View Full Version : The Nation of Zhem

08-04-2004, 08:09 PM
<img src="http://forums.eyesonff.com/attachment.php?attachmentid=9385&stc=1" alt="The Banner of Zhem">
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<B>Nation:</B> Zhem <img src="http://images5.theimagehosting.com/sem.png" align=center><BR><B>Government:</B> Limited republican meritocracy
<B>Leader:</B> The Council and the Archcouncilor - the Lords and Ladies
<B>Capital:</B> Risselä <img src="http://images5.theimagehosting.com/rissela.png" align=center> on the island of Ahma <img src="http://images5.theimagehosting.com/ahma.png" align=center>
<B>Religion:</B> The Council holds open channels to all local and known religious affiliations. Churches are weighed based on their relationship with the laws of Zhem, and the past merits and breaches of the laws at the time. Freedom of religion encompasses all law-abiding religions, and citizens are free to worship their gods without fear of retribution from the state.
<B>Entrance:</B> People are allowed entrance under the laws and criterias of Zhem.
<B>Exit:</B> Only those prohibited by the laws may not leave the country.

<b>Adjective:</b> Zhemean
<b>Official language:</b> Classical Finnish (Dead, no native speakers. Descendant languages include Soimmi and Aakale.)
<b>Collective noun:</b> Zhemites or Zhemeans.

<b>Archcouncilor Risse</b> of the <b>Järventaus</b> <img src="http://images5.theimagehosting.com/jarventaus.png" align=center> Clan- Nait
<b>Näkijä (the Seer) Ai Ermoa</b> <img src="http://images5.theimagehosting.com/aiermoa.png" align=center> of the Wòng clan, of the City of <b>Valkea</b> and of the <b>Cult of Päi</b> - Mo-Nercy
<b>High Sorceress Nirnalie</b> of the <b>Cult of Betremon</b> - Kiuru

<b>Member of:</b>
<i>The Council of Valtameri</i> <img src="http://images5.theimagehosting.com/valtameren.png" align=center>, together with <i>Fiorenseo</i>.

<b>Diplomatic ties with:</b>
<i>Fiorenseo</i>, through Ambassador </i>Jokinen</i> in Emirano
<i>Aura</i>, through Ambassador <i>Ilmari</i> in Aspersio
<i>Atlantica</i>, through Ambassador <i>Torppainen</i> in Amphoria


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<b><big>The Council of Zhem</big></b>

<img src="http://forums.eyesonff.com/attachment.php?attachmentid=9479&stc=1" align=left alt="The Council Seal">Zhem is ruled by the Council of Zhem, a body comprised of 36 (<i>100<sub>6</sub></i>) merited individuals chosen by a body of voters. Every three years there are held elections, and twelve (<i>20<sub>6</sub></i>) councilors are chosen to replace the twelve most senior members of the council – one from every Branch of the Council. These elections are held down to the village-level, and consist of voters putting vote-tokens which represent different choices into tubes in the order of preference, by the <a href="http://en.wikipedia.org/wiki/Condorcet_method"><i>Alisen menetelmä</i></a>.
The Council is divided into twelve groups of three, each which governs a certain area of the state. The groups are the Judicial, Magical, Religious, Martial, Medical, Diplomatic, Tax, Fiscal, Economical, Educative, Law Enforcement, and the Constructional Branches.
The Council choses from its rank the Archcouncilor of Zhem, a person first amongst equals, who is in charge of the nomination of the Keeper of Seals, Keeper of Annals and the Keeper of Keys, who are in charge of the inner workings, bureaucracy, note-keeping and public records of the state, including the Laws.
New laws are suggested by Councilors. One sponsor for a law is needed when the law is under the jurisdiction of the Branch of the Councilor. If the law falls outside the jurisdiction of a single Councilor, the law can be brought forth by three Councilors, from three different Branches.
If the law is supported by the Branch under which it falls, and the Archcouncilor, the law requires a simple majority to pass. If these criteria are not met, a law needs a majority of two thirds to pass.
In the case of a tie, the Archouncilor's vote decides.
A Councilor can also vote to not support the law, but to demand that the law is taken to the Council to negotiate. If a sixth (<i>1/10<sub>6</sub></i>) of the votes are for the Negotiation in a vote demanding a simple majority, or a fourth in a vote demanding two thirds, the law is taken to the Council, and negotiated over by the three parties of supporters, modifiers and rejecters.

<b>The Keepers of Zhem</b>

The Keepers are the main bureaucrats of Zhem, appointed by the Archcouncilor. Each one surveys a part of the inner workings of the government of Zhem, like a Council Group without the legislative powers.
The Keeper of Keys is the public housing, warehouse, office and fortifications authority. He organises the usage of all official buildings in Zhem, from the Council Hall in Risselä to the warehouses of goods in harbours and villages around Zhem. He is also responsible for public buildings, like libraries, prisons, and, in part, for the numerous state owned commercial facilites in the nation.
The Keeper of Annals is the high authority on the codexes, postal services, bureaucratic paperwork, bookkeeping, of the state and the publishing of public records.
The Keeper of seals is responsible for the currencies, tax tokens, item tokens, vote tokens, voting procedures, executive bureaucracy, seals and heraldry of the land.

<b><big>Politics of Zhem</big></b>

The grounding principles of the politics of Zhem are the Scarlet Diaries. The Scarlet Diaries are a renown book of essays written by the first Archcouncillor of Zhem, the Lady Armas. It sets the rules for the pragmatic taxation of all citizens of Zhem, regardless of wealth or poverty, introducing the Concept of Worth which dominates the taxing policies of Zhem even today. The book also tells of the Law of Appeasement, which has been on the reading-list of all political leaders through the history of Zhem.
The Concept of Worth tells us how to divide the burden of taxes between those who produce, those who refine, and those who deliver, and between the rich and the poor. The Concept includes the Taxes of Production, Income and Productive Property and the Rules of Equivalent Trade.
The Law of Appeasement is the manifesto of the Policy of Prevention. It tells us that it is folly to ignore the down-trodden and weak, because the twists of fate can make a general tomorrow of the man you whipped today, or a mage today of the peasant whose family you starved to death last month. The Law of Appeasement set forth the claim of adequacy, made by those not favored by luck, in the words of those in power speaking in empathy – and dread for the power even the lowest can wield.

<b><big>Academy of Zhem</big></b>

The Academy of Zhem is the highest court of study found in the Nation of Zhem. It was set up by Council decree on the 12th of Heinäkuu in 253 AR (<i>20<sub>6</sub></i>th of Heinäkuu in <i>1101<sub>6</sub></i>)as a centralized body for scholars and students to gather to.

The Academy first included the School of Magic, the School of Religion and the School of Medicine. Later, in 312 (<i>1240<sub>6</sub></i>), the School of Law was added, and in 342 (<i>1330<sub>6</sub></i>), the School of Economy.

These Schools were divided into Houses of learning.

School of Magic included the House of Astrology, House of Numerology, House of Elements, House of Spells and House of Spirits.

Many of these houses were divided in later years. The House of Astrology became the House of Astronomy, the House of Psychology and the House of Fate. The House of Numerology later merged with the House of Fate, to become the House of Mathematics. The House of Elements was divided into the House of Small Worlds, and the House of Large worlds. The House of Large Worlds was Divided into the House of Alchemy and the House of Mechanics, while the House of Small Worlds thrives to this day.
The House of Spells and the House of Spirits are the only House of the School of Magic to pursue pure magical studies.

The Academy still stands, and is the largest complex of learning in Kotosaaret. The closest anyone has come to challenge the hegemony of the Academy is the Academy of Fiorenseo, on Ciel Isle, north of Valtameri.

<b><big>Zhemean society</big></b>

Zhemites are a quiet, introvertive sort. Private time is appreciated, even though quarrels and debates can devolve into screaming. In Zhem it is custom to not speak on each other, but to wait until the other has stopped speaking. It is also uncomfortable for many to speak on matters they deem private, their own, like religiosity or sexuality, and only those interested in debate over these matters speak of it in quantity. Strangely, though, all of Zhem is extremely political. Children are taught to be independent and make their own mind about policies and politics, which they do, resulting in a multitude of opinions, movements, parties and political figures on the isle of Ahma.
The two dominant races in Zhem are humen and dwarves, followed by elves and a few sand-dwellers. Through most of the history of Zhem, these races have engaged in an uneasy ceasefire, but since the Convention of Armala in 243 (<i>1043<sub>6</sub></i>) AR, the relationships between the races have been more relaxed, and even friendly, whilst the pent-up xenophobia of the people has beens spent on the people of an island made up by a poet.

Zhem is a sober society, not because alcohol is banned, but because Zhemites do not have any head for it. Instead of sterilizing their drinking water with booze, Zhemites use boiled water, flavored with a myriad of teas and other brews, famous amongst these <i>arta</i>, a sweet tasting, milky orange-colored tea for the children, and the purple-colored and rather strongly aromatic <i>urma</i>, brewed from ground urma-beans.
Even though drinking alcohol is not an everyday matter, it happens, and alcohol is served at funerals. Drinking is not tolerated in public, and most drinkers put themselves in non-public places, often in their homes, behind locked doors, or far out in the wilderness, where their depravity is not to be seen by the eyes of the living.

Sexuality in Zhem is a matter of preference, rather than norm. The dwarves brought their warrior-society with them, and from there it spread throughout all of Zhem. Teenagers do not feel threatened to acknowledge their sexuality. From the darker ages of Zhemean history there are still left bastions of the defense of nonstandard sexuality, like the homosexual warrior-cult of <i>Tarmo</i>, where the strongest and most bloodthirsty warriors gathered to fight for their right to (consensually) bugger whomever they wanted.
Most of Zhem has adapted to this formerly dwarven custom, and even heterosexual people sometimes take a bite of the apple, when, for example, they are spurned by a lover or are fevered with an undying cynicism against the opposite sex.
Paedophilic sex is not accepted, and its practitioners are persecuted ruthlessly. Necrophilia, bestiality and sex with vegetables are finable offenses under the law, and also usually include prosecution for disrespect for the dead, cruelty to animals and spoiling perfectly good food.

<b><big>The currencies of Zhem</big></b>

The state of currencies in Zhem is complicated. There are tokens for taxes, called tax coins, verolantti, that can be traded so that one does not need to pay taxes for a certain amount. These tokens were created because of the difficulties food producers and other producers had when trying to pay their taxes on a set date. The farmer or carpenter would rather pay a bit at a time, and would, for example, transport food or furniture to local tax-houses, where they would receive tokens – large copper coins – to later reimburse when paying their taxes on tax-day.
The second currency is more traditional – silver coins, hopealantti. The coins, stamped by the Council's orders to prove their value, is used as a general currency amongst the people, and was not completely dependent on the backing of the state. The worth of the silver fluctuates when more silver is introduced in the archipelago, but has been rather steady for two hundred years. The Council has a stockpile of silver hidden on the island. Gold is not used as a currency.
In addition to silver coins and tax coins there is the state-backed commodity token, item coin, tavararaha. These large copper coins are stamped with an agreement from the state to reimburse the said coin against a certain amount of goods. State-kept warehouses used for trade around the country will trade these coins for raw-materials like iron, other metals, wood, and fine stone, food like wheat, flour or livestock, craft-work, like roof-tiles or nails. Each coin is stamped with certain items, and the state keeps a constant stock of these, as much of a certain coin is in circulation. Coins include One Sack of Flour and One Healthy Cow – a coin of average worth and one of the most valuable coins.

Counterfeiting tax-coins or commodity coins is a criminal offense, and punishable by heavy fines, confiscation of tools and even banishment.

<b><big>Religions of Zhem</big></b>

<b>Sinihengellisyys, the religion of Ahma</b>

Born out of all the amalgamations of different beliefs after the rift, the Blue Breath Temple is one of the most popular, non-discriminatory religion in the Far East of Eizon. It has been embraced by all races, and people of all walks of life, who have abandoned their religions – Christianity and Islam, Illuvatary and Sauronism, Kudzhuzmengilism and Embarchodanism, Ksiemarianism and Oism – for a religion, which shows us how, rather than telling people to hang their heads in shame, raise their eyes in anger and swing their fists in zeal, to try to better ourselves while enjoying it, and the company of each other.


The Blue Breath Temple has a pantheon of gods, representing the powers of nature, the powers of society and the powers of fate, chance and chaos. Equal amongst themselves, the most known are the gods who people feel touch ordinary lives most. Some of these are Sae, the Goddess of Rain, Päi, the Goddess of the Sun, Yö, the Goddess of Night, Väinä, the God of the Seas, Mielikki, the Goddess of the Forest, and Lumi, the Goddesss of Snow.
Unlike in other religions, these forces are never sacrificed to. The Blue Breath Templars believe that it is useless to try to goad such awesome entities as there are in nature by mere pyres and ritual meals. Rather than try to force the gods to their will, believers will seek to circumvent that will in other ways. Everything else is just silliness from those who hold images of the gods as easily appeasable entities, to be swayed with a nice roasted lamb or a gorgeous flower arrangement.
The Blue Breath Templars are also students of the gods. In order to circumvent their power and anger, believers seek knowledge about the forces and the gods before them. This had led to a rich religious tradition of observation, and to writings such as Kivisilta's famous dissertation, <i>The Relationships of Väinä, Päi, Yö, and Pilvi with Tuuli</i>, about the life of Wind between the forces of the Sea, Day, Night and Cloud. The books is full of information on how to see the Wind as a part of the great Drama of the Gods, and how to take advantage of it.

<i>The Circle</i>

Of life and death, the Blue Breath Temple holds a view that is not particularly unique. When a person dies, she travels to the afterlife, to which God she has served, or to the God that demands her. After a time, she will be freed from the divine, and travel to Eizon once more, to begin a new life, and to die yet again.
The Templars hold that the Rift was an anomaly of the Circle. There was a mistake, and all those recently dead from the Five Worlds were dumped into an empty world, so that none would be destroyed in whatever was causing turmoil. There are other worlds like Eizon out there – formerly empty worlds, now inhabited by the residents of other planes, and they might, or might not, be unified with the other Worlds, though most believe that this will not happen.
The Temple teaches that there are at least two non corporeal parts in a person. The first is the <i>henki</i>, the breath of life all living things possess, and the second one is the <i>sielu</i>, the immortal soul which travels from life to life.
When a person dies, she loses her breath – her henki – which may stay upon earth as an image of the deceased, though not truly a "person" if it goes without the sielu. The henki is a mortal thing, and will break down into parts, like the body, to be thread into other spirits, like the body turns into the soil to feed the earth. The sielu is, in contrast, immortal and indestructible, though not unchangeable, which travels through lives in order to collect to itself all the feelings that can be felt, and all the experiences that can be held. The sielu holds within itself each and every one of its incarnations, and gathers more for it to become perfect – after which is travels no more, but lives in the ether, immovable and content until the advent of new life begins, and the time of olds souls begin.

<b><big>The Economy of Zhem</big></b>

Zhem is renowned for the quality of the products produced on Ahma. The most famous, and widely circulated, of these are the red porcelain called <i>ramassi</i>, the beautiful glass products and raw materials, including volcanic sand, windows and instruments, and the strong denim-fabric, <i>varmi</i>. Zhem also exports paper, ships, tar, copper, iron, silk, hemp, tea, magical implements, ships, jewelry and literature.

Many of the provinces have their own spheres of economic influence:

<b>Province of Risselä</b> is the main trading-port of Zhem, and also holds the largest presses and publishing houses. Tea and silk are grown in the countryside outside the capital. Risselä is the greatest producer of jewelry in all of Dominia.
<b>Untala</b> is the boat-building base of Zhem. The forests provide tar and wood materials for ships, and most go to the making of ships. Varmi is also produced in Untala.
<b>Kertola</b>, known for it's silk-worms, produces silk for both home and abroad.
<b>Province of Valkea</b> has large centers of porcelain production, and the city of Valkea is well-known from its numerous potters. The second-largest city in Zhem, Valkea also houses paper makers and book-makers. Ink and dyes are also produced.
<b>Sisälä</b> is known for its forests, and its tar. Copper is also mined in the hillside, and hemp is grown.
<b>Itälä</b>, on the eastern coast, does not experience as much trading as the other peripheral provinces, but produces, regardless, fine ships, silk and tea.
<b>Vuorela</b> is the most mineral rich province of Zhem, lying between the mountains north and forests to the east. Iron, copper, gold, silver and stone is mined and quarried for, and huge amounts of glass is made, most of it high quality.
<b>Kasila, Saarela</b> and <b>Läntelä</b> produce more or less the same products – mainly copper, ships, silk, hemp, denim, tea and porcelain.

All provinces have large markets of farming products, like food and livestock, and the <i>norsu</i> are captured young and trained for different tasks, like work or even war. The <i>haukkanen</i> brown falcon gryphons have been somewhat domesticated, and form, alongside cats and dogs, a continuum from gigantic guarding animals to rat-catchers.

08-06-2004, 07:13 PM
<b><big>Private income and production tax laws</big></b>
<small>These laws are under the jurisdiction of the Tax Branch.</small>

Section 1<ol>
<li>Each citizen of Zhem over the age of independence and capable shall pay an amount of the income she has gathered and / or the goods she has produced yearly.</li><li>This amount shall never amount to deprive the obligated of her survival, or the survival of the family of the obligated.</li><li>This amount shall never amount to less than a sixth of what is left of the obligated's income and / or produce after accounting for survival - the wealth which is used for frivolous or commercial actions, and not immediate survival.</li></ol>

Section 2<ol>
<li>If the obligated is not able to pay any taxes, or give away any produce, through mistake, acts of nature, or lack of foresight, the state shall seek compensation in other ways, as seen fit, through labor, services, property or other means, to be collected immediately or on a later date.</li><li>If the obligated dies without paying any taxes, the state shall seek compensation from the keeper of the obligated's will or heir.</li><li>If the obligated has paid too much tax, she shall be repaid in a manner seen fit.<ol><li>If the state has left-over or unused produce, to be sold or frivolously consumed, she may have compensation from these.</li><li>If the obligated requests, she may receive tokens to prove she has paid her taxes, which can be used in the future instead of paying by income or produce. The Council shall control these tokens by the Tax Coin Law.</li><li>If the state has surplus by income, the obligated may have compensation by income.</li></ol></li></ol>

Section 3<ol>
<li>The burden of taxes shall be divided by the advantage of the laws and services provided by the Laws.</li><li>The Council shall decide, upon legislating a law, who may profit or who has an advantage because of said law.<ol><li>If there is no consensus, the Council shall carry out an investigation into who is advantaged.</li><li>The Council may decide to postpone the execution of the tax-shift.<ol><li>There shall be an investigation for one year after the legislation.<li>If there is no consensus after one year of investigation, the Archcouncilor shall chose between the Suggestions laid out by the Council.<ol><li>These Suggestions shall be made by Councilors.<li>Each Suggestion shall be taken before the Council, where a simple majority vote is required to remove the Suggestion from the table, or, in the case of a Branchal Majority, only a one third minority.</li></ol></li></ol></li></ol></li><li>When consensus is declared, the burden of tax is shifted on the parties that are advantaged of the new law, by the Council's creation of a new tax code which may or may not replace some other item of the tax code.</li><li>The tax code shall be reviewed every nine years. The Council shall make adjustments as it sees fit.</li></ol>

<b><big>Land tax laws of Zhem</big></b>
<small>These laws fall under the jurisdiction of the Tax Branch.</small>

Section 1<ol><li>All land owned by private parties shall be taxed by their productivity.</li><li>The amount of taxation shall never amount to jeopardize the whole future profit from the land.</li><li>The amount of taxation shall not be less than one sixth of the profits of a single year.<ol><li>If the land does not yield profit for years, and brings profit only once in a time longer than a year, that land is exempt of taxes until the year it provides a profit.</li></ol></li><li>The Council shall make laws to divide the type of land and their taxes.</li><li>Private homes and houses are exempt of land taxes.<ol><li>If a person makes profit within her home or private house more than one-fifth of her annual income or production, or an amount six times higher than the predicted base of Worth of Survival, the land and the property shall be subjected to the land-tax appropriate for the situation.</li></ol></li><li>Private land which does not produce profit is exempt from tax-laws.<ol><li>If an owner has a monopoly of unused land within an area declared by the Council, that land shall be subjected to land tax.</li><li>If an owner owns an amount of unused land, declared by the Council, that land shall be subjected to land tax.</li></ol></li>

08-07-2004, 06:02 PM
Reserving post for information on the cities Risselä and Valkea.

<img src="http://images5.theimagehosting.com/valkeaflag.png" alt="The Flag of Valkea">

08-07-2004, 06:06 PM
<big><b>The Manifesto of the Council of Valtameri</b></big>

1. We, the signed, hereby declare that there shall be a Council of Valtameri, the Ocean which divides Dominia and Verdanttia.
2.This Council shall be formed by those chosen by their respective parties. It shall be divided by the amount of parties, and shared accordingly.
3.This Council shall be made to promote and create ways to defy the Ocean. It shall make travel over the waters possible, and it shall make it safe.
4.The Council shall put to research sea-going vessels, to create the best of ships.
5.The Council shall put to research the arts of navigation, so none are lost.
6.The Council shall put to research the arts of cartography, to create maps and utensils for the voyages.
7.The profits that shall be reaped by this Council for its work shall be divided among the Council and among the parties, by proportion to their investments.

Signed the 12th of Lehtikuu, the 236 day after the Winter Solstice of the year 540.

Archcouncillor <u>Risse Järventaus</u>

08-07-2004, 06:12 PM
<b><big>The Social Make-up of Zhem</big></b>

Zhem is a nation dominated by the presence of the <i>inhiminen</i> and <i>maahinen</i>, earthlings and dwarves. The third largest ethnic entity is the <i>mehtänen</i>, elves, followed by the <i>santanen</i>, sand-people.
Through inter-breeding, though the population has grown, the strength of the two less numerous races has been diminished, while at the same time culturally their bases are on par with other cultural entities. The average person on Zhem has blood from all four races, and shares with her kin on Ahma a surreal pool of hereditary traits fighting each other for supremacy, and the even more surreal fact that no trait seems to be winning – minority traits continuously nibble on the supremacy of the majority traits. Over the years this has meant that the general landscape of the people of Zhem has been mottled with blue skin and hair colors from the dwarves and the separation of these colors from the elves, so that the colors and amounts do not die, but survive and are found in the lineage, leading to such an possibility where parents of dark or blue skin can have children with yellow or a lighter shaded skin, or vice versa. The sand people have left their mark as a set of prominent canines, their peculiar, almost cat-like, eyes, and toughness, while from the humans come green eyes, freckles and the ability to roll their tongue.

Since the Rift, Ahma also has been a battle-ground of cultures. Over the years, languages and customs collided and conquered, and were defeated by other cultures, giving birth to the collection of ways of living in Zhem. In the end, a few cultures rose as dominant, lead, peculiarly, by the small and neutral <i>Semmilä</i> culture from Earth. Following Semmilä came the numerous Nihonko culture, who spoke Nihonko, and the dwarven <i>Khazaad</i>, <i>Emialin</i> and <i>Zhambaresh</i> cultures, all speaking between them two families of languages and twelve mutually incomprehensible languages, the Wò culture, with its numerous languages, the Eldari, Ilkori and Therendi cultures of the elves and the splintered Arraba culture. From these cultures, tradition and custom were rooted and planted, leading to the amalgamation culture which is the public way of life in Zhem.

After the Rift, the cultures rallied around Clans of different power. Though after hundreds of years the clans have lost much of their power, they still serve as the extended family, <i>suku</i> of most Zhemeans. Today's clans have surprisingly little in common with their predecessors, mixing within them a myriad of races and languages.

<b>List of all the major clans of Zhem</i>


08-09-2004, 10:46 AM
Ai Ermoa.

Näkijä (Seer)

Place of Birth:
Southern fishing district of Valkea

Ai Ermoa was the son of a blind fisherman. He worked day and night to provide for himself and his loving father. Often finding himself with nothing to do, he usually did the fishing for his neighbours and helped them out with other menial tasks. Thus the story of Ai Ermoa ascending to ultimate religious power is a great one.

His neighbours and friends, in return for his deeds gave him money. Though his father was constantly starving and both had to live off measly rations for many years, Ai Ermoa was still encourage by his pop to use the money to buy books and texts to quench his thirst for knowledge.

Over the years, Ai Ermoa became very booksmart and his interest in politics grew. Still working tirelessly on the fishing boats, he wrote several influential letters to Järventaus. Ai Ermoa hadn't expected for Archcouncilor Järventaus to read the letters from a young man making a living off the seas, so you could imagine his surprise when he got called to Risselä for a brief stint as Keeper of the Keys.

Ai Ermoa led a happy life living in Risselä, however, he received news one day of his father's death. Requesting temporary leave, he departed for his hometown in Valkea where he took part in the ritual rites of his father. Ai Ermoa's position had allowed his father to be buried in a most memorable fashion. The Memorial service was held within the walls of the Temple Valokoto. It was during the memorial that Ai Ermoa first heard that illusive voice in his head. He knew it was Päi. From that day, many visions came to him. Usually they took the form of Päi leading Ai Ermoa by the hand into the huge double doors of Temple Valokoto.

Ai Ermoa resigned from the position Keeper of the Keys and Archcouncilor Järventaus arranged for him to be Näkijä of the Valokoto Cult. From that day, Ai Ermoa felt as if his heart had become unburdened.

Role of Näkijä:
Näkijä Ai Ermoa plays much more than a figurative role in the running of Zhem. The very guidelines and rules that dictate the way the people of Zhem, particularly the Valkean Päi worshippers, are in his control. Although there are those who choose not to believe ("God bless those Pagans"), many are avid attenders of The Blue Breath Temple. The state of the temple is the deciding factor between the egalitarian society that Zhem is famed for and total anarchy.

Ai Ermoa is considered to be the best Näkijä since Valkea's founding. Thanks to his efforts, Valkea's influence has been spread, as has the influence of the Sun Goddess, Päi. The city is illuminated in torchlight, providing a dim red glow. The Hymn of Päi can be heard throughout the city, regardless of whether you are standing in the middle of the Temple Valokoto or the fishing village outskirts.


Without a doubt the adventurers are not exaggerating when they make reference to the old saying of Valkea...

"Päi > pie"

And that's saying a lot

08-09-2004, 10:56 AM
*Mo moves into the Nation of Zhem with his family and possessions with great expectations but is instantly subject to tax eight times.*

Of course you won't starve because it's, y'know, in the law. §1.2 of the Tax Law.

08-10-2004, 02:02 AM
*Mo moves into the Nation of Zhem with his family and possessions with great expectations but is instantly subject to tax eight times.*
You're supposed to be in Jebusia Fiorenso, Mo. :mad:

08-10-2004, 10:25 AM
You're supposed to be in Jebusia Fiorenso, Mo. :mad:
That's what I told Nait but his arguments were very persuasive.

08-10-2004, 10:27 AM
That's what I told Nait but his arguments were very persuasive.

Yeah, for one, Neel always spells it Fiorenso when it's Fiorenseo. :D

08-12-2004, 07:12 AM
Yeah, for one, N always spells it Fiorenso when it's Fiorenseo. :D

OH sarsaparilla. *changes all the diplomacy letter crap* :mad:
I blame it on Jebus. >:O

edit: Anyways, in a delayed response to your diplomatic overture
(resulting in me being promoted to Minister of Foreign Affairs):

Greetings Archcouncilor Jarvaentus,

I come from the city of Emirano in the land of Fiorenseo, a progressive country in the north-eastern continent of Verdantia; home to the world-renowned Metareason Academy and the historic landmarks Vedriet Peak and Sacersanct Peak. I hope this letter finds you and your citizens in good physical and social health.

I write to you today in response to your letter of correspondence. We share your hope of starting a golden era of international relations between Fiorenseo and Zhem. Prime Minister Yebus t'Emirano and myself agree wholeheartedly on opening and maintaining diplomatic relationships with all the peoples and countries of Eizon. We are glad you feel as we do and reach out to us as we reach out to you.

There will be many practical aspects to maintaining good diplomatic relations with Fiorenseo. Aside from being able to conduct international trade with reduced tariffs, citizens from your country will face easier laws concerning immigration and emigration from our lands. In addition, we invite your people to come study at our renowned Metareason Academy, led by our Minister of Knowledge N, home to some of the brightest minds young and old in Eizon.

We look forward to being your friends.

Teh Neel
Minister of Foreign Affairs
Emirano, Fiorenseo

I dunno about all the beggars in Eleannore, but, erm, yeah. :p

And we don't use accent marks in our local dialect. That's why they're missing. :D

08-12-2004, 06:53 PM
I dunno about all the beggars in Eleannore, but, erm, yeah. :p

And we don't use accent marks in our local dialect. That's why they're missing. :D

They're not accent marks, they're dots. In Finnish, they show that a vowel is a FRONT-vowel - the ä in cat, and ö in girl, versus the a in but, and o bore. Also, y and u, but here the ¨ aren't used. Though they're used in Estonian, for the same reason.

08-13-2004, 01:18 AM
So those dots aren't considered accent marks? Only things such as é and à?

08-13-2004, 08:21 AM
So those dots aren't considered accent marks? Only things such as é and à?

Finnish uses only the special mark ä and ö. Sometimes an s with an inverted ^ on it, but that's just for the "sh" <img src="http://forums.eyesonff.com/attachment.php?attachmentid=9633&stc=1">sound which is not native, and for which we write either "sakki" or "shakki".

Accent marks can be important in other languages, and in TONE-languages they're vital - if accent-marks are used.<img src="http://forums.eyesonff.com/attachment.php?attachmentid=9633&stc=1">

08-14-2004, 06:08 PM
Updated stuff! Notice how the first post in this thread has tripled or even quadrupled in length, with new stuff, like Religion, Economy and Society! Also!

I've added base six numbers in parentheses after base ten numbers!

I've added Zhem writing after Finnish words in the first part of the post!

Furthermore, no one likes me anymore! :cry:

08-14-2004, 06:10 PM
Furthermore, no one likes me anymore! :cry:
*nods* :D

08-14-2004, 06:16 PM

08-14-2004, 08:17 PM
I'm sorry. I forgot to add the :D. Do you feel better now?

08-14-2004, 08:28 PM
I'm sorry. I forgot to add the :D. Do you feel better now?


08-15-2004, 12:42 AM
If you supported WORLDCON, people would like you. ;)

Agent Proto
08-15-2004, 12:54 AM
Seeing that Nait has done much, I'll grant him and Mo a second important city to be placed on the official map. =P

08-15-2004, 08:50 AM
Seeing that Nait has done much, I'll grant him and Mo a second important city to be placed on the official map. =P

Thanks. :D


I'll also add some FoI along the coast in a little inland. Tell me if it's too much.

08-15-2004, 11:33 AM
-blanked because I editted wrongly and I don't remember what I put here before-

08-15-2004, 12:04 PM
Nice job with the map, Nait.

I still like you. :)

Mo, if you could make up some information about Valkea. It's after all, your city. :cool:

Try to add the following:

The stuff about economy above.
Local politics.
Famous persons.

Though, don't name anything. I'll make up names for you, and you can choose from that, like usual. *nod*

08-16-2004, 09:43 AM
Mo, and if you could post a biography for Ai Ermoa. Like "Name", "Place of Birth", "Faith", stuff like that.


And here's the flag of Valkea:

<img src="http://images5.theimagehosting.com/valkeaflag.png">

08-16-2004, 10:10 PM
People, I'm trying to come up with some games for Zhem.

Go is a staple, and some variations of chess, plus others, but here's something that I've mulled over for quite some time.

I've always wanted to find a way to incorporate the structures of the Rule of Even Numbers. That is, paper beats rock, rock beats scissors and scissors beats paper, in different iterations and larger numbers.

This game here has pieces that have TWO attributes to them. The first one is their primary symbol - the flame, leaf or drop of water. The second one is the circle.

The pieces beat each other like a gigantic game of Jankenpon. Pieces with flames beat pieces with leaves beat pieces with water beat pieces with flame.

The circle's come in play when you have two pieces with the same rune (symbol).

A flame rune with a red circle beats a flame rune with a green circle, which beats a flame rune with a blue circle, which beats the Flame-Red piece.

Now, I only want to know how to play this.

The image shows two game situation - one, where the Flame-Red piece beats two other pieces, and a COMBO situation where the two pieces that were beat are more powerful than the Comboed piece.

<img src="http://images5.theimagehosting.com/gameboard.png">

08-16-2004, 10:25 PM
It looks like a very enjoyable game. If you ever set up an international tournament, I wouldn't mind sending a few players to represent Villerorn. :D

08-16-2004, 11:34 PM
That's a very lovely game and all, but I'd like to see you explain to bees just what you've done to their hive.

Also, what happens if you put two IDENTICAL pieces next to each other?

08-17-2004, 07:25 AM
Nait, don't know if you and Aranel are allies yet, but as the represenative of Aura Isle, wanna Ally?

08-17-2004, 08:50 AM
Nait, don't know if you and Aranel are allies yet, but as the represenative of Aura Isle, wanna Ally?

I was wondering when I'd get a chance. When there's not thread for Aura. :D

I'll ally with you! Also, if you'd like, I'd like Aura to join the Council of Valtameri also. I'll send you information on it, if you wish, but the text of the Manifesto can be found in this and Fiorenseo's thread.

08-17-2004, 11:31 AM
<img src="http://images5.theimagehosting.com/cards.png">

Anyone? Er, I'll try.

Two sets of 27 cards, black and white, with three symbols.

The first one is primary, the second is secondary and third one tertiary.

Fire beats plant, plant beats water and water beats fire.

Players take a number of cards from their set of cards, and the black player sets the first card. Her opponent must trump that with a card that beats the card which laid down. The black player must retort with a card that beats THAT card.
The first player who cannot respond in this way, loses.

08-17-2004, 01:12 PM
I'm in. (Nait told me... no, forced me to do this) x)

08-17-2004, 11:24 PM
Sure you can send me the info!

08-18-2004, 04:56 PM
Salutations, Archcouncilor.

I write on behalf of King Essentar of Villerorn, who wishes to make it known that he is most flattered by your offer of sea-trade between nations. We in Villerorn are sympathetic to the dilemma that Eisgaea presents to Fiorenseo, Aura and Zhem, and would be most pleased to establish sea links between our four great nations. Indeed, this agreement will benefit us all over time, and our nations shall thrive as a result. The King has read your manifesto, and finds your terms to be just and fair. It is therefore with great pleasure that King Essentar accepts your offer of international relations and trade.

We are happy to pledge our support to the construction of trade facilities, and research shall begin at once. We shall do our utmost to develop vessels and ports for future use by our nations. King Essentar is eager to commence trade across the Ocean as soon as possible, and would like to agree more specific terms with other members of the council.

Though our nations may be separated by the vast Ocean Valtameri, this pact shall bring us closer together, and a long era of co-operation shall begin, bringing prosperity to our four great countries.

Yours Sincerely
Veil Torren, Scholar of King Essentar's Court
Grael, Villerorn.

Oh, and your games are awesome. Consider my previous statements invalid. *hugs*

08-19-2004, 05:23 AM
Can you start a thread to hash out our Valtamerian Council in General - since it is intercontinental?

08-19-2004, 10:15 AM
Can you start a thread to hash out our Valtamerian Council in General - since it is intercontinental?

The Council of Valtameri is not a public forum, I'm afraid. We'll just have to name some sort of representative for it, I guess. Rotating presidency?

08-19-2004, 04:41 PM
ALL RIGHT! Time for some EXPANSIONS, good ladies and gentlemen!

We have been leave for one city, and fortresses. Let's get this thang going!

08-19-2004, 08:20 PM
How about #valtameri on ffchat.net?

08-29-2004, 10:50 AM
Hey Nait..... Remember me telling you I'd join your nation? ;)

I think you should be using your phoenetic language as the national language of Zhem. :p

08-29-2004, 12:56 PM
Hey Nait..... Remember me telling you I'd join your nation? ;)


I think you should be using your phoenetic language as the national language of Zhem. :p

All languages are phonetic, silly. >:O

08-31-2004, 09:52 AM
Pshh. You should be using <b>your</b> language, phoenetic or not. ;p

11-16-2004, 10:20 PM
Official Proclamation
Greetings, nation of Zhem. I am theundeadhero, the Minister of Astrology in Vincentland, a country on the continent of Eisgaea. I lead a port town just South-East of where the lake of our country meets the river. After recent studies of your culture I have noticed that you make quite fine jewelry. I propse this trade: The lake nearby my town is home to the secharock jewel. It is a rare and very pretty mineral found only in this nearby lake. I offer this jewel for you to use in your jewelry making in exchange for the magical implements you wish to be an export of your country. I hope we can come to an agreement.
Thank you for your time
Minister of Astrology

11-30-2004, 06:36 AM
Yet another Proclamation

To whoever runs this place :p ,
Other countries have been sending emmisaries to say hello, and to bring messages. i thought better of you, and so issue this myself, and in not so flowerly language. Do you want an alliance? I will trade with you and help out in times of war (by sending nasty messages) as well as using troops to distract the opposition. pretty much, i want to be friends. what do you say?

Yours Faithfully,
Lord Bahumat
Ruler of Caronea

12-01-2004, 12:38 AM
Mmmm, Intresting...

I think Me and Zhem should Merge nations...

I'd call this "war", but I can't since we are allies ;)

12-01-2004, 03:07 AM
Ya you can declare war on your allies.

Just in case you were wondering siric declaring war on proto bob and the overseers is a bad idea because even if you did win they would take it back and ban you from eizon.

Agent Proto
12-01-2004, 04:15 AM

Trumpet Thief
12-01-2004, 04:23 AM
chaos: We ain't allowed to do that Carnage... We have to be fair and balanced to all nations... like that'll ever happen :D

12-01-2004, 03:13 PM
Nice but...

•Anyone can attack anyone, anywhere. If you are allied with a nation, or at peace with them, you cannot attack them.

12-01-2004, 11:42 PM
end your alliance

Duh! :p !x!!x!

12-02-2004, 06:35 AM
*Redeclares War...*

Trumpet Thief
12-02-2004, 07:48 AM
chaos: Isn't this nation dead already? I haven't seen Naity only for a while...

Trowa: We'll let Proto make the decision, because I doubt this nation has a chance of surviving a war when there have not been any real, new updates for it.

12-02-2004, 07:40 PM
Sirics nation is small let him have this one to.

12-02-2004, 11:50 PM
Serenity, Le Grande Chien, and Rysa. All other nations are open for attack

12-03-2004, 03:12 AM
Wow naits gonna be one pissed Mo'Fo when he gets back from wherever he is.

P.S. siric you should go after atlantica to. The you would own an entire continent! Then your bound to get some members.

Trumpet Thief
12-03-2004, 03:16 AM
choas: I haven't seen Nait for a looong time, so Siric, I say that you have a GUARANTEED win.

12-03-2004, 03:18 AM
Is nait still an overseer. He dosent have his title anymore but that could be because hes using his recognized member one instead.

Trumpet Thief
12-03-2004, 03:21 AM
chaos: Yes, but he hasn't been doing the job for three months. That's why me and Giga are in, so you don't have to worry.

12-03-2004, 03:30 AM
I want naits title. Another reason why you guys may hav gotten it was because you guys are friendly and have the most populous nations. Wait i think i just got somehthing. Friendly........Populous nations..................Populous nations...................Friendly. Why didnt i think of this sooner. Thats why i never got any members :eek:

Agent Proto
12-03-2004, 04:58 AM
Zhem is open for attacks. Nait's been idle for quite awhile, however, he's an Overseer, so his nation is staying.

Attack on Zhem is alright. Besides, I feel Nait should give up part of the land to whoever wins against him, probably Aura.

12-03-2004, 06:35 AM
*Happy dance*

12-07-2004, 06:26 PM
How much land did siric win?

Agent Proto
12-07-2004, 08:55 PM
Did he declare war? O_o

12-07-2004, 09:48 PM
Yea right after he canceled his alliance

12-08-2004, 01:49 AM
Can I get a response to this?

Official Proclamation

Greetings, nation of Zhem. I am theundeadhero, the Minister of Astrology in Vincentland, a country on the continent of Eisgaea. I lead a port town just South-East of where the lake of our country meets the river. After recent studies of your culture I have noticed that you make quite fine jewelry. I propse this trade: The lake nearby my town is home to the secharock jewel. It is a rare and very pretty mineral found only in this nearby lake. I offer this jewel for you to use in your jewelry making in exchange for the magical implements you wish to be an export of your country. I hope we can come to an agreement.
Thank you for your time
Minister of Astrology

12-08-2004, 03:32 AM
Can I get a response to this?

No such luck. Naits inactive. Were just lettin siric tear apart his nation. Here have a seat *passes the popcorn*

12-08-2004, 05:35 PM
Nait is still around. He last logged on 11-22. He just chooses to ignore us. :confused:

12-08-2004, 08:54 PM
Ya he stopped being active in eizon. He probobly realized how pointless it was. *eats some more popcorn*

12-09-2004, 02:19 AM
*Makes up some kettle corn. Sits on couch* So, how's it going?

12-09-2004, 03:34 AM
Well sirics been attacking for 8 maybe 8 1/2 days now. I think we should just give it all to him. It been 7 days. ANd we all know naits not gonna reply.*crunch*

12-09-2004, 05:48 AM
It has been Past Seven days.

12-09-2004, 06:34 PM
Leader Siric, my trade offer extends to you with your current aquirement of land. (At least I think you have it now????

12-10-2004, 06:34 AM
Since it is vincent land, You are undead, and a hero, and i need a trade route as well, I say yes.

12-10-2004, 11:57 AM

12-10-2004, 07:45 PM
Alright sirics growing! You hafto declare war again to get more land. Unless ptoto wants to save uss all time and give it to you. He might as well cause im out of popcorn. :cry:

12-10-2004, 11:51 PM
Im gonna see what proto says... PROTO!!!

Agent Proto
12-11-2004, 12:21 AM
Siric indeed wins land from Zhem.

12-11-2004, 02:02 AM
How much??

12-12-2004, 06:02 AM
I Redeclare War...

12-17-2004, 02:33 AM
That a boy.

12-20-2004, 08:25 PM
Its been about 9 days...

I redeclare war Proto!!!

12-28-2004, 06:44 AM
Its Been 7 Days!

I redeclare War! Again!

Agent Proto
12-28-2004, 06:55 AM
Listen. I'm not going to let you redeclare war over and over again. Twice is enough!

12-28-2004, 07:00 AM
Listen. I'm not going to let you redeclare war over and over again. Twice is enough!

:( :cry: Well, Can I have a lot of land at least?

12-29-2004, 12:16 AM
i declare war on zhem

Agent Proto
01-12-2005, 02:51 AM
Land won. *sigh*

01-12-2005, 03:20 AM
Woot woot!!! :love:

01-13-2005, 07:16 AM
Is there any spare land left? If so....*Declares War*

P.S. What is it with the WOOTs?

01-24-2005, 01:56 PM
Wtf, land wars?

01-24-2005, 08:20 PM
the winner gets land.

where the hell have you been?

01-24-2005, 09:04 PM
the winner gets land.

where the hell have you been?

Doing your Mom.

I declare war on whomever declared war on me you rat bastards!

01-24-2005, 09:29 PM
I declare war on whomever declared war on me you rat bastards!

Ya Carnage. I cant beleive you.

01-24-2005, 10:04 PM
Doing your Mom.

my mom is disgusting. you wouldnt have said that if you meet her. Your mom however is just used for strange fetish's and the random beatings i so humbly enjoy.

I declare war on whomever declared war on me you rat bastards!

well first you would hafto go to that nations thread. then they have 7 days to defend if they reply within 7 days then you lose money if you win you win land and money.

And nait i would like you to watch your mouth. Its not my fault you were inactive and the rest of the nations just ripped yours apart. You should have had a VP or something in charge while you were gone. Thats just common sense.

Are you sure you still want to declare war on me? well if you do i counter attack. look at the FAQ for more.

Ya Carnage. I cant beleive you.

meh. if a nation is innactive or the leader stops tending to it, tehy dont deserve it. its that simple. Luckily nait came just in time he should still have a little bit left of his nation. a little bit :p

01-24-2005, 10:31 PM
Shoulda left it to someone else. Oh well.

arse. Who wants a nation? A nation for adoption!

01-24-2005, 11:47 PM
give it to icky/siric his nation is right next to yours and both your nations a re kinda small so why not combine them?

01-24-2005, 11:48 PM
he already conquered most of your nation. he conquered about half, i conquered about a quarter so just give the rest to him. :love:

01-24-2005, 11:53 PM
A Union? Hrm. I might submit under the rule of the Westrons if they allow for some autonomy.

01-25-2005, 12:03 AM
Yes! Auem... A mix of Zhem and Aura! Or Zhra! You could be VP!? Actually, my nation is a Biarchy, so you could be Co prezzie/counsiller/thing! Please?

01-25-2005, 12:27 AM
Yes! Auem... A mix of Zhem and Aura! Or Zhra! You could be VP!? Actually, my nation is a Biarchy, so you could be Co prezzie/counsiller/thing! Please?

Zhem wishes to keep itself autonomous if we are ever to join in Union. Therefore, I have this suggestion:

As Zhem is a republic of limited portion, ruled by the Council, I, the Archcouncillor, cannot join with you as co-ruler. But I neither wish to dismantle the Council and all that it stands for. My suggestion is, that instead of the Archcouncillor being chosen from among the ranks of the Council by the Council, the Archcouncillors seat will be replaced by a vacancy controlled by the nation of Aura, called henceforth the Regent of Zhem. The Regent will have all the rights and obligations of the Archcouncillor, but will also work as the representative of Aura. This way, the Nation of Zhem can work within the framework of a Union of Dominus without fear of losing the time-honoured traditions and laws of our numerous peoples, species and such.

In exchange, Zhem demands the return of the whole of the Island of Ahma into the Regency of Zhem to be created within the Union, including parts to be reconquered from foreign powers on the Holy Soil of our land.

01-25-2005, 01:13 AM
Well, I can get Carnage's land and mine back. But what are we doing again? In Laymen's tems?

01-25-2005, 02:28 AM
aura will become a state of zhem and you will lose your land :(


01-25-2005, 04:05 AM

01-25-2005, 04:19 AM
ya you should wait for him to verify though cause i could have completely misread that and messed everything up :lol:

01-25-2005, 04:33 AM
ya you should wait for him to verify though cause i could have completely misread that and messed everything up :lol:

01-25-2005, 12:35 PM
Well, I can get Carnage's land and mine back. But what are we doing again? In Laymen's tems?

Zhem will become a state of Aura, and will comprise the whole of the Island of Ahma.

Basically I'm giving you Zhem, but making it look like it's a state. The text above is just mumbo-jumbo so that Zhem itself won't be forgotten in the cold streams of history.

01-25-2005, 03:05 PM
Zhem will become a state of Aura, and will comprise the whole of the Island of Ahma.

Basically I'm giving you Zhem, but making it look like it's a state. The text above is just mumbo-jumbo so that Zhem itself won't be forgotten in the cold streams of history.

So I would own both Zhem and Aura, and they would both be states of my country? Right? Ok.

I Here Anounce that all the land on Ahma that I own is given to back to the state of Zhem.

Arrangements are being worked out with the learder of Carnage.

01-27-2005, 07:14 AM
Well, i declared war also. Do I get any of Zhem, As I attacked before the merger?

01-27-2005, 04:31 PM
you should have you won a "war" against aura before. ask proto for some.

sorry siric its teh rules :(

01-28-2005, 05:19 AM
Thanks, Carnage, i'll tell Proto.