Angermanland
13-09-2006, 03:45
ooc: this thread is part of the rp being planned here:
http://forums.jolt.co.uk/showthread.php?t=498544
edit: which now has an official OoC thread, without the irrelivant clutter, Here: http://forums.jolt.co.uk/showthread.php?p=11684224#post11684224 where we shall [hopefully] be keeping a tidy list of threads, and a [relitivly] up to date map.
oh yeah. at some point i'll go back and fix the titles so they all use Angerman spelling. and grammer
as ICly as a factbook can be:
Name [full, official]: Prinseij medAngermanlandz
Adjective: Angermanlandij [often abriviated to 'Angerman' or 'Angerij' in non formal contexts]
people [noun? adjective?]: ouhAngermanland [ouhAngermanlandij if it is an adjective]
Capital: Angerwraith
Population [as of last count. aproximate]: 1.5 million
Language: Angerman
Ruler: yePrinse Carmente, (litteraly transtlates as 'Great Prince Fire Spirit' in english. more accurate translation would read 'Ruler Char-mente') [titles to come as i work them out]
Teritory:
Angermanland streatches from the Skypeakix [Urals] in the east, to the Daylight Marcix in the west. to the north it peters out into lapland [or the ocean] as lands north of the Wintermarc (the arctic circle) just isn't worth it. the southern border is currently desputed, as Angermanland consideres it chould reach south between the Black and Caspian seas, while the Ralish empire [who drew our maps :p] consider it to be at some abstract point in the middle of the yeplains,upon all but the other border lands of Angermanland are situated.
[the Daylight Marcix are [currently] a line traced on a not-so-modern-but-definatly-more-modern-than-what-we're-playing (that is, the USSR is still around) map from Riga, to Minsk, to Kiyev, to Kharkov, to Volograd (stalingrad), to Astrakhan.]
the capital, Angerwraith, is located on a small penisula on the northern bank of the major junction in the Greater River, where it splits and heads east towards the Skypeaks, and north-west towards the greater lakes.
Angermanland is devided into 10 sontzin, those being: the Wintermarc, the Nordaylight Marcix, the Skypeakix, the Land medLakeix, the Sutmarsh, the Sutdaylight Marcix, the Prinsez Phiph, the EstQinexAngermanland, the NorQinexAngermanland, and the SutQinexAngermanland.
Political:
Angermanland's political structure is best defined as "orginized chaos" technicly speaking, on the grand scale, the yePrinse [prince/king/ruler] has absolute power. in reality, his job consists of what amounts to a giant juggling act.
every guild, every union, every noble, every village, every trade, every rank... all are represented in the system somewhere. at the local level, villages and their surrounding areas are represented by way of pure democracy. each village, noble, and significant other entity [based on membership, territorial control, and finances] are represented in one of the 10 sontzin Kounsles. each Kounsle has a yeKount, who heads it. useually, the yeKount is the named successor of the previous yeKount, however in instances where no successor was named, or the previous Grand-Kount was removed by way of a vote of no confidance [this can only be proposed after the Grand-Kount has held office for at least 3 years, and cannot be proposed more than once in 5 years. requires a 2/3rds majority to pass], a new yeKount is ellected by the people at large within that Sontzin, with each free adult [male or female] having one vote. anyone who makes the trip to the Sontzin's capital and signs their name on the vote card is an elegable candidate, provided they can prove litteracy and citizenship, which generaly reduces the candidates to nobles and the wealthy, though not always.
each Sontzin and each nationaly significant entity [including the military] are then represented in the same manner on the "Prinsez kounsle". while a greater majority is required to bring about a vote of no confidence in a yePrinse than in a yeKount, and only yeKount's are elegiable canditates to replace the current Prinse, the system is otherwise the same at this level.
Diplomatic:
err... more here when stuff happens. raids from eastern barbarians are not uncomen
Economy:
not poor.
the use of rivers in summer as, well, rivers, and in winter as "ice roads" allows for brisk trade in those times of year. the bulk of the land area is given over to timber and farming. [more details once i work out what raw materials are and arn't available] fishing of various sorts is also a major industry.
Military:
the Angermanland military consists of a standing army of 2000 ouhhalbardadeix [armed with a halbard, two 'eel' blades, and wearing leather armor, with steal poldroons, brest/back plates, bracers, and rimmed helmits], 1000 ouhjavalinadeix, [armed with a javalin sling, ten javalins (there are more carried with the army.) and two eel blades, and wearing leather armor, a steal brest/back plate and a rimmed helmit] 1000 ouhlanseadeix [cavalry wearing essentually the same armor as the ouhjavalinadeix, with the addition of a shiled. armed with a lance, 'riding bow' (poor quality, but better than nothing) and one handed mace] and 500 destreix [heavy cavalry, wearing full mail and plate. carry a 4 1/2 foot bastard sword and a onehanded mace.]
when needed, more troops can be called up from the various regions, and the marc-lordix tend to keep reasonable forces on standby if not fully active at all times. the border regions tend to provide less troops over all, with a greater proportion of light troops, while the inner region tend to provide more troops, and a greater proportion of cavalry.
the acadamies in Norisevon preiodicaly come up with new and unuseual equipement of various effectivness, among which a small balista capable of fireing racks of 10 shafts in rapid succession between reloadings is the most significant in reasent times.
navy:
the Angerman military navy is, at this time, non existant, however excessive numbers of riverships exist, makeing summer movement of troops very rapid.
Legal: Angerman law is a bit murky, with all sorts of juristictional issues [a side effect of the layerd and mixed system of governance] makeing it even worse. however, at the end of the day, what the yePrinse orders takes presidance. the judicial element of the Angerman state consists of the yePrinse as ultimate judge. he appoints Lord-medLaw-yaLoreix as cheif judges in each of the ten Sontzin, so as to reduce the load upon himself, and each of these worthys apoints beneath them a number of assitants and sub judges as they need and can aford.
while this does allow for all sorts of issues ariseing from the fact that the executive ultimatly controls the judicial, the judiciary it's self is locked into processes and the like by some of the very few binding laws that even the yePrinse may not change.
first, the state does not bring any person to trial. no trial is 'individual vs the state'. nor is it nessisary for the 'plaintif' to be the person who was actually wronged or will benifite.
the task of judge and, in some cases, jurers, is Not to decide who is write or wrong, but to discover the truth of what happend, and act accordingly to set things to rights. as a result, filing a suit against another person or entity carrys with it the implication that you may yourself be found to be in the wrong, or possibly a third party, or no one at all.
accordingly, there are no 'court fees' involved in genuin complaints and problems. sometimes, however, the court may fine all partys [or simply the initial plaintif] for waisting the courts time in the event that the entire inquirey proves to be uterly farsical.
lawyers, in the role of advocate, are not allowed within the court while it is in session. they may consult or advise their cliants, and can and do assist with the construction of contracts and the like, but the goal of the court is not to award one side or the other a 'victory' and the other a 'loss'. there is no compitition. the very nature of the court's enquires Should turn up if anyone lied or omited vital information. and to intentionaly lie under oath in a court law is one of the more serious non capital crimes in the Angerman law books.
the following crimes are punishable by death, and require a majority agreement by a jury of 25 members that a person has commited them, and at least 2 of the three judges [includeing at least one Lord of law and lore, and/or the yePrinse] to convict an individual of and punish them for:
rape
murder
treason [this is a crime against the nation, not the ruler]
for all crimes, upon reaching a verdict where in any party is to be served a sentence, the judges, from the options listed in the law books, will offer said party a choice of the two or three they think most suitable. the exception is rape which, due to several events early in the principality's history, has only one punishment, though it is delayed by one year and one day to allow for the possiblity of new evidance.
one of the more commonly chosen punishments, at least among men in times of war, is joining the military in a set position for a set period of time.
Language:
the angerman language is complex, but consistant. it's alphabet contains 25 charicters [a,b,ch,d,e,g,h,i,j,k,l,m,n,o,p,r,s,t,u,v,w,x,y,z,wordbreak], originaly designed for being carved into rock, etched into mettle, or carved into wood. as such the charicters are very angular. each has an alphabetical meaning [as listed above] or, with a modierfier, a full word meaning, a different modifier turns most into numerical/mathmatical values and symbols, while yet another modifyer denotes capitalisation, or can be combined with the word modifer to specificy Which word [some charicters have multipul word meanings] [[Q is being used to denote word breaks, and for conveniance C is being used in place of Ch].
G never makes a j sound as it does in english, and the j it's self most closely aproximates the sound of X in chinese words such as "Xiahou" [kind of z/sh/j hybrid], unless it is the first charicter in a word, in which case it makes the english j sound.
prefixes are used for prepositions and comparisons [some, more, most, etc] while suffixes are used for ownership, plurality, tense, denoting negatices, and what part of speach the word belongs to.
prefixes and suffixes do not affect the pronounciation of core words, nor each other.
[currently, for conveniance, the core words are still english, though often stripped down to their base form then reconstructed using angermanlandij grammer]
gramer takes the form: [verb?] object, subject [with the comma between object and subject] with adverbs or adjectives going before the noun or verb. prefixes and suffixes [when there are more than one on a word] are aranged in the order that best gives the meaning... if it were "of" 'one who is' of the core word, it would read 'medouh-' where as, if it were 'one who is of' it would read 'ouhmed-'
also 'does not own' would be '-velz' where as 'owned by [a] not [core word]' would be '-zvel'
due to the unuseual construction, it is sometimes nessisary for words to be hyphenated, such as 'shadowixz house'... it is fine on it's own, but the moment one begins speaking of multipul members of said house, it becomes nessisary to differentiate between 'multipul memebers of the house of shadows' and "member of the shadows which own multipul houses'... thus 'ouhshadowixz-houseix' becomes 'multipul members of the house of shadows' while 'ouhshadowixz houseix' becomes 'member of the shadows which own multipul houses'
Heraldry:
in Angermanland, heraldry is Everywhere. not only does it tell those around you who you are when you're wearing armor which conceals your identity, but it shows where you're from, what groups you belong to, your family, who taught you, what you do for a job.... Angerman cloathing may not make the man, but it does give one a fair idea of who someone is in relation to one's self. as a result, being unable to work out which title to use is a rarity, accidently makeing enemys with powerful groups is far less likely, and one always knows where one stands with reguards to most social issues.
of course, the heraldry reflects who a person is, it doesn't define them, and this is also well ingrained. one wears the symbole of the fishermans guild because one is a fisherman and a guild member. one does not become a fisherman and a guild member because one has aquired the fisherman's guild emblem.
all people, even those striped of all rank, title, and status as punishement for crimes, are entitled to wear their family's symbol. only their perants can take this from them, and even then it must be recorded in the official records that such was done, and if another portion of the family were to adopt the stripped member, they would be entitled to wear the symbol once again.
due to the nature of heraldric symbles and the Angerman system, odds are good that older people will have more complex heraldry. but this is not Always the case. in highly informal situations, Angermancitizens may not wear any heraldry at all, instead choseing to hang the dominant symbols of the group on banners outside the door, on the walls, or if out and about, simply on flagpoles stuck into the ground. useually, however, it is deemed more practical to simply wear cloathing with only one's own major symbols on it for normal occasions.
Religion: the ouhAngerman people belive in several gods and goddesses. as a rule, they do not worship these dietys in the traditional sense, instead beliveing that each god has a role that they are perfectly capable of forfilling with or without imput from mear mortals.
the Angermanlandij Panthenon comprises of :
Acidam, god of Order. brother of Stelni and one of the two creator gods, he forms half of the
dichotomy that keeps the balance of the world and rules over it.
Stelni, god of Chaos. brother of Acidam and one of the two creator gods, he forms half of the dichotomy that keeps the balance of the world and rules over it.
Lord Time, god of time. together with death and the fates(colectivly) lord time is one of the three inveitables. generaly fairly neutral and apathetic towards the plight of mortals, he is concerned with the maintinance of the grand mechanisesm that control the universe, keeping everything in it's proper place.
Lady Death, goddess of the underworld. second of the inevitables, according to the myths, lady death likes to keep busy, but not Too busy. if she intervines at all, it is as likely to be to prevent a full scale war, as to cause a minor skirmish.
The Fates, goddessess of mortal lives, and history of past, present and future. according to one of the great poets and prophets they are 'lady Vurshin, middle sister and gentle soul, radiating light and warmth.', 'the yongest, Shineer, wife of Stelni, flighty and always interested in the next thing, emited a harsh radiance, very clear, by which one could see even the darkest courners without trouble.' 'the eldest, Mornther, wife of Acidam, glowed a pure white. for one can only live with the past if one remembers only the good, and forgives all else'
how the ouhAngermanland people came to be where they are today has been lost in the mysts of time. how humans came to be on earth however, they have a tale of.
"originaly, the world had no sentient life. things ticked over nicely. death was mostly busy enough, though she had her minions do most of her work. time was content, as things ticked over nicely. Acidam and Stelni took pleasure in their creations and their wives.
but the fates were board. Vurshin kept busy enough, looking after the animals, but without sentiance, there was no history, nor inovation and advance towards a brighter future. the result was a very board and discontented Mornther and Shineer.
and so they pettitioned their husbands to do something about this problem. the brothers considered this for a time, leaving to the realm of the Gods, where the creator gods of all worlds met, and held councle. putting the puzzle to their fellows, they were offered seven races from various other worlds. small samplings only, but enough to begin with. unsure what would be most suitable, they accepted each one, and placed them upon the earth.
the result was an unmitigated disaster. lacking any better way to redeim the experiment, the Gods turned it into a challange, each backing a different race. the brothers had stipulated that their interfearance could not prevent them attending to their normal dutys, however.
some hundered years passed in this way, with no one side gaining true advantage. then the fates hit upon an idea. they were not creators in thier own right, but being the wife of one's ruler has it's advantages. and so they began working on what would become 'heros' for their sides. soon they found it nessisary to seak the help of lord time and lady death. finaly, however, their work was complete, and they took it before the brother-gods.
the brothers made a desicion 'very well. we shall create these heros. the last one remaining alive shall have the god of his race declared the victor.'
and so a new dynamic was introduced to the great struggle. and the gods were pleased with their heros. finaly, some 125 years later, only one hero remained. his name was 'Voy', which means man, void, or soul. as a reward, upon his death, Voy was given a singular honner. the brothers presented him to the councle of gods, and he was granted a place there in.
the brothers, takeing the advice of lord time now that the compitition was over, removed the competting races from existance. but they had liked the heros, and while Voy had been the greatest of them, all had been great in their own rights.
and so the gods created a new race, in the image of the Heros, and named them 'race ouhvoy'. the race of man."
this tale is used to explaine why the gods intervine so rarely in the lives of individual men. to have on take a personal interest in one is considered an honer, if not a blessing. for one must be a True Hero.
Philosophy:
the ouhAngermanland people have an interesting view of the world. their philosophys emphasize that all things have a balance point, and all things have layers and cycles. there is a time and a place for everything, even if that time is 'never' and the place is 'no where'. when something seems particularly orderd, it is but a thin vinner over a layer of chaos, within which is order once again.
to their mind history is cyclic, with each ruler comes first a period of semi-chaotic development and change as he establishes things as he wishes and thinks best, then a period of prosperity and true order, however brief, and then decay, be it from stagnation, the rulers death, external forces, or something else entirely. following this is a period of true chaos, from which arrises the next ruler, or great ruler, or great force, and the cycle begins again.
everything has a balance point. too much or too little of anything, too many or to few, will upset the balance. to their mind, Lord Time can fix the larger problems, and the fates the more minor ones, but they'd really rather not be on the reseving end of the metaphysical wrench and mallet, or surgions blade, involved in makeing the corrections. a balance point is not always the perfect center or middle ground, of course.
History:
what little is knowen of the factual history of Angermanland, is that various groups of people wandered into the region at one point or another, and settled their, living their lives in whatever manner suited them best. after a time, finding more established and orginized foes on all sides, they found it nessisary to coalless into larger and larger units, untill finaly the first yePrinse came to power, by way of a grand juggling act of diplomacy and force. the political sceen hasn't changed a lot since.
Social:
of key importance to one's position in Angermanland are three things: your family, your achivements, and your afiliations. one cannot change the first, and the third may not be entirely in your own hands, but the second is in your hands and your hands only.
it is a simple matter to create a new group for affiliation reasons. gather enough people [currently 10 is the minimum] chose a symbol for your heraldry that would not be easily confused with more highly 'ranked' symbols, nor too easily confused with the lesser symbols, pay the small price of the paperwork and it is done. of course, this is not something to be entered into lightly. all such groups must have official charters, and the Leader of such a group is held at least partially acountable for all actions on the part of all members [the exact extent of acountability varys depending on location, situation, and the charter in question]
horses are very significant in Angermanland. they form the power behind the bulk of agriculture, are mounts allowing more speedy travel accross the plains, confur a distinct personal advantage in combat, can provide food in an emergancy,and need only consume the two most abundant resorces in the nation, water and grass. as such, it's quite likely that even the lowliest pesant has access to the use of a horse or two at need, even if he doesn't own them personaly, while the richest men often own tens, hundereds, or on the larger stud farms, thousands.
cats, which somehow made their way up from egypt, are also wide spread and at least as common as horses, exterminating vermin, making good pets, and having a minor religious role [it is said that they can see death [the event] aproching, and that Lady Death has a certain fondness for them]. much like horses, it is rare for an angermanlandij household Not to have at least one cat.
Significant entitys:
Angerwraith:
capital city.
Skypeakix:
the Urals, eastern border of Angermanland
Mongolix:
barbarians from beyond the urals. Zachius killed a lot of these.
Daylight Marcix:
western and southern borders of Angermanland.
Norisevon:
acadimy city in the north. home of the great academys of learning, and responsible for much of angermanland's technoligical advances, as well as the place of training for prospective teachers and priests. Pi is technicly a member of one of the houses based here, but useually works wherever she happens to be, rather than specificly going back to Norisevon.
Shadowixz-house: [sic]
[house belonging to shadows, house of shadows] a 'secret society' of sorts... technicly recognized on the Angermanlandij scrolls of heraldry, it is unique amongst all others by way of it's official heraldric mark being a lack of any marking to represent it. the house of shadows has memebers scattered accross the knowen world forfilling many roles as their other comitments take them, operating what is useualy a passive spy network. they are loyal to the Nation of Angermanland, then to their own members, rather than to the ruler at the time. when one memeber requires information about anything, he sends messeges to the others, and their networks go a little more active as they aquire it, then send it back to the one who requested the information. useually, the ouhShadowixz-houseix operate indirectly, recruiting locals to actually do their scouting and spying, and generaly only have their spys do things that are in keeping with their dayly lives, rather than 'covert-ops'.... useually. Zachius and
Zenkath are both memebers of this interesting entity.
Zachius Lejor:
yeKaptan in the standing army, Zachius is currently in command of the army whihc will soon attack the Ralish's northern border. originaly from the town of Consest, he was trained in combat and the ways of war by master Ganju himself, and is a formidable tactician, able leader, and compitant stratagist. he is a memeber of the house of shadows, and makes use of this whenever nessisary to advance his own cause, and the cause of the nation. useually quite calm and logical, it takes quite a lot to provoke him to anger, as a rule. however, when enraged, all that stratagy and logic goes out the window and is replaced by what, on a personal level, is an almost irrisistable berserker. he is 24 years old.
Soma Kyo:
head of the kyo family, currently consisting only of herself and her yonger sister, Pi Kyo. a charismatic figure, she inspires loyalty and dedication in those around her... and borderline fanatasisem in many of her direct underlings. good friend of Zachius, at least compitant stratigist, and suppierior logistician. currently commanding the ouhjavilanadeix in Zachius's army. generaly quite serious and caring. 23 years old.
Pi Kyo:
younger sister of Soma Kyo, Pi is takeing a significant interest in Zachius at this point. at 17 she is one of the preeminant inventors in the nation. lively and energetic, Pi is something of a pyro-maniac when she can get away with it. inventor of the hawk troopers, and currently commanding a unit of such in Zachius's army. she was also involved in the development of the repeating balista, and is commanding the few of those in Zachius's army as well.
Phrideric: one of Zachius's retainers, currently in command of the ouhhalbardadeix in Zachius's army. at 52, he is probibly one of the oldest men still in active military service, and probibly the ultimate veteran.
Phencurc Delophen: sone of a yekount and 19 years of age, Phencurc has showen great skill at tactics and leadership, and his teachers and suppieriors think he will go far, given time. accordingly, he has been placed in Zachius's army as over all commander of cavalry. he delegated command of the ouhLanseadeix to one of his retainers, and is directly commanding the Destreix. he plans to prove himself worthy of his social rank, and deserving of higher military ranks as well. he has yet to fight in a true battle, and has been sent on this expidition as much as a test as anything.
ooc: more will be added as major people, places, events, and orginisations come into being/relivance... and when i remember allt he details of the legal system.
http://forums.jolt.co.uk/showthread.php?t=498544
edit: which now has an official OoC thread, without the irrelivant clutter, Here: http://forums.jolt.co.uk/showthread.php?p=11684224#post11684224 where we shall [hopefully] be keeping a tidy list of threads, and a [relitivly] up to date map.
oh yeah. at some point i'll go back and fix the titles so they all use Angerman spelling. and grammer
as ICly as a factbook can be:
Name [full, official]: Prinseij medAngermanlandz
Adjective: Angermanlandij [often abriviated to 'Angerman' or 'Angerij' in non formal contexts]
people [noun? adjective?]: ouhAngermanland [ouhAngermanlandij if it is an adjective]
Capital: Angerwraith
Population [as of last count. aproximate]: 1.5 million
Language: Angerman
Ruler: yePrinse Carmente, (litteraly transtlates as 'Great Prince Fire Spirit' in english. more accurate translation would read 'Ruler Char-mente') [titles to come as i work them out]
Teritory:
Angermanland streatches from the Skypeakix [Urals] in the east, to the Daylight Marcix in the west. to the north it peters out into lapland [or the ocean] as lands north of the Wintermarc (the arctic circle) just isn't worth it. the southern border is currently desputed, as Angermanland consideres it chould reach south between the Black and Caspian seas, while the Ralish empire [who drew our maps :p] consider it to be at some abstract point in the middle of the yeplains,upon all but the other border lands of Angermanland are situated.
[the Daylight Marcix are [currently] a line traced on a not-so-modern-but-definatly-more-modern-than-what-we're-playing (that is, the USSR is still around) map from Riga, to Minsk, to Kiyev, to Kharkov, to Volograd (stalingrad), to Astrakhan.]
the capital, Angerwraith, is located on a small penisula on the northern bank of the major junction in the Greater River, where it splits and heads east towards the Skypeaks, and north-west towards the greater lakes.
Angermanland is devided into 10 sontzin, those being: the Wintermarc, the Nordaylight Marcix, the Skypeakix, the Land medLakeix, the Sutmarsh, the Sutdaylight Marcix, the Prinsez Phiph, the EstQinexAngermanland, the NorQinexAngermanland, and the SutQinexAngermanland.
Political:
Angermanland's political structure is best defined as "orginized chaos" technicly speaking, on the grand scale, the yePrinse [prince/king/ruler] has absolute power. in reality, his job consists of what amounts to a giant juggling act.
every guild, every union, every noble, every village, every trade, every rank... all are represented in the system somewhere. at the local level, villages and their surrounding areas are represented by way of pure democracy. each village, noble, and significant other entity [based on membership, territorial control, and finances] are represented in one of the 10 sontzin Kounsles. each Kounsle has a yeKount, who heads it. useually, the yeKount is the named successor of the previous yeKount, however in instances where no successor was named, or the previous Grand-Kount was removed by way of a vote of no confidance [this can only be proposed after the Grand-Kount has held office for at least 3 years, and cannot be proposed more than once in 5 years. requires a 2/3rds majority to pass], a new yeKount is ellected by the people at large within that Sontzin, with each free adult [male or female] having one vote. anyone who makes the trip to the Sontzin's capital and signs their name on the vote card is an elegable candidate, provided they can prove litteracy and citizenship, which generaly reduces the candidates to nobles and the wealthy, though not always.
each Sontzin and each nationaly significant entity [including the military] are then represented in the same manner on the "Prinsez kounsle". while a greater majority is required to bring about a vote of no confidence in a yePrinse than in a yeKount, and only yeKount's are elegiable canditates to replace the current Prinse, the system is otherwise the same at this level.
Diplomatic:
err... more here when stuff happens. raids from eastern barbarians are not uncomen
Economy:
not poor.
the use of rivers in summer as, well, rivers, and in winter as "ice roads" allows for brisk trade in those times of year. the bulk of the land area is given over to timber and farming. [more details once i work out what raw materials are and arn't available] fishing of various sorts is also a major industry.
Military:
the Angermanland military consists of a standing army of 2000 ouhhalbardadeix [armed with a halbard, two 'eel' blades, and wearing leather armor, with steal poldroons, brest/back plates, bracers, and rimmed helmits], 1000 ouhjavalinadeix, [armed with a javalin sling, ten javalins (there are more carried with the army.) and two eel blades, and wearing leather armor, a steal brest/back plate and a rimmed helmit] 1000 ouhlanseadeix [cavalry wearing essentually the same armor as the ouhjavalinadeix, with the addition of a shiled. armed with a lance, 'riding bow' (poor quality, but better than nothing) and one handed mace] and 500 destreix [heavy cavalry, wearing full mail and plate. carry a 4 1/2 foot bastard sword and a onehanded mace.]
when needed, more troops can be called up from the various regions, and the marc-lordix tend to keep reasonable forces on standby if not fully active at all times. the border regions tend to provide less troops over all, with a greater proportion of light troops, while the inner region tend to provide more troops, and a greater proportion of cavalry.
the acadamies in Norisevon preiodicaly come up with new and unuseual equipement of various effectivness, among which a small balista capable of fireing racks of 10 shafts in rapid succession between reloadings is the most significant in reasent times.
navy:
the Angerman military navy is, at this time, non existant, however excessive numbers of riverships exist, makeing summer movement of troops very rapid.
Legal: Angerman law is a bit murky, with all sorts of juristictional issues [a side effect of the layerd and mixed system of governance] makeing it even worse. however, at the end of the day, what the yePrinse orders takes presidance. the judicial element of the Angerman state consists of the yePrinse as ultimate judge. he appoints Lord-medLaw-yaLoreix as cheif judges in each of the ten Sontzin, so as to reduce the load upon himself, and each of these worthys apoints beneath them a number of assitants and sub judges as they need and can aford.
while this does allow for all sorts of issues ariseing from the fact that the executive ultimatly controls the judicial, the judiciary it's self is locked into processes and the like by some of the very few binding laws that even the yePrinse may not change.
first, the state does not bring any person to trial. no trial is 'individual vs the state'. nor is it nessisary for the 'plaintif' to be the person who was actually wronged or will benifite.
the task of judge and, in some cases, jurers, is Not to decide who is write or wrong, but to discover the truth of what happend, and act accordingly to set things to rights. as a result, filing a suit against another person or entity carrys with it the implication that you may yourself be found to be in the wrong, or possibly a third party, or no one at all.
accordingly, there are no 'court fees' involved in genuin complaints and problems. sometimes, however, the court may fine all partys [or simply the initial plaintif] for waisting the courts time in the event that the entire inquirey proves to be uterly farsical.
lawyers, in the role of advocate, are not allowed within the court while it is in session. they may consult or advise their cliants, and can and do assist with the construction of contracts and the like, but the goal of the court is not to award one side or the other a 'victory' and the other a 'loss'. there is no compitition. the very nature of the court's enquires Should turn up if anyone lied or omited vital information. and to intentionaly lie under oath in a court law is one of the more serious non capital crimes in the Angerman law books.
the following crimes are punishable by death, and require a majority agreement by a jury of 25 members that a person has commited them, and at least 2 of the three judges [includeing at least one Lord of law and lore, and/or the yePrinse] to convict an individual of and punish them for:
rape
murder
treason [this is a crime against the nation, not the ruler]
for all crimes, upon reaching a verdict where in any party is to be served a sentence, the judges, from the options listed in the law books, will offer said party a choice of the two or three they think most suitable. the exception is rape which, due to several events early in the principality's history, has only one punishment, though it is delayed by one year and one day to allow for the possiblity of new evidance.
one of the more commonly chosen punishments, at least among men in times of war, is joining the military in a set position for a set period of time.
Language:
the angerman language is complex, but consistant. it's alphabet contains 25 charicters [a,b,ch,d,e,g,h,i,j,k,l,m,n,o,p,r,s,t,u,v,w,x,y,z,wordbreak], originaly designed for being carved into rock, etched into mettle, or carved into wood. as such the charicters are very angular. each has an alphabetical meaning [as listed above] or, with a modierfier, a full word meaning, a different modifier turns most into numerical/mathmatical values and symbols, while yet another modifyer denotes capitalisation, or can be combined with the word modifer to specificy Which word [some charicters have multipul word meanings] [[Q is being used to denote word breaks, and for conveniance C is being used in place of Ch].
G never makes a j sound as it does in english, and the j it's self most closely aproximates the sound of X in chinese words such as "Xiahou" [kind of z/sh/j hybrid], unless it is the first charicter in a word, in which case it makes the english j sound.
prefixes are used for prepositions and comparisons [some, more, most, etc] while suffixes are used for ownership, plurality, tense, denoting negatices, and what part of speach the word belongs to.
prefixes and suffixes do not affect the pronounciation of core words, nor each other.
[currently, for conveniance, the core words are still english, though often stripped down to their base form then reconstructed using angermanlandij grammer]
gramer takes the form: [verb?] object, subject [with the comma between object and subject] with adverbs or adjectives going before the noun or verb. prefixes and suffixes [when there are more than one on a word] are aranged in the order that best gives the meaning... if it were "of" 'one who is' of the core word, it would read 'medouh-' where as, if it were 'one who is of' it would read 'ouhmed-'
also 'does not own' would be '-velz' where as 'owned by [a] not [core word]' would be '-zvel'
due to the unuseual construction, it is sometimes nessisary for words to be hyphenated, such as 'shadowixz house'... it is fine on it's own, but the moment one begins speaking of multipul members of said house, it becomes nessisary to differentiate between 'multipul memebers of the house of shadows' and "member of the shadows which own multipul houses'... thus 'ouhshadowixz-houseix' becomes 'multipul members of the house of shadows' while 'ouhshadowixz houseix' becomes 'member of the shadows which own multipul houses'
Heraldry:
in Angermanland, heraldry is Everywhere. not only does it tell those around you who you are when you're wearing armor which conceals your identity, but it shows where you're from, what groups you belong to, your family, who taught you, what you do for a job.... Angerman cloathing may not make the man, but it does give one a fair idea of who someone is in relation to one's self. as a result, being unable to work out which title to use is a rarity, accidently makeing enemys with powerful groups is far less likely, and one always knows where one stands with reguards to most social issues.
of course, the heraldry reflects who a person is, it doesn't define them, and this is also well ingrained. one wears the symbole of the fishermans guild because one is a fisherman and a guild member. one does not become a fisherman and a guild member because one has aquired the fisherman's guild emblem.
all people, even those striped of all rank, title, and status as punishement for crimes, are entitled to wear their family's symbol. only their perants can take this from them, and even then it must be recorded in the official records that such was done, and if another portion of the family were to adopt the stripped member, they would be entitled to wear the symbol once again.
due to the nature of heraldric symbles and the Angerman system, odds are good that older people will have more complex heraldry. but this is not Always the case. in highly informal situations, Angermancitizens may not wear any heraldry at all, instead choseing to hang the dominant symbols of the group on banners outside the door, on the walls, or if out and about, simply on flagpoles stuck into the ground. useually, however, it is deemed more practical to simply wear cloathing with only one's own major symbols on it for normal occasions.
Religion: the ouhAngerman people belive in several gods and goddesses. as a rule, they do not worship these dietys in the traditional sense, instead beliveing that each god has a role that they are perfectly capable of forfilling with or without imput from mear mortals.
the Angermanlandij Panthenon comprises of :
Acidam, god of Order. brother of Stelni and one of the two creator gods, he forms half of the
dichotomy that keeps the balance of the world and rules over it.
Stelni, god of Chaos. brother of Acidam and one of the two creator gods, he forms half of the dichotomy that keeps the balance of the world and rules over it.
Lord Time, god of time. together with death and the fates(colectivly) lord time is one of the three inveitables. generaly fairly neutral and apathetic towards the plight of mortals, he is concerned with the maintinance of the grand mechanisesm that control the universe, keeping everything in it's proper place.
Lady Death, goddess of the underworld. second of the inevitables, according to the myths, lady death likes to keep busy, but not Too busy. if she intervines at all, it is as likely to be to prevent a full scale war, as to cause a minor skirmish.
The Fates, goddessess of mortal lives, and history of past, present and future. according to one of the great poets and prophets they are 'lady Vurshin, middle sister and gentle soul, radiating light and warmth.', 'the yongest, Shineer, wife of Stelni, flighty and always interested in the next thing, emited a harsh radiance, very clear, by which one could see even the darkest courners without trouble.' 'the eldest, Mornther, wife of Acidam, glowed a pure white. for one can only live with the past if one remembers only the good, and forgives all else'
how the ouhAngermanland people came to be where they are today has been lost in the mysts of time. how humans came to be on earth however, they have a tale of.
"originaly, the world had no sentient life. things ticked over nicely. death was mostly busy enough, though she had her minions do most of her work. time was content, as things ticked over nicely. Acidam and Stelni took pleasure in their creations and their wives.
but the fates were board. Vurshin kept busy enough, looking after the animals, but without sentiance, there was no history, nor inovation and advance towards a brighter future. the result was a very board and discontented Mornther and Shineer.
and so they pettitioned their husbands to do something about this problem. the brothers considered this for a time, leaving to the realm of the Gods, where the creator gods of all worlds met, and held councle. putting the puzzle to their fellows, they were offered seven races from various other worlds. small samplings only, but enough to begin with. unsure what would be most suitable, they accepted each one, and placed them upon the earth.
the result was an unmitigated disaster. lacking any better way to redeim the experiment, the Gods turned it into a challange, each backing a different race. the brothers had stipulated that their interfearance could not prevent them attending to their normal dutys, however.
some hundered years passed in this way, with no one side gaining true advantage. then the fates hit upon an idea. they were not creators in thier own right, but being the wife of one's ruler has it's advantages. and so they began working on what would become 'heros' for their sides. soon they found it nessisary to seak the help of lord time and lady death. finaly, however, their work was complete, and they took it before the brother-gods.
the brothers made a desicion 'very well. we shall create these heros. the last one remaining alive shall have the god of his race declared the victor.'
and so a new dynamic was introduced to the great struggle. and the gods were pleased with their heros. finaly, some 125 years later, only one hero remained. his name was 'Voy', which means man, void, or soul. as a reward, upon his death, Voy was given a singular honner. the brothers presented him to the councle of gods, and he was granted a place there in.
the brothers, takeing the advice of lord time now that the compitition was over, removed the competting races from existance. but they had liked the heros, and while Voy had been the greatest of them, all had been great in their own rights.
and so the gods created a new race, in the image of the Heros, and named them 'race ouhvoy'. the race of man."
this tale is used to explaine why the gods intervine so rarely in the lives of individual men. to have on take a personal interest in one is considered an honer, if not a blessing. for one must be a True Hero.
Philosophy:
the ouhAngermanland people have an interesting view of the world. their philosophys emphasize that all things have a balance point, and all things have layers and cycles. there is a time and a place for everything, even if that time is 'never' and the place is 'no where'. when something seems particularly orderd, it is but a thin vinner over a layer of chaos, within which is order once again.
to their mind history is cyclic, with each ruler comes first a period of semi-chaotic development and change as he establishes things as he wishes and thinks best, then a period of prosperity and true order, however brief, and then decay, be it from stagnation, the rulers death, external forces, or something else entirely. following this is a period of true chaos, from which arrises the next ruler, or great ruler, or great force, and the cycle begins again.
everything has a balance point. too much or too little of anything, too many or to few, will upset the balance. to their mind, Lord Time can fix the larger problems, and the fates the more minor ones, but they'd really rather not be on the reseving end of the metaphysical wrench and mallet, or surgions blade, involved in makeing the corrections. a balance point is not always the perfect center or middle ground, of course.
History:
what little is knowen of the factual history of Angermanland, is that various groups of people wandered into the region at one point or another, and settled their, living their lives in whatever manner suited them best. after a time, finding more established and orginized foes on all sides, they found it nessisary to coalless into larger and larger units, untill finaly the first yePrinse came to power, by way of a grand juggling act of diplomacy and force. the political sceen hasn't changed a lot since.
Social:
of key importance to one's position in Angermanland are three things: your family, your achivements, and your afiliations. one cannot change the first, and the third may not be entirely in your own hands, but the second is in your hands and your hands only.
it is a simple matter to create a new group for affiliation reasons. gather enough people [currently 10 is the minimum] chose a symbol for your heraldry that would not be easily confused with more highly 'ranked' symbols, nor too easily confused with the lesser symbols, pay the small price of the paperwork and it is done. of course, this is not something to be entered into lightly. all such groups must have official charters, and the Leader of such a group is held at least partially acountable for all actions on the part of all members [the exact extent of acountability varys depending on location, situation, and the charter in question]
horses are very significant in Angermanland. they form the power behind the bulk of agriculture, are mounts allowing more speedy travel accross the plains, confur a distinct personal advantage in combat, can provide food in an emergancy,and need only consume the two most abundant resorces in the nation, water and grass. as such, it's quite likely that even the lowliest pesant has access to the use of a horse or two at need, even if he doesn't own them personaly, while the richest men often own tens, hundereds, or on the larger stud farms, thousands.
cats, which somehow made their way up from egypt, are also wide spread and at least as common as horses, exterminating vermin, making good pets, and having a minor religious role [it is said that they can see death [the event] aproching, and that Lady Death has a certain fondness for them]. much like horses, it is rare for an angermanlandij household Not to have at least one cat.
Significant entitys:
Angerwraith:
capital city.
Skypeakix:
the Urals, eastern border of Angermanland
Mongolix:
barbarians from beyond the urals. Zachius killed a lot of these.
Daylight Marcix:
western and southern borders of Angermanland.
Norisevon:
acadimy city in the north. home of the great academys of learning, and responsible for much of angermanland's technoligical advances, as well as the place of training for prospective teachers and priests. Pi is technicly a member of one of the houses based here, but useually works wherever she happens to be, rather than specificly going back to Norisevon.
Shadowixz-house: [sic]
[house belonging to shadows, house of shadows] a 'secret society' of sorts... technicly recognized on the Angermanlandij scrolls of heraldry, it is unique amongst all others by way of it's official heraldric mark being a lack of any marking to represent it. the house of shadows has memebers scattered accross the knowen world forfilling many roles as their other comitments take them, operating what is useualy a passive spy network. they are loyal to the Nation of Angermanland, then to their own members, rather than to the ruler at the time. when one memeber requires information about anything, he sends messeges to the others, and their networks go a little more active as they aquire it, then send it back to the one who requested the information. useually, the ouhShadowixz-houseix operate indirectly, recruiting locals to actually do their scouting and spying, and generaly only have their spys do things that are in keeping with their dayly lives, rather than 'covert-ops'.... useually. Zachius and
Zenkath are both memebers of this interesting entity.
Zachius Lejor:
yeKaptan in the standing army, Zachius is currently in command of the army whihc will soon attack the Ralish's northern border. originaly from the town of Consest, he was trained in combat and the ways of war by master Ganju himself, and is a formidable tactician, able leader, and compitant stratagist. he is a memeber of the house of shadows, and makes use of this whenever nessisary to advance his own cause, and the cause of the nation. useually quite calm and logical, it takes quite a lot to provoke him to anger, as a rule. however, when enraged, all that stratagy and logic goes out the window and is replaced by what, on a personal level, is an almost irrisistable berserker. he is 24 years old.
Soma Kyo:
head of the kyo family, currently consisting only of herself and her yonger sister, Pi Kyo. a charismatic figure, she inspires loyalty and dedication in those around her... and borderline fanatasisem in many of her direct underlings. good friend of Zachius, at least compitant stratigist, and suppierior logistician. currently commanding the ouhjavilanadeix in Zachius's army. generaly quite serious and caring. 23 years old.
Pi Kyo:
younger sister of Soma Kyo, Pi is takeing a significant interest in Zachius at this point. at 17 she is one of the preeminant inventors in the nation. lively and energetic, Pi is something of a pyro-maniac when she can get away with it. inventor of the hawk troopers, and currently commanding a unit of such in Zachius's army. she was also involved in the development of the repeating balista, and is commanding the few of those in Zachius's army as well.
Phrideric: one of Zachius's retainers, currently in command of the ouhhalbardadeix in Zachius's army. at 52, he is probibly one of the oldest men still in active military service, and probibly the ultimate veteran.
Phencurc Delophen: sone of a yekount and 19 years of age, Phencurc has showen great skill at tactics and leadership, and his teachers and suppieriors think he will go far, given time. accordingly, he has been placed in Zachius's army as over all commander of cavalry. he delegated command of the ouhLanseadeix to one of his retainers, and is directly commanding the Destreix. he plans to prove himself worthy of his social rank, and deserving of higher military ranks as well. he has yet to fight in a true battle, and has been sent on this expidition as much as a test as anything.
ooc: more will be added as major people, places, events, and orginisations come into being/relivance... and when i remember allt he details of the legal system.