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Setting and Background info.

Posted by YveltalFor group 0
Yveltal
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Fri 4 Sep 2015
at 06:13
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Setting and Background info

more to come later.
Yveltal
GM, 12 posts
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Fri 11 Sep 2015
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General setting

The world is in constant flux, The only Islands of stability are areas of human civilization and Landmarks that have captured the human imagination. The Wilderness between civilization is dangerous and full of wild pokemon. Therefore those who train pokemon and travel from town to town are necessary for the connection of civilization.
Yveltal
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Fri 11 Sep 2015
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Pokeballs

Pokemon are elemental spirits. Pokeballs are a ball of crystal that is about an inch in diameter. They work by temporally converting pokemon into their elemental energy and then storing that energy within themselves. To return to their true form requires a bit of help from the trainer bracer. A trainer bracer has six slots for the crystals. After about ten minutes attuning the crystal to the bracer it can be used to release the pokemon.
Yveltal
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Sun 13 Sep 2015
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Demanses

In certain areas elemental energy wells up and makes the world more mutable than it normally is. Certain strong Pokemon can take them over and then warp them into their own little world with a few connections to the outside world. These worlds are often called Labyrinths. These strong pokemon and often worshiped as local gods
Giratina
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Wed 18 Oct 2017
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The Civilized World

The United Kingdoms of Tarien = Named after Tarien the Great, the man who made much of this possible at the cost of his own health, the United Kingdoms are a collective of seven nations - Albion, Massalia, Demosia, Magnas, Helvetia, Frisia, and Empuries.

The seat of executive power, the throne of the Emperor, is in Helvetia. The high courts are in Frisia, and the High Priest of Arceus is in Magnas. Albion claims the skies, Empuries the seas, and Demosia is uncontested on the land. Massalia, with the weakest military but many of the strongest warriors, claims both the power of the courts and...a large feather for any military force, won at the expense of tremendous military and political capital from Empuries in a border dispute: the Temple of Victini, otherwise known as the Forge of Heroes.

It was only through this division of power, and numerous treaties that the kingdoms have held together for even thirty years. Even today, the seven nations and their people tend to identify themselves not as a united kingdom, but by their nation. It is a long road before the fledgling union will become as one, if ever.
Giratina
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Thu 19 Oct 2017
at 04:30
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The Civilized World

Albion

History: Albion was formed from several city-states that chose to exercise their considerable arcane and alchemical will on the land before the Aftershock, causing their massive island to lift into the air, and never land again. They resolved they would be free from the influence of the world below, and that they would make their own way as a pocket of sanity while the rest was taken by the Pokemon Nobles.
    This policy did not survive the test of ages, and Albion found itself pulled into the great game of politics, and did very, very well for itself. By the time of the Great War, Albion was the most powerful nation, controlling enough of the world to make the boast, "Everyone speaks our language, so why bother learning another?" They were forced to abandon their holdings between the war, between horrific losses inflicted upon them by the Shadow Kings, and the Aftershock Wars that followed.
    They adopted a fiercely isolationist policy, and focused on letting the world below die while they focused on rebuilding.
    One can only imagine their surprise as a few months later, they were contacted for aid by a fledgling alliance. Having appealed to their pride and duty to "their lessers forced to remain behind," the Albion Sky Defense Force was a critical element in securing victory for what would later become the United Kingdoms.

Geography: Albion is a colossal floating island, floating over the Endless Seas. From below, one can catch glimpses of the Underports, the initial contact point with the island for most coming in, and the entry point for the considerable cavern network going through the island. The land above is largely flat and arable land, with hills serving as a natural border on the edges of the island, turning it into one large valley.
    Rivers run through the land, with ancient magic and alchemy serving as springs for these, and running off into colossal and breathtaking waterfalls off the edges of the island. There are several large cities on the surface, with numerous small villages and towns beyond the great walls. There is also an extensive Undercity, where much of the business is done.
    The surface is frequently hit with thick cloudbanks in the mornings and nights, and every now and then the Poison-types that live in the undercities will come out and play during them, knowing the authorities can't mount an effective response against them in the moment. This can make these fogs extremely dangerous for the unwary, and the Officers are always ready for a scrap during these times. Strict rules are enforced during a fog, for the good of the citizens, and remaining on the marked routes during these events is not merely a polite suggestion - it is enforced law.

Politics: Fierce and divisive, with a matriarch binding the whole thing together. Between upper class and lower class, between the four major city-states that make up Albion, between those that have done well and those that are disaffected, and those that are die-hard nationalists and those that believe in remaining with the United Kingdoms - there are representatives in their Congress for all groups, of various influence and power prone to change depending on how life is going for the nation.
    The queen rules, with her traditional Gardevoir (Guinevere) either openly at her side or in the royal scepter, serving as a powerful voice of influence and legal tiebreaker for the Congress. While technically just a figurehead except when a tie occurs, Queen Emily IV is not a woman to be trifled with. Her mother personally fought in both the Great War against the Shadow Kings, and in preserving the islands in the Aftershock Wars.
    This gallantry, refusal to surrender, and willingness to personally risk herself has remained with Emily IV. As for Guinevere, she has long served as both loyal bodyguard and quiet advisor to several generations on the throne. Albion adores its queen, and so far the feeling is mutual.

Economy: With the official control over the air of the United Kingdoms of Tarien, rapid transport of persons and goods is their specialty, and a field they hold a powerful edge in due to treaties in their favor. Much to the ire of Demosia, currency in the Kingdoms uses the Albion Demik as its standard, as in "one-half (or demi-)kilo of silver," although the common and vulgar term for it is "gold," due to the appearance of the coins.
    Indeed, despite the reputation of Helvatia, more money comes from and passes through Albion than would be believed. This means that their standard of living is actually surprisingly high, and their military is one of the most disciplined and is certainly the most well-funded.
    The Albion Interception Regiment (which is technically larger than a regiment) is the Kingdom's premier aerial power. The AIR boasts not only mere Flying units, but specialized ones meant to take down other airborne units, naval units, engage in strafing runs or even directly assault antiaircraft in daring low-altitude attacks. "You face the very AIR itself" has been a battle cry that is not welcomed.

Demographics: Most of the population is native, over 85%, but they get waves of immigrants every now and then due to another city-state or even full-fledged kingdom having popped up as a legitimate power in its own right. Along with Empuries and Massalia, this is the most likely first destination for a would-be foreigner to the United Kingdoms.
    They also have some friction with the mainland, in that they aren't on board with the Magnas Church, having their own take on the Kingdom-wide faith. While their Churches are just as good at healing Pokemon (despite contrary claims from the Grand Paladine of Magnas that this is surely a heresy that will be dealt with in due time, and that it may put a spiritual malaise on the Pokemon that use them), the Pokemon who are used to the mainland churches feel strange after being treated by them, and the reverse applies to the Albionese Pokemon using a mainland church.
    Still, they have their followers in the northern parts of the island among the Itham, which is also an internal source of friction with the Albionese.
    Honestly, if they want a real god to help them, they should stop praying, and just wait at the crossroads on a dark night. Someone who knows what they really want will show up offering it, at just the right price.

Culture: Cool Pokemon, generally Dragon, Electric, Fighting and especially Flying types, are the favored Pokemon of Albion, excepting the Queen's own choice. The undercities use what is available, and while they like being part of the In crowd, they will often settle for the easy to find Dark, Ground, Rock, and Poison types down there, if only to have a friend (or a weapon) against the dangers down there, and Ghost-types are distressingly common in Albion, both above and below the ground.
    Class division is rigidly enforced: from language to fashion to eating habits, every native to Albion is very sensitive to behavioral patterns and instinctively judge. While the merchants are a bridge between the upper and lower classes, where you start often determines both merchandise and customer base for individual merchants.
    Their upper class often set a gold standard for being a noble, while their lower class frequently set different sorts of standards. While Albion's law enforcement is very good, dedicated, and (mostly) lacking in corruption, it should be noted that some crimes are extremely hard to prove, and the criminals that work here on the islands have become very good at covering their tracks through simple natural selection.
    Their food, however, deserves special mention. It is...an acquired taste, which is a way of saying if you eat enough of it your brain will stop telling you it is bad, likely because it has curled up into a corner to cry at being ignored for so long. Nobles sometimes import food, but the ability to endure their own culture's cooking is a national point of pride for quite a few of them.
    Then there are the four peoples: while we have mainly discussed the Albionese proper, the other three deserve mention, and can occupy any spot in society, with numerous interpretations of that spot filtered through their own views. They are the Suzelf, the Usia, and the Itham. While among foreigners (enforced by the official stance of Albion) all four are the same people, they recognize the differences themselves and it DOES matter.
    The Suzelf Clans were the only one of the three clans that made peace with the Albionese through a treaty, rather than force or necessity, and aren't shy about reminding them of it. They are notoriously quick to aggression, and their choice of homes in the harshest parts of Albion as well as a tendency towards physical activity and strong drinks means they are some of the most imposing people on Albion. They favor the Electric types which gravitate to their stormy highlands.
    The Usia are a stoic, serious people who specialize in a particular type of singing magic. While not as brazen about it as the Suzelf, they do remember when Albion was called Usias, and keep to their ancient traditions closely. They tend to be drawn to the spiritual or the arcane, and they have a strong tradition of Dragon Knights.
    The Itham Clans revolted against the rule of Albion, and the ensuing rebellion blew their piece of the island apart, leaving only a fragment of it attached with the ones still loyal to Albion. They are frequently under attack, as their attachment to the mainland by magical tethers means they are exposed relative to the rest of Albion. The rest of the Itham clans hate them for not fighting alongside them, and hold a blood vendetta to this day. They especially like the Fighting types, and often specialize with them.


*ALL ABOARD! NEXT STOP - MASSALIA!*

This message was last edited by the GM at 01:53, Fri 12 Apr 2019.
Giratina
GM, 14 posts
Promoted to GM
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Fri 20 Oct 2017
at 03:28
  • msg #7

The Civilized World

Massalia

History: Massalia is a confederacy of eight provinces loosely united by a central monarchy. While they are regarded as notoriously easy to conquer, holding that conquest is another matter entirely, as throughout their history the Massalians have driven them all off AND kept their cultural identity intact. They refer to their nation as "the graveyard of foreigners" in matters of war and conquest, and of the seven Kingdoms, only the Frisians and the Helvatians never bothered trying to conquer them (limiting themselves to brutal raids and mercenary actions/that one time they got revenge for a betrayal, respectively).
    While the old system still holds, it is far less fractious and violent than it used to be. Still, the politics in this kingdom remain very treacherous, and favor ebbs and flows in the courts constantly, as trends are introduced and cast out of favor with great alacrity. Their skills in Contests are well regarded, their tongue is considered the language of diplomacy itself, and as individual Duelists they boast some of the best in the world.

Geography: The land of Massalia is composed of multiple islands and rivers in the north, with the lines between fresh water and the ocean sometimes becoming rather blurry. The land unites and becomes more like land as one goes further and further south, until you meet the forbidding mountain range that separates it and Empuries from each other. To the north and west, it shares an aquatic border with Frisia and Demosia. And to the south and west, it shares a physical border with both Helvatia and Magnas. And to the East, over the Endless Seas, one can see the massive island of Albion staring down, and a large set of chains, walkways, massive lifts and bridges tie the shores of Massalia's easternmost islands to the Undercities of Albion, a tremendous project both made in the years following the wars.
    The weather is mercurial and strongly influenced by the seas, being prone to rather nasty weather patterns in the fall and spring. The northern provinces are frequently hit by rain, while the southernmost provinces are usually mountainous and very cold. In between, it is very warm and during the summer, very hot.

Politics: The politics are more like riding a storm or training a bonfire; they are prone to constant fluctuation, they are difficult for an outsider to control, and generally attempted either by the very ambitious, the very foolish, or both. Few walk into Massalian politics and manage to come out ahead in the long run. The wise make mutually beneficial deals with them, and remind themselves that for every friend they make, they will make at least one rival or enemy.
    They do have tendencies, though. About half of them are diehard Magnas Church members who believe that the present and past roads were the best. The other half believe the past and present were mistakes, think the present system should be abolished and replaced with a system that rewards all equally, regardless of status, and the chaotic state of the world is a sign of an incoming new order.
    Both sides are exceedingly passionate in their views, and often have loose attachments to reality.
    When there is no ruler or heir to unite the nobles or serve as a hate sink for the them, they convene and have a grand debate over who gets to be in that position. Representatives from each province offer their point of view, and the one chosen will always be nobility, never the head noble of a province, never one of the representatives, and always the one who offends everyone the least. This usually means that at any point, the ruler of the land is either weak, quite mad, both, or one hell of a schemer.
    Sometimes they go full tyrant, but that usually doesn't last very long, and another convention is usually held afterwards, or even before the present rulers reign is over.
    The present King, the byzantine and scheming Louis XXV, is often seen with his bodyguard and honorary court jester, King Louis the Slaking, the only one allowed to sit on the throne and make decrees while Louis XXV is not present...which given Slaking cannot speak a sensible language, means that no one can tell if Louis XXV is completely insane, a genius pretending to be mad, or an insane genius - because somehow he always ends up ahead in the political games, or at least unharmed, and there is a sizable betting pool as to whether it is from luck or planning.
    The Forge of Heroes gives the nobles a reason to behave themselves lately. Seen as not only a source of pride but a snub to long-time rival Empuries, it is turning out to be a double-edged sword as one of the first to pass the Trials of the Forge was a Massalian, who proceeded to use his newfound power and status to clean his home nation of as much corruption and evil as he could personally find and reach. Since that time, the corrupt nobility that survived that purge have been trying to find ways to point every other would-be hero to another kingdom, with limited success, as heroes by their very nature go their own ways.

Economy: With a direct and long-running rivalry with Albion in the seas to their west, Massalia boasts the second strongest economy, and have been the strongest voice (uniting even their nobility for an unusually long time) in introducing a true universal currency to the Kingdoms, one that doesn't depend on the economic strength of the distant and flighty Albionese. The Massalian coin is the Mass, often called a Piece or Piece of Eight due to its worth compared to the Demik (1 Demik = 8 Mass or 1 Gold = 8 Pieces).
    It should be noted that their goods are generally considered substandard and shoddily crafted by the lowest bidder. "Massalian Craftsmanship" is not a complimentary term, and if told to a Demosian's face about his own work, would either reduce him to tears at being compared so or provoke him into a berserk rage. However, they are cheap, and they have a much wider market and appeal than would be expected because of this.
    Their concentrated military might leaves something to be desired, both due to treaties signed and internal politics leaving them with everyone wanting to be the grand general, and no one able to stand down on the topic. Their militias are actually rather good and possessing of a high morale, but they tend to falter and fail when dealing with large scale military forces, or determined hordes of tribesmen or Mons from the seas or the ice floes. Where they shine are those who have been blessed by Victini, and having political control over the Forge of Heroes.
    The heroes that emerge from there grant Massalia a great deal of prestige and pride, no matter where they go, or who or what they fight. They rarely turn on Massalia itself, and when they do, they are always advocates for holding back against those who can claim to be "Victini's favored," and are often thanked by the commoners because they usually make the kingdom better in the long run. Victini has not stepped forward to contradict this claim, and therefore no one else has challenged it except for Empuries, who make the same boast.

Demographics: With eight different provinces, a coastal presence, and a relatively open nature to foreign viewpoints, Massalia boasts a surprising number of foreign cultures. 70% of its population is native, with the rest having at least one immigrant parent.
    About half of the population are of the Magnas faith, which is considered an all time low, and a source of conflict within the nation. The rest either have another faith, or reject it outright. But tension with one another for one reason or another is rarely a new thing: it's just another reason to engage in Contests or Duels, which is fine with them.

Culture: Pokemon of Beauty are the favored types of Massalia, which generally mean one of the Water, Fire or Ice types. Which is favored depends on how far north or south you are, as well as the individual tastes of the master. Even their peasantry go out of their way to try and have at least one of these, or to be friends with someone who does. With that in mind, Massalia boasts a large variety of Mon types, and people still have individual trends, tastes, and needs beyond the fashionable. One needs look no farther than their eccentric king and his own favored choice.
    To the Massalian people, being of them is simply a matter of declaring yourself one, and living like one - with the same passion and pride. You might duel with a citizen, argue and fight with them, but when the nation itself is occupied by tyranny and destroyers, you are expected to oppose them, alone or with others, regardless of the risk or how long it might take. You will be challenged in this proclamation by the natives, but they won't put you through anything less than they would expect had any of them said something like that - usually.
    With that out of the way, they are comprised of eight provinces all with fierce competitions and rivalry that are only downplayed in the face of a mutual threat, and sometimes not even then. Many are the times the throne has been sold to a foreign power in exchange for personal power today...although the new king would be advised to watch his back, as most of the nobles likely still have much personal power left, and they unite better in anger than they do out of loyalty...
    They consider themselves to be the number one rival of Albion, and although the feeling is often returned, the two nations don't actually do a whole lot to each other that is negative...until it is time for inter-kingdom Contests or Duels, at which point the rivalry goes full throttle. With everyone else, there is generally some bit of antagonism and constant one-upmanship to varying degrees. Their depute with Empuries is intense, but on a historical level, the Massalians see it as the equivalent of a passionate fling - Albion will always be their favorite kingdom to hate.
    Speaking of passion, they have quite the reputation for being intense romantics. Indeed, most of the...*ahem*...saucier words and terms in the United Kingdoms have Massalian origins. Their kingdom is associated with the very ideals of love and beauty, and they do what they can to encourage this perception to tourists.
    The language of Massalia, in particular the dialect of Massalia's nobility, is considered the very language of diplomacy (even in Albion and Empuries, where knowing it is considered as fashionable as anywhere else) across the kingdoms...although it also has the unique quality of being able to endlessly chain vulgarities and profanities together while still being grammatically correct, making a Massalian challenge to a Duel or Contest often something to remember for years to come.
    As for the eight provinces, you have Astra, Aqualon, Bolt, Centuris, Hurican of Massalia, Melte, Nova, and Pulvis.
    Astra is a province that has been taken and lost by Demosian forces so often that its people are considered (as a joke) to be Demosian. The culture often does have a lot of overlap with their neighboring country, and is a blend of Massalian and Demosian views. With that in mind, they have always fought against Demosian invasion as well as any Massalian has...it just depends on the noble, and what deals he has struck with the invaders, if any.
    Aqualon is located in the most isolated part of Massalia, with the lowest population, and are at the same time the breadbasket of the country. That said, they get no respect from anyone, and are regarded as stingy, hand-over-fist merchants or peasants, depending on who is talking about them.
    Bolt is a mountainous rural area that produces a lot of dairy products. To a foreigner, everything here seems to end in a cliff, and spirits are often diminished by the seemingly constant coastal rain, among those who are unused to it.
    Centuris is an island to the west of most of Massalia, known mostly for being a dark and dangerous forest with a high amount of crime, and a deeply rural population. Given their disposition for roughness, anger, aggression, and their history of invasion, conflict and frequent trade with Empuries, they have the same joke as Astra does in that their people are often considered Empurian. Strangely, the rainstorms don't hit them like they do Bolt, despite being an island surrounded by the Endless Sea.
    Hurican of Massalia (not to be confused with Hurican of Frisia) have had the same dealings with Frisia that Astra and Centuris have had with Demosia and Empuries; the frequent joke that they are all Frisian. That their language has noticeable Frisian accents and occasional phrases does not help. Like Bolt, it is seemingly constantly raining from the coastal proximity to the Endless Sea.
    Melte's people tend to have a penchant for exaggeration, tackiness, loudness and being hot-blooded. They view themselves not only as the central culture in Massalia, but also the very center of the United Kingdom of Tarien, regardless of whether the rest of the world agrees with them or not.
    Nova has the same dealings with Albion that Astra, Centuris and Hurican have had - you get the joke by now, surely. They have a knack for giving evasive or highly literal answers that don't actually answer your question, to the point where in Massalia, an answer that is not an answer is called "a Nova response." Like Bolt and Hurican, it's proximity to the coastline causes it to receive a steady flow of rain year round.
    Pulvis is the urban seat of power in Massalia, and the residence of the ruler most of the time. Their people tend to be rude, unfriendly and frequently in a hurry. They tend to believe the civilization of Massalia stops at the edges of the province, and that everywhere else is a secondary residence for themselves, and that those places are populated by relatives of the king's jester. In return, the rest of Massalia tends to hate them a little more than each other.

*ALL ABOARD! NEXT STOP - DEMOSIA!*

This message was last edited by the GM at 01:14, Tue 24 Oct 2017.
Giratina
GM, 16 posts
Promoted to GM
I run the show now
Sun 22 Oct 2017
at 03:30
  • msg #8

The Civilized World

Demosia

History: Demosia was not the lead nation for political power and influence, but it invested the most into its military might; in quality of arms, soldiers, Mons, supporting structure and leadership. When the Great War erupted, they were commanded by a man now only known as the Shadow-King of Fear, who used Demosia's great strength and sudden political leverage to tremendous advantage, almost single-handedly knocking Frisia and Massalia out of the War almost immediately, leaving Albion alone to fight the Three.
    They caused massive ruin and destruction, and it was clear that of the Three they were the Heavy. It was the world's darkest hour when they were the first nation to develop and employ the Mewtwo during the War, pushing Albion to the brink and forcing it to make its hasty and unwise bargain with...me, actually, although not by original intention to their credit. They asked for military equity with their foes, and they got exactly what they asked for. That I gave a Mewtwo to ALL of their foes, given their track record and in keeping with the letter of the deal of military equity is hardly something I will take the blame for. Make your deals with me clear, mortals.
    They were, however, influential in helping to pick up the pieces in the Aftershock War...once they realized the Pokemon Nobles were going to crush them if they didn't swallow their pride and ask for help. When the disarmament treaty that formed the basis of the United Kingdoms was suggested, they set a powerful example by being the second nation to surrender their Mewtwo to the Vault, following the neutral Helvatia.

Geography: For sheer landmass both claimed and enforced, Demosia is the largest of the United Kingdoms by far. Sharing a border with Helvatia to the south, and a border with Massalia and Frisia to its west, it shares its northernmost border with the Ice Floes and its east with the largest known Pokemon Kingdom, the legendary Blackwood Forest with its Trevenant lord: Lurchsplinter the Hateful, who has sworn to enslave humankind and "return to them only what they are due" with all the menace that statement is intended to carry.
    The land becomes more and more mountainous as it goes south, ending suddenly in a breathtaking lake that marks the border between itself and Helvatia, before becoming mountainous once more on the opposite side. As one goes farther north, it becomes swampland before eventually leading to the sea that marks the edges of the Ice Floes, before freezing solid as it goes north.
   The weather is moderate in the summer and very cold in the winter, no matter where one goes in Demosia. It is prone to weather that makes everything in the country seem depressed, with both spring and fall bringing the mud seasons before winter freezes everything solid. Only the summer has mercy, and even then they can have cloudy days.

Politics: Demosia has been described as "an army which has a kingdom." They have a clear cut structure to their society - men obey their kingdom, wives obey their husbands, children obey their parents, Pokemon serve their masters. They are not tolerant of deviation from this traditional structure which has worked for them...barring the last fifty years or so, which is a time period long enough to cause said deviation to be voiced quietly anyways, tolerated or not.
    As a conservative, authoritarian kingdom, they idealize the concept of the soldier over the warrior, believing society to be at its best when everyone has a place and all strive to excel in their place, and the achievements of the unit over the achievements of the individual. Service is mandatory, with a failure to serve in any respect - even the disabled can engage in crafting, a profession, or even art that is approved. They are a militant society, and as the primary buffer against the Ice Floes and the Blackwoods, they get plenty of reason to justify being what they are...so they say.
    With that in mind, they are struggling with their recent past. Throughout history, they have been the Kingdoms' favorite kingdom to hate, and Demosia has discovered it actually reveled in it, and there is a sizable political block that misses being everyone's villain, and seek a return to the pre-Aftershock war military, with no checks, no limits, and all pride once again. They tend to get thrown into the pillories a lot for voicing these views, as freedom of speech is not protected in Demosia, and visitors are reminded to read and understand the laws of the land.
    Otherwise, the government is absolute, bureaucratic, and very timely with what it does. The law enforcement is notorious for its...restraint issues, but generally everything in Demosia works when it is supposed to. The present ruler is Czar Wilhelm Roman II, a stoic man who acts as ancestral protocol and national expectations demand. His right hand Pokemon, a withdrawn Houndoom that answers to the name Basker, gazes upon everyone who comes before the Czar with eyes as cold as his master's.
    Thankfully, he has a reserved sense of humor, and is allowed by precedent to not punish those who publicly make fun of him, as long as he gets the joke. This makes him seem positively lighthearted by Demosian standards, and worries the nobles valuing the old ways that much more.

Economy: While they do not have the strongest economic status in the kingdom, they are consistent about it, and surprisingly low on corruption, especially these days. The Demosian Check, or the Quarter as it is sometimes called by the more transient person, is worth one-fourth of the value of the Demik. I never would have guessed. Is a currency worth half of a Demik called the Half, or do you mortals actually have an imagination that you care to employ?
    Demosian craftsmanship is considered to be the best in the Kingdoms, regardless of what one might think of their nation. Premium craftsmanship carries premium costs, and while one does not always get the quality that one pays for, most of the time, "Made in Demosia" is a label that will raise the price of a product sold simply because of the quality expected. Woe to those that sell shoddy products in Demosia's name - they discover Demosia has a darker side, a long reach, and a knack for taking things very personally.
    With that said, they are not very market friendly, and often have a hard time selling because they rarely budge on prices.
    Demosian alchemy rivals (and often surpasses) that of Albion, with them having the largest number of practical inventions that survived the Aftershock Wars - airships, underboats, magical armor for their Mons...and they are close to learning how to make those wonders once again, as opposed to merely maintaining them.
    Their military is the pride of Demosia, and a powerful addition to the Kingdoms. On or below the ground, the Demosian Army is unmatched, and they are very good at covering their weaknesses. They are not without air or naval presence or counters, but it is not considered as good as they used to be, having scaled it back after smashing so much of Albion with said forces.
    When it comes to the seizure and holding of territory, none surpass them. With high troop numbers, discipline and craftsmanship, they seem unbeatable in open battle...which is why many of their foes have taken to asymmetrical warfare, something Demosia is having a hard time adjusting to.

Demographics: Despite their conservative nature, they presently have 80% native population, with the rest being migrants from other areas. A quick way to earn Demosian citizenship is, quite naturally, through military service, and even if one is disabled or infirm, the military will find a place for you.
    While presently staunch members of the Magnas Church, they are beginning to ask if it is honestly good for Demosia to serve a church which claims authority over their leadership, and are beginning to wonder if Albion and the younger Massalian nobles might not be on to something. There is furious debate in Demosia's halls regarding their faith, and whether or not it might not be wise to abandon it with the old world. After all, the Church didn't use its influence to keep them out of the Great War. As one who was around prior to the War, Demosia would not have listened if they had. None of the six that fought would have, Magnas included. By all means, though; give me a free service and throw blame the organization that demonizes me as the cause of all evil, as if you mortals can't commit atrocities on your own.

Culture: Tough Pokemon are the favorites of the Demosian for what should be seen as obvious reasons - the Mon must be seen as being as strong or stronger than the master. This usually means Ground, Rock, Fighting and Normal types are the favored ones; durable and dependable. Let the foreigner knock them as being boring - the Demosian knows what he has.
    Traditionally, they have been a very uniform people at a glance. However, a keen eye for differences and recent events have eroded this homogenized kingdom noticeably, if not publicly. Freedom of speech is not protected here, but radical ideas do still have a knack for being made and getting around, and the ones that are not seen as disruptive do get ignored.
    For example, they have the curious cultural situation of being egalitarian in regards to gender until a marriage occurs. At which point, the woman is expected to defer, which leads to a lot of women delaying marriage because they gain less from it. A young couple is frowned upon, as one or both partners are seen as naive and trading their personal status away for sentimentality, which makes great drama for the writers.
    They are seen by the outside as being serious to a ridiculous point of not having a sense of humor...unless someone else is being hurt. An exception are the ones involved in research fields; they tend to let go of their inhibitions due to the frequent lack of oversight.
    Their art reflects their often morbid, brutal and dark viewpoints. Stark lines on the architecture, stormy motifs in their paintings, intense tragedies or outright horror...one gets the idea. The Demosian tongue itself lends itself to being shouted, as it is a language that was designed with high-stress situations in mind.
    With that in mind, they DO relax, and they tend to eat and drink in large quantities, to the point where most in the Kingdoms envision Demosia as having chronic weight issues. Indeed, their ability to indulge such things is another legendary feature of theirs, and frequently gets them compared to pigs, which the Tepigs, Pignites and Emboars resent.
    As for subcultures, they have a few. They have a literal underground community that extends all over the Kingdoms, with themselves generally being the dominant culture down there. Below the surface of Demosia, and really, all of the Kingdoms this network, standards are relaxed.
    Indeed, many of the things that begin in Demosia's underground are quite on the taboo side, and not appropriate for the underaged at all. Their red light districts in particular-
    I'm going to have to cut you off myself, as it has occurred to me that perhaps I should have been more specific myself when I asked to experience the imagination of the mortal mind, and that Arceus might be pranking me. While I logically knew it was hypothetically possible for a Skitty and a Wailord to cross-breed, I did not need to be shown that the physics involved in this were not, in fact, impossible in one of these unholy pieces of dubious literature one can acquire down here. In fact, things begin from there, and then quickly descend into true depravity.
    ...anyways, the underground culture is one of those "invitation trust" cultures, as they will be either absorbed in whatever they are doing, or suspicious of the unknown face. It is here revolutionary ideas will be expressed openly, and one will wonder if one is still in dour Demosia or not.
    One would be forgiven for failing to notice the traces of a bitter civil war that erupted in Demosia during the Aftershock wars, as it was kept very quiet to the rest of the kingdoms. Indeed, it was this war that made them unwilling to open themselves up to aid from others, as they had no wish to be set upon while weakened. It was Helvatia that saved them, in the end, by breaking their treaties for the first and only time.
    Of all the kingdoms, Helvatia is their most worthy rival in Demosian eyes. They were disappointed when their favorite foe become neutral, heartened when they stopped being neutral, and are hoping for the day when Helvatia formally joins Demosia. It never occurs to their nobility that an alliance of equity would be the most likely way that would ever happen.

*ALL ABOARD! NEXT STOP - MAGNAS!*

This message was last edited by the GM at 02:15, Mon 30 Oct 2017.
Giratina
GM, 21 posts
Promoted to GM
I run the show now
Fri 3 Nov 2017
at 09:40
  • msg #9

The Civilized World

Magnas

History: Magnas is a collective of city-states with even less national identity than Massalia, that only come together in the face of a mutual threat, and once it is gone, go back to the usual business of lethal politics. The only thing keeping the land in a state of relative peace is the presence of The Church, and known abroad as the Magnas Church, a statement seen as a sign that it is weakening.
    During the Great Wars, Magnas was led by a monarch known today only as the Shadow-King of Deception, one of the Three. They quickly gained a reputation for possessing such a deep and specific ineptitude, that it was wondered by all whose side they were really on, and up to the moment the Shadow-King of Deception was executed by his own rebellious subjects it was (and still is, for some scholars) uncertain.
    Today, Magnas is a land of bright light and deep shadows, a land of the sacred and the profane living within arms reach of each other. Without question, and regardless of its reputation, Magnas is unquestionably the center of the moral and divine center of the Kingdoms, granted authority by Arceus himself, and woe to those who challenge it openly. It may be waning, but it is an old and cagey power with much of its might having survived the Aftershock Wars.

Geography: A harsh mountain range on its north define Magnas's shared border with Massalia and Helvatia, and it shares a coastline with Massalia and Empuries to the West, and with Helvatia and several of the Pokemon Kingdoms to its East.
    Down the middle of the peninsula that is Magnas, running down the the entire length of the kingdom is a weaker, but not less significant range of mountains that run all the way to the Southern Sea that borders the Rings of Fire, becoming more and more likely to become volcanic on the way south. Indeed, the people of Magnas believe that Arcues's mercy is shown with each volcano that does not erupt, and they beg for his mercy when they do.
    It has a few islands around itself, with the three largest islands being almost separate kingdoms in their own right - Vretiel, Salathiel, and Suriel.
    The weather here varies, depending on how far north one is. Summers are always hot no matter where one is, but winters can be nail-bitingly cold in the far north of the kingdom, to pleasantly warm in the southernmost parts...or it just becomes flood season.

Politics: No discussion of Magnas would be complete without its politics. There are four major forces at work in Magnas.
    The first and official one would be centered in Rachiel, the official home of Emperor Chrynus IV, who is regarded as a sharp man who rules a sharp nation with Lance the Samurott never far off. The real power, however, is said to be his wife, Empress Rodea and her adorable Blissey, Hugs. Between the two of them, they managed to be rulers in a realm filled with mind readers and visionaries who often have their own ideas as to how things should go.
    Araqiel is the City of Arceus, the holiest of holy ground, and only those sanctioned to be there are allowed to set foot inside. It is far larger on the inside of its walls than on the outside, and from within its walls lies the heart of religious power, the Grand Paladine herself. Each one who takes that title forfeits their name, trading worldly power for the highest of spiritual and moral power...although the Church doesn't like to remind people that Dark is one of Arceus's aspects, and would rather they just forgot that detail.
    And speaking of Dark, no discussion would be complete without the darkest aspect of Magnas: the guild simply calling themselves The Family. They have been around long before the Great War, and they have survived to the present day. Indeed, they might be the most coherent political bloc in Magnas next to the Church itself, and unlike the Church they are not losing popularity. They have survived because they recognize the power and back it up - in this case, the Church. Their members have woven faith and pragmatism together into a terrifying union of thieves, killers, and the purveyors of vice and sin, to the point where sometimes it is impossible to tell where the church ends and they begin.
    The final power in Magnas is are the various merchant guilds, who often work for and against one another, but generally have enough goals in common to work against the other three. They are comparatively new as a bloc, but are a fast rising star.

Economy: They have an extraordinarily weak currency in the form of the Harp, which one Demik is worth 2500 Harps, due to the economy still recovering from both the war as well as rampant spending and corruption. It does mean their merchant class gets a lot of business from people wanting to produce in their country, though, and their selling power is unmatched.
    They are the lead producers of ships, both sea and on rare occasions of the air, and most products that have a wheel in them start their life here due to the trade agreements they slid into the treaty that made the United Kingdoms. They have almost perfected a new device, a riding machine for a common man that cannot afford a Pokemon: a device called a Bicycle.
    It looks absurd. No one would demean themselves by riding one of these. It will never catch on.
    They also happen to house most of the crews in the world in the world that maintain roads. They claim that once all roads led to Rachiel, and consider it their sacred duty to repair roads for free...with donations appreciated, of course. Those that donate generously find their roads are better, while stingy folk get the minimum road work their beliefs require, and no more. The poor get an offer for a low-interest loan...which can lead them straight to the Family, or worse.

Demographics: Magnas is divided among the northern and southern lines, with the northern Magnasians favoring the usual pale skin of the rest of the Kingdoms, while the southern Magnasians become darker in complexion the further south one goes. This is not an absolute rule, but it is an inclination of the peninsula. Despite this variance in appearance, Magnas possesses a native population that comprises over ninety percent of its people, with most immigration coming from the East rather than the closer South.
    To no surprise, the Church that bears the name of the kingdom is the predominate faith here, and they do not like competition. The variety in Magnas's landscape is considered the proof that Arceus made their land his land of choice, and so far, they have received no messages from on high telling them to stop saying these things. The Church is extremely hierarchial, with promotions occurring with two methods at the same time: study and dueling prowess with one's Mons.
    There will be a section devoted to exactly what this faith entails and asks for. It's popular for a good reason - father is a fine ruler who has resisted all my attempts to usurp him so far. This reinforces his right to rule, and my reward is the continuation of my post.

Culture: Smart Pokemon are the favorites of the people of Magnas, as the slow witted will not last long here - they will be exploited and tricked by the worst of Magnas, and word spreads fast of a sucker and a dullard. The Pokemon are also often expected to be able to do what is asked of them, and to able to avenge their master should he be knocked out or worse, due to the frequently employed tactic in Magnas of "accidentally" hitting the opposing Master during a duel. Indeed, cheating and getting caught is Bad Form, and Bad Form is a terrifying accusation to have stick on you in Magnas, while cheating without consequence is very clever and appreciated from a safe distance...unless the duel is Church sanctioned, at which point any deviation is seen as blasphemy, punishable by immediate excommunication of the offender (no Magnas Churches are capable of healing the offender's Mons, and even the ones of other faiths have the healing stretched into days!).
    Their favored Mons are Grass, Ghost, Psychic and Poison, with indirect techniques that can be used in polite (or impolite) conversation seeing a lot of favor, or failing that, ones that can bypass a blocking Mon and hit the opposing Master directly...on accident, of course. Even the Masters that play fair will use these techniques in unusual terrain, trying to win the battle before it is even fought. The people here fight with their minds, not their bodies.
    With that said, they understand how to combine intelligence with style, and even The Family dresses well. The Massalian, the Albionese, and the Empurian might wear it better, but the fashion of all three is often tailored here, and the Magnas favor looking as sharp as their minds.
    Not only that, but the finest Chefs in the Kingdoms often come from Magnas. Indeed, cooking is taken so seriously in Magnas, that if the cost of dueling is seen as too high or volatile, cook-offs will serve the same purpose as a duel. They take great pride in this aspect of their culture, and the chef will often engage in a real duel with someone who insults their cooking!
    The underside of all of this high fashion and desire to be associated with wealth has an interesting combination with their intelligence: colossal arrogance and a complete lack of self-awareness. There are more than a few which try to push to the avant-garde fashion and just end up looking awful or ridiculous. Indeed. I thought the bishop miter and the Paladine's hat were ridiculous, but some of the things Magnas comes up with beggar the imagination for sheer awfulness.
    In effect, money goes right to their heads, meaning the finest way to make them into fools is to pay them.

    Entertainment in Magnas runs a tendency from simple realism (that is, unexpected unexpected consequences when the genre it is in would not have them) to being ultraviolent and grotesque. And on entertainment, the Colossal Arena was once the jewel of the world, before Frisia joined the Kingdoms and took the consequential matches for itself. Still, for entertainment of a non-political nature, the arena in Rachiel is still the finest and certainly the largest in the world, and contests and duels are still fought here, sometimes for membership into the knighthood or the aristocracy.
    As for what they think of themselves, the northern Magnites regard their southern brothers as freeloaders and criminals, while southern Magnites see their northern brothers as backwoods and oppressive. You want to hear a joke? Neither did I - they are both right. Obviously, an entire people cannot be summed up in broad strokes, but it does show the views of each side. Generally, the further to the north one goes, the more conservative the views become.
    Vretiel is very close to the northernmost coast, and is the heart and soul of the budding merchant class in Magnas. More of a cluster of tiny islands, water taxis, licensed boats, or Mons with swimming prowess are essential to quick travel here, as the land routes are often jam packed with people or stalls. To the ire of Rachiel, this particular city-state is actually what many visitors to and from Magnas actually think of when they think of Magnas, as it gets the most visitors from other kingdoms.
    Salathiel is regarded as a backwater, with a disproportionate number of prisons and military facilities located on this island. Being assigned to this place is considered a form of exile, although the people who were born and raised here clearly do not see it that way. The coastline belongs to Magnas, but the rest of Salathiel, deeper inland...well.
    They simply assume anyone from off the island is here to take something from them, and as a result are a very introverted and wary people, who will often play up being less intelligent than they actually are. They are a kingdom of survivors, of Magnas, but not part of it. Some of them really hate foreigners, though, and it is not unheard of for the wealthy to simply vanish here...although whether that is because of the locals or because of a vendetta is another story.
    Suriel is marked by its two volcanos and proximity to the unstable and fiery Southlands. While it has many tourist attractions here, one thing they do not talk about is why this place is important. It is an open secret that Suriel is the birthplace and the base of The Family.
    The Family is a Giratina cult and once directly served the Shadow-King of Deception, until his untimely and truly unfortunate death. Only the innermost members are aware of this, and they guard this secret as well as they can...although if it came out, absolutely no one would be surprised. It would, however, put them as number one on the Magnas Church hit list if it were not contested by a credible source, so they make sure they always have someone credible willing to defend against that claim.


*ALL ABOARD! NEXT STOP - HELVATIA!*

This message was last edited by the GM at 12:27, Tue 12 Dec 2017.
Giratina
GM, 41 posts
Promoted to GM
I run the show now
Wed 13 Dec 2017
at 13:19
  • msg #10

The Civilized World

Helvatia

History: Helvatia is the authority of the Kingdoms, as it is here where the rulers of each kingdom meet to discuss and create the collective direction of the kingdoms. Helvatia, by treaty, managed to acquire for itself the exclusive right to the title of High King, the supreme authority in the realm, and one thing Helvatia is well known for it is both its effectiveness and its reservation.
    During the Great Wars, Helvatia remained steadfastly neutral, choosing no side even as the Shadow-Kings ran rampant around it. None of the three were willing to attack Helvatia as long as Albion (and rebels in all nations) stood against them. During the Aftershock Wars, Helvatia briefly cast aside its neutrality long enough to buy the others time with a fresh military force and a reasonably intact infrastructure. Once the war was over, Helvatia was fully prepared to return to itself and look within once more, but it was Demosia which gave them the idea to unite the seven and save the largest bastion of humans left in the world.
    Interestingly enough, Demosia says it was Helvatia's idea, and they were backing them up. Perhaps the truth is simply lost.

Geography: It is a land of extremes, unlike its people, with mountains covering the north and southern border (barring a few exceptions where traffic comes in and out), and a wide plateau touching Democia and going to Massalia like a road, where most of its population lives. The mountains on the southern half are imfamously difficult to climb, and make up the southern half of this country.
    It borders Massalia to its west, Democia to its north and east, and Magnas to the south.
    There is nothing in this nation, however, which has not been carefully modified or sculpted. Many of the mountains on its borders, particularly its south, have been hollowed out, making a much smaller (and more exclusive and better guarded) version of the Underground that its neighbor has. The whole of Helvatia, even before the Great War, was effectively one gigantic death-trap waiting to ensnare whoever was foolish enough to not negotiate.
    Also underground, it possesses the largest underground water reservoirs among all of the kingdoms. It is this part of their underground that Democia has dug into, and there are villages down here that have sprung up in the wake of the underground renovations both are doing.
    What kind of weather you get here depends on where you are and what time of year it is. However, a lot of effort has gone in recent years to controlling the weather, since the three Knight schools moved in. When they are not training, they are expected to pay their castle's upkeep through action. As a result, even the weather is tightly regimented here.

Politics: With the exception of the Emperor of Tarien, politics in Helvatia itself is through a republic, and even then, anyone from the nation intending to enter Tarien politics has to be chosen through a vote. The citizenry is actively engaged in their politics, and the separation of powers is the checks and balances system, legislation, judicial and executive (the last being a council rather than one person).
    They also employ federalism, meaning the smaller regions are surprisingly autonomous, although they are not the mess that Magnas and Massalia can be. Despite being divided among three states with substructures in those states, they tend to be united along a common goal quickly. On the federal council is one official who represents the Magnas Church's interests, the others are in groups of two, representing southern and conservative Gatterward, central and moderate Bellbarrow, and northern and experimental Juggerton.
    Recently established Zunid was set aside from Bellbarrow close to the Demosian border. Zunid is considered a district, as a neutral zone within an already neutral inclined nation. For it is Zunid that the Magnas Church has gifted to them as a house for the Emperor of Tarien.
    Ties between the Magnas Church and Helvatia have always been strong, reflecting the only exception to Helvatia's neutrality policy is when the Church is directly involved, and even then only to defend it. As per treaty, the Heralds of Pride that make up the Paladine Guard are now trained in Albion rather than Helvatia as was tradition, and this is an excuse for the old retired guard to complain that the new guys aren't nearly as impressive as the old ones. (In exchange, the AIR training facilities for their Wind Runners were moved to Helvatia.)

Economy: Their currency, the Zub, is of reasonable strength, with four Zub being worth three Demik. They make a point of trying to keep their currency stable compared to their neighbors, unless Gatterward or Juggerton have made an extreme political coalition, which happens very rarely. This means that relative to their neighbors, Helvatia enjoys immense purchasing power.
    Because their currency is strong, they compensate for their weak selling strength with specialization. They are famous for the agriculture they sell, particularly their MooMoo products and the recipes they add to them, as well as their quality timepieces and multi-purpose knives. Their tourism, especially on the southern side, is a surprisingly strong business as well.
    However, their real export are forging molds, mostly new ones for mundane creations but occasionally one that can hold and channel old-world alchemy comes up. These are very expensive, and generally sold to Kingdoms rather than individuals or private interest groups. They are not sold often, either, but they sell frequently enough to keep the nation well off.

Demographics: They are split into four demographics, mostly determined by the country they border or draw the most influence from until one gets deep into the country. Juggerton borders Massalia, Gatterward borders Magnas, and Bellbarrow borders both Massalia and Demosia. They favor the secondary language closest to them, although Bellbarrow favors Demosian.
    Only in Zunid would one hear Albionese spoken, and even then it is only spoken by diplomats operating on a kingdom-to-kingdom level. One can also hear a particular strain of the Celestine language of the Magnas Church, a dialect unique to southern Bellbarrow and northern Gatterward that is a living language, unlike Celestine.
    From the language spoken by its people to Helvatia's unique role in providing the martial might of the Grand Paladine, Helvatia is deeply intertwined with Araqiel's interests. However, they only provide defense and aid - they do not attack the faith's enemies. They also have their own yearly meetings regarding the advances of medicine, how warfare, contests, and duels should be fought, and how the various faiths forming across Tarien can live together peacefully.
    Of course they can. The Albionese and the Magnas have long been known for their live and let live attitudes and over-the-table methodology. Compromise between two powerful faiths is inevitable when one has publicly declared the other to be a spiritual dead-end, and neither of them has used the words spoken here as a excuse to have a shadow war.
    Indeed, and while this should technically be in politics, know that the international espionage game played in Zunid is nothing less than mentally straining. Even I have been caught unawares by some of the twists in their games; they are certainly never boring.


Culture: The culture in Helvatia is, simply put, Cute, favoring Fairy, Normal, Water and (especially to the south) Psychic types. They take great pains to downplay their warrior past (with the exception of the Paladine Guard) and present, and often favor a nonthreatening aesthetic whenever possible. With that in mind, a Mon is still a Mon, regardless of its appearance, and there are no Mons that are truly weak.
    Well, actually, there IS that joke my mother played called Magikarp. There are others like that among several types, but the fish is the most iconic. However, even they can become exceedingly dangerous if allowed to enjoy enough triumphs - cull them frequently, and consider it a civic duty, unless you WANT them to become wild, city-killing monsters like the River King.
    However, the problem with Helvatia is that they have issues with romance. For them, this is almost utilitarian, and they generally ask themselves what purpose it serves. Most pairings are prearranged, even among the poor, and they are done with community in mind.
    Their bureaucracy is regarded as nothing short of divine, however, as paperwork in their realm gets processed very, very quickly. They hate clutter and delay, and they speed the process through while crossing t's and dotting i's. They are precise and methodical, but smooth like a clock.
    Of course, it is still a bureaucracy, and it moves as fast as it can while being effective, no faster and no slower. As above, so below, mortals.
    The multilingual nature of Helvatia means they are often confused for residents of other nations, even Frisia sometimes, despite them not even sharing a border. In Zunid, this becomes even more likely of a mistake to be made, as Zunid is a melting pot of cultures.
    Due to having the Spark Master based in their country, Helvatia finds itself with a great deal of experimental, cutting edge alchemy in their country. This has led to a bit of increased urbanization as the cities are more willing to take risks with the new stuff, which results in more successes than failures that pay off well.
    One habit they have yet to lose, however, is a national refusal to take sides. This results in the Family having a great deal of money stored in their banks and vaults, although this neutrality is also the prime reason they were chosen as the site of the Black Vault. They generally channel the light, but a refusal to stand against the darkness often means it hides in their shadow.

ALL ABOARD, GOING BELOW - NEXT STOP, FRISIA!

This message was last edited by the GM at 16:14, Sun 09 June 2019.
Giratina
GM, 85 posts
Promoted to GM
I run the show now
Fri 3 May 2019
at 11:37
  • msg #11

The Civilized World

Frisia

History: Frisia contains the High Courts of Tarien, as well as the Grand Arena of Alviora, the last point when the Courts will not hear your case and satisfaction is demanded anyhow, as well as one of two high points for entertainment, rivaled in both only by the Colosseum of Rachiel, with Alviora having more legal weight but Rachiel having more prestige. This is where law is agreed upon, and where precedent for all is established. They are known here for being very arrogant, blunt, and direct know-it-alls who have a strong stance against the Magnas faith, coming from a pagan background themselves and not really caring much for particulars on that topic.
    During the Great War, the Frisians fought every side opportunistically, seeking mostly to weaken Democia, which it saw as the greatest threat, but raiding Albionese and Massalian ports when possible and attacking all sides ships equally. During the early years of the Aftershock Wars, they were the terror of what would become northern Tarien, raiding the guilty and innocent alike in a mad scramble to keep themselves from falling to the rise of Pokemon Nobles. In the later years of the Aftershock Wars, those left among them realized they were either going to die, descend into savagery and servitude to chaotic and whimsical powers, or flee, and so half of them fled south while the other half embraced the old ways and the new.
    When they arrived to the south as a flood of hardened refugees, they happened to do two things at the same time. The first was serving as surprise reinforcements to Democia and Massalia, allowing the newly formed Tarien army to break the stalemate that had formed. The second was being completely unrecognizable to the Tarien army, who decided to give the foreigners the power to judge impartially through treaty, when Frisia was born - or rather reborn as New Frisia, to those who still remember.

Geography: Frisia's land is mostly grassland to the south and east, and wetland to the north and west. In the winter, the Endless Sea north of Frisia freezes solid. Everything in Frisia is built around the idea that the oceans will come into the land frequently, and their technological water manipulation is excellent. Keeping water safe to drink and use, dealing with the tides, dealing with flooding - one would be forgiven if you expected the Maelstroms to base here, but they do not.
    Very little of Frisia is unshaped by the hands of human or Mon, and it here that most of the civilization is found.

Politics: It is here that the High Court is found. While the formal Senate prefers to meet in Zunid, one of Tariel's three pillars of power is placed here. It is here that the Grand Arena of Alviora awaits anyone who feels that a trial by combat should be their final appeal if the High Court does not rule their way. The Grand Arena is not officially a place of entertainment - the fights that occur here have a far more somber air to them than the ones in the Colossal Arena of Rachiel, because often, these are fights expressly to the death.
    Any fool who asks for the favor of my father will quickly find out what it means in this arena of the pagan. The Old Ways are not playing the same game you are, and should you face one of their Judicial Champions in the Grand Arena, give that fight all of your might, because they possess some of the most explosive Pokemon teams the world has ever seen. The arena is designed to cage the power our avatars can unleash, and you'd better set your bar of expectations there.
    Zed's law does not apply in the Grand Arena, so you can expect to see some powerful Mons the likes of which you will see nowhere else.


of Economy:

Demographics:

Culture:
This message was last edited by the GM at 22:17, Tue 24 Jan 2023.
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