Alkland: Difference between revisions
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| capital = Alkelf | | capital = Alkelf | ||
| government = Martial Monarchy | | government = Martial Monarchy | ||
| population = | | population = 7.7 million | ||
| languages = Human | | languages = Human | ||
| currency = Essence Gems, metal coins | | currency = Essence Gems, metal coins | ||
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====== Magimancy Laws ====== | ====== Magimancy Laws ====== | ||
The Magimancy in Alkland tends to treat mages as indentured servants and misuse of magic has zero tolerance, and even an injured animal results in execution on the spot. Mages attend a state-run school and receive a license after a decade of formal training. Research and learning is restricted to only those still serving within Alkland's Magimancy or the military, effectively forcing those who leave either to give up their practice of magic. | The Magimancy in Alkland tends to treat mages as indentured servants and misuse of magic has zero tolerance, and even an injured animal results in execution on the spot. Mages attend a state-run school and receive a license after a decade of formal training. Research and learning is restricted to only those still serving within Alkland's Magimancy or the military, effectively forcing those who leave either to give up their practice of magic. | ||
== Technology == | |||
Alkland technology is dominated by practicality. Alklander ships are not pretty, but they can weather the worst storms and carry more than enough cargo. Their fortresses are made of thick walls and sturdy gates and their steel armor can deflect a blade without weighing down the soldier. Their longswords can easily cleave through bone and their battleaxes can shatter the strongest shields. Alkland's primary specialty, however, is siege warfare. Their battering rams, catapults, and trebuchets can break through virtually any wall in Tuyin given enough protection. | |||
== Alkland Locations == | == Alkland Locations == |
Latest revision as of 21:33, 7 July 2025
Alkland | |
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Capital | Alkelf |
Government | Martial Monarchy |
Population | 7.7 million |
Language(s) | Human |
Currency | Essence Gems, metal coins |
Founded | 299:Conquest |
Alkland is a human nation steeped in control and domination. Alklanders have other races working in their forts, mines, and fields to do the hard labor so that the average citizen can focus on other things. Despite their obviously xenophobic views against the other inhabitants of Tuyin, they are always quick and open to trade with their neighbors.
During the Age of Discord, Alkland attempted to subdue and conquer Elori in the Knife-Ear War but was defeated and accepted a truce.
The supreme monarch of Alkland is descended from the original king and only one dynasty has been in power. It is rumored that the kings of Alkland have been increasingly involved with the worship of Feincru.
The average Alklander diet is primarily game meat, root vegetables, dark bread, and mead. The children of Alkland are raised to be excellent combatants and frequently engage in war game-related play or other activities designed to increase their leadership abilities.
Diplomacy has never been Alkland's strong suit as they generally resort to violence before anything meaningful can be discussed. The nation is generally seen as being on barely cordial terms with most nations, with the exception of Pirtair at times.
Alkland Legal System
Government Structure
The supreme monarch of Alkland has absolute rule and is required to best their peers and siblings in combat and war games before ascending to the thrones - if they fail, another sibling may be picked over them. The supreme monarch has an advisory council of nobles and generals who are supposed to be the best in their respective fields. Similar to Elori, all laws are recorded in a book called the Codex of Honor and Order. Oaths are also important, council members, judges, and justicars must take an oath and even the slightest violation can result in immediate dismissal or execution at the supreme monarch's will.
Law Enforcement
Courtrooms and military tribunals dominate the justice field in Alkland, with judges making the decision on punishments and disputes. Justicars function as guards and traveling judges and may enact a "court session" in any place if they believe that they need to get involved - and the session can last less than a few minutes and result in an execution. Trial by combat is common as well, should the accused speak up fast enough.
Magimancy Laws
The Magimancy in Alkland tends to treat mages as indentured servants and misuse of magic has zero tolerance, and even an injured animal results in execution on the spot. Mages attend a state-run school and receive a license after a decade of formal training. Research and learning is restricted to only those still serving within Alkland's Magimancy or the military, effectively forcing those who leave either to give up their practice of magic.
Technology
Alkland technology is dominated by practicality. Alklander ships are not pretty, but they can weather the worst storms and carry more than enough cargo. Their fortresses are made of thick walls and sturdy gates and their steel armor can deflect a blade without weighing down the soldier. Their longswords can easily cleave through bone and their battleaxes can shatter the strongest shields. Alkland's primary specialty, however, is siege warfare. Their battering rams, catapults, and trebuchets can break through virtually any wall in Tuyin given enough protection.
Alkland Locations
- Alkland
- Extili Forests
- Pondmanor
- Secoa
- Trilhee
- Woodton
- Fort Anair
- Fort Anor
- Fort Antro