The Crown Estate Commission
#16
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The Holdfast of Falafelandia




[Image: A94-AAC21-7407-4-B61-AD90-9-E015-AAF18-B4.jpg]
 

 
The Holdfast of Falafelandia is a small Kingdom of Humans, Sidhé Elves, and small pockets of Satyr-folk. Falafelandia, interestingly enough, was founded by civil war after the Humans and the Elves went to war, and then arranged peace. The Holdfast is ruled by a Council of Elders, with the people having some voice. Yehudah currently leads the Council.




 
The Holdfast of Falafelandia is managed by a Council of Elders. The Council debates the affairs of the people, and the High Elder makes the final decision. If the people disagree with a decision, they may hold an election to overthrow the resolution, although they may only do this once a month. The people may also petition the Council, but there is no guarantee that those issues will be debated. There are seven members of the Council and they rule for life. The Council votes by majority on who shall become the next member and who shall become High Elder. If five Elders agree, an Elder can be removed.




 


The population of Falafelandia is:
  • Syvsian (Human) = 22,784
  • Sidhé (Elves) = 21,968
  • Satyr-Folk = 7,346
  • Centaur = 516
  • Merfolk = 210
  • Dwarves = 299

Total = 53,122


The Natural and Processed goods of Falafelandia are:
 
[ Total points available: 8 ]
[ Total points used: 8 ]
 
(Foodstuff) Various crops = 1 point
Elwydium = 1 point
Gypsum = 1 point
Marble = 1 point
 
Processed Goods:
Magic Reagents = 2 points
Plaster = 2 points
 
 
 
Falafelandia is known for their Forests of Crops, large amounts of Elwydium and Gypsum, and deposits of Marble. They also have Magic Reagents and Plaster. However, there are few deposits of Minerals or Ore, and the Holdfast is lacking in Textiles.
OOC
EDIT: Doubled population
EDIT 2: Updated "Other"

Slava Ukraini!
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#17

(10-16-2022, 03:56 PM)Falafelandia Wrote:  

The Holdfast of Falafelandia



 
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[table] 

     Falafelandia, your holdfast application has been accepted! In addition, this means that once your subforum is created by Aynia, ( Since unfortunately, I can't create subforums for y'all) you are free to start roleplaying and worldbuilding your holdfast and its occupants as you see fit.

In due time, Aynia will also put your holdfast on the official Roleplay map. I hope you come to enjoy your time in the official CS roleplay!
[/table]

The Grand Bosun, Parcival MacDonnaugh, Voice of the Grand Admiral and Master of the merchant fleet
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#18
Brick 

Proposal Withdrawn
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#19

The Holdfast of Avanroa

 
[Image: dn1Vrnz5IYHGZauSSK3mxWTY3JvSaQpDh_QwDFZe...kvjaqmF-aw][Image: Avanroa_1.jpg?width=722&height=542]

Please introduce your Holdfast down below
It was at the end of the Great War against Chaolich and the closing of Aimsir that the stories of the first inhabitants of Avanroa began. Though the forces of Chaolich were destroyed and the rest scattered across Caer Sidi, the Queensland was vastly depleted in all manner of resources and population. The first wave of Syvisans, the forefathers of the Southern Avanroans, decided to leave the motherland to lands further to the west, farther away from Aimsir, still a torrent of danger albeit its gates and portal closed.  This first wave of adventurers and wealth seekers sailed with their oaken-hulled boats across the vast expanse of the western sea, landing and settling on numerous coasts. Most were abandoned due to a lack of resources, the scorn of disease, and the terrors of the unknown. However, some of these travelers managed to survive and settle, establishing communities and settlements. Several of these adventurers reached the coasts of what is now southern Avanroa, establishing the first towns and settlements, some, such as Laxtavita and Keilan, grew to become powerful cities in their own right. 

A generation or three passed, the Queensland, formerly on the brink of breaking, boomed with prosperity, aided by the Her Majesty's magical powers, a rare display of magic and power. As the Queensland slowly but surely regained its prosperity and power, yet another group of Avanroans began to set their sights to head for the horizons. Spurned by tales of bountiful lands, sparkling coasts, and beautiful promises, they set off. Many wandered to their eventual demise: shipwrecked, devoured by leviathans, betrayals, or loss of faith. But, like the first wave, a number managed to reach the northern shores of the land soon to be called Avanroa amidst the perilous journey. Here the forefathers of the Northern Avanroans built towering castles and large walled cities, made in defiance of the forces of nature, forever a testament to their resolve to reach the unreachable. 

Over time, the Northern and Southern groups spread out. Towns and villages sprung up as quickly as new farm fields sprouted new produce. Eventually, these groups of northern and southern brethren met, traded, and intermarried. The Syvisan slowly evolved to Avanroa as new generations were born in the island and the old generation fostered in Queensland rested back on the earth. Yet, an old enemy appeared once more amidst the peace and prosperity of the Avanroans. 

The forces of the Chaolich suddenly appeared on the island. Town and cities were destroyed amidst their wake. Try as the Avanroans may the forces of the Chaolich were too powerful to oust from the land. Battles raged across the frontiers with the Chaos infested lands and it seemed all to real that the monstrosities that their forefathers had tried to escape away from were now to overrun them. However, all was not lost. Her Majesty, hearing of the plight of her people, sent a contingent of virtuous knights from her land to aid the Avanroans. These knights tipped the scales in favor of the Avanroans and brought the fight deep into the Chaolich-infested wastes and hinterlands. The Velvet Order, they were soon called by the people, their white cloaks and armor reddened by the blood of the enemy they so thoroughly hated. The Chaolich was wiped out, its numbers extinguished from the island. The Velvet Order soon took up permanent residence in the island, honoring their oath to serve and protect Avanroa in perpetuity for Her Majesty.

With the dangers of the Chaolich gone, opportunistic leaders of the various towns and cities quickly joustled for control of the island. Factions sprung up in cities. Court intrigue spiraled out of control as the games of nobles and high lords spilled into open civil wars and conflicts. If not for the Velvet Order's intervention, the island would have been burnt into the ground. Through the authority of the Order's Grand Marshall,  with an assembly of all the nobles, high lords, clerics, magistrates, and freemen, declared Avanroa a confederacy: where one city did not trump the other without seeking to spite the rest of the confederacy. 

And now at the present, the Island of Avanroa continues to prosper through sea trade with its nearby neighbors and that of the Queensland. Farms and fields continue to produce food and livestock. Children go to schools to learn about history and the arts. Lovers continue to bathe under the kiss of the sunlit fields. And the protectors of the Confederacy stand vigil among all. 

Yet the power of the Chaolich still holds power. Deep in the hinterlands of the once Chaolich infested lands and nearer to home in one of the many rooms of the Velvet Order's bastions.



Please give a description as to how your Holdfast is governed
Avanroa is a confederacy composed of an amalgamation of city-states, towns, duchies, and kingdoms. Each political unit passes its own laws and judgments on their own respective territories. However, to settle matters that involving two political units, be it a city and a town or a kingdom or a duchy, the vote and decision of the High Assembly are needed to pass unbiased judgment. 

The High Assembly is composed of all the nobles, leaders, representatives, and figureheads of every town, city, or kingdom within the Holdfast. The High Assembly elects among themselves twelve (12) councilors into the High Council. The High Council's function is to act as the arbiters between the various political entities regarding matters of dispute and conflicts of interest. Over time, the seats of the High Council have developed into distinct titles. Councilors from the two merchant city republics are given the title Propanatus, the Grand Marshall of the Velvet Order is called a Miramon, and the representative of the Kingdom of Keilan is called the Basilos. The Miramon, given authority by two-thirds of present attending councilors, can levy troops for war from the entire holdfast
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[table]
The population of Avanroa is:
  • Syvisans  = ~63,300
Total: ~63,300
[/table]
 
[table]
The Natural and Processed goods of Avanroa are:
[ Total points available: 8 ]
[ Total points used: 8 ]
Grain = 1 point
Silk Snails = 1 point

Live Oak Timber = 1 point
Stone deposits = 1 point


Durable Silk = 2 points
Stone masonry = 2 points



Please summarise the status of natural and processed goods, and describe what your Holdfast lacks here
Avanroa was primarily covered by dense forests of oak and conifers, however the arrival of settlers from the Queensland led to widespread logging and conversion to fertile farm fields. The presence of the Great Niaran Lake has led to vast improvements in irrigation that have resulted in the central plains of the island being one of the most productive sources of grain and food. The Great Lake has also been home to silk snails that produce tough durable silk which are weaved by the High Lordship of Niarra into fine clothing and to an extent - armor. In the south-eastern parts of the Island lies the Lightnom Ranges, an amalgamation of mountains and rolling hills that dot the countryside. At the bases of this ranges are stone mines that extract whatever stone could be harvested for the needs of the various towns and cities. Such a low supply has resulted in many stonemasons in the island to be considered one of the best in their work and preciseness.  [/table]
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#20

(11-20-2022, 10:29 AM)Ben Wrote:  
The Holdfast of Avanroa

 
 

 
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[table] Ben|Avanroa! Welcome back to the Queensland, we missed you! You are now a member of the Queensland, with all of the responsibilities and privileges that entails! I would say you have to wait for your subforum, but yours has been restored from the archive! You may begin at your leisure!
[/table]

The Grand Bosun, Parcival MacDonnaugh, Voice of the Grand Admiral and Master of the merchant fleet
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#21


The Holdfast of Eastement


[Image: 52CF131E-8CAD-4C2C-B7ED-CF5581C26B9B.png]

Please introduce your Holdfast down below

Eastemnet is a prospering nation, filled with sweeping plains and rolling hills. Primarily known for its human kingdom ruled under King Brego of the House of Enärion. The kingdom is known for its horses and in turn its famed horse riders of the military.

Along the borders of the nation the country has come to an understanding with their neighbors, Sea Elves under the rule of Lord Rudhredion, who are known for their command of the ocean and being trade masters. To the west lay the Satyr ruled by Lord Chepsic, and in the Mountains of Eastement the Dwarven people are ruled by Lady Bylma Thrurdukum.

A kingdom rich in the world of the fae, there is something stepped around the corner everywhere in Eastemnet. The story of the nation is waiting to be told, the kingdoms within it preparing to write it.



Please give a description as to how your Holdfast is governed

Eastement is a monarchy, ruled by the House of Enärion and kingdom of Man. The remaining fae races hold lordships over their respective townships and answer to the King. The Lords come together as a small council on a monthly basis with the King to speak about the affairs of the kingdom and it's needs.

Relationships are not all pleasant however as the Satyr have faced internal strife with outcasts who believe the horse lands belong to them and often attack human villagers leading to conflict between the people.




Do you have any custom races you want to introduce? If so, describe them briefly down below

The Vëandur

Commonly referred to as Sea Elves, the Vëandur reside along the coast of Eastement in its ocean waters. They appear much like their Sidhe breathren with the exception that their skin is covered in scales which seem to shimmer in the sunlight. Vëandur are known to be tall, pale, and blessed with white hair as pure as the snow. While many think that they live on land the truth is that there prefer to live underwater and have a thriving township along the coast.

They are said to be a hearty bunch to many surprise, lovers of a fine drink and hard work. Though they are careful of other sea faring fae creatures.


The population of Eastement is:
  • Humans = 32,500
  • Vëandur = 5,000
  • Dwarves = 3,000
  • Satyr = 7,000
  • Other Fae = 2,500

Total Population = 50,000

The Natural and Processed goods of Eastement are:

[ Total points available: 8 ]
[ Total points used: 8 ]

Grain = 1 point
Produce = 1 point
Iron = 1 point
Horses = 1 point

Metalworking = 2 points
Warhorse Training = 2 points

Eastement is renowned for it's plains and perfect farmlands that spread across the nation. Many turn to growing crops or have become horse lords, breeding and training the national animal of the country. However, gold is in high demand amongst the nation, the minted coin of trade not found in the mountains of Eastement. Not to mention the people of Eastement would like to have more comfort staples like imported alcohol or fresh furs for the winter.

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#22

(01-15-2023, 05:31 PM)Eastemnet Wrote:  Eastemnet -snip

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Eastemnet, your holdfast application has been accepted! In addition, this means that once your subforum is created by Aynia, ( Since unfortunately, I can't create subforums for y'all ) you are free to start roleplaying and worldbuilding your holdfast and it's occupants as you see fit.

In due time, Aynia will also put your holdfast on the official Roleplay map. I hope you come to enjoy your time in the official CS roleplay!

[Image: tylu0RQ.png]


⠀ ⠀ ⠀Today's song!
⠀ ⠀ ⠀Call me Granger, please ⠀ ⠀(:
⠀ ⠀ ⠀Are birds actually reptiles?
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#23

The Holdfast of Atzera 
 

Please introduce your Holdfast down below

reborn once more rising from the hiden crypts these strange half dead people have conquered the land above puting up a front of unity. in reality it is a mess of politics, clans, and half remembered memory'sys barely held together by the Three Crowns. 
Please give a description as to how your Holdfast is governed

the new government is heavily descercliced with a small network of rules and shattered customs that are expected to be upheald, those with both skill and strength will find themselves in power watching the others as they fall behind. this is because of the Xeal right where if you can provide cause for a chalenge you can steal another persons job by besting them in the tests of both strength and skill.

the main government itself is run by the three crowns, The Crown of Black Powder, Crown of fire, Crown of brew, each of these three act like kings task with upholding and interpating the old laws. they are not aloud to make their own but they do sometimes "find" old laws that they can put into use.
 
Do you have any custom races you want to introduce? If so, describe them briefly down below
Zaquol (deathless)
ages long ago a race sought a way to cheat death itself when a great plague devoured their lands, entrapping their flesh in strange magic they entered a deep death like sleep. when they awoke they found themselves changed their bodies once filled with life now where nothing but rotting husks, they where neither dead nor where they alive. they had hunger and they had thirsts but it wasn't needed anymore a phantom of a life stolen from them. only 3000 made it out like this the unluckily ones became Uquel

Uquel (unborn)
only 3000 made it out like the Zaquol the unluckily ones became Uquel, their bodys where destroyed transformed into the Black pool, and when they arose they found themselves shattered. their body was not their own a strange new form shaped in the likeness of those in Atzera that had died from the plauge their mind is broken memorys missing some not even remembering their own names. from this fate the Uquel have tried their best to fix themselves trying to return to some form of normalcy, as they try to understand who they once where and who they will be.
 Teczea (chosen ones):
the oldest and wisest of the three core races of the Atzera empire they are creatures who are the direct children of the gods being their mortal representatives upon the world existing only to enact their will. Or so they say, in reality they are large toad humanoids that are just as mortal as anyone else. The Teczea despite their ensetence otherwise are just large toadlike humanoids who have a very unique biology.  They have a nearly endless lifespan because of this although they will spend the majority of this time sleeping as many of them fall prey to what is known as the “great sleep”. a hybernason that can last years and is extremely hard to snap out of. it is said this is what kills most of them as they go to sleep and never wake again entering the world of dreams forever. But that is not the end of their strange bodys as due too their long lifespan, childhood lasts 40 years for most and each cluster of newborns will be completely different from the others with different advantages and disadvantages that others wouldn't have.
 Teczmortea (chosen hard ones):
big and strong none can stand in their way in battle, being made by the gods to be the enforcers of their will they are unbeatble by anyone. Well acording to their own teaching really all they are slightly stronger slightly slower alligator humanoids. Most dont even work in the military in the modern day, due to the isolationism of that last few hundred years most have taken up work as builders and hunters leaving their history of blood behind for the most part. But with the new comesers tales of monsters and hororis beyond understanding a need for their skill and power has come up once again in hopes to protect what they have.
 Teczcoulea (chosen small ones):
4ft tall humanoids with faces that geckos they are known for being quite fast both in metabolism and in speed. This has lead to a need for massive amounts of foods that are needed to be supplied by just as large farms in order to keep up with the demand.
 Starforged:
these are people made from crystal ever since their homeland Maylla fell they moved to Atzera setting up an enclave onto one of the cities slowly separating and spreading to not only the empire but the world. their king is content to start up once more attempting to build the world's largest library/museum. 
 
The population of [ Insert Holdfast Name Here ] is:
[ Teczea (chosen ones ] = [ 150 ]
[Teczmortea (chosen hard ones) ] = [ 4,000 ]
[ Teczcoulea (chosen small ones)] = [ 30,000 ]
[ starforged ] = [ 1,000]
[  Zaquol (deathless) ] = [ 3,000 ]
[  Uquel (unborn)] =[  42,000]
[  80,150]
The Natural and Processed goods of [ Insert Holdfast Name Here ] are:
 
[ Total points available: 8 ]
[raw metal] = 1 point
[Raw spices]= 1 point
[raw metals]= 1 points
[Onyx blood from the black pool]= 1 points
[ Onyx dust a prossed regent] = 2 points
[metal works] = 2 points
Please summarise the status of natural and processed goods, and describe what your Holdfast lacks here
There is a need for
Incense
Marble
Raw ores
Coal and other fuel
And even more regents

i may be lost but i will never be forgotten
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#24

(02-12-2023, 05:45 PM)The Lost God Pan Wrote:  
Atzera application:

The Lost God Pan, your holdfast application has been accepted! In addition, this means that once your subforum is created by Aynia, ( Since unfortunately, I can't create subforums for y'all ) you are free to start roleplaying and worldbuilding your holdfast and it's occupants as you see fit.

You might have also noticed that your application has not got the usual fancy envelope and letter part in response, and that's for a reason. Because you highlighted that your Holdfast isn't to swear loyalty to the Queensland and be brought under vassalage and that this is more simply an "Unofficial" application just to get your little slice of community on our radar, onto the map etc. etc, it would not make sense to get an official response either. Know that unless you change it up, your Holdfast and people don't swear any loyalties to the Queensland, but are also unable to call for any aid or major trade from the Queensland either; at least in an official capacity.
Alright? Alright! Let's continue!

In due time, Aynia will also put your holdfast on the official Roleplay map. I hope you come to enjoy your time in the official CS roleplay!

[Image: tylu0RQ.png]


⠀ ⠀ ⠀Today's song!
⠀ ⠀ ⠀Call me Granger, please ⠀ ⠀(:
⠀ ⠀ ⠀Are birds actually reptiles?
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#25

The Holdfast of Kuali Itskuintli 


[Image: li5lw6T.png]
 
Please introduce your Holdfast down below
The Holdfast of Kuali Itskuintli is a small tribalistic land of Chichiton, with a very few folks from outside of litters but their are a smattering of other species and races numbering all together less than 2,000 who have been welcomed into the Litters of Kuali Itskuintli. Communal and food motivated they seek contentment and moderation in most things, aside from food.

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Please give a description as to how your Holdfast is governed
The Chichiton leadership structure is  like much of Chichiton society communal focused, usually so long as every Chichiton is focused on the litter, life is frees from the more formal gathering and allowed to continue out uninterrupted, but if a major decision needs to be made a meeting of is called at the Tulou by the Litter Elder, who as a moderator for the Litter allowing anyone living in the Tulou to speak if they so wish, and allowing them to give him counsel. Most Elders take making these decisions seriously and truly do listen to any who would wish to speak, ultimately it is up to the Elder to give guidance and course to the family through their decision making in these matters. When a large issue is brought forth, a Council of Elders may be called in the city of Kuali Itskuintli. The Council when called first has the business of designating a “War Chief '' whose job is to act like a moderator for the Council and it is only upon an unanimous decision that the city will act as one. The War Chief is a serious job as they are also given War power by the Council in the face of War, and is a decision no member takes lightly when electing.  War Chief is also a dangerous job, as when he council agrees the War Chief is always given a time frame to complete his purpose in and if the time frame is not met, they’re to be banished from their Litter and from Kuali Itskuintli. This is the Chichiton way of assuring that a War Chief never rules or is given power for too long. 



Do you have any custom races you want to introduce? If so, describe them briefly down below
 Chichiton  are Pug-faced creatures that average 3 foot tall. They feature the soft fur in the colors of  brindled,fawn and black, with relatively flat faces, black coloration around the nose, eyes, and mouth with the fur in those areas whitening with age. They have velvety ears that flop over themselves. They have paws, with a thumb that does allow for fine manipulation and walk on two feet, that are also paws. Their claws while in existence are largely vestigial and useless in any real or meaningful way.  They’re physiology wasn’t designed to speak the common tongues that is used throughout Caer Sidi  but they make due with their speech of it often being broken. Their native language is one of barks, yips, grunts, huffs, sighs, coughs, whines, and sneezes.  They do have slightly above hearing, but are more known for their sense of smell. They also tend to lack an affinity for most magics. Typically known for being very food motivated. 

What most people know of the Chichiton and their culture is through time spent at the central “city” of Kuali Itkuintli hidden within the mountains, although calling it a city is more of a misnomer. It is more a collection of Tulou, a traditional rounded or squared building with communal housing built into the walls for a Litter, with stone steps, and stone and mortar roads running in between them. The City which houses many various Litters, Tribal and Familial like units within the larger Chichiton society,  in the Tulou, is usually never at capacity as many of the families return only during the winter, after the grazing season is over.

Visitors are eyed initially with a little suspicion, but once trusted by a Litter they’re often ushered into that Litter’s Tulou and are to to be treated like family in all matters, marking them as a gregarious culture once they warm up to outsiders.

Being a largely communal society this also means that the entire litters usually spend meals together rather than just individual families, often on the group floor of the Tulou. Meals are extremely important in Chichiton society, and the Elder of a Litter, who are the chefs, are also treated as Sages and healers. Chichiton Elders use their knowledge and the traditions of the people to create foods that are aimed at being medicinal for the mind, body, soul, as well as nourishment. One example of a Chichiton dish is Omiayotl, a bone broth mixed with local spices and herbs  which is served at every meal in the Tulou and is meant not just  to satiate thirst but to help alleviate the breathing issues common in many of  the Chichiton. To refuse or show dislike for a Chichiton’s Meal is considered a deep shame unto the Litter that made it.

  The Meals, along with their treatment of guests all stem from them being a communal focused society, this extend to their take on “taboos” in which they believe that the community is as responsible for correcting the taboos of an individual as the individual, this comes from their concept of the Slippery World, which is a large part of their religious outlook.

Tulou is a rammed earth, wood and stone based structure that acts as a communal housing for one of the Chichiton Litter. They’re circular in nature and are often between two to four (human) stories high, and able to house usually between 200 to 800 people. All the doors to the individual and family  areas are located on the inside, with some windows facing out large enough for a Chichiton to be able to aim and throw javelins using an Atlatl. The usual structure for the bottom/ground floor to house a shared area for crafting, cooking storage, gatherings including education and religious ceremonies, all accessible in a large courtyard area. The upper floors are where the housing areas are located, with the exception of guest housing located on the bottom floor.  Tulou are only ever near full occupancy in the winter, as the herder’s often travel to hills and lowlands with their herds to graze where they started in Domed Alachigh.  It should be noted the only in the mountains and only leading to Kuali Itkuintli are their roads, which are made of stones with occasionally step carved into the mountain.

  Domed Alachigh are rounded yurt-like structures designed specifically to resist the strong wind that can come in the hills and mountains in the area that the Chichiton use to graze their flocks and packs on. 

  The traditional  clothing of the Chichiton are usually made from wool, and are dyed bright colors. Ponchos are used by just about every Chichiton and are usually quite colorful so that they are easily recognizable in the bad weather that occasionally strikes their mountainous regions. Chullo are also common amongst them all, often being equally colorful. Other common pieces of clothing are jombona, chumpi, and pollera which tend to be worn by feminine presenting Chichiton. Buttons and Jewelry are often made out of bones and painted to match the bright colors of the rest of their clothing.  Although some of the younger Chichiton, especially those who wish to go beyond their lands can be found wearing items and clothing styles from other cultures, most notable this trend is favored among the emerging Traders and the Tzipilotl.

The previously mentioned emerging traders is a new concept to the Chichiton, being a small group of the younger Chichiton who have decided to travel Caer Sidi in an attempt to sell the fine wool, and bone jewelry of their tribe instead, believing in the Slippery Earth, the Elder and more traditional members believe this is acceptable so long as they return home in the winter keeping some moderation in preserving the traditions of their people. This is still though an extremely rare occurrence anywhere though to see a Chichiton trading far from home.

    Other items to note that stand out about their culture include their use of Sky Burials for the deceased, leaving the bodies on mountain Craigs to be picked and cleaned by local scavengers, and returning to collect their picked clean bones after several months. They also are known for their unique throat singing, which does in duets in close proximity to one another. They’re noted for using inhalation and exhalation at the source of the music and this is done with no instrumentation. It is common among all genders in their society to practice this. Chichiton throat singer is never done as a solo event. This of course isn’t their only traditional music as they also are noted to have some string instruments, drums, and bone flutes which are often played at gatherings. 

The spiritual beliefs of the Chichiton society break down into four major components. The first of which is a animistic belief that everything has a soul from the stones and earth they use to build their homes to the animals they raise and hunt. They believe that souls are all worthy of respect and so when they slaughter an animal they do their best to use all of the animal, using their pelts or skin, eating their meat, and even their bones are used for various things including making musical instruments, tools for preparing leather, or jewelry . They always thank the earth for stones, thank trees for the fruits they drop, even thanking their enemies after times of war for growing their skills as warriors.

The second part is the reverence of Ancestors, while Sky burials are the most common burial practice, the bones are always collected and often used as is any other bones to make tools, instruments or jewelry, having these items from the bones of an ancestor is considered something special, often are some of the most prized items that can be found with in a Litter. This is usually an Ancestor shrine with in the ground level of each Tulou

Three is the spirituality that is medicinal cooking. In Chichiton culture food is a central part of their lives not just for physical nourishment but also for nourishment for the soul and mind. Often Elders, who act as head chefs and cooks for the Litters, prepared specific additives for various family members based on physical needs, but also on spiritual needs. If a Litter member has a big event, the Elder will sneak them some Marrow which is considered to grant good luck, for those who may have become depressed he will mix lemongrass with their Omiayot.  While magic doesn’t come naturally to the Chichiton, this is by far the closest and most guarded secret they have, with only Elders and the next in line knowing the recipes.

The Four and the one often guides much of their culture is the concept of the Slippery World. The Slippery world is the the belief that balance is the only way to inhabit it as the world all Chichiton are born into is slippery, meaning that it is easy to fall away from the good is one goes too far one way or the other, this view points changes their view in which all things are usually done in moderation, food excluded, which allows for the culture to change even believing that tradition must be moderated as well. It also set their adversary not as themselves as individuals but as the world, in which they must help one another travel the middle path, the balanced path, and that if a Litter member where to slip than it is up to the Litter to return that person to the path.

The Chichiton are not warlike people, but they are also unafraid to defend themselves or the lands that care for them. While they shy away from the metal weapons found in so many other parts of Caer Sidi, aside from a small group of warriors known as Tzopilotl or “Carrion Warriors.” The Chichiton do not have a standing militia of any kind, and only conceded control a General during times of great strife in the form of a War Chief, who must be given a unanimous decree of war by the Elders of each Letter, and is also give a time table in which they must have carried out their duty by, if the War Chief fails to win or to properly protect the Chichiton in the time given by the council they are banished from their Litter and from Kuali Itskuintli.

There are two notable warrior groups within the Chichiton though and the 1st is the aforementioned  Ibex Calvary. A group of the most well trained warriors who are given Mountain Ibex to ride into battle. Ofrte armed with a Spear, and a Wooden Shield along with an Atlatl and a quiver of arrow, they’re know being able to traverse extremely  difficult terrain. Making this a Cavalry that can continue well on to location normal inaccessible to other mounted regiments.

The second are the Tzopilotl, Carrion Warriors,  a small brigade of Chichiton who train with use and keep all their armor and items from defeated foes, often seen in pieces of armor adapted for their small nature from larger species, they’re can be found carrying daggers as words,  attaching flail heads to ned handle to make maces. They’re fierce warriors often underestimated by larger opponents due to their size and somewhat humorous appearance in their patchwork armor, which they use to their advantage.  Many of the Tzopilotl have aligned themselves with the emergent traders offering to accompany them as they ply their wares elsewhere in the Caer Sidi. 

The population of Kuali Itskuintli  is:
  • Chichiton = 49,185
  • Dwarves = 156
  • Syvisans = 249
  • Sidhe = 323
  • Satrys = 245
  • Misc others = 160

Total = 50,318

The Natural and Processed goods of Kual Itskuintli are:
 
=[ Total points available: 8 ]
[ Total points used: 8 ]

 
Alpacas (Foodstuff and Wool) = 1 point
Stone = 1 point
Foraged Vegetation = 1 point
Hunting Goods = 1 point

Kuali Itskuintli Dyes = 2 points
Traditional Kuali Itskuintli Clothing = 2 points 
 
  Economically the Chichiton attempt to be  self-sufficient, but often struggle with it and are forced to allow traders into Kuali Itskuintli or more recently allowing some Chichiton to become traveling traders. Traders must take quite a while gaining the trust of a Litter to gain permanent entrance into any of the Tolou though, with a small encampment of those attempting located just outside the city.  These items they do often look for though  include lumber, various types of food including grains, and cultivated vegetables as well as exotic meats. Ceramics are highly sought after Iron and Copper cookware are some of the most highly sought after items from traders though, that Elders and the few Trader Chichiton will almost always be willing to trade for..   They are a pastorally focused culture who often have wool, meat, milk, and bones jewelry all from the local herds of Alpaca, along with having hunted and foraged goods, stone, traditional clothing and dyes to trade with those who come to Kuali Itskuintli. The clothes are always of Alpaca wool and are usually dyed in bright luminous colors made from local plants and insects foraged from the lowlands near Kuali Itskuintli.

Occasionally they make specific agreements with traders or kingdoms to supply some of these needs that they have been unable to meet as a more stable source of getting resources they need. Insularly they do not use a system of income as each Litter is in charge of ensuring the needs of its individual members are met. Elder are usually seen as the one who are to barter with any trader, merchant or diplomat for the families, on rare occasion for exceptionally large deals a council maybe called and  a War Chief elected to negotiate trade terms.
 Summary
 Kuali Istkuntli,  the small mountainous land of the Chichiton people, known for their colorful clothing and nature. Loyal to their Litters and land, they seek self sufficiency when possible and when not friendship, but do not mistake them for being all bark when push comes to shove.

The Holdfast is just now opening up to the rest of Caer Sidi and is therefore currently an "Unofficial" Holdfast.

[Image: M2uuufR.png]
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#26

(02-22-2023, 12:37 PM)Nova! Wrote:  
Kuali Istkuntli -snip

Nova!, your holdfast application has been accepted! In addition, this means that once your subforum is created by Aynia, ( Since unfortunately, I can't create subforums for y'all ) you are free to start roleplaying and worldbuilding your holdfast and it's occupants as you see fit.

You might have also noticed that your application has not got the usual fancy envelope and letter part in response, and that's for a reason. Because you highlighted that your Holdfast isn't to swear loyalty to the Queensland and be brought under vassalage and that this is more simply an "Unofficial" application just to get your little slice of community on our radar, onto the map etc. etc, it would not make sense to get an official response either. Know that unless you change it up, your Holdfast and people don't swear any loyalties to the Queensland, but are also unable to call for any aid or major trade from the Queensland either; at least in an official capacity.
Alright? Alright! Let's continue!

In due time, Aynia will also put your holdfast on the official Roleplay map. I hope you come to enjoy your time in the official CS roleplay!

[Image: tylu0RQ.png]


⠀ ⠀ ⠀Today's song!
⠀ ⠀ ⠀Call me Granger, please ⠀ ⠀(:
⠀ ⠀ ⠀Are birds actually reptiles?
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#27


The Holdfast of Deepwoods


[Image: Xmf839v.jpg]
(red hexes in upper left corner)

Brief Description

Deepwoods is a heavily forested holdfast, crisscrossed with wetlands and fens, and fairly sparsely populated. Most of the holdfast’s population lives a nomadic life, traveling with the seasons, but there are some larger settlements too. These settlements are usually built on platforms in the expansive treetops, which can sometimes get so thick that it’s more akin to a second layer of ground.

Together with Fenwood, Deepwoods forms the larger region of Mistwood. Though the region overall is quite marshy, Deepwoods is relatively speaking less so, being more dominated by trees. The people of Deepwoods have a long tradition of making use of the forest's resources in various rituals and enchantments, which over time has resulted in a lot of ambient magic and abandoned artifacts. This makes Deepwoods a quite attractive destination for adventurers, though they do well to be cautious or employ a local guide, as the forest is also home to many dangers.

Government Structure

 Most of the holdfast works on a familial system focused around the nomadic clans, where authority is fairly equally shared. Most are simply seen as leaders in the capacities they are most experienced in. For instance, a clan medicine man would be the leader in matters of healthcare, but the foremost hunter would be the leader when it comes to laying down plans for an upcoming expedition. 

In the larger settlements the clans tend to consolidate more, and often choose a representative to exercise the clan’s will in a town moot. Most often the chosen individual is the clan’s eldest member, but should another make a strong enough case as to why they are the wisest they may sometimes be opted for. The moots fluctuate wildly in both size and authority, as the seasons bring new clans and see constantly changing dynamics, but their general purpose is to coordinate the settlement’s logistics and oversee inter-clan relations and issues. Some of the permanent residents of the settlement end up in unofficial moderating roles, but are only ever granted official moderating power in exchange for their own right to decide on issues. Thus, moderating power is only rarely granted, most often for matters of great import that impacts all the clans, as no representative wants to forfeit their clan’s right to partake in the decision making.

The Dyipfolk

The Dyipfolk (singular Dyipling): a ratlike humanoid species of Fae inhabiting the secret spaces of Mistwoods, colloquially sometimes referred to as “ratfolk”. They stand at about 100 - 140 cm tall, although their slightly hunched gait makes them look somewhat smaller.

They have very large ears and correspondingly quite acute hearing, which in some ways acts as their primary sensory organ. Their vomeronasal organs are also well developed and allow for sensing of a larger span of smells, although the usage of this sense tends to be limited in polite company, as it involves bringing particulates into the mouth, often through licking or otherwise tasting the subject matter. Vision is another sense that somewhat differs among the Dyipfolk as compared to that more commonly found in other intelligent species. Their eyes are adapted to a lower light environment, particularly to the conditions surrounding dawn and twilight, and as such they have an easier time navigating such lighting conditions. However, this comes at a cost too, as this light sensitivity means that many Dyipfolk are quite uncomfortable during the day or in the more well lit environments other species prefer, often resulting in a form of snow blindness if exposed for long periods of time. Thus, many Dyipfolk that have to brave such conditions have resorted to some form of eye-covering, be that something simple like a piece of bark with slits carved in it or something more elaborate like goggles.

They are quite communal and tend to form large closely knit clans, which they often live and travel among. Most Dyipfolk live a nomadic life, traveling between a set series of camping sites in accordance with the seasons. Many such routes terminate in a common node during midwinter and midsummer to mingle with other clans and celebrate their largest holidays. The largest such sites have grown into larger permanent settlements where some clans act as hosts to the others. These clans have developed agriculture and other trappings of civilization to a larger extent than their kin and stand for the majority of the holdfast’s production.

Despite their looks, they are in fact not related to the rodents they look so similar to, but some of the stigma surrounding these smaller creatures has nevertheless spilled over onto the Dyipfolk. To contrast themselves from this as much as possible, they often keep immaculately clean and take care to act in a polite manner. Even so, there are some impulses that somewhat shatter this image, such as the “skittering” - a phenomenon similar to “the zoomies” some other species might experience. During such instances a Dyipling acts in an energized and often playful state, somewhat akin to a mild form of mania. Such instances are particularly common around dawn and dusk, as the Dyipfolk are a naturally diurnal species and tend to schedule their day around such times.

Population

Dyipfolk: ca. 64000
Nissar: ca. 1000
Fairies: ca. 800
Centaurs: ca. 100
Fauns: ca. 500
Satyrs: ca. 200
Elves: ca. 500
Forest guardian spirits: ca. 100
Feijnfolk: ca. 800
Other: ca. 1000

Total population: ca. 70000

Natural and Processed Goods

Hardwood (Natural)

Furs (Natural)
 Leafblend “Ratfolk tea” (Processed good)
A category of brews made from crushed and dried leaves boiled in water, often drunk as the main source of liquid for many Dyipfolk. Very similar to tea, though predating Dyipfolk contact with the other holdfasts and thus being more akin to convergent culinary evolution.
 
Dyes (Processed good)
Many pigmented organisms are found in Deepwoods, particularly various flowers and fungi growing in the treetops, but also mollusc shells left by many species inhabiting the forest and fens. Common dyes include yellow, blue, and green variants, though turquoise is a particular favorite. Notably, reds are a rarity among the Dyipfolk, as iron and copper sources that otherwise are abundant in many other societies are few and hard to access in the forest. Most reds are produced from blood, and as such are exceedingly rare and seen as symbols of status and wealth. Orange is somewhat prestigious too, though diluted, being a mixture of red and yellow.
 
Pumpkin hearts (Processed good)
The residue left over from a pumpkin summoning ritual, be that the literal remnants of a pumpkin or an object that has had the summoned spirit imbued into it. The Dyipfolk have long had a tradition of magical rituals, often focusing on communing with the spirits of the world, as they see it. At some point they discovered that pumpkins were a particularly potent focus for such rituals, although whether or not this is due to some actual connection to the beyond or just selection bias is another matter. In these rituals pumpkins are imbued with a summoned or otherwise bound spirit, which can then be used to power various magical constructs. But pumpkins are not forever, and thus the spirit is often transferred over to some other object, often a carved stone or piece of wood. New spirits are believed to be created if the pumpkin has a face carved into it, and the nature of the spirit depends on the carving. Thus it’s not uncommon to find jack-o-lanterns among the Dyipfolk, or various golems and constructs that have had said face transferred over to it.

Needed Resources

Metals of all kinds are a rarity and very valuable in Deepwoods. There are few ore veins and available mineral deposits, and those are often tightly controlled by some clan or group. Thus, worked metals are highly sought after, particularly practical tools, but also ornamental items as a sign of status.

Edit: clarified some population stats
Edit 2: changed format to abide by application standard and also added government section which I forgot oopsie
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#28


The Holdfast of Fenwood



[Image: 4TZzx0p.jpg]

 
Please introduce your Holdfast down below
Fenwood is a land dominated by marshy forests, located in the northwestern corner of Caer Sidi. Together with the holdfast Deepwood it makes up a larger region called the Mistwood, which is loosely held together by some ancient alliance. Fenwood is populated by a species of fae creatures called Feijnfolk, who live in underground houses built into the few hills that stand above the marshy soil that makes up most of the ground in the holdfast. Magic is strong in the Fenwood, with magical plants called starreed and moonreed growing in abundance in its swamps. Magic is also widespread amongst the people of Fenwood, especially the disciplines of necromancy and mistweaving. Feijnfolk necromancers are renowned for their ability to call upon the ghosts of the dead, and Feijnfolk mistweavers for the magical mists they summon to hide the settlements of Fenwood from danger.
 
Please give a description as to how your Holdfast is governed
Fenwood is normally called a kingdom by its own citizens, even if it is perhaps better described as necrocracy. The king or queen is responsible for most day to day governing of the holdfast, but any important decisions are made by a council consisting of the current monarch and a number of former monarchs whose spirits are summoned as ghostly wraiths to deliberate and vote on any important matters. Exactly which former monarchs are on this council changes over time, as their ghosts grow restless from being animated for too long, resulting in an ever changing council of former monarchs assisting the current monarch in running the holdfast.
 
Do you have any custom races you want to introduce? If so, describe them briefly down below
The main inhabitants of Fenwood are the Feijnfolk, a fae species native to the marshes  Fenwood. They are slightly shorter in stature than the men of Syvisa, and have pointed ears like those of elf- or goblin folk. One of their most distinctive features are their long lion-like tails, though they are not always visible, as it is common practice amongst Feijnfolk to wrap their tails around their waist like a belt, especially when going into battle. Feijnfolk commonly have green skin, though some of them have slightly yellow or blue skin tones. Their hair is normally a dark green, though it can also be black or have a blueish tone, and other colors of hair can also rarely appear. Their eyes are bright yellow and glow slightly in the dark. Feijnfolk are known to have exceptional eyesight, and can see well in almost complete darkness. Feijnfolk are thought to be distantly related to trolls and have slight regenerative abilities, allowing things like limbs to grow back over the course of several years. Their kinship with trolls and their good night vision have left them fairly sensitive to light, leading to most Feijnfolk hating having to be in direct sunlight for any extended amount of time. They normally live to be about 100 years old, but death is not seen as the end of ones existence amongst Feijnfolk. Necromancy is widely practiced in Feijnfolk society and the ghosts of dead ancestors are often summoned to be asked for their guidance.
 

The population of Fenwood is:
  • Feijnfolk = ~ 65000
  • Dyipfolk = ~ 4000
  • Mix of other species from the warren (mostly Syvisans) = ~ 500
[ Total Population: ~ 69500 ]


The Natural and Processed goods of Fenwood are:
[ Total points available: 8 ]
[ Total points used: 8 ]
Bog iron (Natural) = 1 point
Crayfish (Natural foodstuff) = 1 point
Fencress (Natural foodstuff) = 1 point
Star- and Moonreed (Natural) = 1 point
 
Iron smithing and working (Processed) = 2 points
Magical reagents (Processed) = 2 points
 
Please summarize the status of natural and processed goods, and describe what your Holdfast lacks here:
Fenwood has always been a major producer of iron weapons and armour, mainly due to the large amounts of bog iron found in parts of the holdfast's many swamps. They are especially renowned for the mail shirts and hauberks they produce. The hold's other main exports are food in the forms of Crayfish, fished from the river that runs through the holdfast, and Fencress, an especially large aquatic form of cress that is farmed and eaten thought the holdfast. The swamp is also teeming with magical reeds called starreed and moonreed, which are carefully prepared and turned into magical reagents both for use by the magicians of the holdfast, and for export to other holds.
 
The holdfasts main imports are clothing, especially fine clothing for nobles or brightly coloured clothes used for festivities by commoners and nobles alike. Precious metals like gold, silver and electrum are also commonly imported and used both for minting coins and for use in jewelry.
 
Please give a very brief (a sentence or two) overview of the Holdfast

Fenwood is a mist covered, wooded, swamp inhabited by fae creatures called Feijnfolk. Their underground cities lie hidden both under hills and blankets of mist, and are guarded on all sides by deep marshes. In these subterranean halls the ghost of the dead are summoned the guide the living fae, and magical mists are brewed in large cauldrons to keep the cities of the Feijnfolk hidden.
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#29

(05-14-2023, 03:12 PM)Lil La Luna Wrote:  

The Holdfast of Fenwood

[Image: qJXcEK9.png]

[Image: 05oDl72.png]

Lil La Luna, your holdfast application has been accepted! In addition, this means that once your subforum is created by Aynia, ( Since unfortunately, I can't create subforums for y'all ) you are free to start roleplaying and worldbuilding your holdfast and it's occupants as you see fit.

In due time, Aynia will also put your holdfast on the official Roleplay map. I hope you come to enjoy your time in the official CS roleplay!

[Image: tylu0RQ.png]


⠀ ⠀ ⠀Today's song!
⠀ ⠀ ⠀Call me Granger, please ⠀ ⠀(:
⠀ ⠀ ⠀Are birds actually reptiles?
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#30

(05-14-2023, 03:02 PM)Jazzy Wrote:  
The Holdfast of Deepwoods


[Image: qJXcEK9.png]

[Image: 05oDl72.png]

Jazzy, your holdfast application has been accepted! In addition, this means that once your subforum is created by Aynia, ( Since unfortunately, I can't create subforums for y'all ) you are free to start roleplaying and worldbuilding your holdfast and it's occupants as you see fit.

In due time, Aynia will also put your holdfast on the official Roleplay map. I hope you come to enjoy your time in the official CS roleplay!
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