Kargachia
Sssssooooo, Once upon a time, there was actually a whole bunch of loosely scattered nations over this coast and into the trees of its inland areas, and this was all well and good, and it was rich with primal energy and growth and blah blah until this bunch of religious zealots came and started trying to murder everyone.
I haven't gotten my time windows a hundred percent on this one (and in fact I'm changing it more than a year after first writing it!) but so far, the original invasion was in ~2100.
After that war, three of four territories sprang from the division between the attitudes of the followers, with some being peaceful toward the natural native people and some being genocidal.
Kargach, or Kargachia, established itself around 2100 as a theocracy separated into Parishes headed by Deacons (at least right now), and is strictly against magic, magic people, and magic users. It remains so, to some degrees or more, depending on the area. Small communities of magic folks have cropped up on borders, in the range that is still claimed by Kargach, but mostly the people that live there are mundane with a few natural-side faeries.
I haven't gotten my time windows a hundred percent on this one (and in fact I'm changing it more than a year after first writing it!) but so far, the original invasion was in ~2100.
After that war, three of four territories sprang from the division between the attitudes of the followers, with some being peaceful toward the natural native people and some being genocidal.
Kargach, or Kargachia, established itself around 2100 as a theocracy separated into Parishes headed by Deacons (at least right now), and is strictly against magic, magic people, and magic users. It remains so, to some degrees or more, depending on the area. Small communities of magic folks have cropped up on borders, in the range that is still claimed by Kargach, but mostly the people that live there are mundane with a few natural-side faeries.
Structure
Military and religious in nature, the social standards are strict and limiting.
Public Agenda
To Spread the Word of the Blood-Stained God and remove all the dirty Warping magic of the world.
History
The country was founded in 1980-something or so, when the first folks sailed up. They spread before they became militant, and then they became militant. The country's western half was raised into a sharp mountain relief when the war came to its end in 2100-ish
Mythology & Lore
The only god of the area, and the only one allowed for anyone to worship. Demands a pure world, free of deviation, and will kill everyone to get it that way.
Divine Origins
Already being contested by the Trading Federations to the south and the wildfolk from the west, Elgkar-speakers encountered a lot of pushback as they tried to spread up--and then around from the side--through the new continent. They joined forces with the Bloodstained God and helped push the warping magic users back with magic-nullifying power given to them by their god. War was on for a good few years, before the Forstford was raised.
Political Influence & Intrigue
They actually rule the place, with the Highest authority being the High Priest (which I shall rename later)
Sects
There are at least three. One is the Elgkar-speakers, who are loosely faithful as they're supposed to be but find the zealots to be just that.
The Acolytes of the Bloodstained God are loyal, faithful, obedient to their higher-ups and trust their god in all things.
The third doesn't give a shit and goes through the motions when their city's higher-up is looking. (These are mostly on the borders)
Founding Date
Established initially in 198-something, settled upon current lands with established borders in 2100-ish. (Maybe 2200-ish, depends on northern bits.)
Type
Geopolitical, Theocracy
Training Level
Trained
Veterancy Level
Decorated/Honored
Leader Title
Government System
Theocracy
Power Structure
Confederation
Economic System
Mixed economy
Subsidiary Organizations

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