Glorious Carnation
A world 1 commune consisting of around 15-20ish people, set up in a savanna biome. This group is incredibly hostile to anyone and everyone not within their ranks. They have tortured and killed several for information and fun. While quite isolationist in nature, this nation does not have a history of murdering or raiding against outsiders. Aside from one or two explorers, Carnation has searched and expanded little beyond their initial borders. | Note: Banner is not concrete, due to lack of ability, these are 2 suggested designs.
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History
The history of Carnation begins at the very beginning of the Trial 2. What would become Glorious Carnation was once two seperate groups, fleeing from the desolate desert of spawn. One group was guided by their conscience, the other guided primarily by a mute and deafened player, jokingly refered to as the "Mute Messiah". Once having fleed from spawn, arriving at the savannah that would become their home, the two nomad groups found each other, and merged into the group that would become Carnation.
Initally setting up in a rudimentuary skybase, the group managed to maintain their high numbers by hunting local sheep within the area, and creating beds in order to ground themselves to the land. The primary ways the group fed themselves was through mass hunting, rudimentary farming and importantly "Reincarnation", the act of killing oneself to reset hunger and health. This is the origin of the name Carnation, Rein(carnation).
Aside from moving the inital skybase to be above the sea, to avoid excessive mobs during mornings, until session 1-3 this skybase was the primary hub of activity for the nation. However in session 3 they had moved entirely to a stonebrick hub with a large quarry beneath it. This hub design was primarily inspired by the conceptual image (by one of their members) below.
Until about session 3-4 Carnation had been in a blindspot of the explorers and mappers of the world, however, with the beginning of session 4, they had been put on a map, and their anonymity was now gone, and they began to quickly prepare for the consequences of this...
Economy
Carnation has a relatively good economic situation, with a steady supply of food from the farmers, and a good supply of building materials and ore from the miners and the quarry beneath their base.
The economy is managed, almost entirely by vibes. Each class does their job to the best of their ability, and resources that are needed are discussed and managed accordingly.
Government
Carnation has no formal government, most issues are managed and discussed as a community, instead of being through executive individuals.
Foreign affairs
Carnation is an Isolationist nation, mostly keeping to themselves and being distrustful of the outside world. Carnation has had diplomats from the Dwarves and Nautilus, but no treaties or agreements have been made with them as of session 4.
Military
Carnation does not have a formal military, and only has 2~ guardmens used for mob defence, however all Carnatians are equiped with full iron armour and weapons at all times, functioning as a milita.
Culture
Rundown on any art, propaganda, beliefs, customs, or rituals within the nation.
Other than being isolationist and having solidarity within the community, Carnatians have no "Culture" as of yet, except a sense of Carnatian Exceptionalism "Glorious Carnation is the Best Location".
Banner
Gallery
Image of all screenshoted members of Carnation. (Session varies)
Screenshot of all present Carnation Members in Iron Armor + Shields. (Taken Session 4)