Post by Hedgehog on Aug 3, 2019 23:10:57 GMT
Nation
Name: Noino Meaditna
Political Leader(s): Grand Council (3 individuals who each represent one of the settlements convene to make a decision together, usually by majority rule. Evidence points to there being as many as 5 or even 7 members of this council, however only 3 have ever stepped forward as clear members of this council)
Military: In the military, there are many Knights, Paladins, and others who would be devoted to the cause that the entire nation believes in. Few if any of these soldiers, know a form of "powers" in the Traditional sense, but some know at least a form of miracle, or Holy Power. There are some more clandestine units that are rumored to operate in either morally or even religiously "gray" methods.. Though no proof to substantiate these rumors, has ever come to light. Standard grouping of the unit is usually 1 Paladin for every 2 knights, and 2 Knights for every 2 footsoldiers. So a typical 5 man squad has 1 Paladin, 2 Knights, and 2 Soldiers of any training background. Each unit is required to have at least 5 people that are skilled in medical treatment of some form, these people can be anyone, knight, Paladin, or one of the volunteers.
Culture: The unnecessary use of powers is frowned upon by the nation, especially if not directly related to one's faith. It is common belief by this nation, and the religious leaders who provide for the citizens, that Magic that is simply learned from information passed on by faithless scholars, comes from the demons. Citizens rarely learn any form of power, and plenty outright refuse to even use Magitech or magic powered items and equipment! Sorcery and Witchcraft are hated, and Necromancy is Condemned by law! Those whom enter one of the settlements expecting to wow the people with supernatural means will likely be quickly met with sideways glances, concerned smiles, or even fear. The people that live in this nation most likely migrated here after escaping from some Calamity, especially if it was brought about by improper or malicious use of magic. Unlike most Churches, the Religion of the nation is non profit. The prime religion of this nation works Directly as part of the Nation itself, and as such, the leaders see no reason to ask for funds from its followers since it makes plenty of money with its non-religious business endeavors. Taxes on goods are fair and haven't been raised since they were first decided on. This nation rarely finds reason to go to war, in part because, while magic is frowned upon, the nation respects the rights of other nations to use it in modern life. It is worth noting that there is no discrimination against other races, even those that have natural Aptitude for powers. It is widely believed, in fact, that those races possess their abilities because they were blessed by their creator(s). Having said that, They do not receive special treatment, and are still required to show restraint while inside the nation's jurisdiction. Such beings might even be required to register for a special License for permission to use their powers within the borders. These circumstances especially apply to people who are born with an amazing amount of magical ability in spite of not being a member of the races that typically have such natural connections.
Settlements
Settlement Name: Theo City
Size: Capital
Import: Knowledge (sacred texts and ancient records)
Export: Enchanted (or Blessed) Equipment
Summary: The Capital, Center of the nation, and primary home of the faithful. Resources are commonly pooled in the capital during times of crisis, then redistributed to everyone in equal measure to ensure everyone is getting the care they need to stay healthy. This City is enamored in bright golden colors, with accents of white and royal blue. Many shops and inns are in this city for any and all that wish to visit or show their support. Certain "red light district" types of entertainment are discouraged and deemed unlawful. Practicing magic in this city is considered a slap in the councils face and will be punished unless it is licensed.
Settlement Name: Anvil Town
Size: Small Town
Import: Materials
Export: Equipment
Summary: Situated close to the Capital, This Settlement is the primary Weapons producer for the nation, and is always trying to creat new ones to compensate for the lack of magic using soldiers and enforcers. This town is watchful for any new breakthroughs in engineering, if you have a customized mechanical prosthetic, or specially engineered weapon (especially Firearms and Gunlances) you can expect to be bombarded with a number of craftsmen and their apprentices, desperate to get a look at what new crafting techniques were used! (If you've heard of "rush valley" from "FMA:B" you know what it's like)
Settlement Name: Robins Basin
Size: Village
Import: Coal
Export: Food
Summary: This settlement, as the name implies, is situated near a waterfall basin. Always covered in snow, the waterfall is a lifesaver, keeping the water moving constantly so it never freezes. Situated closest to the edge of the nations border, enforcement of the nations ideals are a bit more... "Relaxed." Most people of this town are at least tolerant of powers and abilities that passing adventurers have, so long as they don't interfere with their work. Many enjoy baking goods for weary travelers. Some people have begun engaging in a recently developed method for creating a sweet tasting treat, which is created by churning cream for a very long time. Lots of effort goes into creating even just a buckets worth of this, "ice cream," so it is quite expensive.
Name: Noino Meaditna
Political Leader(s): Grand Council (3 individuals who each represent one of the settlements convene to make a decision together, usually by majority rule. Evidence points to there being as many as 5 or even 7 members of this council, however only 3 have ever stepped forward as clear members of this council)
Military: In the military, there are many Knights, Paladins, and others who would be devoted to the cause that the entire nation believes in. Few if any of these soldiers, know a form of "powers" in the Traditional sense, but some know at least a form of miracle, or Holy Power. There are some more clandestine units that are rumored to operate in either morally or even religiously "gray" methods.. Though no proof to substantiate these rumors, has ever come to light. Standard grouping of the unit is usually 1 Paladin for every 2 knights, and 2 Knights for every 2 footsoldiers. So a typical 5 man squad has 1 Paladin, 2 Knights, and 2 Soldiers of any training background. Each unit is required to have at least 5 people that are skilled in medical treatment of some form, these people can be anyone, knight, Paladin, or one of the volunteers.
Culture: The unnecessary use of powers is frowned upon by the nation, especially if not directly related to one's faith. It is common belief by this nation, and the religious leaders who provide for the citizens, that Magic that is simply learned from information passed on by faithless scholars, comes from the demons. Citizens rarely learn any form of power, and plenty outright refuse to even use Magitech or magic powered items and equipment! Sorcery and Witchcraft are hated, and Necromancy is Condemned by law! Those whom enter one of the settlements expecting to wow the people with supernatural means will likely be quickly met with sideways glances, concerned smiles, or even fear. The people that live in this nation most likely migrated here after escaping from some Calamity, especially if it was brought about by improper or malicious use of magic. Unlike most Churches, the Religion of the nation is non profit. The prime religion of this nation works Directly as part of the Nation itself, and as such, the leaders see no reason to ask for funds from its followers since it makes plenty of money with its non-religious business endeavors. Taxes on goods are fair and haven't been raised since they were first decided on. This nation rarely finds reason to go to war, in part because, while magic is frowned upon, the nation respects the rights of other nations to use it in modern life. It is worth noting that there is no discrimination against other races, even those that have natural Aptitude for powers. It is widely believed, in fact, that those races possess their abilities because they were blessed by their creator(s). Having said that, They do not receive special treatment, and are still required to show restraint while inside the nation's jurisdiction. Such beings might even be required to register for a special License for permission to use their powers within the borders. These circumstances especially apply to people who are born with an amazing amount of magical ability in spite of not being a member of the races that typically have such natural connections.
Settlements
Settlement Name: Theo City
Size: Capital
Import: Knowledge (sacred texts and ancient records)
Export: Enchanted (or Blessed) Equipment
Summary: The Capital, Center of the nation, and primary home of the faithful. Resources are commonly pooled in the capital during times of crisis, then redistributed to everyone in equal measure to ensure everyone is getting the care they need to stay healthy. This City is enamored in bright golden colors, with accents of white and royal blue. Many shops and inns are in this city for any and all that wish to visit or show their support. Certain "red light district" types of entertainment are discouraged and deemed unlawful. Practicing magic in this city is considered a slap in the councils face and will be punished unless it is licensed.
Settlement Name: Anvil Town
Size: Small Town
Import: Materials
Export: Equipment
Summary: Situated close to the Capital, This Settlement is the primary Weapons producer for the nation, and is always trying to creat new ones to compensate for the lack of magic using soldiers and enforcers. This town is watchful for any new breakthroughs in engineering, if you have a customized mechanical prosthetic, or specially engineered weapon (especially Firearms and Gunlances) you can expect to be bombarded with a number of craftsmen and their apprentices, desperate to get a look at what new crafting techniques were used! (If you've heard of "rush valley" from "FMA:B" you know what it's like)
Settlement Name: Robins Basin
Size: Village
Import: Coal
Export: Food
Summary: This settlement, as the name implies, is situated near a waterfall basin. Always covered in snow, the waterfall is a lifesaver, keeping the water moving constantly so it never freezes. Situated closest to the edge of the nations border, enforcement of the nations ideals are a bit more... "Relaxed." Most people of this town are at least tolerant of powers and abilities that passing adventurers have, so long as they don't interfere with their work. Many enjoy baking goods for weary travelers. Some people have begun engaging in a recently developed method for creating a sweet tasting treat, which is created by churning cream for a very long time. Lots of effort goes into creating even just a buckets worth of this, "ice cream," so it is quite expensive.