Nation name: Isurmo
" Per gloriam et pacem sempiternam" (Latin Translation: For Honor and Eternal Peace)
- Pronunciation: Ish-ur-moe; Plural: Isurmi
-National Anthem: The Unsung War (Also called its original name the Drakani native Language " Bellum Indictus ")
[listen to the actual song here! : https://www.youtube.com/watch?v=o1Qkzj5bStU]
-It is a nation of Nobles, traders, scholars, and soldiers
-Known as a Trading Hub to many nations on the Olmar, Southern Kalkomor, and Western Yulsol Regions due to its central location
-based on Island of Tremol and owns a majority of the land except for tribal owned lands in the more center of the island
-Allow open practice but primarily is of the Monotheistic Belief of Uloism and Celmorian
-National language is Neglish Ulkart
-Well known for its well trained navy and wealth
-Suffers from constant issues with hostile Tribals inland
-manpower:50,000 with 5,000 professional soldiers
-Wealth: High due to increased trade
Lapin(beastfolk): A rabbit humanoid race, the lapin consist of 35% of the population native to South Yulsol. They have no definite role in the nation and can be found taking roles of a average scholar to Naval captains and in Politics. The Lapin are a proud and strong willed race, many of which whom would never stray from their beliefs.
Drakani(beastfolk): A Dragon-like humanoid race that takes up 25% of the population native to Northern Olmar. These beings posses the with the power of flight have proven a great asset to Isurmo are serve as excellent navigators. The Drakani are brave warriors along with several notable mages
Thylian (human) Group of fair haired people that takes 20% of the population. The Thylian are a strong and versatile race that consists of many merchants, and sailors. The Thylian have been proven to be incredible sailors and negotiators for the Isurmo nation.
Treme(unknown) The dangerous natives of Tremol that are the remainder of the population. Not much is known about these beings aside from the fact they wear large masks and cover themselves entirely. They always attack homesteads in the middle of the night leaving no trace except for unexplained stone objects that resemble crushed statues. There are eyewitness accounts from the few survivors of these attacks that claim that the Treme are actually Lizard-like bipedal humanoids with a basilisk-like petrifying glare. Despite this, these encounters are dismissed as trauma and simply a tick of the eye. It is warned and encouraged that if you see a Tremel to kill it immediately and head to the nearest town and alert the guard.
Yulmor exploration (Second Age; 410)
By the age of 410 many Lapin of Southern Yulsol became unsatisfied with their nations and eventually would begin to set sail in search for a new home. After months of searching the Lapin had arrived on the Isle of Tremol and begin to create the colony of Isurmo which is named in honor of the first Lapin to set foot on the new colony, John Isur. The first settlement was in the northern bay now called the Veidi Bay was named New Yulsol in order to appease their parent nation from the mainland.
Drakani/Thylian arrival (Second age; 460)
Only 50 years had passed in the young colony when it suddenly received a sudden and large influx of Thylian war refugees and Drakani Pilgrims both in search for a new home. Due to the struggles the colony was facing thanks to how little their homeland nation even paid attention and provided no aid to the colony the lapin settlers welcomed the newcomers into their community as fellow settlers and began to grow their colony.
Dark Nights Era (Discovery of Treme) (Second age; 510)
The colony had finally managed to begin to gain economic stability and finally decided that it was time to begin to survey more of the land. Everything progressed without incident until surveyors began to move inland and started to disappear. Armed rescue parties was send out to find some of the surveyors but would return empty handed. Eventually reports of strange masked beings began to arise spying on small homesteads and settlements. At first officials dismissed the claims as simple paranoia and encourage settlers not to worry until these outer settlements began to vanish overnight. Those who arrived at these settlements would be greeted with what is known as a "ghost settlement", settlements without a single trace of it's settlers along with race reports of an unusual statues found in an awkward position. This began to worry the officials as reports of these masked beings continued to arise around settlements and started to cause major concern. Official decided to begin to fortify it's settlements and urged people to stay well armed and shoot at any of these beings when spotted.
The Battle of Tremol (Second age; 522)
After living for twelve years in fear of Treme attacks. Settler began to have had enough and started to form large hunting parties to eliminate these Treme. Several skirmishes between settlements began to arise as the Settles became more organized and determined to protect their homes. As fighting continued the Treme began to be pushed back thanks to the settler's more advanced armor and weaponry. Eventually the Treme was pushed back into the center of the island and has remained there ever since.
The Trade Revolution(Second age; 530)
Soon other nations began to notice Isurmo's large amount of lumber and crops and began to do trade with them soon. By 550, the colony had trading partners from multiple nations and now began to have a booming economy in many fields such as trade, shipbuilding, lumber and agriculture.
Yulsol intervention (second age; 560)
Soon the Yulsol mainland began to notice the colonies increasing wealth and finally decided to take control. They began to impose strict trade regulations and outrageous taxes that began to hurt the colony. Protests began to arise forcing parent nation to send military force in attempt to control the citizens and even stripped the Drakani and Thylians of their citizenship. As protests increased the nation tried to control the colony through force unti 569 in the "Ferdia incident" when in the town of Ferdia a protest turned violent when military officials burned down a Drakani tobacco plantation causing a child to be killed in the fire. Afterwards the Southern Yulsol nation cracked down on the colonists in a attempt to cause fear of disobeying the regulations and sentenced many of those who disagreed with Nation to the chopping block by branding them as "conspirators against the crown".
The Uprising (Second age; 570-575)
By 570 the colonists had had enough and decided to declare their independence in the fall of 571. The Yulsol homeland responded by sending their navy to the Island in a attempt to crush any act of rebellion and expected a quick and easy victory. Instead they was greeted by heavy resistance and fierce fighting against the Isurmi millita calling themselves "Children of Liberty". As the war progressed some nations decided to assist the colony in their battle against Yulsol for a number of reasons in 574. With Isurmo's newfound allies they delivered a swift and embarrassing defeat to their former parent nation. Defeated, they was forced to sign the Veridi Treaty in what was formerly the city of New Yulsol which is now renamed as Liberty and now is the new capitol of the newly formed nation.
The age of Independence (second age;576-current)
After the treaty was signed and Isurmo was given independence they began to focus on establishing a new government and forming a official military. The nation soon decided to keep the parliamentary styled government they had been using prior to Southern Yulsol intervention. They decided to form a reasonable tax system that would fund the government and military which luckily for the nation many was willing to become part of the nation's new military to help defend it. Now the nation serves as a major and wealthy trading hub with a large military force meant to protect the nation from pirates, slavers, and enemies to the Nation
To the Isurmi, appearance can be considered to be very important in terms of status and functionality. One of the most popular styles involve a pair of trouser (breeches, long pants, etc.), a style of boots or shoe and the all popular Victorian styled coat. these coat come in many variations such as long trench like leather coats to protect one from rain and unsatisfactory weather to the shorter length satin or cotton embroidered coats for the upper class or ceremonial use. Women tend to favor various styled dresses and some even prefer to dress in more feminine variants of popular male styled clothing simply due to functionality. Dresses are a must for women for formal events.
The Isurmi craftsmanship cannot truly be said that it true original from the fine shipbuilding of the Thylian whose ships are built with durability and speed in mind; the Drakani with their exotic style of blacksmithing and magic; and the Lapin's creativity in fine arts, innovation and firearm craftsmanship they are all blended together to create a truly unique and powerful crafts and weaponry.
Due to the diversity the 3 major races of the Isurmo population, there really isn't a definite set of traditions. Each race has their own set of holidays that everyone can celebrate if they wish to. one of the most popular holidays is the Lapin's "Festival of the 600", a festival that date back to 380 of the second age and celebrates the Lapin 78th cavalry also known as the "Light Brigade". This brigade was made famous for it's legendary charge against a enemy force of 1,500 warriors with only 600 cavalry knights and actually managing to defeat the enemy after 3 days of endless fights until reinforcements. For this, the Lapin throws a huge festival that lasts 3 days and involves drinking partying and many old traditions of those knights such as jousting, sword fighting, other competitions.
Laws and Rights
The Isurmi laws follow the basis of morality and honor. The Isurmi laws have been known to maintain peace and overall happiness to the population. Aside from this Law breakers tend to end up shaming their family name and could dishonor them as well. Due to local's strong pride in their family's name people tend to avoid breaking laws aside from the lands punishments a its infamy in high fines against lawbreakers. Another thing is Isumo's anti-slavery act. This act prohibits any kind of slavery and even prohibits slaver ships from even entering its waters or risk being boarded by the Navy. Those who are caught with slaves with be arrested, every slave on their property shall be released, minimum imprisonment of at least 3 months and a large fine of 30,000 gold before even consideration of returning the ship back to the slaver. Slavers who engage military ships have been known to wound up with life imprisonment and even death depending on how dangerous they are.
Like most of the world, Isurmo speaks in a variation of Ulkart. The Neglish Ulkart variation is the most modern variation currently and has a more simplified style of language by removing complex sentence structures and wording into a more effective and simple style that allows a more accurate speech in a more optimal manner.
As mentioned earlier, the Isurmi value honor and family. In fact it is considered that many Isurmi's priorities can place family and honor at the top of the list. Aside from that the people are a very pleasant, sociable and particularly well mannered. A majority of citizens from the upper and middle class tend to practice certain teachings that was from the ancient Knight's code of chivalry. Aside from this the Isurmi have proven to be fierce fighters who are willing to fight to the last man to defend their home and beliefs.
Aside from their various holidays and festivals, the Isurmo enjoys much of the fine arts, from theater to music. Also not widely known, the Island does enjoy a variety of sports particularly in the arts of fencing, various kinds of races, and the all time favorite Jousting tournaments.
Aside from the obvious source of seafood, the Isurmi does in fact enjoy exotic foods from the nations they trade with along with their plantations that are located near the coast they enjoy a wide variety of food.
Recruitment and training
Isurmo is never short of brave souls who have been willing to raise their arms in the name of Isurmo. Now what has been known to discourage many is the rigorous training all recruits must partake in. IN this training it provides three weeks of some of the most brutal physical training and written exams meant to weed out the weak minded and show those who truly are willing to lay down their lives for home. After the three weeks of Motivation Training or as some soldiers call it "The Vacation to Hell" begins combat training and finally the more technical training in strategy, sailing on a ship and officer training. The training can last from 8-14 weeks of basic training depending on the soldiers job.
The INF or the "Isurmi National Fleet" is the main force and consists of approximately 175 ships that vary form classic and more common Galleon to the more rare giant 3 decked ships properly nicknamed "Man-of-War" The fleet is the major line of defense and offense when the time arises.
Isurmo Marines (Professional soldiers)
There is no division in the Isurmo's military more veritable and combat effective then The Isurmo Marines. Despite being an Island nation Isurmo needed to create a force that would be effective in land based combat and Guerrilla warfare. The Marines was the answer to that situation. These soldiers go through the most rigorous and dangerous training known. They study not only how to fight on land, but to commander ships, take on larger forces, and a special tactic called the "Force Multiplier". The Force Multiplier tactic is rather infamous to enemies of Isurmo, the tactic involves deploying a small and virtually undetectable group of about 4-8 marines and begins to train local resistance forces the art of combat and proper training thus turning that 4-8 marines into a fighting force of hundreds hence it's name. In fact a INF fleet commander was once asked where was the safest place to be at war and the commander replied "On any ship that is carrying marines my, how they fight."
Ironically the title of these units are exactly the opposite of what some might think this division of the Isurmi Navy does. Slave hunters are two ship teams that consist of one high speed schooner and a far larger and more powerful "Slop-of-War" ships which are smaller then their "Man-of-War" brothers but equally respected. These ships patrol Isurmi water in search for illegal slaver ships and hunt down a slaver ship and capture it. The Slop is used to intimidate the enemy and if unable to avoid this, engage the ship in attempt to disable it while Schooners are ment to chase after those ships that are able to evade the larger Slop and carries marines on board in order to board and commander the slave ship. This division uses about 40 ships for patrol
The Ghost Fleet
According to official Records it does not exist, according to a Former Warlord who has sailed near Isurmi waters it is a fleet lead by the Devil himself, and according to the locals of Isurmo the it is so unknown that the name frightens locals. This is the Ghost Fleet, Isurmo's most dangerous and mysterious fleet to ever existed. All that is known is that there is only 10 ships apart of this fleet and is painted entirely with dark colors meant to blend in with the waters and night. They say those unlucky enough to cross cannons with them vanish into thin air, leaving only a empty ship in it's place with no trace of its crew. Rumor has it that the ship is sailed by the most elite marines and sailors who specialized in stealth and the art of psychological warfare. Even some claim that there are some Treme who sail onboard these mysterious ships. Aside from theses claims the only way one can even have a chance at seeing these ships is possible by the cliff sides of Isurmo ,silently sailing to its destination in search for another enemy ship to add to it's list of those who vanished never to be seen again.
Isurmo rely's on a Parliament of elected official to run the country and it Parliament is divided into 3 divisions meant to represent each class and vote out of the 3 divisions for a Prime minister who remains in office until their death or retirement. All divisions are represented equally and each member of the Parliament is voted into office by the people and can be removed by the people.
Runs Parliament and leads in debates and discussions. Can be removed by Parliament if is proven corrupt or not serving out his or her duties. Is elected by all the divsions of the Parliament and must be formerly a member of the Parliament and supported by the people.
The Parliament vote on major laws and decisions and is divided into 3 divisions. The 1st Division represents the 1st class and Nobility. The 2nd Division represents the upper middle class. The 3rd Division represents the common man. Each Division all has a equal voice in Parliament and the Prime minister can come from any of the 3 divisions.