Nashazemlya is the Northernmost region in Svet. It is known for its rugged terrain, hardy people, and hard alcohol. The country was united in the year 352, under the banner of Khan Roark, a warlord of the Eins tribe. It took him 9 years to achieve this goal, and his legacy has lived on through the ages, as leadership has been passed down to the most capable Khan in each generation.
Capital City: Einsgrad
Ruling Title: Great Khan
Current Ruler: Khan Zerus
Country Age: 848 Years
National Animal: Ursa
Character Styles: Barbarian, Viking, Mongolian
Command System Edit
The Command System within Nashazemlya is one of direct ascension. There are relatively few parallel positions. The way to progress from one rank to another is generally by besting the man (or woman) in a position above your own. As is Nasha custom, this is generally through single combat.The Great Khan sits as the most powerful governing force in Nashazemlya. The only individual with power technically on par with his is the Minister. The Minister is unconnected to any other rank, simply because it is not a rank achieved through progression, but one appointed by the Great Khan. The position of Great Khan may only be contested after the passing of the previous Great Khan, and the position of Minister cannot be contested at all. The Great Khan generally deals with issues of war and conflict, whereas the Minister deals with things of politics and economy.
Next in line are the Khans, the most powerful warlords of their region of Nashazemlya, besides the Great Khan himself. The Khans rule over the few remaining tribes of Nashazemlya, powerful factions which managed to survive Roark's attempts to abolish them along ago. Now, the lands of the North are split among them, with each Khan bending knee to the Great Khan himself.
The final position of power is Chieftain. Individuals of this rank are leaders of settlements, towns, and cities. They are, as with most positions of power, gained through individual combat prowess. As with the position of Khan, the position of Chieftain may be contested. However, it may only be contested by a warrior of that Chieftain's community. A Chieftain may never turn down a challenge from a warrior of the same community, however, he is not entitled to duel a foreigner, or a warrior of another settlement.
While not technically an individual of authority, and as such not listed in the above image, is the Farseer. This individual is one who has been blessed by the Gods with visions of coming events. The Farseer is an invaluable individual, able to prophesize things to come. The Farseer generally lives away from all else, though still acts as a primary adviser of the Great Khan, and the Minister.
Before the uniting of Nashazemlya, it was little more than a series of brutish tribes, with little cooperation or alliance. In the year 343, Roark, Khan of the Eins tribe, the largest of all the tribes, decided that he would unite all of the peoples of this land under his rule. Thus, his crusade began. He was 32 when the crusade began, and, 9 years later, he was 41 when it ended, with much more blood on his hands than when he had begun.
Roark was said to be a ruthless, yet fair, man. Those who bent to his will, he spared. Those who stood before him, he burned, along with their homes. Roark drove deep the idea that those who opposed home would be punished, whereas those who obeyed him would be rewarded with their lives. There was no stopping his massive armies.
After Roark's final enemy finally surrendered, at the Eastern coast of his new lands, the warlord returned to his home, for the first time in 9 years, and named Einsgrad, City of the Eins, as capital of this new land, which he declared as Nashazemlya. In the same declaration, he also crowned himself as Great Khan, ruler of this new country.
Great Khan Zerus Edit
The current Great Khan of Nashazemlya is known as Zerus, Fire Demon of the North. He is an imposing man, standing at 7.5 feet in height, and wielding a mighty battle axe. The man has mastered the art of combat, and has some skill in Witchcraft, which explains his ability to wield terrifying flames. Most of Zerus' time is divided between travelling across Nashazemlya, sampling all of the delicacies that his people have to offer, while also ensuring that the warriors in all parts of his country are thoroughly prepared, spending his own time to personally beat them into shape, or into the ground, depending on the situation that arises.
Zerus claims to be a son of Samar, the God of Warriors, and is more than prepared to defend his claim in open combat against any challenger. Whether his claim is true or not, this man certainly has the blessing of the War God.
In his early years, Zerus was taught by Cyprus, who also served as Minister to Zerus' mother, Great Khan Nissandra. Zerus embraced combat of course, and, though he did not pair well with reading and writing, he did learn Witchcraft as well, focusing on its application to make himself seem even more fierce, as well as to sear the flesh from his enemies. The death of his mother was a dark time in the family. Not being able to fall in battle, his mother was ashamed, as the old Khan withered away in her bed, hiding herself away from the world, so that none would see her weakness. Zerus was crowned as Great Khan, and vowed to bring glory back to the family. Now, at the age of 29, his prowess is known far and wide, even as far South as Ikhaya, where he is known as a beast of destruction. And he would have it no other way.
Minister Cyprus Edit
Cyprus, a man of great experience and knowledge, is he current Minister of Nashazemlya. Cyprus served as Minister for Zerus' father as well, and was the young Great Khan's teacher. Despite that no longer being one of his official duties, Cyprus still teaches his new leader, seeking to bring the man a long and fruitful life. There are tales of the old Minister's health beginning to fail, but Cyprus has never been observed to show weakness in the eyes of others, carrying himself with purpose and strength.
Cyprus comes from a reclusive sect within Nashazemlya, a group of monks who, for the most part, keep themselves separate from the rest of the world. However, periodically, certain members do take voyages throughout the world, leaning of distant places, of their beliefs, their needs, and what drives the people. With the death of the last Minister, Cyprus was approached by Zerus' father, Ursing, and offered the position of Minister. Feeling that it would be the best way to spread peace, Cyprus accepted.
Cyprus is responsible for recent peace negotiations with Shima, which have halted the raids by both nations upon one another. For now, there is peace, though neither nation is ready to let its guard down.
Farseer Thandr Edit
While not technically an individual of authority, the Farseer nonetheless serves to guide the country of Nashazemlya. Thandr is an individual who has miraculously lived for many generations, blessed as he is by the Gods themselves. Though his exact age is unknown, it is theorized that Thandr himself is around 250 years of age, with his predecessor Bori living for about 400 before his death.
Thandr spends much of his time traversing the great mountain where he makes his home, seeking out places of peace, where he may meditate and converse with the Gods themselves. He lives without fear of the savage wildlife of Nashazemlya, for with the protection of the Gods, no beast may touch him. However, he is not protected from the hateful nature of man, and as such, is often seen in the presence of great beasts, such as the Ursa or Sabertooth. These creatures are not a threat to those who visit him, unless that person has malevolent intentions.
The Tribes Edit
Despite Roark's uniting of the tribes, and his attempts to abolish the divide between the peoples, these divides nonetheless remained. Now, six different clans control the various territories of Nashazemlya, each with its own beliefs, traditions, and unique peoples.
Nivoy - Khan Motif EditClaiming control over the Northwest corner of Nashazemlya is the Nivoy tribe. One of the three tribes to border the territory of the capital, Nivoy holds a place of great strategic worth, as it has access to the Northern Wastes, the Great Desert, and the aforementioned Capital Territory. Nivoy is known for its its respect for tradition, as well as its wise rulers. The rulers of this tribe often serve as advisers to both the Great Khan and the Minister. The current Khan, Motif, is no exception.
A veteran of war, Motif is a generally quiet man, who speaks little, but says alot. He considers the situation before making comment or decision, and, should the circumstances allow it, he has been known to let his moment of thinking last perhaps a bit longer than it should, causing a rather uncomfortable silence to fall over the room. When he does speak, however, all listen, and for good reason.
Motif's wisdom is not the only thing that has kept him on top, however. While his body is not as strong as it once was, he is surprisingly swift on his feet, and his great depths of knowledge and experience make him a deadly foe. His title is the Great North Bear, and he wears the face of an Ursa on his right shoulder, a trophy of a past battle.
Yuglyudi - Khan Yydikai EditYuglyudi, the South People. This tribe holds control over the Southern territory of Nashazemlya, as their name suggests. They are known to be adept in their use of Witchcraft, with countless terrifying stories of their abilities having spread far and wide. This is also known to be the birthplace of Zerus' bloodline.
Possibly the most terrifying man in Nashazemlya, if not the entire land of Svet, is Khan Yydikai, a master of Magic, and supposedly a descendant of the great Belladonna herself, the creator/discoverer of Witchcraft. Yydikai is more than capable of backing up such claims, as his powers give even Zerus pause, and for good reason. Yydikai is responsible for the massacre of an entire Aeternian royal family, one who made the grave mistake of attempting to fool the Great Witch Lord out of great resources, at the expense of his people. It was fortuitous that said royal family were practically fugitives from their home nation, as such circumstances allowed war to be prevented.
Tungusic - Khan Meredi EditOne of the younger Khans in Nashazemlya, is the beauty known as Meredi. Her appearance is something that one would be best to avoid making assumptions on, as it conceals combat abilities far beyond her looks. As far as ruling her people goes, she tends to be rather poor at it, relying heavily on her advisers. Nevertheless, when duels and other such conflicts arise, she is more than happy to raise her axe, etched with magical runes, and go to battle.
It is known that Meredi has a strong liking for Zerus, and has attempted to catch his attention on more than one occasion, with the intent of becoming his wife. Unfortunately for her, he, on the other hand, seems intent on avoiding such an outcome, and is known to make his trips through her lands shorter than usual, and his meetings with her purely a formality.
Brash, young, and having a sense of entitlement, Meredi comes across as sort of a brat. While her personality is as such, she is no pushover, and is known to be rather fond of brawls, starting many herself.
Sevgi - Khan Boreas Edit
The Sevgi tribe, known as the Defenders of the North, the Bastion in the Ice. It is said that, long ago, this tribe was the only line of defense between Svet and the horrors of the icy wastes. Perhaps this is a falsehood, intended to garner false praise, or perhaps it is true, and they are proficient in their craft, as the fabled monsters from the wastes have no been seen in Svet for hundreds of years.
The Sevgi are an especially large people, and their leader is no exception. Standing at nine feet tall, Boreas is a titanic man. He is generally quiet, watching over his people with a seemingly permanent frown on his face. As far as relations go, he seems fond of Khan Motif, as both men share similar beliefs on how matters should be handled. In contrast, however, Boreas is not as well versed in the ways of war, as the Sevgi rarely take part in the affairs of other tribes, preferring to stay by the ice, and especially at the North Lake.
Khanty - Khan Isabella EditKhanty, a name that is said to come from pieces of the Old Language, a language which is lost to those of the current day, though it is known that it is not the same as the Words of Power. That name essentially means North Lords. Khan, Lord. A shortened version of Tyren, North. This tribe is traditionally known for their exploits in the taming and riding of the great beasts of the North, everything from Horses to Sabertooths, to even the mighty Mammoths.
The leader of this tribe is Isabella, the Beast Queen. She, as well as her predecessors, have made great strides in modernizing their people, working closely with Aeterna to achieve this goal. They have learned how to forge weapons and armors, military tactics, waterwheels, and even the occasional bathhouse has been constructed. Despite the clear advantages that these relations with Aeterna have brought, the leadership of Khanty is often ridiculed for them by other tribes.
Beregi - Khan Usgana EditOn the Eastern coast of Nashazemlya, the Beregi clan rules. And leading them is the terrifying Usgana, Mistress of Blades, Barbarian Queen, Slayer of Heroes. Possibly the most decorated warrior of all of Nashazemlya, it is rumored that she may even surpass Zerus himself, if she were to show interest in challenging him for his position. As it is, however, she seems to have little interest in that sort of power. Instead, she takes pride in dominating the heroes of other nations, whether it be by breaking their will, or by breaking their bodies. The blades that she wields are a testament to this, as they are taken from the corpses of heroes from both Shima and Aeterna. As far as individuals go, she is a loose cannon, who even Zerus has little control over.
Her people both fear and respect her power. She has shown surprising interest in the wellbeing of her people, in contrast to her almost sadistic habits regarding others. It is said that her very presence can make a veteran warrior shake in his boots.
Naming System Edit
Despite being seen as a barbaric country, Nashazemlya actually has a rather specific naming system. When one is born, they are given only a single name. For lower class individuals, peasants and the such, it remains this way for their entire life. However, through their exploits, one can earn additional names. First, if one gains a rank of power, such as Chief/Chieftain, that becomes their first name, and their original name becomes their second. They are introduced as Chief (original name), and in this case, Chief, is treated as their first name in all capacities. Also, if one accomplishes something of great worth or merit, they can have another name bestowed upon them as well. The new name, their title, is attached to the end of their name. All Khans have been observed to have a title. This name can vary, though it generally relates them to some creature or animal, accompanied by the region of Nashazemlya that they are from. For instance, Great Khan Zerus' title is Fire Demon of the North, as he is from the Northern edge of Nashazemlya, and he has terrifying fire abilities.
For the most part, intellectuals do not receive titles, or they simply let them fade into obscurity. This is because of Nashazemlya's warrior culture, where things such as knowledge and learning are not celebrated as greatly as they would be in other countries. This is not to say that those who make amazing discoveries are not recognized, they are simply not named for these deeds.
Population: 2.3 MillionClimate: Overcast, Snowing
The capital city of Nashazemlya, Einsgrad , in the old tribal tongue, translates to City of the Eins, which refers to the fact that it was also the main settlement of the Eins tribe before the uniting of the country under a single banner. Now, it serves as the seat of power for Nashazemlya, and the throne of the Great Khan.
Einsgrad is a massive city, with large buildings, each with its own signature domed roof, with a small peak at the center. Over two million people call this city home, and they are all willing to defend it with their lives. Should anyone be foolish to attack Einsgrad, it is theorized that they would be met by a mixed army of trained soldiers, and wrathful civilians.
Einsgrad is also home to the Beast Hunter's Academy, both the largest collection of knowledge on the beasts of Svet, and also the premiere school for learning how to hunt down and kill, or to defend ones self, against these beasts.
Settlements of Interest Edit
Sitting at the base of the great mountains, to the East of Einsgrad, is the town of Malburk. This town is inhabited by a people who have a strong connection to the land. Their Chief, though far on in his years, has not had a challenger to his position in years. This is because those of the town have such respect for him, that none could bring themselves to challenge him.
There is a curious tradition in Malburk, one which scholars and adventurers have come from far and wide to observe and study. Those that die in Malburk, local or foreigner, are buried in a sacred grove, and a young sapling is planted just above the corpse. As the tree grows, it feeds off of the body, growing stronger and more glorious than otherwise. In the current day, a great grove encircles three sides of the town, and is a place of memories and prayer for those that inhabit Malburk.
The backbone of most Nashazemlyan armies are the warriors. These men and women are taken from the common people, but are nonetheless a force to be reckoned with. As with all who hail from Nasha, they are tough, and their resolve is unshakable. They charge into battle with axes and swords, ready to strike down all before them, are die a glorious death.
Veteran warriors, individuals of great skill, and others who have proven themselves worthy, the Marauders are dangerous comatants, most often seen taking part in the occasional raid launched by the tribes against one another, or against other nations in times of conflict. Marauders are known for their ruthlessness, as well as their ability to operate away from friendly territory.
The elite of Nasha's military are the Berserkers. Warriors of incredible ability and savagery, the Berserkers are chosen from only the most powerful warriors available. They are unmatched in combat, and are always seen on the front lines, cutting swathes of death through the enemy lines. To face a Berserker in combat is to face the wrath of Nashazemlya itself.
The most common of Nashazemlya's mounted combatants, the Horseriders can be found in all parts of the country. They ride the powerful Steppe Horses, and wield anything from axes to spears. Admittedly, they are not as famed as the royal cavalry of Aeterna, lacking both the speed and great training of their contemporaries. Nonetheless, they are a force to be reckoned with on the battlefield, and should not be taking lightly.
Hailing from Khanty, the Beastriders are a specialized sort of cavalry. Their mounts vary from Wooly Rhinos to Sabertooths, to even the mighty Mammoths on occasion. These units are generally mixed, and they lack coordination. However, their power cannot be underestimated, as it is said that they could match Aeterna's own cavalry, if ever they met in combat.
In general, Nashazemlya lacks the advanced construction capabilities of other nations, such as Aeterna and Shima. As such, it tends to lack in terms of advanced constructs. As its only real siege weaponry, catapults are, however, not all that ineffective. One can hardly argue with a large chunk of rock being hurled at them. These weapons are powerful, though lacking in range.
Nashazemlya is rather lacking in a real, unified navy. In fact, they are lacking in an advanced navy of any kind. Their primary ships are the Longboats, large boats with oars on either side, as well as sails, to propel them. These ships are used to transport warriors over water, and are most often used in raids on coastal areas.
Special Units Edit
The title held by military Witches of Nashazemlya, Sorcerer is the term for males, whereas Sorceress is the term for females. These individuals are accomplished magic users, able to stand up to the elite mages and other magic users of other nations. For the most part, these individuals originate from the Southern tribe of Yuglyudi.
The Special Ops forces of Nashazemlya are the Huntsmen. Fast, dangerous, and trained to kill, the Huntsmen are extremely autonomous in their activities, able to last for weeks behind enemy lines without difficulty. They may not have the stealth factor of the Shinobi and Ninja of Shima, but they are unmatched in their survival skills.
Nashazemlya is home to some of the hardiest creatures to ever roam Svet. Ranging from cunning Sabertooth Cats, to savage Ursas, and even the massive Mammoths, it is no wonder that these people have become as hardy as they have. If they had not, they would not be around anymore.
The creatures of Nashazemlya are characterized by generally thick fur and hides, as well as specialized survival capabilities to cope with the frigid climate, dangerous predators, and harsh terrain. For the most part, one will find mammals and a few birds in this land, but reptiles are rare or nonexistent, simply because the cold blooded creatures cannot survive in such climates. This is a world of kill or be killed, where mighty herbivores shake the earth with their steps, and savage predators seek every scrap of flesh to devour.
Below is a list of creatures one can find in this region, though, for more detailed information, click Here.