VorsaiJoin Date: 2011-01-09 Post Count: 2842 |
Simple version: http://www.roblox.com/Forum/ShowPost.aspx?PostID=156283871
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According to lore, Hirsdenian Empire was founded by the unification of 3 tribes living in the current Hirsdenian lands. The tribes long fought over the land until one of the explorers of EoP came and united them under his leadership. The Chieftains of the tribes did not allow the new Emperor/Seror to take all their power or culture away.
Basics:
-Each chieftain has a vote in all important decisions in the group. What defines something as an important decision is up to them. The Seror has a vote that is equal to 2 votes. So it takes 3 chieftains to veto the Seror.
-The Chieftains choose the Seror among themselves if the Seror left or retired and did not specify an heir. The Chieftain chosen to be Seror is then replaced by his tribal heir.
-The Hekor is the Seror's right hand man. He controls the Empire's military, handles rule enforcement, and is in charge of protecting the Seror.
-The Seror has full authority over his/her army, the personal army of Hirsdenia and has his/her 2 votes say in all important decisions. The Seror is also the primary political representative of the empire unless he/she specifically gives someone else that status.
-The tribes act as independent groups. Meaning they do their own thing, war other groups, handle diplomacy etc. They can even war each other and the Seror. Warring the Seror will cause them to lose sovereignty if they lose, Seror would then take over tribe and put someone else in charge to make it independent again. The members of the tribes do not have to be members of Hirsdenian Empire, people in Hirsdenian Empire will mostly be nobility from the tribes or from those the Seror chooses, royalty from the tribes or from those the Seror chooses, Seror's personal army, and the non-tribal civilians of the empire. [The Chieftains are in charge of making their tribe groups and managing them]
-Tribes war each other for land.
-Each tribe has a patron deity, the tribe acts how the deity would tend to act.
-To choose a Jyekor: Each tribe must choose 1 person for the Seror to look at. Once 3 people, 1 from each tribe, have been chosen the Seror will pick which one he/she prefers. If he/she dislikes all the choices he/she can ask them to pick new people to choose from or simply to not have a Jyekor. The point of Chieftains trying to get their people in as Jyekor is to give their tribe more power.
-Hirsdenian Empire is an oligarchy and that should be remembered by all members. Meaning, the Chieftains are rulers just like the Seror, they just have less individual power.
-The only way to remove a Chieftain(officially) from his/her spot without him/her consenting to it is for the Seror to defeat the Chieftain in a war. Same goes for the Seror, except other way around. Only way to force the Seror out is to beat him/her in a war. The war has to be specifically based around that war goal and the loser will tend to have to face serious consequences. This type of war cannot be declined. Other Chieftains can step it for either side as well.
-The Seror has no direct control over the tribal armies or people, but he/she does have indefinite control over Hirsdenia's personal army. He/she has power over the tribal armies only through the Chieftains. When during peace time he/she can only command them if the Chieftains allow him/her. During war time against foreign threats, both the Hekor and Seror can call upon the armies of the Tribes. Any tribe that refuses to aid can instantly be stripped away from the Chieftain if the Seror decides it. Which is the less official way of removing a Chieftain.
-Horselords are nobility of tribes or Seror's choosing and have authority over the empire's personal army. They act as commanders under the Hekor's authority. Chieftains can choose nobles from their tribes to be Horselords so long as the Hekor or Seror approves of them. Chieftains should ask the Hekor first.
-Chieftains are in charge of making divisions for their tribes if they want more organization. They also are in charge of who is considered nobility.
-Being part of a royal or noble family makes you royalty or nobility.
Advanced components:
-When tribes war for each other's land the map must constantly be updated to show new land ownerships. To start a land war the offending tribe must make a war goal. A war goal is the purpose of the war, what the attacker hopes to achieve.In this case, the war goal must be a piece of land or some personal vendetta such as kicking out a Chieftain.
-----------Land war goals: First a Tribe must choose a piece or pieces of land to conquer. This will be the land they primarily fight for and win if they win the war. To do a land war the tribe must have some sort of claim over the land that is valid, even if it's a weak claim. Example of this is if a lord who owns a particular piece of land switches to a different tribe, that tribe can then war for that piece of land if they give it its former lord. Another example is if a tribe needs a specific piece of land for their economy, military, etc and can justify why they need it(this is a role play reason) then they can war for it. To win a land war the tribe must hold the contested pieces of land for 2 days consecutively. They cannot refuse to defend.
-----------Personal war goals: To make a personal war goal it is as simple as a tribe's Chieftain saying their reason for the war and then having it approved by the Seror. Once that happens they can then attack their enemy tribe, they win by taking the Tribe's capital and holding it for 2 days consecutively. (They must take the lands leading up to the capital)
-Each tribe is ruled by a tribal family. The ruling family is the family of the chieftain. There are only two ways to change which family rules. The first way is if the ruling family dies out, the nobles must then figure out which of their noble families will take over the tribe. Any member of the ruling family is automatically considered nobility of the tribe. The family of the chieftain is respected a lot more than normal nobility.
-Nobility is a title given to people of prestige within their tribe. They also often guard the Horselords and Chieftains. Nobility has a lot of authority over commoners when not in battle(unless it's the commander).
-Any member of Hirsdenian Empire can declare themselves as part of a tribe so long as they go through any necessary hoops the chieftain of that tribe sets. Example of this would be joining a group meant for that tribe. The members should be more loyal to their chieftain than other chieftains. They can be given the prestigious title of noble if they gain their chieftain's trust and fondness.
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Tribes:
Slimberic Tribe: Tribe of the Lowlands, not often trusted. Known for worshiping Ilim, God of treachery, as their patron deity. This tribe is known for being harsh for their upbringings in the desert. They are the first defense against an attack from anyone from the South.
Narshadus Tribe: Tribe of the north, feared by many. Known for worshiping Rielyr, Goddess of death, as their patron deity. They are the first defense against Wyngerian Empire if we ever needed it. They also control the main trade routes of the empire.
Cruzek Tribe: Tribe of kings, they rule over Hirsdenian Empire and have done so for years. Their lands are located safely between the other two tribes, using them as their protection. In the past this meant they had to defend themselves from two enemies, but now with the tribes united they have a lasting peace in their lands. They were chosen to lead the empire due to their vast strength and honor. Known for worshiping Mepha, Goddess of nature, as their patron deity.
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Gods and Goddesses:
Primary Gods/Goddesses:
Mepha, Goddess of Nature: Worshiped mainly by the Cruzek Tribe. Her worshipers are known for their honesty as well as their compassion for all living things.
Rielyr, Goddess of Death: Worshiped mainly by the Narshadus Tribe. Her worshipers are known for their cruelty and tyrannical ways. They fight wars to please their goddess, those they slay are their gifts to Rielyr.
Ilim, God of Treachery: Worshiped mainly by the Slimberic Tribe. His worshipers are known for their intrigue and intelligence.
Minor Gods/Goddesses:
Peniel, Goddess of Vengeance: Few worshipers, but those who follow her are those who need her guidance. People who want nothing more than revenge turn to Peniel for help.
Gadrar, God of Courage: Worshiped mainly by soldiers. They turn to Gadrar for guidance when they can't find courage to face their opponents.
Sielyr, Goddess of Luck: Worshiped mainly by gamblers. They hope that her guidance will make them rich. Often times Sielyr only helps the virtuous.
Alior, God of Chaos: Few worshipers, but those who follow him are those who seek destruction.
Banem, Goddess of Knowledge: Worshiped mainly by scholars and advisers. They seek Banem's guidance when in need of information.
Suryan, Goddess of Magic: Worshiped mainly by Athard's Covenant, a cult of wizards, witches, warlocks, and necromancers. They believe that their goddess gives them power to do amazing things. Many fear them, for what they do is unorthodox.
Ikhael, God of Protection: Worshiped mainly by lords of Hirsdenia during war time. They seek Ikhael's guidance when in need of protecting their lands.
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