Tiyanki Territories nations

So, The Tiyanki Territories are being discussed. As they will contain many small nations, I will allow people to make suggestions for initial nations.

There are going to be some base rules for this, as I want to prevent the TT from becoming a fest of colonization, so here’s some ground rules for whether I will accept you or not:

  1. I will not accept nations that are direct offshoots of an established star-nation, or otherwise are obviously liable to be directly controlled or influenced by the star nation of the person who suggested it. Like I said, the TT shouldn’t become a fest of directly controlling the states. That is boring. Therefore, if your suggestion amounts to “state very similar to my nation which will accept my nation readily” or “A literal offshoot of my nation” then your chances of getting accepted are near-0. This doesn’t mean that you can’t create a nation that can at all interact with yours, just don’t make one obviously meant to be controlled by it.
  2. Large and expansive states are less likely to be accepted. This isn’t a rule, moreso a guideline. Space in the TT is limited. If you want to take up more space, you’re going to have to have a more interesting idea. This applies twofold in the Badlands- any state in them that’s more than a few planets will need to have great justification.
  3. All nations will be NPNs. We might allow players to make micro-states in the Territories in the future, but for now all of these states will be for communal use. You have the right to worldbuild them as you please and to use them yourself, but you don’t have the right to claim exclusive access to them.

This is the Wiki Page for the Territories. It’s not finished as of writing this, but it should be able to give you a good idea of an overview.

The exclusive resources of the Territories are:

Seffra, a powerful hallucinogenic drug that somehow works for all species, made from Tiyanki.

Taseri Crystals, which are crystals that allow one to create incredibly powerful weapons. Think of them as kyber crystals from star wars, but more versatile. Note that nations that exist outside of the badlands will have limited access to them, and that the Orders are the biggest brokers of them, so neutral nations will have the least of them.

Template:

Nation name:
Species:
Population:
Number of Planets:
Historical description:
Favorite Order: (Optional)
Emblem/flag (Optional)

(note: we can decide locations later, right now I just want to pool ideas.)

7 Likes

Nation name: The Risk (OOC: I’m not trying to be edgy or anything, a Risk is what people called a large group of Lobsters)
Species: Astracus Apexium
The Astracus Apexium is a sapient species of crustaceans capable of living on the surface and under the seas of their binary planets. While The Risk has advanced beyond the times of simply hunting, the hunt has remained an important cultural component within their society and lead to many “angler guilds” embracing a nomadic lifestyle withing the Tiyanki Territories. Additionally, while they are capable of living far longer than humans, due to their molting process and Astracus Apexium will be rendered unable to move before the average species would naturally die. These immobile Astracus are venerated as wizened elders, and it is believed that their paralysis has left them more open to the secrets of the universe and thus better able to decipher the meanings behind seffra’s blessed visions
Population: 67 billion
Number of Planets: 2 (preferably within the Badlands)
Historical description: For much of its history, the Risk was content to be confined to its home planet, migrating through the seas and lands and keeping prey populations in check to promote the hunt. However, a growing sense of apathy began to claw at the species, creating the perfect opportunity for a new player to guide the species’ fate. For better or worse, the Hosarchy would be that player.
In the wake of the Hosrachy’s collapse, the Astracus Apexium has reasserted its self-determination, developing its own religious rights and ceremonies around the hunt, but has maintained relations with certain orders of the Ho’seri faith.
Favorite Order: The La’seri Order
Emblem/flag:

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Looks good, I’d say this is approved, I really like it

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Nation name:Adalion technologies limited

Species: many, you can find most species from the territories in their ranks, but they’re plurality saron

Population: 37 billion

Number of Planets: 2
Historical description: Adalion started as a startup military technology company on the planet of Sara. Thanks to a series of large wars it grew quickly, becoming one of the planet’s largest armament suppliers. Using the massive capital it amassed during the world wars it quickly diversified, buying up smaller companies and forming new divisions, entering most industries. By the time the government of it’s host nation, the United republic of Elorin, realized that Adalion is getting dangerously big it was too late. In a bid to secure it’s future Adalion used it’s corporate army to overthrow the government and install a puppet regime. With time Alarion managed to gain dominance over the whole planet, eventually reorganizing the governments of the world into a subsidiary, Alarion governance co. The concept of a state was destroyed. Since then Alarion has expanded Interstellary, becoming a multiple star system spanning megacorp. It is now one of the main mercantile powers in the territories, known for ruthless business practices.

Favorite Order: NA

Emblem/flag: TBA

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Accepted

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Nation name: Independent Republic of Kryg (Liberii Respoliti av Kryg)

Species: Humans (Krygarians) - Humans make up roughly 68% of the population of the Independent Republic of Kryg, with other species from the territory making up the remaining 32%

Population: 38 billion

Number of Planets: 3

Historical description:

The planet now known as Kryg Prime, and especially the city now known as Bar, was once a central hub for commerce within the Hosarchy, thanks to its strategic position across trade routes in the Territories. As the Ho’sari religion spread through trade, many human merchants and traders who had converted to the Ho’sari faith settled in the planet, forming local Komunii (Krygish: settlements). These settlements came to dominate the planet, shifting its demographics. At the same time, the nearby planets of Kryg Secundi and Kryg Deri, with the latter up until that point being uninhabited, saw efforts of Komunii colonization by the Krygarians.

The three Krygs were caught in the middle of the War of the Great Border, namely because all three planets sided with the Eastern Emperor over the Western one. As the war waged over the fate of the Hosarchy, the Komunii, especially targeted by the False-Emperor, began forming self-defense units known as the Ettiha (Krygish: Defense). Local militias were raised and armed quickly flooded into the Komunii. Krygarian forces also participated actively in the conflict against the False-Emperor. Many humans who became refugees throughout the Hosarchy often sought refuge within the Krygs, especially as the Ettiha successfully defends the Krygarian Komunii and other settlements around the three planets, further shifting the demographics of Kryg.

Despite being on the winning side, many within the Komunii felt that their contributions, especially those of the Ettiha were sidelined, leading to discontent among many. A movement, known as the Kryg Movement (Krygish: Kryg Amusii), formed to protest these grievances, often going as far as championing Krygarian sovereignty. In the wake of the fall of the Hosarchy in 195 BBT, the three Krygs held a referendum, officially merging the three systems, historically governed locally, into a single Independent Republic.

Today, the Independent Republic of Kryg inherits the trade-oriented diplomacy of the old Hosarchy, as well as cultivating its homegrown ideas of sovereignty and marshalcy. Today, the Ettiha’s legacy remains alive through its successor, the Krygarian Defense Force. The Komunii, now acting as local counties, continue to play a role in Krygarian politics and daily life. Kryg is also a well-known provider of private military companies, such as the infamous Kryger PMC and Patriot Security. Kryg is also a well-known manufacturer of weapons and ships through various companies such as Prime-Tyber Drive in shipbuilding and Myrtech Armaments in weapons. These companies were largely the legacy of Kryg’s military culture from the times of the War of the Great Border.

The Favorite Order: Koph’mek Order

Emblem/flag:


Flag of the Kryg Amusii, which has since been repurposed for the flag of the Independent Republic, as well as an ethnic flag for Krygarians. The three crescents represent the three Krygs and the eight-pointed star refer to the eight original founders of the Kryg Amusii.

This version of the flag is a placeholder, I will redesign it one day… probably

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Nation name: Plymon Confederacy

Species: The plymon are a humanoid species, most closely classified as warm blooded reptilies. They posses thick exoskeletons, capable of stopping even low velocity firearms, with colors ranging from dark red, through browns and black. They are strictly carnivorous, due to which they utilise agriculture in much more limited capacity than most nations. They are good swimmers and can stay up to multiple hours underwater.

The plymon make up only 10-15% of the population, with the rest being composed of various species from accross the Territories.
Population: 71 billion

Number of Planets: 5

Historical description: For most of recorded history, Plymon was a primitive world, unknown to or ignored by most more advanced nations. By the time of the War of the Great Border it was entering its early bronze age. That was when a series of damaged ships, presumably due to a skirmish in the system, crashlanded on the planet.

Utilizing scavenged technology and with help from the surviving crewmember the plymon managed to skip through thousands of years of technological development in just under two decades. Those civilizations which gained access to these new technologies and after a series of wars the planet was unified under the Confederation.

In the following centuries their society would drastically change, experiencing a population explosion, development of a more centralized administration, creation of a more unified cultural indentity (though regional cultures and phenotypes are still prevalent) and a emergence of a new faith. It proclaimed the first crashlanders as the Star Prophets, who would lead the plymon to dominance over the rest of the Tiyanki Territories and its sinful inhabitants, who failed to comply with the teachings of the Crystal Mother.

In a series of wars ranging from 158 BBT to 24 BBT in which they consolidated control over four planets within their region of space, antagonizing many of their neighbors. The Confederation doesn’t directly control much of the conquered territory except for a few outposts, prefering to extract tributes from the conquered worlds, in the form of materials, technology and captives. These captives are either enslaved and used for specialist positions or as servants and symbols of status, or eaten as expensive delicacies.

A highly competetive and militaristic culture has developed among the plymon. Their nation is controlled by multiple competing tribes, clans and families, which fight for positions of power through intrigue, ritual duels and small scale wars between private armies and sometimes sections of the state military. A similar dynamic occurs within their clerical hierarchy, but among descendants of the Star Prophets. They are the only non-plymon who hold significant power within the state. This is a result of a strong belief within their society that rights and rules should be dictated through strength. They also incorporated Seffra, both for recreation and religious ceremonies, and Taseri Crystals for weapons, used as symbols of status and in ceremonial duels.

Most other nations view them as aggressive, brutal, fanatical and primitive, but cannot deny their combat prowess. Due to that, they are highly sought after by mercenary companies, pirates and criminal syndicates.

Favorite Order: Koph’Mek Order

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Hey everybody, wanted to say that I’m putting a hard deadline of 2025-09-15T12:00:00Z for submissions so I can get this rolling. More might be accepted later but for now I want to get things finalized so we can move on to the next step.

Edit: Forgot I could do local date lol

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Quick question, are roleplayers limited to one submission, or could they submit multiple?

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You can submit as many as you have ideas for.

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Nation name: Federation of The Kravas

In respective languages
  • Xravek Ixacat (Xatcatian Kravic)
  • Ekatsat Kuravek (Cekarian Kravic)
  • Foderosiye ti Krawa (Krowsrik)
  • Dravadir Krua (Shenjari)
  • possibly others

Species:

Major species

The Federation of the Kravas consist of 3 major species separated along 3 major National Entities, with minority species over that makes up more than 4% of The Kravas’ population being given their own Separate Autonomous Territory:

KRAVI

The Kravi are the majority inhabitants of The Kravas, making up around 51,2% of the total population. The Kravi of Krava I and Krava II, also sometimes referred to by the Kravi population as Xacatia and Cekaria respectively. The Kravi largely populates the Kravi Federation within the Federation of The Kravas.

The Kravi are humanoid, bipedal mammals, noted for their relatively flatter faces, small noses, longer limbs, with 4 fingers in each hand and foot, as well as lack of any body hair. The average height for a Kravi is around 194 cm for males and 188 cm for females. The Kravi are place great emphasis on their clans, which serve as the backbone of their community.

KROWSRIK

The Krowsrik are a diverse collection of humans found in large parts of Krava II (Korana in Krowsrik) and in smaller numbers of Krava I (Krowa in Krowsrik) and speak Standard Krowsrik or one of the many Krowsrik dialects. The Krowsrik are the second largest population, making up 25,8% of the population and concentrated largely in the Krowsrik Republic within the Federation of The Kravas.

SHEJARI

The Shenjari are a bipedal, humanoid species. Their most distinguishable features are their lack of facial features excluding a large mouth (which is used to communicate, eat and breathe), four arms (upper pair for fine manipulation and lower pair for strength-based tasks or multitasking), large stubby foot to support themselves, and their ability for neurospacial perception (reading low-frequency neuro-psionic pulses bouncing off surroundings and lifeforms, “feeling” the location, texture, density, and even emotional resonance of objects and beings within about 20 meters in clear environments.)

Despite their rather terrifying structure, the Shenjari are facultative omnivores whose primary diet consists of wood and plants in their homeworld of Krava I (roughly transliterated as Velos in Shenjari). Almost all of the Shenjari population is concentrated within the Queendom of Shenjar, the third National Entity within The Kravas, and making up around 10,4% of the population.

OTHERS

The remaining 12,6% are other smaller species and races who also inhabit The Kravas. Those whose population are above the 4% threshold are entitled to a Separate Autonomous Territory within the Federation, acting as a separate entity than the three National Entities.

Population: 23 billion
Number of Planets: 2
Historical description:

The Kravi, the largest species within the modern Federation, originally inhabited the world of Xacatia (Krava I), which they share with the Shinjari. Through a series of treaties, it was agreed that the larger Kravi would inhabit all of the northern parts of Krava I, whereas the Shenjaris would be limited to the smaller landmasses to the south. A thousand years before the rise of the Ho’seri faith, the Kravi unlocked spacefaring capabilities and began making moves to colonize a neighboring planet which they named Cekaria (Krava II). The Kravi made efforts to shift the demographics of the planet through colonization and conquest, wiping out many of the original inhabitants of Krava II. The expansions weren’t limited to Krava II alone, and the Kravi may have expanded further into nearby planets. With this, they Kravi elders declared the formation of the Guarded Lands of the Kravi, or simply the Kravi Empire.

The Kravi Empire eventually entered into contact with the Grand Kingdom of Kenai and maintained a close trade relationship. When the Ho’seri faith began to spread, the Kravi tacitly supported the Kenaian efforts to stem the faith. With the defeat of the Grand Kingdom of Kenai in the Unjust War, the Kravi Empire and the Hosarchy maintained cold relations at best. While a tense peace remained between the two states, the Kravi Empire began making moves to halt the spread of the Ho’seri faith, including pogroms within its territory. These led to a series of conflicts between the Hosarchy and the Kravi Empire which led to the eventual dissolution of the Kravi Empire in 2328 BBT, becoming one of the few times where the Ho’seri faith was spread through war.

Krava I and II remained separate, ruled by two different lords that were both backed by the Hosarchy. These two lords became bitter rivals, which played into the Hosarchy’s advantage as this lessens the possibility of both Kravas to reunite. Humans, who would become the ancestors of the Krowsrik, as well as other species from across the territories, began migrating into both Kravas. These efforts were in part pragmatic, to build up the economy and infrastructure of both Kravas following the devastating wars, as well as a political tool to strengthen the Hosarchy’s grip on Krava I and II.

When the War of the Great Border occurred, both Kravas found themselves in opposing sides as Krava I supported the Eastern Hosarch whereas Krava II supported the Western Hosarch. The two Kravas went into the War of the Great Border as bitter opponents, further fueled by the rivalry of their ruling lords. After a bloody coup within Krava II in 324 BBT wiped out the entirety of Krava II’s ruling elites, Krava I declared the foundation of the Lordship of The Kravas, which remained loyal to the Hosarchy in theory. However, as soon as the war ended, the lords of The Kravas began making moves to distance itself from the Hosarchy and began openly defying the Hosarchy by 220 BBT. When the Hosarchy fell, the Lord of The Kravas declared the restoration of the Guarded Lands of the Kravi, and reinstituting its old imperialist settler policies.

This added further discontent from within The Kravas’ other species, who would declare open rebellion against the Neo-Kravi Empire, dragging it into the Wars on The Kravas from 161 BBT to 138 BBT. During these periods, the various minorities formed the United Front (led by the separatist Krowsrik Republic and the Queendom of Shenjar, alongside smaller allies) against the Kravi. The war was marked by brutal cross-species violence, pogroms, and genocides, causing the death of nearly 20% of The Kravas’ population. Foreign actors from across the Territories also further exacerbated the conflict, as different actors placed their support on either the Neo-Kravi Empire or the various factions of the United Front. As war progressed, many began making efforts and, in 138 BBT, a general ceasefire was announced as the various factions worked together to form a peace agreement. This peace agreement saw The Kravas reorganized into a semi-confederal state consisting of 3 National Entities as well as multiple Special Autonomous Territories, including the government center in the city of Abuka. A complex system of governance was put in place, ending the military side of the conflict for now.

Unfortunately, today tensions still remain within the species and their subgroups. The complexity of the arrangement had left various segments of governance in the hands of the entities and SATs, with the exception of the Ministry of Foreign Affairs, Ministry of Trade, Ministry of Security, Ministry of Justice, and Ministry of Interspecies Affairs. This arrangement means that in many aspects, the entities and SATs operate as quasi-states within their respective borders. The bloated bureaucracy has also given rise to various drugs, namely Seffra and the dangerously addictive Mester (also known as Dreampollen), to be harvested and/or distributed from the Federation. Various organized crime groups and cartels have also set up shop in The Kravas, doing everything from piracy, racketeering, scams, smuggling, and so on, exploiting the weak or bloated bureaucracy to operate in The Kravas.

Favorite Order: Officially neutral, however due to tensions within the Federation, each National Entity has their own respective preferences:

  • Kravi Federation - La’seri Order
  • Krowsrik Republic - Koph’mek Order
  • Queendom of Shenjar - Davian Order

Emblem/flag:

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This is my favorite one, accepted without question

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Nation name: Olenvar (simply meaning “the Confederation” in the major Urdramzan speech)
Species: Urdramza
Population: 0 to several billion (will make sense below)
Number of Planets: 1

Historical description: The Urdramza are a pseudo-humanoid species that undergo cyclic collective birth and death. They have an almost unbreakable symbiotic relation with their planet that is located near a certain kind of anomaly that inflates and deflates cyclically, every time killing every native living being on the planet. However, this event enables the birth of the offspring of all the planet’s beings. The Urdramza are born with key memories and knowledge of their parents and forebears, and the anomaly doesn’t destroy their buildings or technology. Hence, they are still able to survive and grow as a civilization, although developing at a very slow pace. Due to retaining the memories of their parents, Urdramzan children often follow in their parents’ footsteps. This has led to a societal structure based on caste and strong guilds. Recent discoveries have shown promise in Taseri Crystals, which may hold the key to them venturing into space, surviving the cycle.

Favorite Order: The Urdramza live in almost total isolation due to the hazardous nearby anomaly, they do however retain knowledge of the existence of some neighboring civilizations.
Emblem: A stylized drawing of the building that is the seat of the planet-spanning government.

5 Likes

Nation name: Sentra Exclusion Zone
Species: Infected forms of any species infected with Tsentrosis
Population: Unknown
Number of Planets: 5
Historical description: For much of its history, Sentra was a relatively unknown planet within the Core Worlds of the Hosarchy, although, due to its proximity to the badlands, it was often used by crews to rest and restock before or after expeditions into the Great Border. However, after receiving reports of a strange disease popping up in local Tiyanki populations, the Hosarchy established a cutting-edge medical research center, paving the way for the planet to become a major scientific hub for the Ho’seri territories. However, this would ultimately be catastrophic for the planet. As the War of the Great Border tore through the Tiyanki Territories, the False Hosarch would set his eyes on the technology being developed there, especially the experimental Taseri technology that could win him the war. Refusing to let such a disaster come to pass, a group of medical researchers secretly supporting the Hosarch of the East retrieved a sample of the disease that had brought fame to the quiet planet and mutated it into what would soon be known as Tsentrosis, the scream bringer. The planet was quickly infected with the vile plague, with three others joining it before the True Akkadian Emperor could contain it, but the mission of denying him high-value assets was completed. In the aftermath of the war the further spread of Tsentrosis to another world through an infected Tiyanki necessitated the small pocket of space to be declared an exclusion zone, with no one in or out. Cries for help still echo through the communication channels to this day, and those who foolishly go to answer them seldomly return.
Favorite Order: N/A
Emblem/flag:

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Both (and @Detroix’s post, sorry I missed you) approved. I like all of them!

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