyal – never has there been a revolt in the Sadist class structure.

Sirens
Mutiny! He cried. Mutiny! He shouted in the cold winter air, the frost still licking on his lips and the ice still clinging to his hair. Mutiny! HE would stop, and he would control.
Jenrak’s foremost occupational forces – Sirens. Most infamous in countries worldwide, they are known to be the most level headed of the Lords of War, their purpose as a large, disciplined and relatively loyal occupational and offensive army that would be charged with the deployment of many missions in the Jenrakian military. Out of Five accounts in War, Four of them would involve Siren interference, mostly as an initial assault or a large company designed for occupation. Composed of veterans and rookies alike, they form the core of the Jenrakian military, the number of most legions of Siren descendant. Designed after the Ascheran foot soldiers Sirreken, Jenrak’s military modernised their legions to be capable of more a ranged and heavy weapons force than a close ranged, melee army. Hence, the name Siren, Jenrakian for Long Soldier.

Their skills with heavy weapons are impeccable, although most of them go into the study of sniping and assaults. Armed with a traditional Jenrakian Longbow rifle, and a simple long sword, Sirens are trained to their tip to be the best they can be. The appeal for the Siren class is great, and its numbers only grow greater despite Jenrak’s many civil wars and large-scale invasions. It is also for a known fact that all politicians are required to be in the military before they turn into politics, and Sirens are the minimum prerequisite. Therefore, all politicians were sirens once.

Sirens are seen as the most internationally accepted of all of Jenrak’s unique and yet odd military. Kevlar suited lightly, Armed with a unique longbow rifle, a sort of quick firing, light infantry weapon with a pike at its end, and a simple broadsword, they dominate the battlefield using skills and tactics, not numbers or force. Also trained in slight covert missions, they are adept at small squad raids.

Fists of Stone
He only kept walking, not even the bullets could penetrate his armour. Not even its steam could burn his skin, not even its shrapnel could reach his pain. For he was a walking wall, armed to the brick.
Many people see them as a new experiment, a new force created late in Jenrak’s premature dynasty. Yet, however, the concept of a stronger, battlefield warrior came as early as the Ascheran formations, when Enkur tried to make clones of himself to escape enemy assassinations. Modernised and enhanced with modern medicine, the Fists of Stone are the result of a combination of multiple drugs and a heavy number of enhancements. Steroids, morphine, and other nefarious methods are used to ‘enhance’ the Fists of Stone, despite usually deforming them terribly, the consequences piling up. To make up for the nasty aesthetic disruptions, Fists of Stone are placed in heavy armour, pushed through extreme training, and taught a number of enemy weaponry, without any regards for Jenrakian weaponry. Always using a large, obsidian, cleaver-like blade to cut through enemy forces, they are known for more of a morale purpose in the battlefields, more like the Temsplaces, instead of any practical purpose.

Caged up regularly in special ‘holding pens’, they are treated as primal beasts and freaks of nature, but apart from the harsh treatment during work, the ridicule and the despise of the general public, both internationally and in Jenrak of them, the Fists live a regular lifestyle, and most a life more luxurious than the average Jenrakian. They are sponsored and kept alive by the government, and they are taken care of. However, being erratic and unstable, while extremely physically powerful and (although not all, but most) mentally dim, has made them prone to rebellion, trying to overthrow many government regimes, so it has become a common practice for the government to keep the Fists of Stone in separate locations. While this may weaken the concentrated strength of the Fists of Stone overall, it would certainly prove helpful in occupations, having their strength stretched to cover every corner.

Tall, certainly lumbering, and immensely brimming with physical strength, Fists of Stone are placed in what looks like glossy stone armour. Parts of their armour attached to a complicated system of mobile pulleys and gears, to prevent any damage done to the suit when they either move too quickly or enemy fire or nearby shockwaves put the suit out of tandem, keeping the armour in one place.

The Aursauk
”Oh my god! The little bitch ate my hand! Snapped it right off and ate it! The Fucker!” He screamed and yelled in pain and anger, as the crouching figure shook, creeping away in the night.
For centuries, the idea of children being vessels of innocence and cruelty together frightened many people in Jenrak, and they kept their child disciplined and strong, to ward off the Aursauk, the Ascheran theology of sneaky evil. Unlike the others, Aursauks were not paid for their work – they work on an honour, each successful task earning a certain prestige and every failed task resulting elimination. One of the government’s darker secrets, these children were required for certain tasks, such as assassinations, spying and acts of terror and abductions. Responsible for 90% of missing peoples cases, Aursauks were initially trained as the government’s weapon against conventional occupational enemies – any enemy forces occupying Jenrak’s lands would be sent against the Aursauk. Very little is known on them, and they are never seen in any other place than the battlefield. Most of them illiterate, and by any standard, animistic, they regard the world with a different view of the world.

Aursauks, as children were not adept in melee fights against large, stronger foes, so they usually rely on light weapons that could be easily carried and moved around silently by children such as themselves. But their main weapon is terror. When any opposing is subjected to the Aursauk, soldiers usually disappear on both sides, entire companies go missing, and on both sides, men would be found dead. As such, the Aursauk were motivational weapons used against the soldiers of Jenrak – any time a legion or a group of soldiers were falling behind or failing to complete a certain objective, the Aursauk were deployed to ‘assist’ them. Most of the ‘assisted’ soldiers never survive after that. Aursauks are also taught self-reliance, never given food nor water. Instead they must find it themselves, and incapable of growing their own, they feast on the only commodity they come in contact with: humans. With a feasting thirst for human blood as water, and a taste for flesh as food, they are seen as cannibalistic.

Aursauks are children exclusively, picked up from orphanages in Jenrak. Most of them having obscured pasts and no records of parents to avoid any sort of emotional conflict, Aursauks spread fear through Jenrak daily, emotionless and pale skinned. With dry skin, rotting sharp teeth and claws as their only hand-to-hand weaponry, Aursauks are fitted in clothes that would be deemed effective for camouflage, mostly black as they work at night. To distinguish Aursauks from children, look for the telltale tattoo of the Slaxla, a twisted ‘I’ letter on the back of their neck.

Kelirius’ Laws of Battle
Translated from Tsellian
Herrissian Karbulia was one of the barbaric rulers of the northern mountains, stretching his empire to be almost larger than even Enkur’s, bringing Ascherach’s reach even greater throughout the eastern parts of the golden sea. Although some scholars point his success to the growing amount of chaos around them and thus flocking to him, most agree on the fact of his General, Kelirius, whom is argued today as the most brilliant commander either Jenrak or Ascherach has ever seen. As detailed in his scripture, Kelirius’ Laws of Battle.

RELIGION
(1) The Church and the States are to be together into two parts, acting as one. The Church is to be fed to the soldiers as much as they need. Like bread and Water is their physical supplement, their preaching is their spiritual supplement. Supplying the soldiers with all of the needed requirements would keep them fresh and ready for battle.

(2) Never go to war for religious reasons. Should there be a victory, there would be theocratic arrogance. Should there be a loss, there would be a dissent. Should there be a standstill, there would be a schism.

(3) The Church is to maintain their own military for their own uses. The state is to never ask from the church for military. The military of the church is to be entirely different in motives from the state.

(4) All legions are to deploy in formations best suiting their environment, not their divine intersection. All divine intersection is to happen during after victory, for ritual revitalization. All ritual revitalizations are to be complete and whole.

(5) Fear is not allowed to be utilized in the church during war. When there is fear, there is uncertainty. When there is uncertainty, there is a riot. When a riot breaks out, the strength is divided. Control by fear would only bring new offspring of dissentions by others.

(6) In no way is the state to endorse the church in their wars. Any wars involving direct religious declarations are to be wholly from commercial or private industries, and any state controlled entity is to be stopped from aiding them. Should there be a breakdown in the religious beliefs, the state is to maintain control.

(7) Should the enemy utilize the church to help his units gain morale, use atheist men. Should there be no atheist men, follow their laws of religious warfare. When an enemy is humbled by the common features, they would deem your forces as converted, and they would grow arrogant. Use your soldiers to turn the battle around.

(8) Keep your priests at the back of the front line if there is a surprise attack, and designate your legions to constantly protect your priests. Although this may seem to your legions as a method of defending their beliefs, it would be actually give them a common rally point when ever they are divided.

(9) Have the priests treat your soldiers well. When they fall, the soldiers would be pressed with grief, and control that aggression towards the foe.

(10)Have all churches stopped preaching, and use any form possible. When different churches send mixed messages, everybody replies with different messages. Different messages cause dissent.

ATTACKING BY WATER
(1) All wooden ships are to be on the outside of a fleet, so when the enemy launches arrows of fire you can move your ships away from your unaffected ships without having to avoid catching on fire.

(2) Use the water as a weapon. Prepare your fleet at the highest intensity of a storm at sea. When you launch, you will only go through the dying storm, and your enemy will be able to fight you when they were being battered by nature.

(3) Fog is never to be used by your fleet unless you know the geography of your enemy. However, if there is a thick fog, send a small fleet with small ships carrying many men, pretending to be your enemy’s ships. Board ships if needed.

(4) Fear at sea is deadlier than fear on land. Launch damaged and decoy ships at your enemy in your initial assault, so it uses their ammunition.

(5) Place your navy in groups that would have the offensive force firing clearly from the back of the defensive force. Keep your defensive force only in defence, never offence.

(6) Never switch duties. When there is no more of a crucial ability, flee to safety and rejuvenate. However, there must be none of that ability, for you to be valid to flee.

(7) Never assault a fortified area. If the enemy is broad, then launch a large false force to attack one spot, and direct their legions to another spot.

(8) Keep your navy in correct conditions. Wood rots; metal rusts; string breaks. Keep your arrows plenty and ready.

(9) Never leave behind wreckage if possible. Take the remains of lost ships and turn the wood into arrows. Take the metal and turn it into armoury. Take the string and create rope. Use the remains of your enemy’s and your fallen brethren’s supplies to fuel your continuous attacks.

(10)Cannons and arrows can hit far away, but cannot hit close. Train your men to swim and board ships, so that should they survive a ship wreck, they may set fire onto the enemy’s ship.

ATTACKING BY MOUNTAINS
(1) All mountains have a way up. If there is no way, make a way.

(2) Anything can be destroyed. Mountains blocking your way can be too.

(3) Never let your enemy, should he be on a mountain, know of your arrival.

(4) Always climb on at least two sides to reach your foe.

(5) Crush them, but do not destroy their items. Take what you have.

(6) If possible, do as little damage to the mountain – when they retaliate, use the mountain against you.

(7) Have a good understanding of your terrain.

(8) A tunnel is good, but time consuming. Destroy their trade routes.

(9) Goad your enemy out. Disrupt their supplies. When against a foe on heaven, live forever against them on earth.

(10)Never let them understand your plan. It is easier to stop a foe on the ground than a mountain.

ATTACKING BY DESERT
(1) Sleep at day – attack by night. When your enemy bakes bread and drinks water, destroy them in their camps.

(2) Attack light before a sandstorm. Let nature ravage them, and attack heavy after.

(3) Cut off their supplies of water. A mirage is more dangerous than a sword.

(4) Use the corpse of the fallen to keep your men’s thirst quenched. Water runs out – blood does not.

(5) Never water with metal. You cannot fix armour in sand.

(6) Shine the shields of your men so it glitters like a mirror. When the enemy comes, blind them with the sun.

(7) Heat is unbearable. Fire is insanity. Use fire in the heat of the desert – set fire to their camps, launch arrows of blaze.

(8) Always change horses and carriers of catapults. Do not let them fall behind.

(9) When on horseback, man and beast must have equal fervour and energy. It is tiring for the horse to carry the man, and it is uncomfortable for the man to ride a sweating horse. Attack on horseback – travel on foot.

(10)Travel light. Use your shield to block arrows, and avoid enemy melee. Let them dry out from the heat.

ATTACKING WITH STEALTH
(1) Prepare 4 plans in case of mistakes. Anymore will be forgotten, and any less will result in incompetence.

(2) Have the best men – never make it stronger with every attempt.

(3) Never send a man on his first job in an impossible mission. Experience is a greater weapon.

(4) Having enough weapons is illogical. As such, have them trained to know of the potency of any object they come in contact with, such as forks, sticks, butter knives and relics.

(5) Do not rely on the gods. They have better things to do than aid in your quarrel.

(6) Have assistance ready, but tell your initial men to not expect help. It would increase their efficiency when they work, and increase their morale when they fail and receive reinforcements.

(7) Always have the strongest man at the front to draw the bullets.

(8) Bring a fan and chemical weapons. Never let the gas paralyze its starters.

(9) Patience is key. Wait and be silent – to be quick and sleek is to fail. To be quiet and lengthy is to receive victory.

(10)Commend all victories in secret. Any enemy must not know of enemy infiltration if allowed.

LOSING A BATTLE
(1) When losing a battle, tell your soldiers to retreat and take supplies with them. Leave a handful of men without wives and sons or is not the firstborn of a family to fight.

(2) When surrendering troops, give up the leader on certain demises. If there was an uncalculated attack by nature, then have the leader flee for his incompetence was not his whim. If he lost this battle as a first, second or third failure in a war of many victories, have him flee. Otherwise, he will suffer alongside his soldiers.

(3) The wise General keeps supply routes directed to other camps once news of defeat is reached.

(4) When a battle is lost, have all supplies and eligible soldiers move to the next force so the next battle could be won.

(5) Never give up on a battle that is crucial. If the battle is losing, then enlist all around to fight.

(6) Have all men use second hand weapons if loss is inevitable. When an enemy takes over, they will not have any supplies nor weapons of your own to take.

(7) Use the dead as a wall. Infest them with sickness.

(8) Make it seem as if the enemy was savage and barbaric, if they were not so. This would gather the people around you, against a common foe. If necessary, allow any outlying villages to be destroyed.

(9) Destroy your siege weapons. Never keep them. It would be a shame to have your castle felled by your own catapults.

(10)A paper is official. Pride can be manipulated. Never let a paper get in your way of stopping your pride.

WINNING A BATTLE
(1) To fight a flawless battle is to grow arrogant troops.

(2) Leave your weaker parts so that your more crucial parts can be too heavy to be taken.

(3) A foe is foe when they have sides opposite to you. Coerce them into an ally, and betray them when they are least expecting it.

(4) Should an alliance is not available, then assault them from behind.

(5) There is no such thing as a bad tactic. If it works, then use it. Pride is deadly.

(6) Let no enemy force die meaninglessly. Let loose all prisoners of war to fight on your behalf.

(7) Gain favour through compassion and courtesy – not torture and imprisonment. Even if it is not for the reason you are fighting, it will give them a deluded reason to join your side.

(8) To lose too many battles is to lose all. To win too many battles to risk losing too many. Only win a landslide victory if you need the forces for the next battle.

(9) A close battle wins the hearts of the people better than a quick battle. Suspicion rises when a battle is quickly won.

(10)Any attacks on civilians would certainly gain distrust from your own people, as well as your enemy’s hatred.

The Vizi-Lords’ Revenant
In Jenrakian lore, a secret society of murderers, plotters and criminals are preparing the fall of the Jenrakian crown. However, also in the lore, a group from an mystic society have always come to thwart them in their attempts. This secret society of the balance, as the people call them, are formed thousands of years to protect Ascherach from crumbling into smaller states. When they left, like the Temsplace, the empire crumbled. Now, in their pledge to Jenrak, they would do what is necessary to keep the nation in a single piece. To them, this society controls Jenrak and it’s economic power, as well as military power. Nothing goes through Jenrak without its knowledge. They deal any up rise or insurgence harshly, and commonly people go missing in power because of their interference. Known darkly as the [i]Krrazkaz Vizi-Thrimm, translated they represent the Vizi-Lords’ Revenant. A dark, evil group of people, all whom have powerful traits of influence, this sect controlled since the Lirrogun era, and the eradication of this group is nearly impossible. In the group, they reach out to hundreds of thousands of elite soldiers and spies, a complex network that watches carefully over the nation, both its underground crime and its law and order societies. Controlled by a small elite few, none of them know of their counterpart’s identities. Therefore, it would become extremely difficult for either of them to kill them – however they all respond to a single leader whom is actually known, yet cannot be found and thus never killed. The high elites of this dark caste are:

Elnias Illuminaatrix (eel-nie-us eel-oo-meen-u-ter-icks)
A tricky man he was, his blades of fire steeling in his leg, the twisting rust crushing their bones as he pulled out the silver handle and its silver barrel.
Eln, as commonly known by his peers, is a man whom is strong in conviction and punishment, trying to emulate his idol, the Dark Lord Ciranaar Arkszen whom he is dearly fond. However, a shy, demurred man, Elnias controls much of Jenrak, as his control of the Watcher. Conniving, influential and extremely cunning, he always looks a few steps forwards, never looking behind to regret what he has done. While sneaky, measly and relatively a shifty man, he is an expert swordsman, given the mark of excellence in Jenrak’s sword bearing police twice for his skill in battle, and he is an extremely skilled commander. His role in the Vizi-Lords’ Revenant was originally shrouded in mystery, but it was later revealed that Arcarum Dreskisk, king of Jenrak and a non-member of the Revenant, gained too much power – enough to challenge the authority of the ancient society’s leader.

As such, they sent Illuminaatrix, the closest of Arcarum’s friends in this society to deal with the king, resulting in the death of Arcarum, and the appointment of Illuminaatrix. A feeling of regret, Illuminaatrix tried to ask for forgiveness, and while he was seemingly given so before Arcarum died, the society did not handle well with his change of mind. Though still accomplishing his mission, Illuminaatrix is one of the highest elites in the Revenant.

Illuminaatrix is highly religious, always carrying with him a sceptre of the traditional Jenrakian symbol of strength – the crude twisted ‘S’, embroidered in gold, his blade at his side. Confirmed, his blade can light on fire when he unsheathes it, and while most speculate it to be a magical miracle, it was actually a tricky piece of scientific thought. The toothed blade would ignite a makeshift flame, that would run along a small tube in the sword lined with gasoline and fat, keeping the blade burning.

Agros of the Mountain (ack-ger-oe-z)
He is what makes us all cry in fear, to sleep and wonder if he would come down from the mountains and eat us all, or would he spare us? Would he let us stay alive? Would he spare us to only chew at our flesh another day?
Agros of the Mountain is known because of his strength, and how he is rumoured to be born in a cave on Mt. Scious. However, nothing is entirely different from him. A devout follower of the religion, he is one of the most influential priests in the area, and a former Temsplace himself, commanding the holy warriors to death and battle.

Agros is needed in the sect as a stronghold of the society on the religious sects of Jenrak, keeping the priests and the shamans under control so that they can keep their activities under Revenant guise.

Rashkta Nirandu (rash-tuh nee-rand-doo)
I was looking at a demon in white. I thought she was an angel, her heavenly complexion, the wind perfectly strewn across her hair, her soft but strong voice. I thought she was to save me, until I saw the bloodied sword in her hand.
Little is known of originally shy Rashkta, but it was highly accepted that as soon as she entered the military, she found her calling card: killing. She didn’t fight in the army for the wages, the protection, the insurance, but for the killing. Unlike most of her soldiers, whenever there was no war, no civil up rise, she would kill her own team mates. Eventually, a grouped up taskforce stopped her, and she was given a chance, as a Sadist. Rashkta, a cunning woman, accepted, and slowly worked her way, proving to have an extraordinary skill with the sword. Her power and her speed was considered legendary, even in the elite of swordsmen. Eventually, her lust for death began to rise, and she was found to be a powerful addition to the Revenant. Hired by Gelectriax personally, Rashkta eventually found it in the favour of the Dark Lord, and she rose to become his bodyguard. While she is rarely seen with him, Rashkta is taught to always be in his service.

While she grew, she grew and left her compassion, rationality, and love. Groomed by her master to be ever the best, she kept up her appearance, taught that is was not lady-like to be dirty, to have bad posture, and that is was good to have a strong live in the arts. As such, Rashkta is a smart, beautiful, artistic woman, mostly not because she enjoyed these things, but that it was appropriate to do so in the ruling elite. Although never taught to be polite, Rashkta grew up with a sense of thinking for herself, always conflicting others with her sharp tongue and her cynical mind. During her time in the military, Rashkta eventually led to become the leader of the Sadists, and she had perfected the primal Sadicistra rage, and more importantly, gained a great deal of military power – mostly through fear. Unmarried, Rashkta has never known love, and lives quite happily in her life as a loner, forever serving her master: the Revenant.

Lord Authaulus (ow-thu-lis)
I believe I can fight for a better tomorrow. A tomorrow our fathers dreamed of, our grandsons will live through, and our wives will weep in. For I, like others, will feel only heaven’s touch, when we do our part.
Authaulus is Saerus Annirak’s brother. When the two brothers were born, Saerus’ father could only maintain one son, and he picked the one with a strong figure, the first to speak, and gave the other, Authaulus, to a nearby town. Ironically, their futures were in a constant rivalry, and yet they never knew whom the other really was nor the importance. Saerus, born strong, was groomed to be looking sharp and handsome always by his picky mother, and Authaulus, born handsome and ravishing, grew up to learn discipline and strength from his adopted parents. Eventually, both were taken in the attack, and Saerus and Authaulus had taken different lives from then on. While Saerus escaped, Authaulus was freed by a priest whom felt sorry for the boy. Seeing this as a sign, Authaulus gave up his worldly pleasures and desires to become a priest, and eventually, his great strength led him to become a powerful Temsplace.

Not only did he become a Temsplace, but he started off as the successor of the original Temsplace commander of Scion, Irukiaz. When Irukiaz saw the potential in the powerful and smart Authaulus, he gave him his crowning helmet. Beginning his career as a holy warrior, Authaulus grew fond of Saerus Annirak, but at most moments, felt a certain jealously, a certain envy that he could not and was not allowed to show to anyone – he was a holy man, after all. Many times, he felt a slight anger towards Saerus, and when Saerus was announcing his marriage to foreign woman, Authaulus felt fairly happy for him, when Saerus’ did not, and still Authaulus did not know why. Authaulus is a tall, powerful, slightly bearded man, whom never leaves his armour. Authaulus never takes it off, and when he showers, he is put in a large water chamber where a machine washes him carefully, as his armour is covered in plastic to prevent rusting. Authaulus is the zealot on which Gelectriax needs, the sword on which enforces Agros’ will.

Lord Meillimus (mi-lee-mass)
He’s the creeping, walking, lurking bastard in the closet, he is. Nothing’s as horrible and creepy as he is. So watch out for Meillimus.
Lord Meillimus is a strong Sadist warrior, one of the original Black Patriarch, before he was convicted and later taken in by Rashkta. A close friend of Nahk Territurari, Meillimus is seen to be the most level headed of the Sadists, not killing when needed, and barely feeding off human flesh or drinking human blood whenever avoidable.

Meillimus oddly enough, enjoys Beethoven.

Lord Gelectriax the Wicked (guh-lek-ter-ee-ax)
He is not a god. But if there ever was anything close to a god, if there was a man who could be seen as one, he would be it. Great Gelectriax the Wicked.
No one has ever been close to killing Gelectriax. No one has ever been able to see him truly. In a robe and hood, wearing a dark traditional Ascheran armour, and always thinking ahead, Gelectriax has never been seen in public before. Nobody knows how he gets around, nobody knows of his origins. Referred by Illuminaatrix as ‘The Creeper’, and by Rashkta as ‘Master’, Gelectriax is a cunning, calculating man with a skill with the blade never seen before. Confirmed that before he became the leader of the Revenant, Gelectriax trained Arcarum in parts of the Drikthe Style of battle, the style of fighting that the infamous king used before his untimely death, a style that few have mastered, if not none.

Speaking with a creeping, dark voice, no one has ever seen Gelectriax’s face, and there is no way to trace the man down. Killing all of his relatives when he was appointed to leader, Gelectriax was seen as a supernatural threat, using stealth and dark assaults to gain power. While he seems to be a traditionalist, Gelectriax always preaches stability, and strength, a philosophy that was highly supported by Drakthaz. While people claim Drakthaz to be Gelectriax, Drakthaz is in no condition to fight the way Gelectriax fights, a way that seems to be impossible for anybody to fight at all.

One of Jenrak’s darkest mysteries, this Lord is highly shrouded in mystery.
Jenrak
28-04-2006, 00:42
.........Jenrakian Products
.........Chemical States 1 – 3
.........Index
State 1 – Paralysis and Crowd Control
.........Small Dosage Poisons
.........Medium Dosage Poisons
.........High Dosage Poisons

State 2 – Personal and Special Targets
.........Small Dosage Poisons

State 3 – Battlefield Level Weaponry
.........Market Pending

Introductory Information
Dosage amounts refer to the amount of dosage required to effectively cripple enemies. Whilst higher dosage poisons are generally required more, they work more effectively en masse, rather than the specialist small dose poisons that while effectively in small parts, are relatively ineffective in larger amounts.

**NOTE: Please remember to include ordering code when purchasing from the Jenrakian storefront. Also include notification whether member of said Alliance or if allied to Jenrak for any possible discounts or code changes.

State 1 – Paralysis and Crowd Control
All corporations or nations are to expect any uprising against them from a group of people who lack the view on the fact they are to be thankful to be alive, rather than gunned. Many nations whom experience this would so direly want to teach them a lesson, but good cheap labour is relatively hard to come by in the world were ‘civilized’ manners rule dominantly. Henceforth, instead of killing the insurgents, the only thing to do is teach them a lesson, to let them know who is truly in charge.

Small Dosage Poisons

Name: Ascheran Fog Level I
Cost: Barrels unavailable / $1,300 per vial (1 litre/vial)
Code: 1.10a
Type: Gas
Symptoms:

-Uncomfortable Itchiness
-Depression
-Tiredness

Symptoms Duration:

Average Length: 12h.04min.08s

Extra Information:

Ascheran Fog is literally the fog surrounding the Ascheran plains, a thick gaseous odour that barely goes away. Causing depression, tiredness and uncomfortably itching sensations, the Ascheran Fog is used as a means to demoralize enemy troops when there is no other way to demoralize them. Hence it has little to do with physical damage – it affects the mind much more.

Name: Exethus Level I
Cost: $1,200 per barrel (9 litres/barrel) / $ 400 per vial (2 litres/vial)
Code: 1.11a
Type: Liquid
Symptoms:

-Diarrhoea
-Bloody Noses
-Muscle Tension
-Sore Shoulders
-Sore Throat

Symptoms Duration:

Average Length: 48h.14min.26s

Extra Information:

Designed to be used as a demoralizing method on rebel water supplies, this poison is relatively useful against long sieges, to starve out the people into submission, rather than have them be actually physically be harmed by a real poison. Although causing no real long-term damage, the Exethus is good at making them surrender unconditionally due to lack of supplies. Available in vials, this is used for espionage missions where poisoning water supplies is only possible against heavily reinforced enemies. Although more expensive for less en mass, vials have the poison in a safe container, allowing prolonged effects and small portable case.

Name: Exethus Level II
Cost: $2,400 per barrel (8 litres/barrel) / $ 800 per vial (2.3 litres/vial)
Code: 1.11b
Type: Liquid
Symptoms:

-Diarrhoea
-Bloody Noses
-Muscle Tension
-Sore Shoulders
-Sore Throat

Symptoms Duration:

Average Length: 104h.28min.11s

Extra Information:

The only difference between the Exethus in levels I and II are the duration for the poison length. Should there be an extra more days required, this hardier poison will be effective. However, while the symptoms do last longer, they are fairly less extreme than Level I Exethus.

Name: Eastern Gas Level I
Cost: $1,650 per barrel (4 litres/barrel) / $1,300 per vial (1 litre/vial)
Code: 1.12a
Type: Liquid
Symptoms:

-Vomiting
-Hacking Cough
-Tiredness

Symptoms Duration:

Average Length: 4h.57min.14s

Extra Information:

Eastern Gas’s are mined exclusively from Jenrak’s inhospitable eastern front, dwelling right into Ascheran boundaries. While a relative weak poison and fairly shortened, the compounds found within this gas are known to clean metal and wood with a seemingly grown tarnish, keeping wood and metal once wiped with it staying clean and in peak condition. Thus, it is used for maintaining vehicles and appliances as a much more effective (albeit expensive) version of polishing.

Medium Dosage Poisons

Name: Eastern Gas Level II
Cost: $2,650 per barrel (4 litres/barrel) / $2,300 per vial (1 litre/vial)
Code: 1.22b
Type: Liquid
Symptoms:

-Vomiting
-Hacking Cough
-Tiredness
-Droopiness
-Migraines

Symptoms Duration:

Average Length: 6h.57min.14s

Extra Information:

Adding an exact two hours, the stronger variety of the Eastern Gas utilizes a special chemical catalyst that leeches off from the victim, causing a bacterial infection while leading to severe tiredness. While still a formidable polish, this gas slowly transforms into a weapon.

Name: Eastern Gas Level III
Cost: $3,650 per barrel (4 litres/barrel) / $3,300 per vial (1 litre/vial)
Code: 1.22c
Type: Gas
Symptoms:

-Vomiting
-Hacking Cough
-Tiredness
-Droopiness
-Migraines
-Difficult to concentrate
-Lowered Body Temperature
-Sensitive Skin
-Muscle Spasms

Symptoms Duration:

Average Length: 6h.57min.14s

Extra Information:

Jenrak’s favourite deployed chemical, the Eastern Gas is a strong, violent chemical that begins to lodge it self deep into the opponent’s legs, slowly eating away at the flesh for nearly 7 whole hours, while inducing a series of unpleasant symptoms throughout the body. While some reports of the Eastern Gas have been found to have rendered victims handicapped, it usually leaves little damage, thereby being an effective ‘demonstration’ device. While it can still be used as an amazingly effective polisher, the fumes emanating from it during application can certainly be dangerous.

High Dosage Poisons

Name: Exethus Level III
Cost: $3,200 per barrel (9 litres/barrel) / $ 1,200 per vial (2 litres/vial)
Code: 1.31c
Type: Liquid
Symptoms:

-Diarrhoea
-Bloody Noses
-Muscle Tension
-Sore Shoulders
-Sore Throat
-Closing of the Larynx
-Peeling Skin

Symptoms Duration:

Average Length: 12h.0min.0s

Extra Information:

The Exethus is a much more lethal poison in its third stage, effectively closing the Larynx, making it impossible to speak, and extremely difficult for any air to reach the lungs. Peeling skin increases chances of infection, and lack of oxygen from the previous symptoms could certainly make fighting off infections difficult. As infamously quoted by its creator, “This drop of sunshine will never kill you, but the neighbours will.”

Name: Exethus Level IV
Cost: $4,400 per barrel (8 litres/barrel) / $ 2,000 per vial (2.3 litres/vial)
Code: 1.31d
Type: Liquid
Symptoms:

-Diarrhoea
-Bloody Noses
-Muscle Tension
-Sore Shoulders
-Sore Throat
-Closing of the Larynx
-Peeling Skin
-Calves bursting

Symptoms Duration:

Average Length: 12h.0min.0s

Extra Information:

“They can never run.” Is the note of the final stage of the Deadly Exethus poison. Lasting an exact twelve hours, not only does it become unbearable to live, but also extremely excruciating. While used often to dissent ringleaders of certain mobs, it is also used previously on revolted captured prisoners of war in Jenrak. The strongest of the poisons, it causes a chemical reaction in the body, making a small explosion during a certain period of time causing the calves and most of the hamstrings in the both legs to be entirely unusable.

State 2 – Personal and Special Targets
A bullet leaves a wound, a knife leaves a cut. Poison, however, can be changed to look completely innocent, entirely natural, and harmless. Killing enemies can be done from afar as well, through either poisonous mail, dirtying a drink or dashing a couple on their thanksgiving turkey. Either way, assassination has been found to be much cleaner with the use of chemical and biological weapons, and sometimes, can be much more painful and messier as well.

Name: Enkur’s Tear
Cost: $ 7,000 per vial (.5 litres/vial)
Code: 2.00a
Type: Liquid / Pills / Powder
Symptoms:

-Bloody Vomiting
-Migraines
-Bleeding Fingers
-Temporary Blindness
-Bloody Nose
-Extreme Itchiness
-Lowered White Blood Cell count
-Rapid Cell growth

Symptoms Duration:

Average Length: 30min (Longest recorded victim survival)

Extra Information:

While it can kill in seconds, entirely of water deprivation in the body, the Enkur’s Tear, named infamously after Jenrak’s great god of pain, turns the occasional 15 seconds of the victim’s life into a complete nightmare, resulting in vomiting, blood pouring out through the fingernails, rashes and extreme itchiness in the skin. Used by Elite Assassins everywhere in Jenrak, the Enkur’s Tear is extremely hard to detect, causing massive tumours and extreme amounts of cancerous cells, therefore body analysts assume the damage done to be part of cancer or tumours. While lethal, the tear cannot be transferred from person to person. Therefore, should someone mix blood with someone else who has been affected with the tear, the disease will be too strained to ‘enter new territory’.

Name: Ciranaar’s Saliva
Cost: $ 7,000 per vial (.5 litres/vial)
Code: 2.01a
Type: Liquid
Symptoms:

-Lowered White Blood Cell count
-Extreme blood temperature rise
-Sharp deposits develop in stomach wall
-Stomach wall muscle spasms

Symptoms Duration:

Average Length: 2h

Extra Information:

Although a pungent, greenish look and an arid smell, once the saliva is placed into the blood stream it inevitably beings its mission. However, the mission for the Saliva is not to kill, but to have the body implode on itself. By going into the blood stream, it burns off sharp deposits off the spinal cord, carrying it with it, cutting off entire nerves at a time, but then it sticks to the stomach wall, causing spasms throughout the body, as the deposits cut the stomach wall, allowing the lethal stomach acid to eat the person inside out. While the disease could have a cure, the fact that the stomach acid burnt through the entire body does not. Hence, the person is inside out by only himself.
Jenrak
28-04-2006, 00:43
A brief overlook of the Rise and Fall of the Ascheran nations.
http://i3.photobucket.com/albums/y89/ExtremeDumb/Zenith-Ascherach.jpg
Jenrak came from the womb of Ascherach, a massive empire that was twice the size of Asia. At its height, it consisted of four capital cities, and an army of nearly eight million highly trained troops, each one as skilled as an elite force of any army during its time. Carving out a massive empire, Ascherach’s expansion was abruptly stopped when its ruler, Nuir Enkur, was killed by his brother Ciranaar Arkszen, causing a dispute in the Ascheran system and the government.

Arkszen was a wise ruler, but brutal. He ruled in an iron fist, making sure everybody under his whim was completely and loyally subjugated, and anybody who would not submit to his ideals were immediately killed off in what would be worst massacre in Ascheran history. In his words, he clearly states:

“In my blood, in my fingers comes a poison that will clean this fractured bosom of an empire. I will burn all blood that does not boil with mine, and ravage all life alike that do not adhere to mine. In mine will, I will make this empire nothing but a slave of my power.”

This led to a massive rebellion, though it was easily and efficiently suppressed, creating the first state of Ei’muunn, which would be present day Hsac.

However, eventually Ascherach began to wane after his death, leaving behind a series of incompetent or corrupt rulers, resulting in many lost lands, though the land lost was a massive setback, it did not entirely push the Ascherans to any slowing of growth. Still with a professional army, Ascherach under the new rule pushed east, creating a series of easily defendable ‘arms’ of the Empire, allowing quick strikes to be launched.

http://i3.photobucket.com/albums/y89/ExtremeDumb/WaningAscherach.jpg

During this time, the Northern Tribes of Ascherach and the Southern Tribes begin to form empires of their own, no longer easily defeated nomads. The northern tribes were essentially much less successful, facing off against the islands and mountains of northern Ascherach, hindering them greatly against the professional army.

The southern tribes were much more successful in their assaults, and thus were more dangerous to the Ascherans. ‘Rithia’, they were called, an Ascheran word meaning ‘potent’. It would be from this word that the Rith would migrate north after Ascherach’s fall and create the country of Rithman-naar.

After the fall of Ascherach, a series of barbarian forces were left, forging empires. However, Ascherach still persisted but in a much smaller yet more dangerous form, in the Gelectriax empire. Oddly, there was never any expansion after the final battle of Yriviz’Kaar. Despite a massive and powerful army, a stable government and an incredible navy, the Gelectriax Empire did not expand any further, and it was a mystery on why. However, after the disappearance (and assumed death) of Gelectriax the Wicked, the empire began to crumble once more. Former Generals and Admirals began to take sides, often siding with barbarians in hopes of gaining power with the right side.

Others, loyal to Gelectriax, fought back. Outnumbered, and out muscled, they were defeated, but the traitorous Generals were also unable to rebuild a formidable fighting force after the short but cataclysmic war. In this fall, came the rise of a large empire, the Karbulazk.

http://i3.photobucket.com/albums/y89/ExtremeDumb/KarbulazkEmpire.jpg

At its height it covered more land than Ascherach, though the majority was unclaimed lands in the first place taken by name. Supporting a strong army, the Karbulazk was formed by Herrissian Karbulia, a powerful barbarian King from the Eastern plains. He built this empire in the fancy of his wife, whom died only four months after his final conquest. The death of his beloved drove him insane, and thus it made him one of the most dangerous figures in Ascheran history.

His son was killed, and eventually Karbulia slipped into madness. This huge empire was crumbling much like Ascherach, leading to strife of Four major contenders known as the Four Shields Period. It was in this time that the Temsplace fought the Sadicistra in the infamous battle of Sasz Erennuhk. In a decisive victory, the Sadicistra were able to push the Temsplace back to the edges of the coastline, before they were forced to drive back to defend their capital, Aikos from another siege.

http://i3.photobucket.com/albums/y89/ExtremeDumb/FourShieldsPeriod.jpg

In the end, Methronnmin was the victor, sending in armies after all three sides were exhausted, crushing them in a brilliant strategic offense that lasted eight years. It turned into a harsh guerilla warfare that went on for nearly sixty years, and eventually, their prize was the whole of the Viraigius as well as the Archios arm. Also, at this point, they captured Aikos, and renamed it Methronn, in glory of the name of their tribe. Meaning Black Star, and Methronnmin meaning ‘Followers of the Black Stars’, it was a fairly understandable.

After the capture, and the end of the Four Shields, Methronn broke up into smaller provinces, with Kings on each throne, forming the nations of Sanduras, Jenrak, and Rithman-naar, though original Methronn was still stationed at Jenrak, more specifically present day Haasdra.

Threats of invasion from Rithman-naar caused worry within Methronn, and they quickly made an alliance with Sanduras. However, in an act of betrayal, both Sanduras and Rithman-naar invaded and nearly conquered Methronn, but they were driven back by Kelirius XII, the most brilliant commander of the continent. In his defence, he was able to push back both forces from the boundaries of Methronn, yet his beloved nation lacked the resource to launch a proper counter-offensive.

Time passed on, and Methronn eventually became Jenrak. In bloody guerilla warfare against the Industrialists of Hsac, Jenrak at the time was a weak and fragile nation with a corrupt and stale army, up-to-date in weaponry yet unable to properly use them. A series of incompetent leaders made it even worse.

http://i3.photobucket.com/albums/y89/ExtremeDumb/Pre-ArcarumJenrak.jpg

Eventually, under the leadership of Arcarum (formerly named Arborgard), an heir to an Ascheran warlord and a cunning tactician, he reunited northern Jenrak and led an assault with Hsac overlords into Southern Jenrak, capturing Haasdra and then turning his army around to defeat the Industrialists of Hsac.

In this battle, known as the Technological Plains, was where Ashili Evergone proved her permanent spot on the future Jenrakian Matriarchal council and her title forever as Red Matriarch. In a small force, she was able to turn nature’s constant down pouring into an advantage as she forced the desert-folk Hsac to fight in mud and trench combat, a fighting form they could not do. Turning her legions through all the Hsac provinces, she captured them in swift, quick campaigns.

http://i3.photobucket.com/albums/y89/ExtremeDumb/ArcarumJenrak.jpg

In the death of Arcarum, there was no proper heir to the throne of now massive Jenrak. Placing in charge of Jenrak was Authaulus by the Church, a powerful man who knew war more than even Ashili or Nahk, yet he did not enjoy titles. In a series of quick expansions and brutal chemical warfare, he plunged most of Jenrak’s treasuries into war, creating a massive expansion from the original Arcarum Jenrak.

http://i3.photobucket.com/albums/y89/ExtremeDumb/Temsplace-AuthaulusJenrak.jpg

However, with the tributes coming in, and the growing Tsellian religion, the nation of Rithman-naar was quickly losing strength and influence in the region. In an attempt, under the guise of a crusade, the Rith launched a massive and detailed war against Jenrak, nearly resorting to nuclear weapons.

http://i3.photobucket.com/albums/y89/ExtremeDumb/AnnirakJenrak.jpg

Expanding into Rithman-naar as prize for their suffering, the Jenrakians have expanded greatly under the power of the Anniraks, though they have yet to reach the power of Ascherach and Karbulazk.
Jenrak
28-04-2006, 00:44
...And I am Done for now.

**Note:
If anything there contradicts itself, just ignore it.
Jenrak
28-04-2006, 00:49
**Also, this will operate as a storefront for my chemicals that are on sale, though I won't care whether anybody buys them or not.
The Transylvania
28-04-2006, 00:52
TAG I like the maps.
Jenrak
28-04-2006, 00:53
Thanks. Also, this wil be my OOC thread as well. Want to keep this all organized in one neat thread.
Jenrak
28-04-2006, 01:32
I'll assume Bumpage. Let's see if anybody reads this all.
DMG
28-04-2006, 01:36
Nice job, Jenrak.
Pythogria
28-04-2006, 01:38
Nice job, Jenrak.

I absolutely must concur.
Jenrak
28-04-2006, 01:42
Nice job, Jenrak.
I absolutely must concur.
Hooray. Thanks.
Jenrak
28-04-2006, 12:28
*Bump
Jenrak
28-04-2006, 21:14
*Bump
Jenrak
29-04-2006, 01:31
*Bump.
Southeastasia
29-04-2006, 05:20
Good effort in making this factbook Jenrak. Good work indeed. Only one problem though - the description of your government type isn't exactly fitting.
Jenrak
29-04-2006, 15:03
It's two parts - one part is a powerful church which keeps the people under control, the other is a corporate police state that defends the church.
Jagada
29-04-2006, 22:10
Nice.

Also...that is why I never go to war with you. I thought Kraven was evil--Jenrakians make Kravenites look like people from the Vatican. :)
Jenrak
30-04-2006, 14:53
Nice.

Also...that is why I never go to war with you. I thought Kraven was evil--Jenrakians make Kravenites look like people from the Vatican. :)

I'm not evil.

I'm efficient.
Jenrak
01-05-2006, 23:01
*Bump
Jenrak
07-05-2006, 16:15
*Bump
Kriegorgrad
07-05-2006, 16:27
Hey Jenrak,

Long time since we talked. I have to say, I love the website you did, really awesome stuff there, man. Not much else to say other than cool thread.

Krieg
Jenrak
07-05-2006, 16:30
Hey Jenrak,

Long time since we talked. I have to say, I love the website you did, really awesome stuff there, man. Not much else to say other than cool thread.

Krieg

Indeed. And thanks.
Jenrak
08-05-2006, 00:44
*Bump
The Gupta Dynasty
08-05-2006, 02:05
Brilliantly written and that flash-thing/website that you linked to is amazing! Wow! Great job!
Jenrak
08-05-2006, 02:48
Brilliantly written and that flash-thing/website that you linked to is amazing! Wow! Great job!

Thanks.
Jenrak
08-05-2006, 20:36
*Bump
Jenrak
09-05-2006, 00:27
*bump
Jenrak
09-05-2006, 02:53
*Bump.
Jenrak
12-05-2006, 01:38
Remember this is also a storefront for my chemical weaponry over the years. So any nations wanting to purchase any, feel free.
Jenrak
23-05-2006, 01:04
Bumpification!
Jenrak
27-05-2006, 00:10
Bump
Jenrak
27-05-2006, 01:16
Remember, you can criticise me if you want.
I'm also selling some chemical weapons here, which is on the first page.
Jenrak
29-06-2006, 19:04
Haven't bumped this in a while. Might as well bump it now.
Jenrak
14-09-2006, 04:21
*bUmP