Otto 08 -- Vote Tyranny!

Group: Admins
Posts: 89
Member No.: 3
Joined: 25-July 08

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History
The Grand Theocracy of Sirrah is a nation unlike no other. We were formed from the crumbling and heathen Vozen Empire, our small refugee group found the true path to the north. They ran until the ice became too much for them, and made camp in an old graveyard. It was the sun that saved us, that mighty entity god that had both life and death underneath its most impressive of rosters. They embraced the sun god, and, the sun god returned with the sun-prophet.
We rose. We rose with such force that the small colony in the far north of the Vozen Empire attracted thousands, and we grew with unprecedented speed, for we were the ones who were god chosen. The necromancers and clerics worked together to form a great school, and taught both the god's will as stated by the first prophet, Arva. Arva guided the nation, bringing forth the simple monuments of a devout people. We built churches, turned a graveyard into a capitol city of black and white marble. How did we grow under Arva, her wisdom wrought by the sun itself showing us one thing. We had to conquer.
It was over three hundred years later that we had gained the power, peacefully taking command of Vozen's old territory by conversion. Then came the explosion. The factured lands surrounding us were ripe for military conquest. We had spent so much time preparing our army of the dead, and our army of the living. We expanded in a single, brutal push, destroying the heathens and putting those that would not convert to the sword. And it did not stop there. The heathens that did see the light joined our armies and those that had died entered our armies through a different means entirely. So we marched south, straight to the warm lands, hoping to conquer the plentiful farming lands.
Sirrah entered the world on a grand scale, a nation that was rumor and now reality. We fought bitterly with the best of the other nations, showing that although new to true warfare we were potent in our own right.
We found them. Those who turned their back on mage craft, that black horde that crushes countries without a thought, all for their endless blood lust. We tried diplomacy first, showing them the wrongs of their ways. They refused. So we attacked, bringing the full force of our grand armies against them, and were repulsed within days. They had brought forth an innovation, gunpowder. Their weapons barked, and men and dead alike were murdered, we charged through the hail of lead, yet they kept repulsing us with bow, glaive and the powder.
Sirrah was forced back, given time to bide our wounds as we struggled to raise another army and figure out where the new weapon had a place within our forces. It became the mark of our necromancers on the field, allowing them to fight from the back without learning the bow or struggling with a crossbow.
Then came another rumor, that of a new country found by a legendary explorer from the heathen mage's land. We had stopped our expansion, and we needed more farmland, and more resources to rekindle the fires of war. Our shipyards came alive, we built ship after ship while sending an undead horde beneath the ocean to claim a spot on land.
We have built cities, a strong trade network, and even as we flourish ever more, we remember one thing. There is ignorance to the Sun that must be removed.
Government Sirrah is ruled by the sun priests. The highest sun priest is a prophet, a man or woman capable of speaking to the sun at birth. As a prophet begins to die, a second prophet is born sixteen years before he dies. This prophet is trained from birth to become the next ruler. The priests underneath him vote for priests to attain a higher position, with the highest being the Child. Thus the theocracy is formed, with the two lesser branches being the clerics and necromancers. Neither have any political power, they are the primary force of conversion, and a key part of the army.
The People The people of Sirrah have been indoctrinated to the Sun their whole lives. They are zealots, all working for the purpose of the Sun and Prophet. Their primary industry is stone carving, which has lead to Sirrah stonemasons around the world, crafting great structures. Their other exports are the rich mineral lands of the north, with undead working night and day underneath their necromancer masters. The people however are happy, trade flourishes, and the poor and destitute simply become career soldiers.
The Armed Forces The Sun's Grand Army is made up of three legions. The first legion is that of the clerics, a living man based thing that is supported by the constant healing power of the massive concentration of clerics within it, and they field a strong gunpowder force alongside normal melee soldiers. The numbers of the first legion are the lowest because it is a volunteer force.
The second legion is that of the necromancers, who lead undead hordes into battle and make up the bulk of Sirrah's forces. The second legion is massive, and focuses almost entirely on melee combat, beyond the muskets used by the necromancers, and the spells of a necromancer who has lost most of his or her undead host. The second legion also participates in amphibious battles by simply walking the undead underneath a body of water and onto the beach, with the necromancers employing underwater breath spells to follow their soldiers onto the beach.
The third legion is the naval forces, well armed with ships. The third legion's primary goal is to take the first and second legion straight to the enemy, and it is rare for the navy to stay in combat.
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