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Al'Mamlaka Farsaan

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Al'Mamlaka Farsaan Empty Al'Mamlaka Farsaan

Post  Zurajai Fri Aug 26, 2011 9:48 pm

((Work in Progress))

Kingdom Name: Al'Mamlaka Farsaan

Kingdom Culture: Farsaani - Farsaani are the dominant ethnic group of the islands, an anarchic culture of olive skinned corsairs. Farsaani culture centers around wealth, material gain, subtlety, and skill in one's chosen profession. This is often mirrored in the nobility system of Farsaan where one can rise to such status by simply owning things. This has led to a wide variety of nobles, some born into it and others raised to Pasha through other means, sometimes not completely morally correct.

Kingdom Size:
Massive - A massive kingdom has large swathes of land and four secondary cities along with the capital. The largest problem with a massive sized kingdom is that it becomes exceedingly difficult to defend its large borders.
* Has four cities and the Capital.

Name of the Capital and surrounding Cities (if any):
-- Medina al'Farsaani (Capital) - Medina al'Farsaani, also known as Medina, is the Capital of Al'Mamlaka Farsaan and one of the most architecturally unique cities in the world. Medina was constructed in a cove originally used by Corsairs as a safe haven and harbor. Since then, then gutted remains of ships have been stacked and bolted together, slowly growing to towering heights as they scale the hillside. As one reaches the highest point one will find buildings of stone, the houses of the Pasha's and the Sultan himself.
-- Oruc - Oruc is as well known if not more well known then even the Capital of Medina outside Al'Mamlaka Farsaan. Oruc, for its centuries of service, has gained quite the nasty reputation. This is due largely if not completely in part to Oruc's massive slave trade. It is in fact required for all ships bearing freshly gathered slaves to pass through Oruc, the surgeons there checking for diseases, parasites, or any other manner of harmful thing that could cause issues outside of it's highly secured ports.
-- Hayreddin - Hayreddin arose from one of the many harbors that exist across the islands, nothing truly special about it. In fact, the only thing that caused it's rise to cityhood was a short period of long distant raids by Corsairs that could only refuel at Hayreddin, the southernmost port at the time. Now Hayreddin exists just above any old village, rarely getting any more use than Corsairs departing to the Western side of the Continent.
-- Afrizzar - Afrizzar is home to the Afrizarians, the dark skinned natives of the Islands. For centuries before the Farsaani arrived the Afrizarians dominated the isles, ruling their communities in tribal chiefdoms. Since the arrival of the Farsaani the Afrizarians have gone through many changes, originally being downgraded to second class citizens then rising to status through skill and ability in later the later century.
-- Mustafa - Mustafa is a luxurious city of thieves and merchants alike, Farsaani from all around taking trips to the city to experience it's wonder. Mustafa, relatively new, is a beautifully designed city, created to be a true haven for the Corsair people of Farasaan. Mustafa is also home to the Colosseum, a massive arena where slaves, animals, and gladiators do battle for the pleasure of the Farsaani people.

Kingdom Government:
Oligarchy - Oligarchy is a form of government in which a small segment of society has all of the power. Power might be held by a specific family or tribe, or people of a certain religion or from a special caste. Usually the rich or militaristically imbued are the ones with the power. Some oligarchies can be good in nature, though this is rare.
-- Military Units fighting in Home territory fight as Veteran -- High Morale.

Name of the Kingdom's Leaders:
-- Sultan Abdul-Baari al'Qahhar - Abdul-Baari al'Qahhar the Subjugator, the current Sultan of Farsaan, is a man of many words and of average stature. Abdul the Subjugator, known as such due to his mighty deeds as a Pasha Kaptan, started life in Oruc, gazing out across the channel towards the capital city with hunger in his eyes. After rising to the status as Pasha Kaptan and his brother Tarahem leaving for distant shores, Abdul spent years using subtle tools to gain power along with obvious shows of prowess. His greatest feet and the action attributed to his gaining the title of Sultan was his subjugation and subsequent annihilation of Merez, a coastal fortress City-State which had declared war on all of Farsaan, refusing to pay tithes to the Corsair Kingdom. Abdul is well known for his charming attitude in and out of his Court and is a savvy leader at that.
-- Vizier Hazim Naqid al'Qadi

Kingdom's Population Size and Population Growth:
90,000 Farsaani
30,000 Afrizarians
120,000 Total
+700 a week

Kingdom's Labor Trait:
Slavery - The kingdom has legally funded the institute of slavery within its borders. Slaves can be of the same race of the kingdom, or another race. Slavery allows for the freemen of the kingdom to work and if they need to, fight. This has allowed for increased economic growth as well as possible military growth during wartime. However, other kingdoms that don't condone slavery look down upon this kingdom for its barbaric institutes.
-- All Constructs have their prices decreased by 30% (rounded up).
-- Decreases Happiness by -2 Points per city per week.

Kingdom's Legal Trait:
Kingdom's Legal Trait:
Taxation - The kingdom has decided that it can vary the level of taxation upon its citizens. The economy can flux and the taxation rate can be adjusted to ensure the people are kept happy. When the taxation rate increases, the revenue of the kingdom increases but the unrest within the kingdom increases as people make less and less for themselves.
-- Taxation Rate: Anywhere from 0 to 10.
-- For every level of taxation past 7, a decrease of 2 Happiness points a week occurs.
-- For every level of taxation of 6 or below, an increase of 2 Happiness point a week occurs.

Kingdom's Religion Trait:
Organized Religion - Organized religion is one in which a number of people follow the same religious practices and have the same beliefs. The religion may have priests who intercede with higher powers on behalf of the believers or who set/interpret the religion's rules. There may be a complicated hierarchy of priests and other religious leaders. The religion may have temples or other sanctums in which the people pray and worship. Generally the believers contribute money to support the religion, its priests and buildings. Generally, organized religion is a force of stability within a culture. People who share a religion have something important in common, and although strangers are less likely to murder each other. It can also be quite divisive as well - historically many organized religions have seen other religions as threats or abominations, and more than one war has been fought over whose god is the real God.
-- Kingdom will have a Major Religion that starts at 70% of the kingdoms population. Your kingdom's capital will be that Major Religion's capital.
-- Missionaries cost 50% less.

Kingdom's Military Trait:
Advanced Training - The kingdom has given more time and training to a certain type of soldiery. It may be the Light Cavalry, used for scouting and quick flanking types, or it may be the Light Infantry have had their training and equipment bolstered so that they may go head to head with other kingdoms Heavy Infantry, but all the surrounding kingdoms understand that these well trained units are a symbol of national heritage.
-- Cog.

Kingdom's Military / Military Spending:
-- Total Military Points - 120
-- Cogs (x6) - 18 MP
-- Carrack (x1) - 6 MP
-- Transports (x3) - 9 MP (33)
-- Warriors (15) - 30 MP
-- Spearmen (10) - 30 MP
-- Skirmisher (10) - 20 MP
-- Total Spent - 113 MP

Kingdom's Resource Nodes / Economy:
-- 1.) Foodstuff (+1)
2.) Wood (+2)
3.) Cotton (+1)
4.) Taxation set to 3. (+3)
Total - 7 EP

Kingdom's Cultural Points:
-- Base (+2)
Total - +2

Kingdom History:
-- The origins of Al'Mamlaka Farsaan date back prior to the rise of the Pyrrhic Republic, the Islands of the Farsaani largely dominated by the Afrizarians, a brutal tribe of barbaric warriors. As the Pyrrhic Republic spread it's hold over the continent, the Fasanii, a central desert tribe and bitter enemies of the Pyrrhic Republic, were finally pushed out of their ancestral home. Seeking refuge, a group of Fasanii fled the continent for any safe region. These early sailors who discovered the islands and their Afrizarian people returned to the mainland astonished, telling tales of an island paradise. So, the Fasanii, beckoned forth by their Prophet, departed on a mass exodus to the islands, using rafts, boats, and any manner of travel to reach their final destination. Upon reaching the island chain the Prophet declared the islands Farsaan and so to did the people take the name.

As the Farsaani spread across the isles in small villages they came into contact with the native Afrizarians, relations starting as if the Afrizarians were welcoming long lost friends. With the development of Medina Al'Farsaan came the requirements all growing cities had; Sustenance, Safety, and most of all, Labor. So the Farsaani took to enslaving the local population, turning them into slave stock and little else. For near two centuries this continued, threatening to cause the Afrizarians to go to war. This all changed with the crowning of Sultan Hasheed Barak al'Muradi the Savior. Hasheed was a deeply religious man, one who believed wholly in the teachings of the Prophet, declaring that the Afrizarians, natives of the Farsaan islands, were brothers of the Farsaani, not slaves. With this all slavery of the Afrizarians or Farsaani alike became illegal, banned for religious and moral reasons.

Seeking a fresh source of cheap labor the Farsaani looked to the coast of their ancient rivals to find the Pyrrhic Empire defeated by it's own corruption and greed. Taking this as a sign of their good fortune, ships began setting coarse for the mainland and conducting small time raids against coastal villages. From this the issues between the Farsaani and Afrizarians fell away, replaced by a strong brotherhood and deep belief of their superiority. Soon great fleets of marauding Corsairs, as they had begun to be called, plundered the seas, raiding coastlines and pillaging ships departing for cities abroad to trade. This alone was what allowed Al'Mamlaka Farsaan to prosper, it's Pashas, Kaptans, and Viziers gaining unbelievable wealth. Now the fleets are great and massive things and all good and honest sailor knows to fear ships with the black sails of the Corsair Kingdom.

Kingdom's Location:
Al'Mamlaka Farsaan Untitl11
Zurajai
Zurajai
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Al'Mamlaka Farsaan Empty Re: Al'Mamlaka Farsaan

Post  Plethora Mon Aug 29, 2011 9:17 pm

Accepted.

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Plethora

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