The Confederacy of Aatuylva

"I got shot down by a train, almost seduced by a pantheress, got into a battle, did some diplomacy, and now I ended up married. At the end of it all, I was like 'What the fuck just happened?'"
- Emperor IX

"Aatuylva is the naturally-occurring Las Vegas of rape."
- Andertol, Sd.Aptr.

"What the hell is going on here? I didn't know Aatumrrcho was trees. This is a bit awkward…"
- Singleton Sweezlethorp

"Aatuylva is like a really bad hangover: You don't remember anything, you feel sick, someone took advantage of you, and at the end of it all you realize that your wallet is missing."
- Anonymous


Aatuylva is covered mainly in dense forests and jungle in the deeper areas, with only a few areas cleared for farming, all enclosed in hills and mountains.
A single river runs through a majority of Aatuylva, Aaturin.
This river holds special significance to the citizens of the Confederacy.
Not only is it the river that the human settlers colonized on, but it is the river where the articles were signed.
Aatuylva’s name, literally means “The way of the River.”

Map of the Continent. Aatuylva lies along the equator, near Shikeishuu and Aluez.

The Deep Wood

In Aatuylva there are three kinds of forests: The outer forests, where many hunt and live; the jungles, deeper in, muggy, and home to dangerous creatures, and then, there is The Deep Wood.
Where the jungle is so thick that not only is it nearly impossible to see the sky, but the fact that any light at all makes it through is a miracle.
It is the home of bandits, cannibals, and ghost stories.
Not even the most hardened Deep Patrol Unit will venture too far in there.

A compendium of unique species in Aatuylva


Political Leaders:
Provisional Governor: Eric Dunsel (Human)
War Minister: Lord Commander Michael Stidham (Human)
Secretary of Internal Affairs: Wira Volvolen (Ai'lupan Wolf)
Leader of the People’s Council: Arkus Virrim (Red Fox)
-Council Members:
Cedric Carver of Accallia (Human)
Arkus Virrim of Majiin (Ryvuuli [Red Fox])
Dugald Marrow of Haven (???)
Arolusi Darkfur of Tantus (Black Panther)
Eckhard Sturmwuhl of Haverigg (Human)
Heshel Goldtail of Arvor (Ai'lupan Wolf)
Michel Adrian of Tetra (Bobcat)
Albrecht Hallsteinn of Chromi (Grey Wolf)
-Lord and Lady Commanders-('Lady' was added as an afterthought, as the term 'Lord' in Aatuylvan is gender-neutral)
Jin Anselm (Ai'lupan/Grey Wolf)
Jozi Tiam (Black Panther)
Arnulhd Harkos (Human)
Kiwi Jesik (Lynx)
James Verani (???)
Yiri Shukhln (Ryvuuli)

The government of the Confederacy is an odd one. It has a small central government and several smaller local governments spread around the member-nations and city-states.
There are three nations that make up the Confederacy, Ryvuul, Ai'lupitar, and Accallia.

The Accallian peoples were once part of the Kingdom of Accallia, based in the city-state of the same name. They are very martial and private, preferring to be left alone. They make up a majority of the Aatuylvan Defense Corps. They have a proud history of warfare behind them, and it is hard for them to let it go.

The peoples of the Commonwealth are free-spirited and bold, living where and how they see fit. They roam the forests and hills, going wherever their whims take them. They once held a tribal structure, and roamed far and wide, seeking entertainment, food, and excitement.

The Ryvuuli are staunch believers in the sciences, devoting their time to little else. The few that do branch into other areas choose diplomacy, politics, and teaching. They mostly keep to themselves, but when they put their minds to something, it gets done.

There are eight city-states, and each one appoints a Consul according to the laws of the member nation that they reside in. Majiin uses a Technocratic system so that people are appointed to jobs that they are suited for, and once every six years a lottery is performed using the top ten intellectuals in the country. The one whose name is pulled becomes the new Majiini Consul.

Haven, Haverigg, and Tantus democratically elect their consuls once every four years.

Chromi, Arvor, and Tetra use various mental and physical challenges that harken back to the days before the Commonwealth was formed, called Alpha Challenges.

Accallia is the exception, and the title of Royal Consul is hereditary, from the family line that advised the dead King's family.

The Consuls are in charge of the governing of their respective citystates, and meet once a year to talk politics in Accallia.

The Consuls appoint for indefinite periods of time(until they find reason to remove) a Governor, who is in charge of finance and diplomacy, as a Head of State, a Secretary of Internal Security, who is in charge of counter-espionage, policing, and environmental issues, and a War Minister, who's sole purpose is to protect Aatuylva with the military assets at his disposal.

Once this is done they appoint one of their number to serve as a personal adviser to the three officials, a voice, the Speaker of the People's Council, in order to insure that the will of the people is being done. The Speaker has the power to override the authority of the War Minister and the Secretary if he has evidence that they are corrupt or inept in their duties, or are otherwise lacking in the eyes of the people, granting him the ability to call emergency council meetings in order to appoint a replacement.


Population: No official census has yet been completed, but estimates seem to suggest numbers between 30 to 40 million people.

Population Composition (what kinds of people/species are common):
Lupines 30%
Humans 23%
(Major human ethnicities: Aatuylvan, German, and Norse)
Vulpines 22%
Felids 18%
Other Species 7%

Major Cultures:

The typical Accallian stands about six feet tall, and has a mixed Germanic and Norse heritage. Often tall and stocky, these pale skinned humans usually stay around Accallia or Haverigg, in contrast to the darker skins of the Aatuylvan humans of Tantus, although both tend to have very dark eyes and hair.
The lupines of Aatuylva, once varied, have been through various wars, reduced to two major clans, who reside in Chromi and Arvor. The Chromi wolves are grey wolves, never straying too far into the forest, instead keeping to their farming villages and forts. The Ai'lupans of Arvor are typified by their black fur and red eyes, often called demons by the other citizens of Ai'lupitar, they rose to the top by being the most ruthless of all of the nonhuman species in Aatuylva.
The Ryvuuli are vulpines, and are usually red furred, though an occasional grey will pop up once a generation or two.
The feline sapients of Aatuylva are usually panthers and bobcats, and the occasional lynx. They have no territorial area, and instead are spread about the whole of Aatuylva, though there is a large concentration of them in Tetra.
The Havenites are presumed to be human, but every single Haven citizen wears a gasmask and heavy clothing, and they refuse to take it off for anyone.


Early History

The Confederacy of Aatuylva was born from the ruins of the Accalian Kingdom, the Commonwealth of Ai’lupitar, and the Technocracy of Ryvuul, who nearly destroyed each other in the wars that followed the nations meeting.

In past ages, Accallia had been ruled by a human king. This kingdom held sway over a large swath of the land that is now the Confederacy. It’s birth was, and still is, a matter of odd coincidence. The first King, Rykor Marre, had chosen to rest near the great river, he was but a farmer then, and when he fell asleep, ‘great beings’ came to him and told him that in order for his people to survive, he was to expand, to conquer, and to grow. This inspired a religious fervor in him that remains to this day among the human population.
The Commonwealth formed in the deep forests, near Tetra, in order to keep their way of life from being snuffed out. They were primarily hedonists and hunter-gatherers, caring not for the laws of others. Eventually, a great chieftain, the first Alpha Lord, rose up, and with his strength, united all of the Ailupans and their kindred together.
The Ailupan and Accallians never liked each other. The wolves hunted on the king’s land, the king chopped down the wolves' trees.

The Technocrats of Majiin, however, seem to have always been there. The first dabblers in science and engineering, they had very good relations with the other two nations; trading technology and services for food and luxuries.

The Ryvuuli tried desperately to reconcile the other two, but to no avail. Many bloody wars were fought that cemented the rivalries of the three nations.

At first, however, although there were skirmishes, the three nations got along. Mainly through trade and the exchange of knowledge…

The Great Wars and Virrakos

Not much is known about the start of the first Great War. Although current theorists believe that it was simply the natures of two isolationist peoples reacting badly to each other. Most of the records from this time aren’t very reliable or are damaged beyond repair and reading.

Several years after the first Great War, a figure calling himself ‘Virrakos’, after the student/wisdom aspect of Akalan, appeared. He is steeped in mystery, if he was even a ‘he’ at all. Every account is different, whether it pertained to species, gender, even the color of his clothes. Not much is certain, or even related, save one thing. He travelled across the whole of Aatuylva, teaching. Many of the stories show how he would outwit robber barons, solve problems, or overall, just put the leaders in their places. Three great universities were built in his honor in the three largest settlements, one in Majiin, one in Accallia, and one in the Commonwealth, in Arvor. Stories of him fighting great beasts with naught but his wit and skill alone are also common. They mysteriously stop around 16 BCE, with one final story two years after, where a farmer witnessing a figure that looked like Virrakos ‘ascending on a flaming horse’ to join the ‘palace of the Gods.’
It is possible that his account was misrecorded, or that he had too much of one of the local plants, but this is the last recorded instance of Virrakos in Aatuylvan history.

It is an extremely saddening thing that not two decades later the second Great War happened. The King of Accallia had led an incursion into Commonwealth lands, seeking to cut and burn, for farmlands as well as expansion. The Technocrats of Ryvuul and the Ai’lupan Commonwealth banded together to push them back. The war was bloody, and nearly ended with a great battle as the Alpha Lord of the Commonwealth and the human King met, blades in hand. Stories say that it took three days and nights, and then, on the morning of the fourth day, their swords had both been broken. It did not stop them, as the two giants fought. Each trying to end the other, until they had both collapsed of fatigue. They were found next to each other, unconscious, and the war ended as both sides saw fit to attend to their own.

Eight years afterwards there was an invasion from a great force from the east. So powerful was this army that the combined forces of all three nations could barely push them out. It was by sheer luck that they had foolishly thought they could navigate the Deep Wood and the jungle. This led to a brutal series of guerilla raids that wittled the force until they were forced to retreat.

Artificer Kilar Virn was an odd individual, known as much for his eccentricity as for his strange inventions. A tinkerer by trade, he would travel through the forests, selling his wares to whoever he came across. They say he built the first proper steam engine, although no one is sure. Although, if one were to believe all of the stories, he built the first aircraft too. An unwieldly winged thing that could barely stay aloft for more than a few seconds.
He died on his 110th birthday.
The University of Majiin, enamored with his strange inventions, sought to recreate them. This led to yet another jump ahead in technology for the Ryvuuli.

Third Great War

The Third Great War resulted from an accident. A dignitary sent to the Commonwealth to ask a favor from the Alpha Lord had ate something that disagreed with him, causing an accident which greatly insulted the Alpha Lord. The delegation was killed, reportedly eaten, and their bones sent back to the King.

This event shocked the Maji and the King, and they sent armies out to punish the Alpha Lord for his crimes. This bloody war relied more on siege engines and long-range weapons than swords. It held a higher casualty count than both previous wars combined.
Eventually it came to an end when the Treaty of Haven is signed, as the war could not be continued. The armies returned home, battered, tired, and beaten.

For half a century there was peace and cooperation, until the treacherous King Fyor sought to steal the knowledge of the Ryvuul. He made a great scheme to turn the Commonwealth and the Technocracy against each other, while he rode in on Majiin and claimed the libraries there. It was this attempt at stealing the secrets of the Ryvuul that lead to yet another war, as all of the nations fought against each other. It was the second bloodiest war in Aatuylvan history before modern weaponry was invented.

The corrupt King Fyor was slain by an assassin’s arrow late in the war. His son, Arrin, sued for peace.

It is after this period that the Accallian Church attempted to make its religion the chief religion of the three nations. Not much of this period is known other than it failed quite early on due to lack of public support.

Age of Invention and the Final Great War

Increased tension with neighboring nations gives birth to an isolationist movement within the populace, as the first High Praetor, Iose Sihd, deals with bandit kings and rogue generals.
He later writes a book on tactics, social mores, and warfare on his deathbed. The book is still considered required reading for anyone attempting to rise above the rank of Prime.

Several decades afterwards the Ryvuuli opened their arms once more to the other nations, marking the beginning of a new age of cooperation and understanding. A marked increase in interest in the sciences and learning.

Not a century afterwards what Aatuylvans considered the greatest and most useful tool ever to be conceived was invented.
The gun. This led to a two hundred year arms race as all three nations sought to utilize the new invention. This culminated in the Last Great War, a bloody trench war that saw the use of railway guns, heavy tanks, and primitive biological weapons derived from native plants.
The war was so destructive that a majority of the blueprints and libraries containing the information on several technologies was lost forever. Laws following the war prevented the nations from researching them ever again, in order to prevent the catastrophes of the war.

The war didn’t end until a final battle where the first, and last, biological weapon was used in battle, fired from a railway gun. The resulting weapon killed the Alpha Lord of the Commonwealth, the Maji of the Ryvuuli, and the King of Accallia, as well as a confirmed amount of 12 million soldiers. The devastation of the event was such that the war was ended and a majority of the technologies of war that were developed, including biological weapons, were outlawed.


The remnants of the armies mourned the loss of their leaders, and vowed never again to fight in a war so bloody.
It was then that the Confederacy was born in spirit, as the leaders who were left met at Accallia and wrote the Articles from which government is run today.

Unfortunately not all of those involved agreed with this decision, and there are still scattered bands of fighters, roaming the wilds, looking to finish a war that never ended for their ancestors, and thus for them.

In order to survive, the three nations were forced to band together against the increasing raids and destruction caused by the bandit kings. The Confederacy was born.
Most records concerning its founding were lost, and those that remain are entombed deep within the King’s former palace, to prevent anyone from stealing or damaging them.

It was later believed that the bandits were receiving outside help, or were camping in neighboring countries. In order to deal with the situation, Aatuylva took an isolationist stance and closed the borders, to ensure that the bandits would lose all support abroad, and combined with aggressive military and police actions, the bandits had gone from force of power to minor nuisance.

In recent days, the Governor of Aatuylva opened the borders, seeking help with dealing with some of the more entrenched offenders, as well as wishing to enrich Aatuylvan culture.


1000 BCE Vulpines arrive in Aatuylva. City of Majiin is founded.

730 BCE Lupine tribes take up residence in the areas near present-day Arvor
and Tetra.

624 BCE Human wanderers come from the southern desert. Eventually take up residence at present-day Accallia, building a city.

623-570 BCE First Accallian/Lupine conflict.

550 BCE First Accallian King, Rykor Marre, claims to have a vision from the Gods. Begins to expand kingdom into the lands of current-day Chromi, Haven, and Tantus.

543-209 BCE Kingdom prospers, The Commonwealth of the Ai'lupitar is formed. The Technocracy of Ryvuuli make first contact with both.

187 BCE Healthy trade is going between the three nations.

120-67 BCE First Accallian/Commonwealth war. Majiin remains neutral.

23-18 BCE Stories of a figure called 'Virrakos,' begin to appear. He wandered the lands of Aatuylva, teaching in the council halls. Three Universities were set up in his name in Accallia, Arvor, and Majiin.
The foundations of the confederate government had also taken from some of his teachings. Depicted as leaving on a horse of light, riding into the palace of the Gods.

4-89 CE Second Accallian/Commonwealth war. The Technocracy sides with the Commonwealth.

97-128 CE References to 'great hordes' from the east. All three governments banded together to push them out.

130-240 CE The first true Artificer, Kilar Virn, travels the land, selling his strange inventions. Dies of old age. University of Majiin dedicates itself to his odd craft.

241-364 CE Third Accallian/Commonwealth war. The Ryvuuli aid Accallia. The first major war that was not waged over territory, but instead due to an insult to the Tribal Council.

370 CE Treaty of Haven was signed. An attempt at peaceful cooperation between the nations.

420 CE King Fyor Marre plans invasion of Majiin.

450-489 CE Treaty collapses as a three-front war occurs with all nations fighting the other two. Ends when King Fyor is slain in battle. His son, Arrin, negotiates peace.

505 CE The Accallian church attempts to beat out other religions within its borders. Fails miserably.

540-650 CE More skirmishes and conflicts with neighbors.

703 CE Mastery of War and Diplomacy penned by Iose Sihd.

743-908 CE Age of Invention.

1062 CE Invention of the gun.

1200-1349 CE Last Accallian/Commonwealth war. Culminates in a grand battle where the Maji of the Technocracy, the King of Accallia, and the Alpha Lord of the Commonwealth die in battle.

1400 CE After nearly fifty years of scattered conflicts, the survivors sign a treaty to never again shed the blood of their neighbors.

1540-1690 CE Dissidents and bandits harass the weakened governments, attempting to push them towards war.

1753 CE The Confederacy of Aatuylva is formed.

1767 CE Continued conflicts and bandit raids cause the near collapse of the new Aatuylvan government.

1860 CE The Confederacy of Aatuylva closes its borders to all outsiders.

2010 CE Governor Eric L. Dunsel is appointed. Opens borders with neighbors.


Aatuylva's matters of law are handled by the Arbitors.

Arbitors act as lawyers, judges, and in times of need, executioners. They are charged with keeping order and stability. Whenever there is a dispute, an Arbitor is dispatched in order to settle it, and once he/she has spoken, there are no further appeals. His is the last word.
Generally, Aatuylvans handle things themselves, and there is no need, save when a dispute is dragged on for too long.

The punishment varies depending on the crime, the local customs, and the Arbitor sent, but they can range from something as simple as compensation or corporal punishment, to the preferred method of execution, the gladiatorial arena.

When an Arbitor isn't enough to diffuse the situation, or matters of security dictate that a stronger hand is needed, the forces of Internal Security are called in.

Police, peacekeepers, and a paramilitary force, the InSec soldiers are all well-versed in law, politics, and war, allowing them the abilities to handle any situation.
They are generally deployed in the same manner as riot or S.W.A.T. troopers, or in order to establish martial law.

Law Questionnaire

A simple questionnaire that will help tourists know some of the more common laws.

1 - What is the legal drinking age? 18

2 - Driving age? 18 (Not many Aatuylvans own cars, however, and it is far cheaper to travel by train, as the military monopolizes most of the gasoline.)

3 - Age of sexual consent? Accallia: 18 Ai'lupitar: 15 Ryvuul: 16

4 - Voting age? Eligibility to vote is earned through service in the Defense Corps or Internal Security services. Ryvuuli are exempt from this, but should they wish to partake in other nations' elections, TechnoSec or militia service qualifies as well.

5 - At what age would someone become an adult (free from parental control)? - After they are capable of using a weapon responsibly. Generally, this is around the age of 15.

6 - What types of recreational drugs (if any) are legal?

-Weed - Legal

- Tobacco - Illegal due to health concerns, and better drugs.

- Cocaine - Illegal for the same reasons as Tobacco.

-Alcohol - Legal

- LSD - The government has no stance on it, however the Ai'lupans probably use quite a bit >.>

- Caffeine - Legal

- Heroin - Illegal

(Note, all beverages and substances that affect the mind or the reaction times of a person are prohibited while on duty or at the jobplace.)

7 - Can people have guns? Responsible gun ownership is mandatory for all citizens. Open carry is allowed in public areas by militia members.
Concealed carry requires a permit unless you are currently serving in Internal Security or the military.

8 - What is the official full name of your country? The Confederacy of Accallia, Ai'lupitar, and Ryvuul Collectively known as Aatuylva.

9 - Do you have the death penalty? For serious crimes, yes. Execution takes the form of the gladiatorial arena or penal legions. Firing squad if the victim(s)/relative(s) of the victim(s) request it.

10 - What is the speed limit? Speed limit? What's that?

11 - What types of religions would are permitted or restricted? We don't care what you believe in. Although a majority of Aatuylvans follow the Accallian Pantheon, or are animists. In fact, it would be quite hard to restrict religion, as the military sees itself as very religious.

Which of the following are legal:

12- Porn - Yes, so long as those involved are of the proper age and consented.

13-Prostitution - Between consenting adults, yes.

14-Polygamy/ Polyandry/ Polyamory - Frequently practiced by the Ai'lupans, and dabbled in by the Accallians.

15-Homosexuality - Perfectly fine, legal, and accepted.

16-Stem cell research - Legal for research purposes.

17-Human Cloning - Legal for research purposes.

18-Cock Fighting? If you want to see two creatures go beat each other to death, than you can go to the Arena like everyone else. The mistreatment of pets is not allowed.

19-Slavery? There is no Aatuylvan word for "Slavery." The entire concept is seen as pointless and counter-effective. Therefore it is illegal.

20-Hunting? Many make their living this way, so yes, legal.

21-Fishing - Accallian fishing villages would probably take up arms, and fish is delicious. Legal.

22-Eating meat? Aatuylvans have a fairly varied diet, and meat is a staple food. Eating meat that was once capable of talking is frowned upon in the more civilized areas, however.

23-Littering? Wasting resources is tantamount to treason.

24-Unisex bathrooms? How the bathrooms are set up are left to the institution that has them.

25-Suicide? Allowed for cases of honor and/or to end suffering. Subject must be sane or otherwise capable of understanding and making the decision.

26 - Gay marriage? As legal as marriage between heterosexual pairings.

27-Abortion? In order to save the mother or in cases of rape.

28- What types of sexual activity (if any) are illegal ? Rape and molesting children are punishable by being left in the jungle for the Wraithwolves to do with you whatever they want before eating you alive.
Pretty much anything else is legal so long as its between consenting adults and doesn't involve killing anyone. Inter-species relationships are common and allowed, but they have to be sapient. Sapiency has not yet been confirmed or denied for Wraithwolves, but the creatures usually eat you afterwards anyway, so it's at your own risk.

29-Is your country's/culture clothing optional or mandatory? Clothing is optional, and mainly worn for decorative reasons or to designate rank. The military may require it if camouflage is needed for a certain mission, or if body armor must be worn.

30-Do you have obscenity laws? Aatuylvans are completely and utterly baffled that these actually exist. So long as you don't block traffic or hurt someone, no one's really going to care.

31-What system do you have for taxes? [incomplete]

31-Sales tax? Yes. [incomplete]

31-Import/Export tax? [incomplete]

32-What is the criterion for someone to pass to become a citizen? Military service or passing a citizen's exam. Visas can be applied for for education or military reasons.

33-What types of people do you allow (or not allow) into your country? Until recently, everyone was deported/imprisoned/disappeared, however, nowadays, if you call ahead of time, we can arrange for you to come in.

34-To what degree is your government allowed to censor or restrict the media? [incomplete]

35-What type of government are you? Confederated Council with Democratic elements.

36-Aside from laws - what sort of unofficial (and unenforced) cultural rules and traditions do you have?

-While not expected of foreigners, most Aatuylvans will bow their heads to be recognized to speak in official matters.

-Ai'lupans will often engage someone in hand-to-hand combat in order to request the right to marry them. It is understood in most places that if you lose, you say yes.

-Duels are perfectly legal, although you don't have to accept a challenge. They are all performed, under strict watch, at the Arena.

-Cannibalism is frowned upon in civilized areas, but actually enforcing it in the tribal zones is nigh impossible, so they just make sure that everyone who goes in the jungle or the forests is armed.

-The laws of a particular city-state or nation(if a member of the Confederacy) apply only to citizens of that nation or city-state, but they apply to them no matter which member-nation or city-state they are located in.


[Under Construction]
The Aatuylvan Defense Corps is broken into three branches:

The ADC Jungle Patrols, containing both the Deep Patrol(units who specialize in long term guerrilla engagements) and the National Army, who defend the city-states and railways alongside militia members.

The Aatuylvan Air Cavalry, who provide logistics support as well as strike efforts.

The River Patrol Units, who ensure that tradeways and fishing communities are safe from marauders.

The defense of Aatuylva is broken up into three sectors, with two Lord Commanders defending each. These Lord Commanders run their operations from heavily armored and armed Wartrains, that each carry supplies, men, and a long range siege artillery to any destination the Lord Commander wishes.
Reaching the rank of Lord Commander is synonymous with attaining the rank of General, or being placed in command of a flagship aircraft carrier. Each Lord Commander has autonomy in their command, answering only to the War Minister.

The Technocracy also operates its own internal security force called TechnoSec.

Breakdown of numbers
On the left is the Aatuylvan name, translated to English where applicable, on the right, the United States equivalent.

Vashtarrohn 86400 = Field Army
Praetori 28800 = Corps
Legion 14400 = Division
Division 7200 = Regiment
Regiment 3600 = Brigade
Battalion 1200 = Battalion
Company 200 = Company
Platoon 48 = Platoon
Group 12 = Squad
Squad 4 = Fireteam

Ranking System

Arbitor- An Arbitor is a negotiator. They serve as lawyers, judges, diplomats, and peacemakers.

Arbitor 2nd class; Diplomat, one who signs treaties, handles arguments.
Arbitor 1st class; Judge, executioner of justice, or one to whom to appeal.

Artificer- Artificers are the builders who hail from Majiin. Tinkerers and engineers, they keep everything running.

3rd grade: Tinkerer, Apprentice
2nd grade: Researcher, Mechanical engineer
1st grade: Director, head researcher, Architect

Military ranks

High Praetor of the Aatuylvan Defense Corps(Wartime rank only) Supreme Commander and Dictator.

Lord Commander-Highest non war rank. Equivalent to a General. In Multinational affairs, he may be delegated to one star or Colonel status due to the size of the units he normally controls at one time. The only rank that can oversee and operate the men and facilities of a railway gun. True to the name, a Lord Commander is given land and his men swear a symbolic oath to him. More often than not, for practicality reasons, the land given to them is usually in a conflicted area, turning it into a military fortress that protects the city-states.


Prime, 1st class-Major

Prime, 2nd class-Captain



Special Ranks

Commissar- Political or InSec adviser. Will report military actions back to the highest offices of Aatuylva.

Justicar- Warden. Usually seen commanding Penal Legions.

The same ranks are used in Internal Security as in the Defense Corps, although you may find high-ranking Arbitors among them.


Wilderness Rangers and Militia
The military is a major part of Aatuylvan life. In order to become a proper citizen, most city-states require some form of military service. The military also provides housing, food, clothes, and education to those who need it. Many choose the numerous militia organizations scattered around the country in order to do this.
While equipment varies depending on the member-nation, most militias have their own mechanized divisions of armored cars, and have access to public flak facilities in the city squares. Each must know the area they protect 'as well as the trees know', to use an old Aatuylvan saying.

The Wilderness Rangers are a paramilitary organization similar in styling to the American Eagle Scouts, but only in spirit.
As well as providing young Aatuylvans with leadership skills and outdoorsman training, the Wilderness Rangers teach important survival skills such as hunting, fishing, knife-making, and guerrilla teamwork lessons, in order to take down larger targets.

Air Cavalry

In keeping with the intense reliance on mobility, the 'Air Force' of Aatuylva is intrinsically tied with the ground forces. They keep the supply lines open, run fire missions, scout areas, and to bring tanks and men to where they are needed. The Air Cavalry prides itself in having intensely fast reaction times, being able to move anywhere they are needed in as little time as possible.
Each city-state also funds its own scout patrols in addition to the national air forces.

Night Watchmen

The Night Watchmen are the guardian angels of the military. They are knowledgeable in medical procedures as well as search & rescue missions. Their mission is to go behind enemy lines and extract wounded and pinned down soldiers.

National Defense Corps

Deep Patrol

The Office of Internal Affairs

Technocrat Security

Aatuylvan Railway Authority


Wartime Readiness. Internal Security actively purging enemy espionage assets. National Security measures heightened. Military at 0.5% of population.

Internal Security roles increased to include active intelligence gathering. Radio call signs and transmissions change to encoded and ciphered communications. Military preparedness increased. Military population holds.

Guerilla War. Currently engaged in Black Operations against known enemies. Internal Security given the power to assassinate enemy assets. Strategic and tactical assets fueled and prepped. Military population increases to 1%.

Open War. Full mobilization of all strategic and tactical resources. Second Strike capabilities armed. Formal declarations of war are given. InSec given authority to sabotage enemy assets openly. Strikes against civilian targets with conventional weaponry(bombing runs), and against military targets with tactical assets, is authorized. If tactical or strategic assets of the enemy are detected, full tactical and strategic arsenal is deployed against the enemy nation. Military population is stable for an extended time determined by the Commander in Chief, wherein active recruiting will increase it to 2% of the total population.

Total War. Full mobilization. Draft and conscription in effect. Second strike capabilities launched and/or converted to First Strike status. Tactical assets are authorized to strike at will. Military at 5% of population.

Death throes. Invasion. Strategic assets launched at wartime enemies, all remaining strategic assets launched at all other known enemies, or allies of enemies. Every man, woman, and child above the age of 8 is given a weapon. Suicide assets ready in the event that the resistance fails to repel the enemy. In that event, nerve gas and nuclear suicide assets will render the country dead, in an effort to deal a final blow to the invading army/armies. Until enemy is defeated, or every Aatuylvan is dead, official military will be 10% of the population, with the rest engaged in guerilla warfare, or unorganized militias.

Military hardware

Typical Armaments of the Aatuylvan Soldier

Most Aatuylvan soldiers are proficient with bolt action weaponry, or the needlers that are popular in Accallia. More often than not, the standard load-out of an ADC (AVM to use the Aatuylvan acronym) soldier will consist of a belt of grenades, a needler, and his body armor. Specialized squads will have heavy flechers, flamethrowers, or rocket launchers. Some use unique weapons, such as the Fliegerfaust, for use against helis or to suppress enemy positions.

List of typical Aatuylvan armors, for your convenience.

Tankette, Scout

Tankette, Grenade

AFV, Rapid Response

AFV, Standard

IFV, Anti-Material

IFV, Modular

Armored Car, Militia

Armored Car, Accallian Royal Guard

Armored Car, Utility Vehicle

Armored Car, Infantry Support

Armored Car, Anti-Air

Light Tank, Air Droppable

Ontos Armor Hunter

Rocket Artillery, Self-Propelled

Rocket Artillery, Militia

Wraith Gunship

Leviathan Heavy Transport

There are six Railway Guns in service to Aatuylva. All of them are in various degrees of antiquity, each one is named after a member of the Pantheon, and they are each commanded and operated by a Lord Commander.

As repair costs and maintenance are high, these hulks rarely go into battle except under extreme circumstances, serving more as mobile altars than anything else.

The typical Armored Train

Railway Artillery, Long Ranged, aka Akalan's Axe
Technical Specs Long Ranged

Railway Artillery, Light Siege; Chyara's Spear, Ulfante's Trident
Technical Specs Light Siege

Railway Artillery, Heavy Siege, aka Virros' Sword
Technical Specs Heavy Siege

Railway Artillery, Medium Ranged;Sifus' Sabre
Technical Specs Medium Ranged

Railway Artillery, Early Heavy; Kjolan's Hammer
Technical Specs Early Heavy

It is of note that should Aatuylva gain access to chemical or biological agents, these Railway guns are perfectly adaptable to fire such ordinance.


The most popular religion in Aatuylva has no formal name, but is often called the Accallian Pantheon after the Kingdom that originally started it. Most jungle dwellers either worship the Pantheon or practice some form of animism or ancestor worship.

List of deities in the Accallian Pantheon and their respective aspects.

Kjolan- The Great Hunter. Described as a male figure who relentlessly tracks down foes. Aspect: Tenacity. Often depicted as a faceless humanoid hunter armed with a spear. Most hunters and fishermen pray to him in order to insure a good catch.

Akalan-Patron god of Accallia. Symbols are the axe and the helmet. In the Accallian creation myth, he was originally known as Virrakos, the apprentice of Virros. He stole the art of sword-making, and the secrets of the gods, and gave them to the ancestors of the Accallians. A 'trickster' deity as much as a war god. Aspect: Cunning. His appearance differs depending who you ask, but the defining features are a third eye, an axe in one hand, a book in the other, and a three-pronged helmet.

Sifus-The Night Wolf, Sifbo'Stu, S'fhsl'shrrl, He Who Devours, Raytatilsa, Srruulk, Aifaksumepi, Son of the Dark One Tsalmaveth. Anthropomorphic deity. Counterpart and rival of Kjolan. Also the Accallian god of the underworld. Aspect: Endurance. An ebony wolf with ruby eyes, most depictions blot out the face. Strangely enough, Sifus is also the patron agricultural god of the Ai'lupans.

Chyara-Female deity, depictions show her as a shape-shifter who would strike down those who failed to keep contracts, and is a killer of traitors. Aspect: Honor. Usually depicted as a human woman who wears a mask, holding a daggar.

Virros-God of swordmaking and the oldest of the Accallian Pantheon. Will right any wrong, no matter what. In the stories, this has led him into a rivalry with Akalan. Aspect: Justice. Usually pictured as an ogre of a man with anvil, hammer, and sword.

Ulfante-Sister of Chyara, and fierce fighter. Protects Chyara from all enemies. Extends that protection to allies as well. Aspect: Loyalty. Portrayed as a white dragoness wielding a sword and riding a storm.

Tourist Information

[Under Construction]
There are many points of interest within Aatuylva, but one must be wary of the dangers to those who don't know both the local customs and the local wildlife. Here is a brief guide to those wishing to experience the wonders that Aatuylva offers.

Note to diplomatic visitors: Aatuylva does not ascribe to such notions as 'diplomatic immunity' or 'rights of prisoners' (indeed, we don't take prisoners at all) so please be wary and make sure to follow the law. Your assigned arbitor should be able to help you should you have a question about the legality of something, and in the event of an incident, will be able to smooth it out with the populace, or, if need be, serve as your legal counsel.

Points of Interest

Looking to have fun? Want to share in the bounties of Aatuylvan culture? Check some of these places out while you're here!


The Imperial Palace-The Imperial Palace is the center of Accallian life. A temple, a tribute, and a fortress. It's bronze statues of the Pantheon humble the heart, and its grand passageways lined with the busts of generals and kings fill one with pride. While the bedrooms of the former Royal Family are strictly off-limits except to visiting dignitaries, the rest of the Palace is open to the public, so long as they have an escort with them or are with a tour group. Much of the artistic history of Aatuylva is held here, as the Kings always held interests in the arts.

Castle Meru-Castle Meru is one of the many fortresses and castles scattered across the Kingdom of Accallia. Kept in splendid condition by the family of one of the King's nephews, along with the surrounding farmland, it is the perfect opportunity to glimpse what life was like hundreds of years ago. With splendid tapestries, the typical Accallian armor-forge, and complete with the soldier's garrison, it truly feels as if one has stepped back in time. Tour groups are allowed to observe the castle life, and a temporary stay can be arranged for a small fee.

Arroli Expeditions-Want to explore the untamed wilderness of the jungle? Wish to conquer one of the many species of apex predator that prowls the night? Wish to experience the tribal life and meet the natives? Then book an incursion with Arroli Expeditions! Highly trained teams of ex-military personnel are ready to take you into the deepest jungle! Supplies, weapons, and a brief safety training session all provided with a booked expedition!


The Great Tree of Arvor-The first true settlement of Ai'lupitar, the Great Tree is a hollowed out tree of great size. It holds thousands of Ai'lupans, who welcome all to visit their home. While it is impossible to count how many festivals they hold, most assuredly when a foreign traveler visits, there will be one!

Rackshir's River Tours-A relaxing fishing tour down Aaturin with experienced River Patrol captains. See the interior of the jungle, and its wildlife, from the safe and relaxing view of a gunboat!

D'aiee Sifovash'aiyu-A grand temple in the jungle of Ai'lupitar, it is called the Empire of Night and Day. A holdover from a forgotten civilization, it entombs the final battle that was ever fought by whoever once lived there. The Daughters of Sifus, a religious order, watch over the temple and keep it open as a sanctuary for travelers and pilgrims.

The Arena-Looking for good, wholesome, bloody entertainment? Then visit the Arena! Watch felons duke it out with each other to the death! See honor duels in action! The gladiators are also eager to meet fans, and show off their weapons, and there is no need to worry about security, as Internal Security staffs everyone, even the food vendors!


The University of Majiin-The center of learning and life in the capital city of Majiin, the University is the most prestigious school in all of Aatuylva, and its campus is open to all who wish to enroll, or who simply wish to browse the immense libraries and labs in the complex.

Kilar's Clockwork Castle-This massive building holds all of the automatons and inventions that Artificer Kilar Virn made before his expulsion from the Technocracy (barring those on the fountains or public music boxes). A wonderful place to take the whole family as automatons reenact operas, plays, and orchestral music each day. A listing of which showings will happen when is given to each visitor.

The Crystal Fountain-So named for the elaborate glass fountain in the front of the building, the Crystal Fountain is the second largest collection of art and history in Aatuylva. Inventions, original manuscripts and first editions of books, as well as paintings, sculptures, and displays honoring those who have fought in wars (including an impressive amount of 'trench art') are all placed here for all to see. Price of admission can be inquired from the Ryvuuli phone directory.

Dos and Don'ts


Do be polite and civil. Accallians value their highly private and ordered lives, and while they don't expect you to know every nuance or rule, they expect at least some basic manners.

Don't challenge someone to a duel in public by announcing it loudly to the world. This is seen as childish, and some people do work nightshifts.

Do write a formal letter to the person you intend to challenge and, upon receiving their response, proceed to the Arena in a dignified fashion.

Do make sure to bring a weapon of some sort in public. There isn't always going to be an Arbitor, and if someone else has to save you, they expect to be reimbursed for the bullets or damages to their person.


Do expect everyone and their mother/father to come on to you. This is normal. Most Ai'lupans are very promiscuous and aren't really that picky. Make sure to come prepared.

Don't attempt to flirt with a Chromi Wolf. They are entirely different from an Ai'lupan wolf, and are prudish even by Accallian standards, and will become easily offended.

Do make sure you have a guide, or are trained in some form of hand-to-hand combat. The 'Challenge of Equals' (or Ekuh'khursungki) are much less strict than the Accallian Rites of Combat, so a duel can happen at any moment, for any reason, including marriage proposals.

Don't pull on anyone's tail. This is considered sexual assault on a non-consenting person, and you will be shot. Or stabbed. Possibly eaten if in a tribal area.


Do bow your head while waiting to speak with an important person. This shows respect and gives them the honor they deserve.

Don't try to tinker with any of the clockwork devices. You might break something twice as old as you are.

Do make sure to keep any physical displays of emotion down to a minimum. PDA is not acceptable in Ryvuuli society.

Local Customs


Founding Day-Celebrating the founding of the city of Accallia in 550 BCE, Founding Day is a day of parades, fireworks, and feasting, only interrupted by occasional bouts of drinking, song, and dance. The one day of the year that Accallians put away their love of privacy and 'let loose.'

Rites of Combat-The Rites of Combat are an ancient tradition concerning the challenging, performing, and settling of duels. Accallians, being private people, have a set of codes defining how one goes about challenging someone. A person, when feeling wronged, will write out a formal letter challenging the party they felt wronged them, for whatever reason. The next step is sending another letter to a local Arbitor. If the wrongful party wishes to accept the duel, (there are always ways out for those who don't wish to, if they have more important matters, and if the wronged party persists, the Arbitor can help them come to an agreement about compensation), then they send another letter to the Arbitor, who then arranges a time in the Arena for them to do combat.
The weapons used are determined by the Arbitor, the lethality of which determined by the crime done to the wronged party. The duel then proceeds until one party is injured, or, in the case of a vengeance duel, mortally wounded. Both parties are then transported to the nearest hospital, and the Arbitor, for his services, gets a portion of the money earned by the Arena that day.

Information for Tourists-


Vilunan Festival-At the beginning and end of every Vilunan, the Ai'lupans hold a hunting and harvest festival, celebrating the bounties of the forest and the river. It is celebrated by copious amounts of drinking, singing, and fertility rites.

Sifisi-The Vilunan of Sifo celebrates the agricultural aspects of the god Sifus, and is celebrated in the traditional Ai'lupan manner. The festival itself holds the name Sifisi.

Kjori-A hunting holiday celebrated at the end of every week in order to placate Kjolan, so that he may be slow of foot in his pursuit of Sifus.

Ekuh'khursungki-The Challenge of Equals. It is the ultimate battle in Ai'lupan society. In order to hold office, achieve rank in the Ai'lupan militias, or to marry someone of higher gudagh than the proposer. it involved highly ritualized combat using naught but knives and claws, and depending on what the duel is about, often ends in death.

Information for Tourists-


Seshiby Artivici-Festival of the Artificer. A celebration of invention and the arts. Many aspiring inventors and artists will share their wares and make their debuts here.

Information for Tourists-

Immigration Opportunities




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