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Lost Skies - FRP [OOC/APPLICATION]


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A Seannie n Co Ltd. Forum Roleplay Production

 


 

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The culmination of technology, the ADAS Hieoromar of the Advaren Domain, 

First Battleship of the Skies, Year 1800, Third Era

 


 

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Links:

LARGER SCALE MAP

RULES SPREADSHEET

POLITICAL BORDERS MAP

 


 

 

Year 1890 of the Fourth Era,

The Resource Wars,

 

A world at war. What first began with alarming reports, which detailed the dwindling nature of the world’s most crucial resource, the mineral, Vitriol, was soon followed by the mobilization of national armed forces, as the established order of the world came to be under threat. The international community of the known world had spent the past century modernizing itself on the basis of this potent mineral, its entire industrial revolution dependent on it. Now with its impending depletion, the Continental nations scramble in disarray. Without any immediate alternative, a dark age will no doubt cast its shadow upon the world, but no nations will stand idly by as their popular ways of life finds itself slowly eroded from existence, to fight against the dying of the light - even if it meant the acceleration of their own demise, as the ensuing resource wars will not only deplete the last of these earthly resources, but ultimately, their own lives. 

 

And whereas the ancient Order of the Hieoromar kept the world stable in their distant administration, the rapid disappearances of the last few remnants of such a revered organization has only exacerbated the imminence of the conflicts. Aspiring warlords, now completely unchecked by any potential interventions by the Hieoromars, begin their wholesale plotting of the destruction of their fellow Man, all doneso in the blind pursuit of profits and gains. 

 

Though not all is lost to senseless violence, as a new revelation sweeps through the Continent.

 

To the west, new shores have been discovered, owing to the continuous innovations in airship technology throughout the past century - which have resulted in the gradual increase in the range of flight for most airborne vessels. Resulting from these technological advancements, these foreign lands were eventually stumbled upon by coincidence, a Naresian trading-fleet sent astray awarded this momentous achievement. Already, without any biddance of their homeland, intrepid entrepreneurs launch their own independent expeditions to the so called New World, with fleets of freighters sailing high above the toxic waves below to establish their new colonies - to spread their civilization and exploit the land to the fullest. Where the Continent has been mostly harvested of much of its resources, wondrous tales speak of the new world as lush land ripe for settlement at the whims of the Continental powers, however, many first ventures are established solely by settlers who desire a safer and more prosperous life away from the conflicts at home. And though the new world may be rich in its natural resources, rumours also spread that the colonizers are not alone upon these new lands.

 

Despite all these chaotic developments, the established nations of the known world continue playing their great game, each vying for dominance over the other in an endless struggle for supremacy. Oblivious to the dangers that lurk above.

 

Heralded by the Resource Wars, the Age of Imperialism has begun. 

 


 

As a player in this setting, you take the role of a customizable nation in a world embroiled in turmoil alongside other players, each vying for their own ambitions, be it through war or peace. Starting from lowly polities and rising to power as influence rises and wanes, manage politics, economics and military in a bid to carve out your own national path in this setting.

 

The Continent, an extension of the known world in which the game is primarily situated within, is set in an environment roughly analogous to our own during the prelude to the Great War, both in basic technology and worldly understanding - though it comprises a plentitude of fantastical elements. Science continues to innovate, suffrage movements are at their highest, and capitalist ideals flourish as the global market expands - all under the chafing rule of Imperialism.

 


 

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Tyrellian Patrol-Corvette, HGS Kass,

Menvir Skies, 1887

 


 

SETTING

The Continent

It has long been common knowledge that the world once thrived in lush fauna, accompanied with vast plentiful oceans that covered much of the earth, but clearly, times have since long passed. The Continent now shrunk in size due to receding tides, finds itself mostly covered in arid wastes, the consequences of Man’s folly during the Second Era. Amidst the Age of Conflagration Man had turned on itself with such depraved savagery that the planet itself was engulfed in ash for centuries on end, drying up the largest of oceans, flattening the highest of mountains, and poisoning the bounties of the earth. It was only by the Grace of the Hieoromars that any resemblance of civilization was permitted its continued existence, following an extensive cleanse of the majority surviving population. As the Order of the Adjudicator began their distribution of its knowledge upon these lesser beings, uplifting them from the mud they had just pummeled each other into, they molded the surviving societies into their image. Only with the end of the Era would the world return to some sense of normalcy.

 

In the Continent proper, the Great Expanse, the deserts that occupy much of the land, continues to encroach upon the civilized world. Owing to its mostly lifeless properties, lawlessness has planted its roots within the deserts, preying on the bold who seek passage to other regions in the Continent. The Tannic Khanate establish their rule within these badlands, asserting their brigandry across the steppes. The North, with its cooler temperatures, is home to some of the last great boreal forestry in the known world, nestled between vast mountain ranges. Here, snow still blankets the earth during the final seasons of the year. To the west lies the Great Deserts of Sarram, home to endless dunes of sand, and great canyons. An inland sea, kept pure in water, cleaves the deserts in half, though some astute individuals may find it entirely artificial in make. The southern half of the Continent is home to some of the most hospitable territories of the Known World, with sprawling forests, and plentiful lakes, replenished by the Hieoromic efforts throughout the Third Era.

 

The New World

Fifteen years prior, 1875, new shores were discovered beyond the boiling oceans encircling the Continent. Initially found by accident, a result of violent winds, the continuous advancement in airship technologies have allowed for the verification of this momentous claim. Such navigators and explorers have begun asserting that the New World does not consist of a supercontinent like the Old World, but rather chains of subcontinents, interspersed with archipelagos and other island formation. 

 

Some new claims have even begun asserting the presence of sophisticated ‘tribes’ inhabiting these new lands, shaking the core of the academic world, as the Order of Hieoromars long detailed the notion of Continent being the only hospitable landmass of the world. In contrast, it is these new lands that are lush in vegetation and other fauna, causing the biggest diaspora of peoples in history as millions flee the Old World from 1875 to 1890.

 

Language

Though the varied regions of the Continent once spoke their own unique languages, some sharing in etymological roots, the introduction of a common language by the Order of Hieoromar in the Second Era brought about the dominance of a new international language for all political, economical, and military affairs - the Lingua Herin, tongue of the Adjudicator, as it is known. Though stubbornly enough, regional dialects still persist as most indigenous languages of the Continent have mostly synchronised with that of the Herin speech, rather than being rendered extinct utterly. And in some rare holdouts, some original languages have remained entirely untouched, maintained by classes of traditional culturalists - now popularized as code talk for the more deceptive of operations.

 

The Resource Revolutions

The early 19th century has been plagued with an unprecedented level of domestic turmoil as an ever increasing conscious population begin to question their meager existences, in opposition of the established aristocracy who had been harshly regulating the flow of essential goods. Through the 1820s, the Continent would face the worst of it, with a violent revolution occurring within Velka, then cascading to the rest of the international community.

 

 As a result of the constant Hieoromic interventions of the past, and their subsequent propaganda, much of the world still finds itself entrenched within feudalistic hierarchies, only recently embroiled in social unrest. The Republic of Velka and her fellow Revolutionary States would be the first to break the norm, as the disappearances of the Hieromars has unshackled the consciousness of the common class. Even the League of Nara, in desire for a wider distribution of wealth, has slowly had aristocratic ideals eroded away - though really, the wealth only transferred from one privileged societal class to another, birthing the modern concept of capitalism.

 

The Grand Races (Granship racing)

Having developed from delivering feuds between Sky Couriers, the Grand Race(s) became the result of these activities being formalized into official races. Since then, with the increased elebatoration and officialization of these events, the races have become one of the known world’s most popular sporting affairs, observed by millions. It is an ultimately messy sport, with little in the way of regulations, both in terms of safety and engineering - it is not unheard of for a pilot to meet a tragic end in a certain part of the race where witnesses are present. 

 

The Races are held every three years, with the circuit’s location decided by a nomination’s committee composed mostly of high level tycoons representing their company’s interests in the races. Many nations strive to be nominated, as the Races require little preparation, but bring in immense amounts of wealth through the crowds attracted - creating even further national feuds.

 

Albert Stromm, the reigning champion of the 1887 Grand Circuit of Henvar, with his Strommship Manufacturing team, has provided the media with his intent to defend his championship title in the 1890, Q2 race.

 


 

The Great Houses

The current Great Houses of the World are the direct descendants of the Nobility emplaced by the Order of Hieoromar in the Second Era. Their influence and control over politics is on par with no one else, as they once held communion with the Hieoromars directly, kept privy to their machinations. Rumours has it that these same Hieoromars clandestinely bestowed upon their own celestial arts and capabilities. From the 50 Houses that were first installed during the Second Era, only 3 remain - the rest having been exterminated, or their bloodlines consumed by upstarts.

 

Chief of the nobility is the Imperial House of Reismark. Founders of Absolutism, the Imperial Family is the antonym to any Revolutionist upstarts, presenting themselves as model traditionalists and staunch Hieromites. Prior to the disappearance of the Order, a Hieoromar liaison maintained a direct link to the Emperor, having been given rank within the Emperor’s Own Council. Having reigned supreme upon the Continental stage for most of their existence, their power and influence has nevertheless waned over the past century, plagued by disastrous wars and revolutionaries. The House of Vaeyne, of the Kingdom of Varnyn, claims its ancestry from this dynasty as a rebellious cadet branch.

 

Following  in this contention of influences is the Sublime Empire’s own House, the Royal Family of Zaharenn. Having arisen during a bloodless palace coup, their dubious ascension to the throne has led to a tenuous strain upon their nation, with the House of Hakim descending further into paranoia as schemes and plots threaten to topple their reign.

 

The Revolutionary Family of Velka. A rogue Great House that has forsaken its origins. Once rulers of the Empire of Velka, their continued mismanagement of their realms led to their downfall during the Revolution of 1806. However, through a process entirely unbeknownst to the public, the Imperial Velkan family were permitted their continued existence by the Directorate, though forced to abdicate all claims and titles, as well as being forced to adopt a new name - The Emmeran Family.

 


 

Religion

Once influential, with the passing of the Age of Enlightenment, religions have lost much of their sway over the common people, and the aristocracy by this extension. The occasional simple reverence to an individual's deity is considered enough effort spent in worshipping, as people increasingly begin embracing more Humanistic understanding of moral relativity - rather than having such being dictated to by classical religions. 

 

The Hieromic Faiths

The Continent is dominated mostly by sets of beliefs derived from a common worshipping of Hieoromar the Adjudicator, the Progenitor, etcetera. The Church of Hieoromar, the majority religion of these faiths, preaches Hieoromar as a God of the Stars, having traversed unto this plane to cleanse it of its filth, and seeding life in his image. All Hieromic religions share the common pillars of worship, good and evil, justice and retribution, heaven and hell - though each differs in their own comprehension of these details.

 

The Church of Hieoromar

Founded on the death of Hieoromar the Adjudicator by his disciples in the Order, the Church would come to dominate the ideals and beliefs of the Continent, establishing the popular morality of today. The Order of Hieoromars, its members composed of the same stock as the progenitor, were themselves elevated to the ranks of prophetic deities themselves as they further propagated their Master’s knowledge throughout the centuries. The Holy See, the Capital of the Faith, administers much of its control within its halls, though does dispense its authority unto smaller deviations, such as Bishoprics and the likes. The Book of Eclipse, commonly known as ‘The Truths’, which is in itself the Church’s moral bedrock and historical record of the Adjudicator's life that has been spread to the far corners of the known world, details the end of the world, and universe by extension, in apocalyptic hellfire carried out by non-humans, among other things.

 

The Northern Hieoromic Church

A schismatic sect of the Hieoromar Church that broke away during the Third Era due to conflicts in the doctrinal understanding of their faith, which was only exacerbated by the mother’s church over-extension of its administration in its attempt to encompass the entire Continent. 

 

Sarranam

An unorganized religion native to the Empire of Sarradon and its previous regional iterations, in which worship of Hieromar as their Sublime God, and his foremost disciple, Sarran, as his prophet are held in the highest regards. It is a mostly peaceful faith, focusing more upon the scholarly researching and worshipping of the Adjudicator and his Saints, which finds many new converts as it is able to synchronize itself into other religions, finding more willing converts than those of the other Churches. 

 

Minor Religons

 

Exileites

The Exiles of Advar. The Advaren Domain preaches a wholly unique religion unto its own, a political ideology that was ultimately warped and radicalized over the centuries. A state religion, with the High Hegemon as its head, the Advaren Faith, though mostly secretive, has come to be known as a set of supremacists tenets that raises the Domain above all other nations. With its founding myth describing the Domain as the last remnant of a First Era colonialist endeavor, placing it in direct conflict with the Order of Hieoromar - who had attempted to cleanse all life near the end of the First Era.

 

The Ways of the Heavens, the Blue Skies, and the Earth

A form of nature worshipping, the ‘Ways’ treat various aspects of the earth as divine - with the heavens high above treated as the most principal of deities. The religion has been most popular with the Tannic Peoples, traditional mountain nomads who have since taken to the skies upon flying islands, and now, airships. Their reverence of the skies have instilled within most aviators the same respect, who pray mostly for calm winds and clear skies. The modern Aviator’s Creed and Superstitions are derived mostly from this religion. A high number of potential psykers have been recorded in its main worshippers, correlating that their religious practices somehow allow an individual to enter a state of mind most malleable to the connection with Vitriol.

 

Luddites

An obscure gathering of radical fanatics who find themselves in extreme opposition to the foundation of any new technologies. Further detailing that Man’s fate was led astray by its unrestrained manipulation of the more esoteric realms of knowledge. Heavily repressed by nearly every faction on the Continent, Luddites have been mostly reduced to the shadows, committing surprisingly capable acts of terrorism against hives of demonic worshippers.

 

(Player religions)

 


 

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The Imperial Sarranian 2nd Inspector Squadron,

Renvi Red Desert, 1888

 


 

TECHNOLOGY

Vitriol

A wondrous metal primarily capable of being refined into unparalleled hard-lite properties. First discovered by chance upon the observation of a collapsing island, Vitriol has since been discovered as the source of power for some of the world’s mysterious ‘natural’ wonders - from islands floating high above, and now, in the Fourth Era, within the mightiest of airships. As part of the Industrial Revolution of the early 19th Century, Vitriolite has also been utilized in many other infrastructural improvements, fortifications mainly. And due to its lightweight, yet sturdy make, the metal was also pushed forth as an advancement in the technology of personal body armor systems for the common soldier - but recent reports have dictated most nations to reserve their stocks of Vitriol for more prioritized projects, such as airships.

 

It was in the year 1787 that Vitriol was first industrialized by the common man. Dr. Albert Koch, an engineering researcher of the University of Kassador, Archduchy of Tyrel, revolutionized the understanding of this mineral by developing a new way of harnessing, exploiting, and manipulating the resource’s energy exertion. At first thought only to be useful in the field of construction, Dr. Koch further sought to replicate the effect Vitriol had upon the natural formations of the world, such as the Sky Islands, which floated effortlessly high above - poised as a metaphorical challenge to Koch’s lofty ambitions. 

 

Upon the accidental spilling of his glass of water onto a shard of Vitriol, Koch was able to make a timely observation of the quick change in properties that had just occurred as a result of the water’s contact with the metal. Furthering multiple replicatory experiments, Dr. Koch was finally able to establish the first instance in which Mankind asserted its control over Vitriol. Vitriol’s volatile reaction with water had caused it to maintain flight, without any gravitational constraint, but was yet contained by any other limitations, as it would usually fly high into the workshop ceiling, or into the clouds to never be seen again. Dr Koch would have to develop some sort of mechanism to further dictate the height of such a peculiar metal.

 

As such, Dr. Koch made quick work on the following process. Now in his field of expertise, mechanical engineering, Koch further revolutionized worldly understanding by creating Mankind’s first ever reactor, to be promptly utilized as a containment measure for the energy exerted by chemically active Vitriolite - maintaining a stable orbit dependent on the amount of water utilized in the equations. To ensure total control over Vitriol’s fluctuation of height levels, Koch constructed a rotary engine system based on diesel fuel, which was developed to cycle water through specialized chambers that controlled the chemical reactions to a desired state of height. 

 

Dr. Koch’s tutor, Alexander Gran, through his tinkering in the workshop, had managed to fully attach the engine to the reactor, creating one independent unit. As more and more platforms were attached to the reactor through welding, Gran had unknowingly created his first iteration of what would become the popular Granship, the first vessel to be flown into the skies. Through trial and error, an aerodynamic prototype, capable of height fluctuations, acceleration, and deceleration at the control of a Pilot was finally constructed. The findings were ultimately published in the University’s academic journals by Dr. Koch, who believed all should have access to this new era in human ingenuity, and quickly took on from there.

 

Not long after these developments was Man able to resume its place amongst the skies, as more and more vessels lifted off to claim it as their own. The Hieoromars, now severely depleted in manpower, relinquished their monopoly of flight, granting Humanity absolute domain over the heavens as factories began pumping out prototypes after prototypes - eventually culminating in the launch of the ISS Hieoromar of the Advaren Domain, the first armored battleship of the skies, revolutionizing the state of the world forever.

 

However, this Golden Age of Industry has never subsided since it began, and as more developments come to improve living standards, it has begun the depletion of some of the world’s largest deposits of Vitriol. Incapable of adapting to new sources of wealth, nations warily await the day when their crutch is kicked out from underneath them. Though for now, a few great deposits continue to churn out Vitriol without signs of stopping along with the odd flying islands that can be dismantled for its minerals. but the - either regress technology, explore the ends of the earth for more, or forcefully seize existing stockpiles. 

 

Aviation

Granships

Named after Alexander Gran, a tutor of the famed inventor, Albert Koch, Alexander developed the first granships utilizing his mentor’s discovery of the chemical reaction between water and Vitriol. At first consisting of only single man small crafts used mostly for sightseeing, travel, deliveries and exploration, Granships gradually became outfitted for war as dominance of the skies became necessary. Their inherent vertical take-off and landing abilities grant them greater ease to be attached upon the more weighted airships, utilized mostly as scouts and messengers between naval forces. Though rumours spread within military circles of the establishment of an airship class solely responsible for the deployment of Granships on a larger scale, a Carrier, so to say.

 

Airships

Building off of the model of the original Granships, workshops would increasingly enlarge the scales of these vessels as the various arms races of the Continent went full tilt - eventually culminating in the creation of the Hieoromar-class battleships, which most navies of the known world center their doctrines of battles around. As a result of this disorganized and spontaneous evolution of technology, most nations took on independent designs in their airships, fabricating vessels that fit their standards and aesthetics.

 

Airships are naturally the pride of most nations and as such, are kept highly classified in all regards. The civilized world in the past century has been especially wrought with espionage, as nations attempt to decipher the make and fabric of their enemy’s airships, in order to be able to transcribe such information to their captains in battle, who might take into consideration having the knowledge of their opponent's weak points.

 

As a result of this ever changing arms race of nations attempting to grasp technological superiority, airships have become extremely adaptable, with a vast array of ship designs now being categorized into various classifications - freighters, destroyers, cruisers, etcetera. Naturally, modern armed fleets have developed deployment compositions that best accentuates each individual airship’s capabilities - though, with virtually no counter as of yet, the Battleship class has been dominating the current naval affairs of war, with fleets usually centered around pairs of these 1st-class airships. 
 

Warfare

Land Warfare

In the Modern Era, land warfare is dominated by entrenchments and fortifications. The advancements in military arms of the Fourth Era have led to changes that have made it all too suicidal to openly array armies in regimental formations in this day and age. The Mass Driver Rifles of old, once utilized by the common line infantrymen, has been phased out by more repeatable ballistic based firearms, such as the bolt-action rifle. Though as the Era further progresses, less and less attention seems to be focused on ground forces, as wars are increasingly decided by aerial engagements, stifling the advance of armed technology.

 

Despite all these wondrous inventions of war, the new advancement in artillery has proven itself to have become the most crucially important development of the arms races during the modern era. The introduction of the modern howitzer has led to the annihilation of entire regiments in the Revolutionary Wars before the infantry could even clash. From miles away, armies could now wipe each other out with the combined firepower of the air force and artillery - only furthering the necessity for defensive fortification.

 

As a result, the utilization of overwhelming firepower has become the norm, in which the concentration of force is utilized to demolish any established defenses, then followed on through by waves of ground soldiers to mop up whatever’s left. Naturally, this meant warfare quickly devolves to a game of sit and wait as trench systems become more and more elaborate - though any commander worth his salt would look to the skies to change the tide of his battles.

 

Sky Warfare

The establishment of aerial combat as a new form of military doctrine has revolutionized the world entirely, dominance of the skies now was the deciding factor to any war. No defense is capable of withstanding a 52-gun salvo fired upon them from the clouds. However, unlike the battles of mud and blood down below,  airship combat is an even more deadlier theater of war. Refined Vitriol will eventually fracture entirely under extreme duress, causing ships to freefall or ‘sink’ once catastrophic damages have been incurred. Further, a well placed shot into a ship’s reactor can also cause it to implode violently, shattering the vessel into a million pieces.

 

Though this field of warfare is in constant change, the conventional doctrines of the time are decided by the currents of the wind, positioning, morale, weather, reconnaissance, communication, and naval composition. Most times, battles are simply won before any engagements are made, thanks to prudent attention, advance planning and adaptability. 

 

Naturally, traversing the skies is an inherently dangerous and risky venture for any airships as most vessels are typically at the mercy of temperamental weather, low visibility, and the occasional mountain range. Proper sailing knowledge typically mitigates most issues, though some organizations have banded together to establish ‘waypoints’, series of remote ‘light stations’, tall structures with a large beacon at their highest point, emitting a rotational beam of light at night, and usually operated by sky couriers.

 

Psychics, Magi, Arcane

The latent ability of psionic powers has existed within Humanity since long before the First Era, though such abilities have withered or otherwise laid dormant in the majority of the population ever since. Only a few organisations of clandestine nature have maintained their powers over the centuries, though not without persecution or extreme scrutiny from factions who would see their influences curtailed, if not immediately eliminated. Throughout the centuries, the Order of the Hieoromars have long propagated the notion of the Psyker as a creature of evil doings, issuing the wholesale extermination of any who may portray such metaphysical powers - effectively culling and stifling such a population to the point of near extinction. To many, their abilities are like magic akin to the Star Lords of the First Era, but the truth is far less mystic in origin. 

 

With the disappearance of the Hieoromars, researchers of a curious, and bold sort have begun their experimental studies into Man’s connection to the immaterial, theorizing that the mineral, Vitriol, the cause of much joy and hardship in the world, acts as a sort of  key to the seal within one’s consciousness as the Industrial Revolution unearthed immense amounts of Vitriol that affected various individuals by sheer luck. Though the process itself is intricintly dependent on a subject’s state of mind, in which an equilibrium of violence and calm must seemingly be established in order to manifest one’s arcane abilities - an undertaking most similar in procedure to that of the final practitioners of the Way of the Heaven.

 

Those who have exhibited their capabilities are subsequently able to manipulate and produce finer sources of energies similar to that of Vitriol and as such, are able to bend the fabric of reality around them as well. In essence, human psychics are themselves engines of power fueled by the properties of Vitriol, where a connection to another dimension of consciousness is made, with its energy exploited to manipulate the foundations of the existing third dimension. Though most psykers present their capabilities in the shape of the four classical elements of nature, in 1883, during a breakthrough in psionic power, a psyker, Michael Nevar of the Archduchy of Tyrel, managed to improve his technical understanding of the unseen world to such a point where he managed to evaporate his entire town in an implosion.

 

Where once the Hieoromar held responsibility for the discriminations of psykers, with their loss, nations have taken upon themselves to decide the fate of an increasing population of reality-bending deviants. No popular consensus has been achieved yet, as most nations find themselves at odds with their treatment of psykers - either raised as centers of national pride, helming war efforts with their tremendous powers, or treated as potentially volatile malignants requiring prison or execution.

 

Nevertheless, organised groups of these individuals have existed throughout the eras across many of the nations, each group having their own cultural spin on their abilities. Some know it to be purely scientific and embrace their abilities rationally or with pragmatism, but other less developed cultures see it still with a sense of mysticism.

 

Psykers are not recruited through any set means, but rather by player events and mod discretion.

 


 

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Vrenian Infantry, 2nd Division, ‘The Big Plus’, 6th Regiment of Foot,

Psyker Attack, Revolutionary Wars, Adenhem Front, 33rd of Jani, 1820

 


 

MAJOR FACTIONS

 

The United Aurigan Principalities

His Supreme Highness, Amadeo I of the House of Albrici, Grand Prince of the Aurigan Principalities

 

A Federation of States centered on shared cultural bonds, the Aurigans Principalities are a strong regional power on their own - often expending their extranational influence on other statelets when given chance. Their robust geographical positioning has granted the Principalities a natural line of defense, allowing it to easily focus its attention elsewhere, should the homefront be sustained effectively. Though their northern borders are continuously under pressure by the Sarranian Empire, having been a historical target for raids from these desertic dunes. This historical animosity between the Principalities and the Empire of Sarradon has led to the foundations of the Aurigan

 

 

 

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The Empire of Reismark

His Imperial Majesty, Maximillian IV of the House of Reismark, By Grace of Hieoromar, Emperor of Reismark, Duke of Antares

 

The last surviving direct descendants of the Exile colony ship, Antares, the Empire of Reismark finds itself at the apex of world order in this modern era. Though the colony ship has long been reduced to dysfunction, during its operational stage, its forges were capable of providing the Empire its unparalleled weaponry and equipment to successfully wage war in the Era of Enlightenment  - the derelict ship now serves as the epicenter of Imperial Power, the Antares Palace. 

 

Despite being dealt a loss during the Revolutionary Wars, the Empire remains a steady bastion of traditionalism and feudalism - the model nation for any who strive to meet the noble Hieoromar standard. And thanks to some chance discovery of rare minerals, its armies and fleets are now once again poised to retake its lost territories from the Velkan Republic, and Kingdom of Varnyn.

 

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The Kingdom of Varnyn

His Royal Majesty, Haran I of the House of Vaeyne, King of Varnyn

 

Having torn itself away from the Empire of Reismark near the end of the Third Era, the Kingdom of Varnyn has led itself to a relatively monotonous status quo. An existence owed mostly to the issue that Varnyn finds itself within a power struggle with the aforementioned Imperial Reismark, its historical rival, and the Velkan Republic, revolutionary upstarts. Regardless of this fine political impasse, nothing can debase the quality of the Royal Vrenian Guards, renowned throughout the Continent as prime soldiers, even sought after by the Reismark Emperor despite the animosity.


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The Archduchy of Tyrel

His Grace, Terah II of the House of Kassadan, Archduke of Tyrel

 

A modest realm of sorts, Tyrel has prided itself on remarkably sound rule in the past century. Smart compromises with revolutionist forces effectively quelled any major revolts as resource regulations were laxed. Tyrel itself was founded upon the union of two independent realms, which in itself propagated the inherent nature of the government’s ability to come to compromise. Further on, having been the world’s first in the establishment of a bicameral assembly of politicians, tying together commoners and nobility, has led to a mutual understanding . It has become a model modern nation in the perspective of the academic circles - praised for finding middle-ground in society, fostering a strong cultural identity and patriotism.


 

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The Admaren Domain

The High Hegemon

 

The Admaren Domain consider themselves the last of the Starlords, shackled to the planet by the curse of the Adjudicator. Their claims have some merit, as their technological prowess typically far exceeds the capabilities of their neighbours - though their insistence on self-isolated supremacy has not led to favourable standings within the international community.

 

 

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The Revolutionary Republic of Velka

The Directorate

 

The Great Upset of the Continent, the Republic of Velka has twisted the natural order of the world by introducing liberalist ideals into the minds of the common man - succeeding in this endeavour, no less. Having forgone the entrenched ideals of Hieoromar, replacing their worldly understanding with the Humanist-centric Law of Man, the Republic of Velka has put itself in opposition against nearly all of the remaining world powers. However, instead of becoming the beacon of liberty and freedom it aspired to be, its ensuing wars left its realms battered and beaten, unable to fully fulfill its national dream under such heavy burdens.

 

 

 

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The Narese City-States

League of Mayors

 

A commercial and defensive confederation of independent cities held together in the mutual expectations to generate vast amounts of wealth. It was within these cities that the first conglomerate of sky couriers were formed, as the Naresian saw fit to monopolize this early revolutionary trade. Their continued existence so far has been safeguarded thanks mostly to their ability to pay off any aspiring warlord, but this isn’t to detail a lack of military capability, as their fleets, though small, are typically outfitted with the best wealth can purchase.

 

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The Sublime Empire of Sarradon

Sarron's Own, Hakim of the House of Zaharenn, Sulatan of Sarradon

 

The Sublime Empire is the world’s foremost polity following Reismark, having clawed its way into the total control of its own Oases in the desertic expanse. Securing such control over this vast body of pure water allowed the Empire’s unmitigated outward expansion. Though most of their claimed lands are sandy wastelands, the continuous discovery of rare resources maintained the national growth. 

 

Personal Coat of Arms Wappenwiki Style: heraldry

 


 

MINOR FACTIONS, CONSORTIUMS

Sky Beasts,

Drakens, skyfish, catch all terms for flying beasts that come in all shapes and forms. Often elusive and even more difficult to catch -  once slain, a single man could become rich for life simply off of this bounty. Most Sky-beasts are butchered for their organs, fat, skin, scales, teeths, and more, of which are all made into extremely valuable items such as medicine, oil, or even prime cuts of meat, though some creatures revered even as divine. Though most categorization of aerial creatures are reclusive, the dimwitted, fast-breeding, sky fish, is staple diet for those who may find other sources of food lacking, as nets are a simple enough strategy to capture these flying fish.

 

Throughout history, notable Sky Beasts have achieved legendary status based on the magnitude of their actions, countenance and temperament - though nowadays these larger than life creatures have resorted to simple prey and predator lifestyles, occasionally stumbling  upon civilized life. A unique category of these beasts are the leviathans - gargantuan sky beasts capable of swatting down even a Hieoromar-class airship alone. Though some flying creatures may be held in captivity, they seemingly can never be tamed - instead, their distressed state is potent enough to melt their own skin apart resulting from various organ failures resulting from stress.

 

Drakers, Sky Hunters

Wherever Sky-beasts go, Hunters follow. Some of the first independent civilian endeavours into the skies following the invention of the Granships were the Drakers, who sought to fulfill the vast market needs for wares carved out from Sky Beasts. Motley crews of Drakers would form expeditions, taking on retrofitted civilian airships into the skies for Draking runs, but unfortunately most tend to devolve to piratry as Sky Beasts aren’t so easily found further into the Fourth Era, over-hunting having led to the rapid depletion of the more popular sky-beasts turning public opinion against most Drakers. 

 

Sleeping Legion, Automaton

The Sleeping Legion is a disorganized remainder of technologies from the original Age of Colonization, during the 1st Era. Automatas designed to protect the first Humans and their interests as they exploited the planet to their benefits - programmed to be forever loyal to these directives, and any primordial Bloodlines that may still exist. As the millennium progressed, the hardware within these drones have gradually withered away, resulting in various conflicts within their programming - while some groups remain highly defensive of their assigned territories, others have adopted entirely rogue objectives, sometimes trespassing onto civilized land with hostile intent. Despite being of such advanced make and origin they are not invulnerable to the technology of the day, as such, their self-preservation modules typically prevent them engaging humans. Ultimately, most of their enclaves can be easily cleared with good positioning, heavy weaponry and artillery, while others could possibly require the full mobilization of a powerful nation.

 

Sky Couriers

As the invention of Granships brought communities and nations together in a new model of interconnected trade and politics, the need for independent couriers to deliver all sorts of mail became a necessity. As no other invention could topple the speed and flexibility of a Granship, the burden of such fell upon wealthy and ambitious entrepreneurs who could afford the establishment of formal companies. And with no other region in the world capable of generating as much wealth as the Naresian City-States, the first courier corporation would form here. Backed by centuries of commercial history, the City-States’ would spread their mercantile influence even further than was once possible, establishing countless waystations and regional headquarters, garrisoning these with their own private armed forces.

 

Sky Pirates, 

General brigandry has always plagued the nations of the world, however,  in the age of airships, such activities have doubled in intensity and frequency. There is no set classification for these pirates, as the plethora of them each share different ideals and ideas , though, are mostly united in the shared objective of robbing others of their wealth to further propagate their own existence. Naturally, as befitting of opportunistic pirates, rogue airships tend to plague lands most affected by instability, moving on to other regions once satisfied. Occasionally, depending on the state of worldly affairs, warlords may carve out their names into the annals of history, amassing fleets of like-minded rogues to wage wars on nations.

 

Bounty Guilds

An international association of Guilds with varying levels of shared objectives, primarily the sale of their services - such being bounty hunters. With much of the Continent being desolate wastelands without many national polities, the common people, desehrt pioneers, required protection against forces of destruction, namely pirates, remnant automatas and sky beasts. Feuds between Bounters and Pirates are especially tense, often escalating into massive conflicts reminiscent of conventional warfare. Wherever pirates operate, so too, do the Bounty Guilds also. Though, just as pirates may offer their airships as privateers to nations, Bounty Guild auxiliary fleets may also assemble as privateers for the highest bidders. 

 

Tann Khanate,

A conglomerate of pirates turned to nationhood. The Tann Khanate is the result of a popular warlord seizing an archipelago of flying islands rich in Vitriol, subsequently becoming one of the wealthiest men in the known world. Though the aspirations didn’t stop there, as the momentum of such a discovery led the Khanate to war against other smaller states, subsuming them into a tributary state as the Tannic Fleets spread far and wide.

 

Sky Nomads

A loose term for those of non-sedentary application, who instead have sought out the wonders of the skies. Their close association with the Ways of the Heaven have earned them their esteemed reputation, often thought to have some sort of esoteric knowledge that allowed them to uniquely harness the destructive currents of winds that sometimes affects the Continent. While most are deeply religious, holding Sky Beasts, the Earth, Heaven, and Skies in high reverence, some Nomads simply wish to live a simple life herding sky fishes across the Continent.

 

Colonial Statelets

Independent ventures into the new world at the behest of no nations, but their own. The Continent, unkind to its denizens, has typically led to numerous diasporas throughout the Known World fleeing destitution and conflicts. The advent of new, untamed lands, free from the constrictions of the established orders of the world, has been one of the most enticing endeavours for those who seek to do away with the old world. 

 

Stateless

 

 


 

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Aurigan Cruisers of the United Principalities,

Fleet Maneuver Exercise, Rwellian Clouds, 1879

 


 

THE ERAs

The Eras, records of time established by the Hieoromars. Common history has long been monopolized by the Order, propagating whatever knowledge they deem to be the truth. Each new Era is dictated by the death of the incumbent Grandmaster of the Hieoromars, long-lived they were, though with their disappearance in the Modern Era, such customs have been held with skepticism.

 

1st Era

The Age of Colonization

The Hieoromars have long propagated the notion that 10,000 years before the current date, Mankind first arrived on this fair globe upon mighty airships that could reach the stars. In their exploitation of the planet, their greed triumphed over their sensibilities, and these various representatives of the early Man waged war upon themselves to near extinction. 

 

However, these conflicts were but just extensions of a greater scheme - one that had embroiled the entirety of the heavens. The celestial forces high above, with their starships capable of great devastation, had decimated themselves in such great wars, rendering the planet without any governance. Some polities remained, scrambling for whatever was left, but most of the land devolved to tribalistic squabbles - tribals with some of the most advanced weaponry available. The Advaren Domain, which claims this ancestry, still exists in the modern era.

 

2nd Era

The Age of Conflagration

Following some thousands years since the advent of the First Era, Mankind had begun its recuperation as the last of the Exiles began their final approach - colonial starships capable of housing entire nations. Polities began to reform, reminiscent of those of the last era, as they carved out the earth in their own image. Though again, the perfidious nature of Man isn’t so easily quelled and great destruction was once again brought to the land. As if history mattered nought to the inhabitants of the world, it repeated its darkest past once again as a conflict gone too far led to total war on a global scale. Following a series of zero-sum military campaigns, series of saturation bombings took place, starships orbitting the planet began their onslaught - turning lushious forests into deserts, and oceans into dried ponds, the earth itself struck alight by the raging flames. 

 

It was during this cataclysm, that the Order of Hieoromars were first established, formed in the image of the Adjudicator, the Progenitor. Their capabilities were without equals, as their forces descended upon the planet with such divine punishment that all nations were eradicated, leaving only desperate survivors in their cleansing wake. It is in this narrative that the first national creation myths of the earth find their origins, established by the Hieromars following this period of time they designated the ‘Great Purge’.

 

Having had enough with the turbulent nature of Man, the Hieromars began the establishment of their national identities, appointing a vast array of specially chosen aristocracy to rebuild the planet in their image. Technology was severely devolved, to never again allow for the utilization of such destructive weaponry, and to safeguard the planet against further celestial invasions, a great barrier was erected, encapsulating the earth in its transcendent light. 

 

3rd Era

The Age of Enlightenment

Much of the Third Era lent itself to the New Order established by the Hieoromars, wherein Man’s cataclystic tendencies were effectively neutered, devolving the world’s quality of life - to be rebuilt by the tenacity and diligence of the newly established. The Arcane Arts of the Celestials were done away with entirely, reverting nations back to states of simplicity. The desertification of the world following the Conflagration would also shrink the habitability of the continents, slowly eradicating all life in some of them.

 

Though not at all so futile, as the Hieoromars themselves were not so lofty enough that they’d observe from a distance - instead they actively partook in the terraforming of the world, saving as much as they could. New life was seeded, and the earth was tilled. Their actions began the paragon of virtues, treated akin to deities, allowing Mankind to recuperate and progress into a new age. Nations rose, and fell, conflicts flared, and died, in this Age of Enlightenment. 

 

4th Era

The Modern Era

The Age of Imperialism

This modern era has seen some of the most significant changes in world history - the discovery of Vitriol, which just might alter the fate of this dying planet, depending on its application. The Industrial Revolution of the early 19th Century has slowed down some, but the majority of the world refuses to see the potential collapse of international societal order as Vitriol is slowly depleted - the current arms race will eventually see to the extermination of Mankind on this planet.

 

Nevertheless, there are profits to be made, and smaller states to be bullied into submission - Imperialism stops for nothing, and no one.

 


 

Modern Timeline 

 

1787 - A chemical reaction between Vitriol and Water, discovered by Dr. Koch, leads to the creation of the first Vitriolite Reactor - capable of generating an obscene amount of power.

 

1790 - The first Granship is flown. Developed by a tutor of Dr. Koch, Alexander Gran, a miniaturized reactor was first capsuled inside of an aero-dynamic vessel meant for one pilot. Refined Vitriolite was then infused into the foundations of the vessel through a smelting process, ultimately allowing the frame to handle the pressure of accelerated lift. The findings are published, and the utilization of Granships are popularized throughout the Continent.

 

1795 - The Industrial Revolution - An unparalleled growth in national economy, infrastructure, and trade begins to occur in earnest as the popular acceptance of Vitriol revolutionizes every sector of national industry. Draking, the hunting of sky-beasts begins on a commercial scale - popularized by the retrofitting of civilian airships.

 

1797 - The first known organization of Sky Couriers is founded within the Narese City of Alta. The delivering of packages and other mail by way of Granships further revolutionizes worldly understanding as international communiques were made feasible.

 

1800 - The Advaren Domain becomes the first nation to achieve an aerial battleship, the ADAS Hieoromar. A flurry of duplications emerge, establishing the Hieoromar-class of airships, the mainstay of any conventional sky-fleet. 

 

1806-1810 - The Springtime of Nations - As the Hieoromic grip finally slips free into obscurity, unprecedented unrest takes place in the Empire of Velka, and elsewhere, as the common populace begin the realization of superior alternatives to the current brutal conditions of the Industrial Revolution. During a particularly bad year of crop failures, a bread riot in the Capital would eventually lead to the spark of civil war. Defecting military elements seized control of airports, while Liberalist Revolutionaries assembled the ground armies. Though the Empire of Reismark would intervene, it was soon made clear they only sought to seize their disputed territories from Velka. The War would be won by the Republicans at the end of the decade, with Reismark claiming its territories in negotiations. Elsewhere in the Continent, other minor states take up the torch of revolution, overthrowing their established hierarchies with varying degrees of success and failures.

 

1814-1827 - Revolutionary fervour would spur on another bout of wars, as the reformed Republic of Velka mobilized its forces to march on Reismark to reclaim its lost territories. Ever opportunistic, the Kingdom of Varnyn would also invade despite the clashing ideologies of their allies - more interested in retaking its traditional claims than frivolous political allegiances. The first occurrence of mass airship battle occurs during this war, resulting in the defeat of the Republic. Varnyn’s intervention would prevent the total loss of the Revolutionary Fleet, and ultimately lead to the conditional surrender of the Imperial Reismark Navy following its near total defeat in the Battle of Navre. Under threat of an intervention from the United Principalities, peace talks commence and end in favor of the Kingdom of Varnyn, Republic of Velka - with minor land concessions made along with various compensations.

 

1830 - The Empire of Sarradon undergoes a series of regional conquests throughout the Expanse, deploying fleets of airships to nearby Oases and further consolidating their hegemony over the deserts.

 

1831 - An immense deposit of Vitriol is uncovered within the Empire of Reismark, assisting greatly in its economical recuperation as it is extensively exploited for profit.

 

1835 - The Grand Race - A new sport takes the Continent by storm, unparalleled in its popularity. Following the Zenmanna Agreement between the Sky Courier corporations of Zenmanna, Remen INC., and Anar Tech, the first official race was carried out within the debris fields of the southern Continent. The First Champion, Markus Anter, of the Advaren Domain, would go on to win the next two Races, establishing the basis of fast piloting - later analyzed and utilized for aerial dog-fighting simulations. 

 

1840 - A sky island abruptly and rapidly loses altitude, crashing into the City of Bakar, decimating the small desert nation of Qu, and sparks a refugee crisis in the neighbouring countries.

 

1840 - 1860 - The Peaceful Decades - The Continent enters an era of uncharacteristic stability and stagnancy as the known world is finally fully interconnected through the utilization of airships. Exchanges of ideas and peoples occur as the Continent is fully mapped out. Pirates become fully established in various parts of the world. Trade flourishes. And despite the average condition, people live on amiable lives.

 

1875 - The New World - A convoy of Naresian merchant ships are blown off course whilst on a trading expedition, landing them. Numerous colonization attempts are made, some achieving success, but none making any great progress inland. No one dared to expend their naval power in faraway unknown lands while threats of war loomed.

 

1880 - A psyker by the name of Michael Navar, a researcher within the Archduchy of Tyrel, causes the annihilation of his town, along with himself during a psionic experiment gone wrong. The explosion, which virtually wiped all trace of the settlement, was felt throughout the entire Archduchy.

 

1885 - The Research and Development Team of the United Principalities develops the first sophisticated automatic weapon, the Machine Gun. A portable, bi-pod mounted weapon capable of decimating any unit of light infantry caught in the open.

 

1888 - In response to the latest development of automatic weaponry, the Kingdom of Varnyn announces its first prototype constructed in response to such threats; the Body Armor Combat System, steel plates infused with the hard-lite properties of Vitriol held together by spun silk capable of withstanding certain impacts.

 

1889 - Following a year of concealment, the depletion of one of the 3 major deposits of Vitriol within the Empire of Reismark becomes public. Further unrest is stoked as a result.

 

1890 - The Resource Wars - In contrast to the peace experienced in the past decades, the first report is made on the depletion of Vitriol, sparking off a series of unrest and conflicts. Paranoid national governments regard others as imminent threats, and borders are tightly regulated. Some minor nations are unfortunately consumed by their larger counterparts - all in a bid to secure more Vitriol. 

Lost Skies begins. 

 

Further information on the state of the world to be provided in the IC thread.

 


 

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Hieoromar the Adjudicator,

Progenitor,

2500 SL, Second Era

 


 

APPLICATION

Contact me on discord, seannie#5413, for invitation to server, or any other questions.

 

Starting Assets:

-4 Cities
-50,000 C worth of buildings
-15 AP worth of troops
-10 NP worth of ships + Doctrine Bonus

 

Nation Customization

 

Discord Username:

 

Nation Name:

 

National Symbol (Flag, etcetera):

 

Culture:

 

History:

 

Unique Military Units (Max 3):

 

National Idea:

 

Point of Interest:

 

National Traits:

 

Map Location:

 

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Nation Name:

The Bound Constellation

 

National Symbol (Flag, etcetera):

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Culture:

The subversive cult based out of Mount Achlys goes by a variety of names - the Silent Seekers, the Heart Within, the Unshackled, and dozens of others quietly spread and altered by its associates across the world. If the organization has a "true" name, it is the Bound Constellation - for that is what the crimson-cloaked elders call it from their ashy seats.

 

They are bound as we all are bound - bound to this world and stripped of our understanding. Our priests and rulers shout poisonous words; they pluck out our sight. How can a man of Admar and a man of Reismark both speak the opposite with such conviction? It is partially that they lie, and partially that they are as blind as you.

 

The Constellation does not blame them. The unknown is frightening. Look into the sky at midnight, beyond our glittering prison, and you will see endless miles of utter darkness. You, with your feeble, untrained mind, cannot hope to comprehend even the slightest inkling of what lurks out there. To do so would not only make you dangerous to the establishment, but it would imperil your very soul if you tried alone. But there are others like you who do not fear the dark. The Constellation corresponds with many across the world who seek only the truth. You may have it too...if you can bring them something in return.

 

History:

The Bound Constellation's origins are as hard to decipher as they are irrelevant. Secret societies of the occult have always existed, but only with Hieoromic influence gone have they been able to flourish. In particular a mystic, syncretic sect has developed in the wastes among exiled academics from various nations of the north. At some point, these eccentric intellectuals made a home for themselves on the slopes of Mount Achlys, a gigantic active volcano well-separated from civilization.

 

But unlike so many savage tribes, the fathers of the Constellation did not fall into a primal state. From their exile they maintained contact with the civilized world, and just as their esoteric thoughts quietly spread, so did rumors of their far-flung colony. Over the years a steady trickle of society's rejects has made its way to the mountain, and taken up residence in the growing ashy city of Eleutheria. They come across the wastes from all over the world, and the Constellation welcomes all - from deserters to psykers to pilgrims, each has a place under the guiding hand of the church.

 

Not all can be members of the order, of course. The Constellation is slightly more picky than that. Its ranks are filled with the intelligent, the loyal, the influential. It draws in members wherever it goes, and among these far-flung ranks there is great diversity of belief: many simply hold mystic versions of their local religions, others fuse religions in pursuit of the truth, and some greedily look to Achlys for answers. All share an insatiable thirst for knowledge, and even if they never receive any grand universal truths, they still benefit from their new web of contacts, which quietly informs them of events halfway across the world.

 

With every year, the cult grows more organized. Black ships from Eleutheria now prowl the skies, and black priests visit in the dead of night. Those who have gone to the slopes of Achlys and returned speak of a carved city in the thrall of a silent order, who take orders from none but the Reds on their ashy thrones.

 

Point of Interest:

Mount Achlys: A colossal active volcano in the wastes, it constantly spews a plume of smoke which covers the sky for hundreds of miles. The Constellation's city of Eleutheria sits near the top, carved into the stone and shrouded in ashfalls. It is a place for those who have a compelling reason to be there...or who truly have nowhere else to go.

 

National Traits:

Naval Focus

Trade Hub

Infiltrators

Grain Deficiency (Due to ashfalls)

Air Power

Convoy Raiding

Trade Focus

 

National Idea:

Ships in the Night - Other nations have learned to send corvettes unbelievably high, but in the docks of Eleutheria the technology has been perfected. The ship hulls of the Constellation are all fully sealed, which not only allows comfortable passage through the hot ash of Mount Achlys but means the cabins can be pressurized. As a result, the entire black fleet can operate at altitudes unknown to other powers. It affords them tremendous mobility - with the right modifications and tactics, even larger ships can be difficult to track. Agents of the Constellation have swiftly been gaining a reputation for quietly arriving where they should not be, and vanishing in the night without a trace.

 

Unique Military Units (Max 3):

Empyrean-Class Heavy Cruiser - The mobile fist of the black fleet, designed for when the Constellation simply must access a well-guarded position. The Empyrean is heavily specialized toward ground assault, with significantly- reinforced ventral armor, main batteries configured on the bottom and sides of the ship, and space for a significant contingent of marines. Naturally, like all Constellation ships it is modified to go where it needs to without detection.

 

Nyx-Class Destroyer: A step up from the torpedo corvettes that have become so feared by trading convoys, the Nyx is the reliable backbone of Eleutheria's fleet. Fast, quiet, and with capacity for a small unit of marines, these destroyers have become the ship of choice for most missions as they can easily transport persons of interest reliably and cheaply, while being no pushover in a fight. In a push to improve on the "topmarines" now in service in some countries, the designers have significantly increased the standard destroyer torpedo armament, resulting in a magnificent multi-role light warship.

 

The Children of Midnight - Specialists: Mount Achlys does not always attract the finest. There are those who come to Eleutheria because they have nowhere else to go. There are those who wrong the Constellation while they are there. There are even those who are desperate for their secrets but have nothing to offer but their life. To these men, the Reds offer a gift - the enticing shadow of some elder truth, and the promise of more if they can earn their place in the Constellation. All they ask in return is ten years service in the most dangerous job imaginable.

 

The Children of Midnight are the marines of the black fleet. They are those who are asked to fight and die wherever the cloaked priests decide. Conditioned beyond the point of mercy and armed with the finest weapons their master can source, they are not merely asked to storm beaches, but to leap from their very ships. With directional parachutes and rigorous training, death is not certain - but retreat is impossible, and once the leap is taken, each Child knows that he will have to kill if he wants to see another day on earth. Unsurprisingly, the Children are very hard to reason with in this state.

 

Map Location:

L7dkxug.png

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ACADIAN CONSULATE

 

Capital: Lucerne

Official Languages: Lingua Herin, Haut Acadiens

Religion: Hieromic Church (78%)

Government: Federal Presidential Republic under a Military Dictatorship

Head of State: Premier-consul Eden Roucayrol

 

 


 

History: 

Acadia, among many others, traces its origins back to the Age of Conflagration, where the Order of Hieromars seeded the Acadian state on the western shores of the boreal territories. To govern the fledgling realm, the Hieromars appointed Jean Beauverger, who founded a dynasty which would endure several thousand years. This esteemed lineage, however, would meet a tragic end during the 2nd Acadian Civil War during the 4th Era, in which leftist revolutionaries eliminated the royal Beauverger family to a man, in a series of brutal campaigns and horrifying public executions. In the end, the Acadian Revolutionaries would lose much of their public support, with their horrific demonstrations forcing the common man to reside with the status quo. What followed was a breakdown of Revolutionary cohesion, as various warlords rose, who proclaimed themselves to be the champion of the working man. It was during this time that Royalist forces counterattacked across all fronts, eventually crushing all Revolutionary Army forces in the conclusive Operation Bucentaure.

 

The Royalists now stood triumphant, though, with no figurehead to rally behind. This period became the Interregnum, where various Army generals and local leaders stood at odds over who should rule the Acadian state. This persisted for nearly a month. To prevent any forceful seizure of power, Acadian Army general Julien Dessaint declared a neutral zone around the Acadian capital of Lucerne. Dessaint quickly raised the flag of truce over the empty halls of the Royal Palace, summoning representatives of the various royalist factions to partake in the First Tribunate, a conference which would debate the future of the Acadian state, the new government, etc. Against all expectations, the Tribunate proved to be a fruitful endeavor, where policy meticulously detailed with only minor and few insults to each others’ honor. The delegations all had one purpose, the restoration of security and stability to the lands of Acadia. Ultimately, by way of majority, the Tribunate declared that Acadia would form a new, democratic government with a liberal market economy- effective immediately. 

 

There was pushback against the declaration of the Acadian Republic, from either end of the political spectrum- forr being too radical or for not going far enough to ensure universal welfare. As the first open votes were held, it came to no one's surprise that Dessaint would be elected as the first president of the Acadian Republic. The following years were turbulent, with various groups continuing to resist the new government, even to this day. However, as the years passed, it occurred to the original attendees of the First Tribunate that no article had been included to limit the amount of terms held by the President. Eventually, Dessaint’s honeymoon phase, though lasting a good two decades, would come to an end as public support shifted away from the aging Royalist general, who was now viewed to have removed himself from politics, and incapable of steering the nation. Because of Dessaint’s complacency, the fringe movements that had been defeated nearly twenty years ago began their resurgence, demanding Dessaint step down from office.

 

One way or another, Dessaint would relinquish the presidency. A shot which would ring across Acadia- commuting between official government business, Dessaint would be shot three times in the chest as he exited his motor vehicle outside Ft. Collier, in Lucerne. Though mass panic quickly ensued, the gunman was quickly tracked down, disarmed, and apprehended. However, there would be no justice for Dessaint, as the ramblings of the shooter quickly deteriorated and the man began to foam at the mouth amid blood curdling cries. It was revealed that the gunman had bitten down on a hidden cyanide-like capsule buried within a tooth to commit suicide, later that day. Moments after his killer’s death, Dessaint too would draw his last breath. However, this would not be before uttering the words, “Restore us to Glory.” to the man whose arms he rested and died in. These words were spoken to a close ally and prodigy of the late President, Lt. General Eden Roucayrol. Though Dessaint had never officially named a successor, this public act was enough to allow most Army generals to throw their support behind Roucayrol, who still viewed Dessaint with enough respect to honor the wishes of the late President, General, and National Hero.

 

With the majority of the Army circling the wagons around Roucayrol, he immediately began a series of crackdowns against all radical political elements across the country. Though no affiliation was definitively determined for the gunman, Roucayrol used the assassination as grounds to purge the country of all ‘deviants’. On dubious evidence, Acadian Intelligence framed Dessaint’s assassination upon far-right activist Guillame Moreau, who was subsequently tried and imprisoned as an enemy of the state. In doing this, Roucayrol consolidated a new regime, which he coined the Acadian Consulate, in which he would preside over the state as the Premier consul, with the Second Tribunate formed. Civil liberties were suspended, under the pretense of restoring order to the soul of Acadia. Though a regression, this was nowhere near the absolutism and repression of the old Acadian Kingdom. Roucayrol would cement his rule over Acadia with an iron fist, reorganizing every aspect of society, government, and the military. The new regime would honor the traditions of the past, brotherhood, and duty to one’s country. Roucayrol continues to serve as Premier consul, retaining his military dictatorship over Acadia.


 


 

National Traits:

  • Military: Naval Focus
  • Economy: Agrarian State
  • Society: Efficient Bureaucracy
  • Resource Deficiency: Textiles
  • Army Doctrine: Massed Warfare
  • Naval Doctrine: Capital Ships
  • Economic Focus: Colonial

 

Unique Military Units:

 

  • Dauphin-class Light Cruiser  - The 1890 Naval Programme plan called for a new breed of cruiser, capable of trade interdiction and command and control of destroyer flotillas. Additionally, these Light Cruisers boast an upgraded anti-aircraft armament, improved torpedo resilience, as well as lethal, quick-firing 6 inch guns capable of tearing any modern destroyer to shreds. Furthermore, these cruisers are proficient scouts- boasting enough catapults to host a flight (4) of four scout planes to sweep large sectors and relay information back to the cruiser.
  • Destroyer d’Escadrille - Operating in groups of three or more, hunter-killer Squadron Destroyers comprise the bulk of the Acadian Aeronautical Navy. These highly capable destroyers are efficient at screening, though their true potential lies with their ability to wreak havoc upon enemy lines. These ships excel at pack tactics as their captains possess not only unrivaled initiative but peak intervessel coordination to send the enemy into disarray before the battleships can even bring their guns to bear.  These destroyers possess experimental Vitriol ‘depth charges’, which are released from silos in their deck, which rise through the air to deliver devastating concussive damage on targets above.
  • Infanterie Fédérale - Victors of the gruelling 2nd Acadian Civil War, these hardened troops of the defunct Royalist front have emerged tempered by the flames of war. Acadian Army commanders have learned several important lessons during the years of turmoil, implementing new doctrinal changes. Subject to the endless tug-of-war of the Civil War, these troops have perfected the Defense-in-depth; able to conduct delaying tactics, withdrawals, and counterattacks extremely efficiently. Acadian propaganda efforts have instilled these men with a sense of superiority and have made them extremely proficient defensive soldiers.

 

National Idea:

  • 1890 Naval Programme - Though, Navy funding has traditionally taken a backseat when compared to the that of the Army's, recent interest in the New World has called for a revitalization of the Consulate's immature aeronautical forces, to protect Acadia's interests abroad.

 

Point of Interest:

  • Aeroport of Lucerne - A bustling center for economic activity and harbor for civilian and military vessels (separated, of course). The Aeroport has been viewed as one of the gateways to the West, and is a frequent stopover point for people going to and from the colonies.

 

Map Location:

 

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Nation Customization

Imperial Musicians Fill the halls with a tune

 

Nation Name: Daichi Clans ["Akira" Branch of Katsumore Clan]

 

Iwamoto's Personal Symbol:

 c7ff380bf48f703945040e192c1f4330.jpg

 

Culture: The Daichian peoples populate two separate realms. Daichians typically are pale to white skinned, with darker hair and eye coloring. Though they tend to be on the small side in stature and build, this is not always the case. These people are as zealous and as fevered as it gets, making excellent soldiers. The Daichian's are no strangers to hardship and have been tempered by centuries of conflict and warfare. Despite hard lives, the people have a reputation of living incredible amounts of time, much longer than an average person. Honor and bringing further prestige to ones family is all an average Daichian can hope to accomplish in their lifetime.

 

History: Inouye 'Akira' Katsumore was an honorable, and unyielding man. It's true many accredit more prestige to his Father, the great Uniter. Before his father's death, he and his brother, Takahashi, never could quite find even ground to stand on. Inouye spent his time adventuring with sons of Daimyo, even Merchants to all's disgust. Takahashi would watch from his Imperial studies as his wild brother chased loose horses, or conducted mischief on the guards. 

 

As the two grew, so too did the divide between them. It all culminated with the death of their father, the great Sagara-Moto Katsumore, the Dragon Emperor and uniter of the Daichi Clans. The Civil War bored Inouye for a long time, and he focused little of his writings on it. What was important to him was what he was building;

 

For the Akira Branch of the Katsumore Family is a blend of old and new. Though Inouye claimed to be Emperor like his brother, he never truly filled the role with as much zeal. He and his extremely reputable coterie of Daimyo tended to share the power and responsibility of state. Champions, legendary lords, wealthy merchants, reputable Samurai, they all flocked to Inouye's banner, for he offered equal treatment and opportunity. By the time the final duel of the Brothers came to be, the Akira Branch is a wealthy, yet de-centralized state.

 

With Inouye's death, the mantel now falls on Iwamoto Katsumore. Only twenty one years of age, he strength relies on clan holdings, and his Father's powerful array of Daimyo lords. Some saw the death as opportunity, and Iwamoto's first years of rule revolved around reigning in his disloyal lords. Now only time will tell if this 'Emperor' and his council of Daimyo can adapt and survive.

 

Unique Military Units (Max 3): 

 

Battle Carriers [Unique "Support" Carrier]; The Daichi always believe in getting as much use as one can out of their tools, slaves, and women. Battle Carriers are an entirely new, and unique breed of Airship that solely the Daichi can claim. Though classified as Support Carriers, these airships are also outfitted for Ship to Ship engagements. Massively Up-armored, Battle Carriers are designed to join in on the fighting and deploy strategic fighters/bombers, all the while engaging with their main guns at relatively close range. This ensures it is a very short trip for the air wings launching into battle, able to scramble right into the fight.

 

In the colonial game these ships also excel. Requiring very little supporting wings, these ships can police large spans of colonial territory. Able to carry aerial wings and a marine compliment. But also carry it's own weight in a fight, these ships make the ideal aggressive Airship the Clans need.

 

Mitsukiki 0-A1 Aeroplanes. [Unique Air Superiority Fighter]; The Mitsukiki industries outdid themselves with the launch of this new line of Aeroplanes. The Dragons or 0's as they're being called are built for the purpose of dominating the skies in Fighter Vs Fighter engagements. The frames themselves are designed with the intention of evolution as Aerial technology rapidly unfolds.

 

Alongside adaptability, what makes theses planes so special is their complex Vitriol engines and 'Dragon Lances'. Taking what's meant for entire Airships and downsizing it to an Aeroplane was no easy task. But these engines offer incredible burst of speed, and climbing for the 0's. Some have even used these incredible burst of speed as a final action, sparking the first hints of a 'Kamikaze' Pilot. 

 

While dedicated to dogfights primarily, every 0's frame is outfitted to hold one long specially designed torpedo. It's weight, size, and all other specs are heavily reduced to allow the planes to still perform optimally. Alone one Lance couldn't do too much damage against an Airship unless expertly placed. But entire flights of 0's trained to unleash volleys can result in devastating effects for an Airship underestimating these fighters.

 

 

Imperial Ronin [Unique Specialist Infantry]; Soldiers similar to their Western Daichi counterpart, yet also different. These elite Ronin Samurai are the finest in the all of Iwamoto's holdings. These men are fanatic zealots, typically wielding close range weapons for increased shock. Most famously, they are known for the deadly Katana, versions modified for trench warfare easily shearing through flesh and armor alike. 

 

Excelling in trench warfare as shock infantry, these soldiers have also expanded their operations with the advent of Aerial war. Now it is rumored some classes teach operations conducted not on land, but in the skies themselves. A true Samurai now finds his blade will be best used in the clouds, high above the mud and guts of regular war.

 

 

National Idea: "Vitriol Airsmith Masters" 

Airships of the Clan are unlike any other line or model thanks to the expert Aerial craftsmen of the Empire. Quite like the Airsmiths of The Bound Constellation, these airships are structurally overhauled and dedicated. Where some revere stealth, the Empire has opted for straight forward power and armor. Clan ships engines and frames are uniquely made to handle far larger amounts of armor, some of it even sloped craftily to deflect, and bigger engines specifically designed to power these ships for long terms, or short burst of speed in battle. This also allows for boarding to be much easier at the close ranges for the legions of trained Ronin Samurai.

 

Point of Interest: Mitsukiki R&D Factory 

 

With the explosion of technology, the Diachian's find themselves nearly at the forefront of innovation, evolution, and development. Already their Airships can be qualified as a breed on it's own. Truly a Beacon of Innovation, Mitsukiki Motors is the crown jewel of that claim. A nation spanning Company they make everything from toy cars to engines capable of lifting an Up-Armored Dreadnought. Their newest line of Fighters is quite possibly the envy of the world.

 

To Accommodate all this progress they have gradually built up a Factorial Lab custom tailored to go hand in hand with their researching needs. This state of the art lab is where all the new motors are designed, tested, and implemented. From this Factory and Lab knowledge pours out into the entire land, enriching them all.

 

National Traits:

Naval Focus

Agrarian State

Beacon of Innovation

Deficiency; Grain

Air Power

Carrier Doctrine

Colonial Economic Focus

 

Map Location: VSP9n9Z.jpg

 

Edited by GrimBeard
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Discord Username: You have it.
 

Nation Name:  Western Diachian Empire
 

National Symbol (Flag, etcetera): None created yet.
 

Culture: 
 

The Daichian peoples populate two separate realms. Daichians typically are pale to white skinned, with darker hair and eye coloring. Though they tend to be on the small side in stature and build, this is not always the case. These people are as zealous and as fevered as it gets, making excellent soldiers. The Daichian's are no strangers to hardship and have been tempered by centuries of conflict and warfare. Despite hard lives, the people have a reputation of living incredible amounts of time, much longer than an average person. Honor and bringing further prestige to one's family is all an average Diachian can hope to accomplish in their lifetime. The people under Emperor Takeya have developed a rather industrious lifestyle over his short rule, and a great sense of national pride has taken control of the populace as of late. Perhaps just the new generation trying to be different.

History:

Takahashi Katsumore, son of the great Sagara-Moto Katsumore was supposed to be Emperor after his father passed. As the story goes though, his selfish brother could not accept Takahashi as his new Emperor and as such, he seceded from the Empire. Civil war ensued as Takahashi tried to reign in his rebellious brother, yet to no avail. His mission to preserve the Empire ended in an agreed upon duel with his brother.Each had their Daimyo in attendance to witness the outcome and certify the results.This personal combat however left both claimants dead and forced the Daimyo to retreat to secure Emperor Takahashi’s throne for his son, Takeya. Thanks to the Daimyo’s fierce loyalty to Takahashi and their faith in his successor Takeya, the transition of power was swift and efficient.


The great schism of the Daichi clans left the people divided into two realms. One under the descendant of Takahashi Katsumore, and the other under the descendant of Takahashi’s brother, Inouye. The sons of these great claimants rose to the throne after their father's duel ended in their deaths. Takeya Katsumore is the son of Takahashi Katsumore, rightful emperor of the Diachi Empire and her clans. The young emperor has shown no intention to continue the conflict with his eastern cousin, yet if provoked he will do so with willing and open arms. Instead of focusing on continuing the great civil war, Takeya has used his time differently. Takeya has undergone a series of reforms both militarily, economically, and socially.

The Emperor has centralized the government more than ever before, allowing for greater oversight of his glorious nation. The past bindings on the populace have been lifted allowing for greater upward mobility, yet there are still distinct social classes that one may find himself risen out of or demoted to. At the end of the day though, the Emperor still reigns with an iron fist, and his word is law. All will bow before his majesty's grasp inevitably.

 

Unique Military Units (Max 3):
Imperial Infantry (Infantry Replacement) - The Emperor’s infantry are some of the fiercest warriors trained in their portion of the world, and equipped with the best equipment possible. On record during the civil war, masses of brave imperial infantry charged their enemy and engaged in brutal melee combat earning these men a hardfought reputation. 


Akio Fighter- A fast and well moving fighter with reliable weaponry and impressive range. The Akio is truly ahead of its time, and it’s all thanks to the Diachian Engineers that worked tirelessly on the model during and even after the civil war. Constant developments are being made on the Akio with a potential Mk2 on the way if rumors are true. Hundreds of Akio class fighters were flown during the civil war in the name of the rightful Emperor Takahashi Katsumore.

Yoshida Class Deadnaught- A huge shipwith heavy armaments, perfect for engaging other capital ships from a distance. Capitalizing on technological developments of the time, the Yoshida is a relatively new creation, and is yet to see any actual engagements. However, in theory the Yoshida is an apex predator  that is going to be unleashed eventually.

 

Point of Interest:

Emperor’s Dragon Palace - Located in the capital city of the Western Diachian Empire, the Emperor’s palace is where the people’s leader lays his head at night. Highly fortified and extremely beautiful, the palace is a bastion in the bustling capital city of Miyotari.
 

National Traits: 

Army Focus
Industrial Giant
Isolationist
Luxuries
Massed Warfare
Swarms
Heavy Industry

National Idea: Expert Shipwrights

The Diachian’s under Takeya katsumore have learned to control resource consumption when it comes to shipbuilding, resulting in ships being produced with less strain on the stores. (Undetermined amount of NP reduction for ships)

 

Map Location: Says file too large.

Edited by NunuTheGreat
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Duché de Charolais

 

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(Credits to u/NoOneReallySpecial from Reddit)

Capital: Charolles

Official Languages: Lingua Herin, Lingue Carelin

Religion: Hieromic Church (53%), Atheist (47%)

Government: Absolute Monarchy

Head of State: Duc Levin II. d'Charolais

 

History:

The Duché de Charolais and its people, the Carelins, are but a fragment of what remains of the past. Old tales, records from many years ago indicate the Carelins were once a richly cultured, prosperous and fertile people. Nowadays it stands in stark contrast to what one perceives when he traverses the cities and homeland of theirs. Towering plumes of black smoke dot the skyline of their industrial nerve centers, nature and the few bounties it may still provide in this dreadful era is being considered secondary or simply obsolete. In this absolute monarchy, industrial growth and progress are the primary goal, driven by the insatiable hunger for power of the man who rules it all. Duc Levin II. d'Charolais, a descendant of the family that has ruled these swathes of land throughout the eras, yet the recent three generations have turned their back to the peaceful and cultural harmony their land once had. Then again, in today's age it might just be what is required, for man and woman alike are naught but cogs in the machinery of war, one that desires to be fed, either by the scraps of the old world, or the unknown riches of the new one.

 

In the recent years, with the steady decline of the Hieromic Church, less and less people in the Duché have remained followers of the old faith. Whilst the schismatic path of this traditional belief never took hold in the nation, Atheism has grown rampant. This is partially induced by the fact that the recent rulers of Charolais have not given a single thought to faith of their populace at all. Following, the father of Levin II., Levin I. established freedom of religion, dismantled the old (and not really practiced or enforced) state religion. Now, whilst the people are free to follow their faith they desire, there are still hardliner elements in the realm that fear that this backturning to the one true faith of Hieromar may cost their people their rightful place in Heaven, and they would like nothing more than to re-establish an official religion and oust all Heathens, Heretics and non-believers.

 

Unique Military Units (Max 3):

Dewoitine Series (Unique Fighters):

The backbone of the Carelin fighter force, personal project of Sean IV. d'Charolais, grandfather of Levin II., the sheer amount of time and resources spent in development of this fighter have brought the D-series to a peak unprecedented in the past. The latest installment of the D.3 MK 5 has guaranteed that the ash and dust filled skies above the lands of Charolais remain free of thieves and bandits and once in a while of hostile forces.

 

Caudron Series (Unique Bombers):

As the D-series are taking care of controlling the skies, one can rule the ground from above. For this purpose Levin II. himself, continued to expand on the air capabilities of the nation, by pursuing the development of the C-series. The C.1 MK 2 has become the first reliably usable mass producable light bomber of the nation, capable of loading both missiles for air combat against bigger vessels and/or droppable bombs for carpet bombing tasks.

 

Sean Class (Unique Aircraft Carrier):

Every plane needs a hangar to call home. It was of strategic benefit if said home was capable of moving long distances for them, to shorten their times spent in air solely travelling, extending their reach and effective combat time. These homes also must be capable of defending themselves. For this, using the most powerful engines they could afford, they gave the Sean Class enough lifting power to haul both hundreds of planes and be equipped with some major firepower on turrets and airlaunchers. Moving the hangar bay and runway below the gundeck, with sealable doors at both ends, this would allow this "Battle Carrier" to take to the skies and fulfill both roles of support and flag ship.

 

National Idea:

"L'Etat c'est a moi"

-20% construction cost on all buildings, facilities, fortifications, infrastructure and cities.

 

Point of Interest:

Foundries of Charolles

Produces 2 Steel without upkeep.

 

 

National Traits:

Military: Naval Focus

Economy: Industrial Giant

Society: Isolationist

Resource Deficiency: Grain

Army Doctrine: Air Power

Naval Doctrine: Carriers

Economic Focus: Heavy Industry

 

 

Map Location:

Zq2OIfd.png

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Holy Sechsian Empire

“The Rays of Dawn fall upon a New Age”

- - -
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Culture:
Though the Holy Empire is home to dozens of smaller groups and peoples, the Realm is dominated by the Sechsians, the largest and most widespread of these peoples. Sechsians trace their origin back to the Adjudicator's Great Purge, of which their ancestors counted themselves among the lucky few who survived. In the years that followed they would be elevated as rulers, instituting the Most Holy & Blessed House of Bophanov to preside over the sprawling tundra in the Hieoromars’ name.

 

The people of Sechsia are a backwards one. Characterized by a slow adoption of ideas and technologies, and a strict adherence to tradition and faith (largely enforced by decree of the Tsar), the modern age has not been kind to the people of Sechsia. The average Sech peasant (some two thirds of the population) lives in a state of squalor compared to the rest of the Continent.

Still, within ignorance there is bliss, a fact that Sechsian rulers take full advantage of. Though much of the populace is destitute and impoverished, many do not know of what they are missing out on, and persist on the simple pleasures found in faith and tradition..

The Sechsian Church

An offshoot of the Church of Hieoromar which separated near the beginning of the 3rd Age. The Sechsian Church venerates the Most Holy & Blessed House of Bophanov to a divine status just below that of Hieoromar himself, who they believe to still be alive and immortal, guiding man from the heavens; they reject the lesser authorities of the “Holy” See and their many “Truths,” and proclaim the Bophanov’s divinely ordained purpose to bring about a new Age of Enlightenment in which the faithful will abandon their dying planet and join the Immortal above, under the guidance of the Most Holy & Blessed House of Bohpanov, of course. The authority of the Sechsian Church in the Empire has long been unquestioned (Publicly at least), and remains a powerful force within the Empire under the Blessed Regent’s rule.

 

History: 

The Sechsian Realm is vast and sprawling, covering the northern reaches of the continent and its many resources. Since the Hieoromars’ Great Purge, this domain has been entrusted to the rule of the Most Blessed & Holy House of Bophanov which has ruled the Empire consistently, though with varying levels of success, for the better part of the last 8,000 years.

The 19th century has been a period of near constant turmoil, unrest, or warfare for the Empire, a series of events which the Empire has only narrowly avoided complete destruction through. Stemming from the onset of the Industrial Revolution, the historically backwards Sechsia was quickly outpaced by many of their neighbors, both in terms of industrialization, and technology. Sensing weakness, tensions would ultimately boil over with Sarradon culminating in the outbreak of war between the two powers.

 

Technologically outmatched and prey to a decadent officer corp, Sechsian forces would be defeated several times over and sent reeling back through the mountains, pursued by the Sarradonic the whole way. Subject to a humiliating peace treaty, the Empire was forced to pay heavy reparations and allow Sarradonic occupation forces to remain in several border regions.

The loss of the war against Sarradon would ultimately prove to be the spark which erupted the Sechsian tinderbox. Revolutionary and collectivist elements in several Sechsian cities would spring at the opportunity to strike the Realm when it was at its weakest, preaching the destruction of Tsar and Church as they did. Even in this most dire of circumstances, the Tsar was betrayed by those whom he believed he could trust! The defeated tsarist armies would splinter even further under orders from generals who abandoned their posts, all vying for slices of the Realm in the wake of its destruction.

This period of chaos and warlordism would persist for nearly a decade during which the remnants of Imperial forces were largely stamped out and defeated by the combined pressures of the military warlords and revolutionary fronts. During the chaos, the Imperial family, Tsar included was captured and executed by fascist paramilitary forces in their flight from the capital. 

The Civil War would ultimately be ended by the now-Regent Alexander Khrebtov when his Shturmoviki stormed the Imperial Capital, unseating a now-nameless pretender. Rallying surviving monarchist elements around his control of the Capital, Khrebtov would retake the country gradually over the course of several brutal military campaigns


The Empire was whole once more, but the Most Blessed & Holy House of Bohpanov was nowhere to be found. In such an absence, Khrebtov crowned himself Blessed Regent of All-Sechsia, vowing that Alexei, the long lost prophesized TRUE heir heir to the house of Bophanov, would soon be restored to the Imperial Throne. Since his ascension, Khrebtov has taken hold of the Empire with an Iron-Fist, restoring the authority of the waning Sechsian Church and purging those he deemed guilty of ‘treasonous behaviors’ as he drags the country into the modern era through harsh policies of forced industrialization, adamant that Sechsia’s humiliating defeat against Sarradon would be its last.

His Excellency, Alexander Khrebtov, By the Grace of Hieoromar, Blessed Regent of All-Sechisa, Custodian of the Northern Shore, Keeper of the Immortal’s Destiny

 

An eccentric and deeply religious man, as well as an avid monarchist, Alexander Khrebtov was known mostly for his leadership of the Razud Krilo, a hyper-religious arm of the Imperial Army of the belief that the true Bophanov line had been replaced in a Holy See conspiracy several hundred years prior, and that the failures of the Empire were due to this fact. In the war against Sarradon he commanded the 5th Army of Ovesk.

Following the end of the war, and the collapse of Imperial Authority, Khrebtov organized the defense of Ovesk against Collectivist Revolutionaries, rallying the now veteran and battle hardened 5th Army against the besiegers and ultimately defeating them. Khrebtov’s holdout would prove to be one of the final bastion of Imperial authority.

The Regent claims that in this hour, upon hearing of the death of the false Tsar at the hands of the fascists, Khrebtov was blessed with a vision from Hieoromar himself which ordered him to march on the Imperial Capital and restore the TRUE House of Bophanov, whos name is Alexei.

Now, The Empire is whole once more. His search for Prince Alexei continues. The Immortal guides us from the heavens.

There is much to be done.

 

Unique Units:

Shturmoviki [Infantry]: Hardened veterans of Sechsia’s Civil War, the Shturmoviki are the Blessed Regent’s most loyal and capable soldiers. Armed with an increased amount of support equipment, they serve with fanatic zeal as the Empire’s shock troops.

 

Regent-class Super Dreadnought [SUPER Dreadnought]: The newest ship of the Blessed Regent’s naval armaments program. The Regent-class Super Dreadnought is a ship built simply to be physically larger than any other contemporary vessel, sporting monolithic cannons and massively increased armor. Though the Regent-class’ speed falls closer to the rear of the pack as far as Dreadnoughts go, it is designed to outperform any other ship in terms of size, range, armament, and armor.

M/1890 Howitzer [Howitzer]: With the prevalence of airships in modern warfare, the Blessed Regent has ordered an increased number of purpose-built anti-ship guns built and employed. The M/1890 is a long-ranged cannon designed primarily to knock heavy airships out of the sky. It has a secondary function of ground bombardment, as most Howitzers do.

 

BVT/90 Transport [Transport][Size 10]: A smaller and more nimble class of transport airship equipped with light armor and heavy compliments of machine guns and light cannons. The BVT is specialized for clearing LZs and rapidly deploying large amounts of troops and equipment.
 

 

National Idea:

The Land of Plenty: Cities have an additional 2,500,000 pop
 

Points of Interest:
The Regent's Seat: Since the ascension of The Blessed Regent of All-Sechsia, many facets of the government have been transferred to the Bol'shya Tserkov, a massive Cathedral complex within the Holy City and Imperial Capital of Levogord. The complex now serves as both the seat of the Blessed Regent's government, and the Sechsian Church.

 

Nation Traits:

Military: Army Focus
Economy: Industrial Giant
Society: Efficient Bureaucracy

Resource Deficiency: Vitriol

Army Doctrine: Massed Warfare
Naval Doctrine: Capital Ships
Economic Focus: Heavy Industry 

Edited by Krefarus
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THE   REPUBLIC   OF   LANNION 

Flag of Sark - Wikipedia
 


CURRENT ELECTED REPRESENTATIVE

Magistrat Auguste Varlin


 

Revolution

The people, swarming the Basilica of Sarnes. King Eduoard, pictured kneeling, is forced by the revolutionarie, Varlin, to attest for his crimes against the people. (1886)


THE LANNISH

The Lannish had been residing in some form or another in the territory since the annals of history were first written. They were a nation like any other, loyal to their royal family, which for generations they had been told were touched by the Hierormars, a bloodline worthy of exaltation. Over time, they had bended with the tides of history, sprouting townships and cities, ornamenting the land with stone and wood constructs. Men and woman died in wars, yet the Rufus family remained steady on the throne at Cearleon, the Palace of House Rufus. However, overtime, frustrations surmounted. Generations of tilling the same earth have left the ground sterile, void of any the properties which are attributed to good soil. The streets, as generation following generation has more surviving sons and daughters than the previous, grow crowded, and suffocating. Bread, and soup fly off of the shelves, and the slow fields can only satisfy so many mouths, leaving some stomachs rithing in hunger. In Sarnes specficially, the people were bold, yet the state manipulated batons and steel well, to disperse any displeased mobs of peasants. The point of no return was when King Eduoard, following a mass for the aristocracy, told a small boy on the steps of the Basillica that the famine infesting Sarnes was an opportunity to grow in reverence of the Progenitor, and for meditation. One man threw a pasty concotion of dirt many Lannish were forced to consume out of pure desperation, and a battle ensued between the peasantry and the Kings guard. A lithograph of the King, made by an unknown author, sword in hand, graphically cleaving a peasant in two made rounds throughout the nation. Albeit being an overdramatization of what was called the Battle of the Steps, it infuriated enough of the populace to cause a revolution.

 


REVOLUTION

The masses in Sarnes, the first night, left their workshops and mills, and surronded the Caerleon, practically laying siege to the palace. For 4 days, Caerleon was surronded, and Sarnes, once a cosmpolitan city, was brought to a complete standstill, as the people shouted obscenities, and slandered the House of the King. On the 5th day, soldiers entered the cities of Sarnes, and the events which occurred behind the moat of Caerleon were later dubbed the Kings Vespers, as the King performed his Vespers on the lawn of the palace, amid a blanket of bodies. Eduoard, following the massacre, ordered Sarnes to be purged of any anti-monarchist tendencies. In the week following his proclamation, 20,000 people were executed, and at least 16 executions were carried out by Eduoard personally. It is said that to this day, the sewers of Sarnes are still dyed crimson from the rivers of blood that flowed through. 

 

In the city of Oudalle, the story was different. Whilst throughout the nation, people had been rising up, for the majority, they had been quelled. In Oudalle, a military Chaplain by the name of Auguste Varlin, in the dead of night, lowered the bridge to the citadel, and allowed the cities militia to be taken by surprise. Varlin himself, stabbed the Colonel in his sleep, and hung his mutilated body from the gates of the city, declaring Oudalle to be "liberated from fealty to the King." Oudalle, fell within one night, and August Varlin immediately became the leader of the revolutionary movement. His subterfuge became the reason why to many, he was admired, and looked upon in disgust by others. Assassinations skyrocketed throughout the nation, as factory overseers, soldiers, anyone deemed to be supporting the status quo, and therefore the monarchy, became a target. Varlin declared Oudalle to be the 'Capitol of the New Republic', and people flocked to him. The King, placed a bounty of 50,000  gold coins to any who could place Varlins head before his throne. He delivered inspiring, fiery speeches in marketplaces, and from lectors in churches, preaching the necessity to overthrow the monarchy, and people took to his word resoundingly. On August 21, 1887, Varlin declared War against the King of Lannion. Vardin led a horde of peasants, some say reached 50,000 strong when the swarm reached the doors of the Basillica. Vardin led a ragtag sea of peasants from town to town, overwhelming forts and citadels. The garrison of each town was butchered, and their limbs added to a rope, which Varlin promised his fanatics would be used to hang King Eduoard. When the horde reached the gates of Sarnes, the rope was hundreds of feet long, and required 10 men on rotation shifts to pull, as a result of the pure weight in flesh that was added.  The Siege of Sarnes lasted a month, and eventually, the Republican Army entered Sarnes. A bloodbath ensued on the streets, and the Kings Army was forced to relinquish control of block after block, until they confined themselves to the royal quarter, Caerleon, and the Basilica, and the adjacent properties. Soon, Caerleon too was stormed, and the King with his family and the aristocracy, was forced into the Basilica, locking the meter thick wooden doors.

 

For every single day for a month, the people celebrated, and the King was forced to sleep to the lullaby of the people singing praises to Varlins name. A new revolutionary, in this month period, rose to prominence, Richard Lillebonne. An intellectual, he drafted the Statutes, delineating the frameworks of a new government for the Republic, and declaring the 1,784 year reign of the House Rufus to have concluded. Later, he also wrote and published the Warrants, which are a warrant for the arrest of each individual known to be residing within the Basillica, and the crimes they have committed against the people of Lannion. Berner Osbern, later published a crtical opinion piece in the Sarnesian Herald, arguing for the necessity for the extermination of all those associated with the previous regime. This piece was later quoted by Varlin, as he intitated the Cleansing.

 

The republic, cannot declare Sarnes liberated, whilst the King and his family still stood. Not desiring to compromise the Basilica, Varlin ordered the creation of a massive metal ram, powerful enough to breach the doors of the Cathedral. The monotone pounding of the door the Basilica reverberated throughout the city for days, steady like a metronome keeping time. Weeks passed, and the ram had now beaten a square indent into the door, yet this was a strong oak, and remained strong. After a month, the door gave in. 50,000 peasants, swarmed the Basillica, the royal family, 4 lesser members of the House Rufus were dispatched in the anarchy that ensued, and many of the aristocracy also perished. Eduoard and the immediate Royal Family, along with 100 of his elite royal guard, retreated to the crypts. While Varlin was focused on opening the crypts, Lillebonne organized public trials for all of the members arrested within the Basilica. They were all found guilty, hanged from the collosal thurible which hung from the cupula, using the very same rope with rotten limbs and flesh from the very first victims to the revolution. Lillebonne, a orator rivaling Varlin, spoke of the new values of the republic, and his speeches have been transcribed and reproduced all throughout the realm. Eventually, the crypt was opened, and following a short battle, Edouard, and the Royal Family, were finally apprehended. Varlin personally functioned as the Aribiter for the trial, with Lillebonne representing the people of the Republic. The trial lasted a week, and he was sentenced to death. On September 11th, 1887 King Eduoard, and the entire royal family were hung, not permitted to say any last words or statements, Edouard's lips branded shut.

 

The Revolution declared itself victorious, and the House Rufus, and any vestige of the old monarchy was exterminated. In total, the Revolution claimed half a million lives, as a result of the purges on both sides, and the war itself. 


CULTURE

 The Lannish ae now a proud people, optimistic in their newly established Republic. They are loyal to their Republican ideas, and Democracy, and would rather die than see another King rule their stubborn hearts. 

National Idea

Experienced Colonizers: +1 yield additional yield in Civilian Districts in Colonies. 

 

National Traits

Naval Focus

Agrarian State

Colonizers

Resource Deficiency: Textile

Army Doctrine: Air Power

Naval Doctrine: Swarms

Economic Focus: Colonial

Point of Interest

Wallpaper ruins, Art, Fantasy landscape, Sentinels, Raphael Lacoste images  for desktop, section рендеринг - download

 

The Ancient Citadel of  Istalais

CCradled by icy peaks and gray nimbuses, the remains of a vast citadel system remains. Crumbling walls, meters thick, encompass gargantuan batteries of rusted guns of a caliber large enough to knock leviathans out of the sky. Yet, the machinations of these armaments have been claimed by time, and if one day this fortress was menacing, it is now a mere relic of time. 

 

Unique Units

Jormour-Class Battlecruiser: One of the first domestic inventions by the Lannish nation, and named after a mythical sea creature, the Jormour-Class are cruiser sized ships, packing extremely heavy armament. Despite having the tonnage of a standard cruiser, the batteries mounted on this class is worthy of a capitol ship. They are designed to have the capability to outrun a battleship, yet sink a cruiser, making them ideal raiders. Interestingly enough, they are also painted peculiar patterns of intersecting geometric shapes, so as to conceal and make aiming difficult when in the sky. 

Ratatour-Class-Cruiser: A light cruiser designed to accompany the destroyers. This class of cruisers sacrifices one main gun turret for AA capabilities, allowing it to screen carriers, engage in shore bombardment, and occupy a very broad niche within the navy. 

Lutin-Class Destroyer: Following the naming scheme after sea creatures, a Lutin is a mythological Sky-Serpent, with jarring spikes protruding out of its side, using its sides as a weapon, plowing through entire towns. The Lutin Class Destroyer is a destroyer with an additional main turrent of guns, however retaining the charecteristics of a destroyer. 

 

Location

File size too large, will pm (Nice little peninsula on the east, guarded by mountains)

Edited by Raul F
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The Crusader State of Jena

 

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Focuses

 

Nation Trait: Advanced Logistics

 

Economy: Trade Hub

 

Society/Government/Other: Isolationist

 

Resource Deficiency: Grain

 

Army Doctrine: Massed Warfare

 

Naval Doctrine: Capital Ships

 

Economic Focus: Heavy Industry

 


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National Idea

Spiritus Sanctus

 

 

 

 



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Culture

 

Church of Hieromar - The people of Jena believe in the Holy Spirit of the Original Hieromar in much the same way as most.  They hold a particularly strong belief in the Spiritus Sanctus, or the Holy Spirit of Hieromar the Originator, and put less of a focus on the Sanctity of his disciples, preferring instead to worship their supposed Father and Saint, Horatius, who’s bloodline they claim still runs strong in their ruling family.

 

 

"What makes a Crusader State? Must it be forged in blood, as Jena was? Must it be led by Knights of Hieromar, as Jena is? Must it be devoted to the Sanctity of the Hieromar, as Jena is? 

 

The blood of the 42nd House of Horatius flows strong in our veins, his words resonate through his holy scriptures, they remind of the mission for which we were chosen. Nostra terra sancta est, et nostra numquam corrumpetur. We carved this land with our swords, we broke the heathen’s grasp with our maces. Let not that which is now holy be corrupted. 

 

Monasteries await those who doubt, and death awaits those who betray. Sons of Jena, when the Bishop stands before you, swear your oath of sanctity. When bullets fly by you, remember your oath of sanctity. When death claims you, and the golden gates open before you, hold onto your oath of sanctity. 

 

For it is the key to heaven."

 

-Horatio Horatius, speaking at the Gala organized by Petrus Malachite, 1778.

 

[The people of Jena are a multicultural assembly, as one might expect in a Crusader state founded by a variety of groups from across the Hieromatic world.]

 

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History
 

Sons of Jena, hear me well,

For I have this tale to tell,

A tale of Horatius good,

And of how well he stood

To keep these holy lands

From cruel barbarian hands!

 

T’was early in the age,

He was but a sage,

Yet our Holy Hieromar,

He saw his future far

He named him forty second,

And then he rightly reckoned

That this here poorly sage

Would wield sword without rage,

Would conquer but not plunder,

Oh how the skies did thunder!

When Horatius kept the pass

Against evil Amarnass!

 

And when this land was ours

And we smiled at the stars,

Then Horatius spoke a speech,

That we today still preach:

 

“What we have built today,

Has here  been built to stay,

Founded on zeal,

Founded on steel,

Barbarian’s bane,

Believer’s gain,

Holy god given land,

Here we forever stand.

 

My sons  I say today,

That we are here to stay,

Until the world burns

‘Till Hieromar returns.”

 

The Lay of Good Horatius, 1677.

 

 

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Point of Interest

The Spire of Saint Horatius

 

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“Long past are the ages of Greed, the ages of the Covetous, of the liars and of the thieves. What remains of those ancient times are but relics of hell, temptation for the depraved and the weak of mind. Reject them, burn them. Cleanse your lands of that which once was. Begin anew under the ever watchful gaze of the Hieromar.”  Saint Horatius, circa year 50.

 

Upon a spire of rock stands not the gilded cathedrals of Jena, the glittering chapels of an aristocrats estate. Here, in the middle of the desert, fifty leagues from the nearest village, is but a humble spire of rock, like the crooked finger of a long dead giant, it reaches up into the stars, grasping at that which can never be held again.

 

Here sat Horatius, the father of the 42nd Family, whose bloodline we lay a claim to. And he looked into the stars and spoke to the Hieromar for seven days and seven nights. And on the eight day’s dawn, the ash cleared from the sky and the Sun shone down upon the world once more.

 

We do not build an altar to our God in this Sanctum. Climb the jagged steps, molded by the Hieromar’s touch. Touch the stone, warmed by the Hieromar’s golden gaze. Stand upon it’s crest, and feel his presence. Sit within the circle of stone, feast upon your life. Contemplate that which was, is, and will be. Be one with God.

 

 

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Unique Units

 

 

The Babylon Class Dreadnought [2/5/6]

 

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“Submit yourselves therefore to God. Resist the devil, and he will flee from you.”

 

Ancient is the tradition of melee combat within the Crusader State of Jesa, and the Babylon encompasses it in all its glory. Ill suited for long range engagements, the Babylon is a hulking, painfully slow mass of guns and armor so thick that it can shrug off the worst of blows. It carries a host of guns of all sizes, allowing it to deal with even the smallest of ships with terrifying efficiency at close range. It struggles at longer ranges, and its engineers have overcome such troubles by giving it the powerful System Overload, allowing it to reach extreme amounts of speed for short amounts of time and close the gap.

 

In brawling range, it’s plethora of cannons can unleash the fury of god upon all ship classes.

 

Each model sports a ram at the front, capable of cracking even the toughest of hulls with a proper blow.


 

The Crucifier Class Light Cruiser [5/3/3]

 

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“Be angry and do not sin; do not let the sun go down on your anger, and give no opportunity to the devil.”

 

The Crucifier is the nail in the coffin of every fighter pilots dreams of glory. The flyswatter which crushes the buzzing gnat. Fitted to bursting point with Anti-Air guns and secondary armament capable of devastating destroyers and fighters, it’s angular shadow is enough to strike fear into the bravest of granship pilots.

 

Most fearsome is its terrifying 88mm cannon, capable of mounting armor-piercing or flak rounds, and firing them with devastating speed in combination with its plethora of machine gun fittings.

 

The Crucifier is slightly smaller than a typical cruiser, and is designed to be able to protect the Babylon's during a brawl by maintaining speed and avoiding enemy main guns while warding off smaller threats.


 

The Judges [Infantry]


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“Man is sin, and sin is in man. But in death can one find absolution. Deviants, liars, cheats! Solace is upon you, for Judgement has been suspended until death, and God will look at your deeds and smile, for you have been redeemed.”

 

The wayward sons of the Jena Aristocracy are  brought to the Monasteries to find salvation. Plain food, cold stone barracks, grueling training under the most unforgiving of taskmasters. Upon leaving the Monastery, the Children of Judgement are some of the most hardened fighters in the world. They wear steel, vitriol-infused armor which gives them both great resistance to enemy weapons, and the ability to dramatically slow-down any descent. It is a fine tool for leaping from ships onto land, and gives them great potential as shock troops, as well as short range boarding parties, with the armor allowing them to make gravity defying leaps.

 

Each wields a great two-handed sword (Or Sword & Shield for boarding) aswell as a compact water-cooled machine gun and a wrist-connected flamethrower capable of short-range bursts of flame.

 

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Characters of Note:

 

-Solomon Horatius, King of Jena

King of Jena and son of the Horatian bloodline.

 

-Admiral Achilles von Klauzewitz

Commander in Chief of the Jena Air Navy.

 

-General Tullius Schlieffen

Command in Chief of the Jena Army.

 

-Sergeant William Moltke of the Sons of Judgement

A young officer in the Sons of Judgement, entered into it by his father for his constant drunken debauchery in the capital of Jena.

 

-Lieutenant Paulus Moltke of Abraham's Gavel.

Elder brother to William Moltke and a respectable product of the Moltke family, now serving as a junior officer abord the Abraham's Gavel, the pride dreadnought of Jena.

 

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Protectorates of Contamrol
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History:
The origins of Contamrol are conjecture.  From the oral traditions of the Warders it is said their people lived in the land that would become the Great Craters before the cataclysmic wars of the first era. Dwelling within the craters afforded shelter from the razor winds and sandstorms that blew across the southern wastelands.

The area was considered a footnote to most of the Southern powers of the earlier eras. In what few records were written, the craters were inhabited by tribes who eked an existence off of vermin and scavenging in the blasted ruins that surrounded their holes.

At the advent of airship technology, the region suddenly became a place of some strategic importance, being an inhabited and relatively safe place to resupply and take shelter from unpredictable weather. As time went on the tribes slowly civilised in line with their visitors, and eventually industrialized at the behest of their chiefs and kings. The crater-dwellers recycled scraps and milled it into raw materials to sell to hungry traders and travelers during the prosperous times. The craters filled with the smog of industry as the land surrounding the craters was plundered of their marvels.

 

The beginning of the Resource Wars saw less travel across the dangerous wastes, and civil unrest plagued the formerly prosperous crater-cities with rioting and even full-blown rebellions bringing the small civilization to the brink of collapse. Order was returned to the cities through force of arms by a union of airship captains, who violently suppressed dissent through aerial bombardment and threat. The local kings, chiefs, and aristocracy were considered too weak to keep control of the cities, and were thus removed from power by the “Reconstitution Plan of 1890.” To maintain order and an effective hierarchy, the people of the craters were divided up into three castes with ascension from the lower orders only possible through ownership of combat-ready airships and loyalty to their leaders.

Although the new order brought “peace,” dissent bubbles beneath the surface of the cities. The angry populace waits for their new rulers to prove themselves worthy of their proclaimed autocracy, or weak enough to overthrow. The rulers themselves keep a wary eye on their subjects while looking farther afield for more resources. With resources and power comes a desire for more, as no true warlord is satisfied with merely their own lot.

Culture:
The people of Contamrol are tribalistic and family-oriented, caring more for their own issues than international/national ones. Their culture has warped in the craters of the wasteland and they have a natural discomfort living anywhere with a visible horizon.

Although they have only recently been relegated to a caste system, the roots of such had been seeded long before in the hand-to-mouth lifestyle of the tribes.
The Prolats, made up of labourers, tradesmen, and merchants, are at the bottom of the hierarchy. One can only rise from the lowest rung by commissioning and commanding a vessel for the protectorate forces.

Upon doing so, and with permission and acceptance by the Ministry of the Admiralty, they are raised to the caste of Minwar. Only upon commissioning a Protectorate-standard Super-Carrier would they be accepted into the ranks of the Ministry of the Admiralty. Only Ministers can claim dominion over land in the Protectorate.

The light of the Heiromars never touched the Contamrolites during the Second Era, and only contact with the civilized world allowed them to directly reject it. The people of the Craters do not believe in benevolent entities, but only malevolent spirits that must be kept at bay. ‘Warders’ are the equivalent of priests who perform ritualistic cleansing within cities and homes. Dressed head to toe in thick, yellow robes, they walk the streets spreading incense and inscribing holy symbols upon places seen as “cursed.” The edges of the craters are covered in talismans and fetishes to protect the people from evils. The spirits are known by many names depending on tribal affiliation: Raydan, The Hairless Ones, Hakh, and De-Ashun.

The diet of the Craters is based on cultivating and consuming vermin. The breeding of hand-sized roaches (meat-roaches) and worm-farms provide the staples of their diets. The introduction of foreign food through trade was a boon for the dietary health of the Contamrolites, but they still find “grain,” “rice,” and “beef” to be at best strange and at worst disturbingly repulsive. Few visitors purchase provisions in the craters as a result.

Unique Units:
Protectorate-Standard Super-Carrier

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Small aircraft have been embraced by the lands controlled by the protectorate for decades, due to the lack of roads and infrastructure outside of the craters. The Protectorate constructed large airships to carry swarms of these small aircraft for combat purposes. These ships have become a symbol of the Ministry of the Admiralty and their iron fisted rule, with only Admirals being allowed to commission and command one. They hover ominously above the city the admiral holds dominion over, to both awe the prolats, and serve as a warning.

They are large enough to carry triple the number of fighters as a standard carrier, while having armaments and armour similar to that of a battleship (Limited to one per city/two colonial cities).

Protectorate-Standard Light Cruiser

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A ship affluent prolats often commission as their first command, they are such a common sight in Protectorate fleets that people often swear they’re seeing double when they appear.
(Light Cruiser becomes size 2)


Protectorate-Standard Bomber

https://i.imgur.com/NgblOHP.jpeg

Prolats who cannot afford a command often join as a small-craft pilot for the carrier fleets. The pay, extra food, and chance to network with other pilots is a boon few individuals can afford to pass up, although mortality is regarded as too high for most folk. Due to a general lack of ground forces (and any interest in creating any) the Protectorate prefers to build small craft that can attack ground and air targets effectively. The sleeker, faster bomber was the answer they sought.
(Highly effective against airships and ground targets)

National Idea(s):
Wormfood: The penalties for lacking grain are halved.
Deja Vu: Speed of all airships increased by 1.


PoI:
The Nameless Factories
Cobbled together from First Era equipment, a series of manufactories ring the innermost parts of the city of Parlamann. They are highly efficient, and tended to by a cabal of engineers who revere the technologies with an almost religious fevour. No-one truly understands how the machines within work, or even how the engineers got them to function in the first place. They glow with strange, flickering lights, and metallic voices within them purr in strange languages none understand. The warders cover their walls in holy markings and talismans to protect the workers, but even so many people who live in the vicinity of the factories report headaches and poor health. Their usefulness is undeniable, but superstitions about them grow by the day.
(Doubles the Steel and Luxury Goods available)

Nation Traits:
Naval Focus,
Industrial Giant,
Isolationist,
Resource Deficiency: Textiles


Army Doctrines:
Air Power

Naval Doctrines:
Carriers

Economic Type:
Heavy Industry

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Edited by Catostrophy
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Bantu baseZulwini

Kingdom of the Heavens

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The Kingdom’s Banner

 

Listen here young children, for I shall teach you the history of our people.

 

uMdali saved us. We, theBantu baseZulwini, were shielded by the wrathful fires in the Conflagration,our feared Ukuvutha itself. But we the Bantu stayed strong, and our spirit was unbroken. In those days we were children to what came before and after, but uMdali was kind. First, the lesson of the hunt, for we stalked the lands and forests to assert our place in this world. Yes, the uMdali taught us first, and the lessons we teach you now come from those times! Next came the fire, and yes we were scared, Ukuvutha was fresh in our minds. But the Bantu are strong in spirit, something you must uphold! Remember, the Bantu are the uMdali’s chosen for the amazulu, and you will guide us to that place!

 

No, young one, I am much too old to realise that dream… It is the young’s birthright.

 

As we spread amongst the plains, we encountered others on the plains. They were like us, and joined the Bantu. You would be hard pressed for their names however, for it was many years ago. Some, however, decided that their tribe was destined for the stars, and attempted to subjugate the Bantu! Yes, the unbroken souls were hard pressed before our King. Yes, the first King, Langa succeeded his father as a clan chief amongst the Bantu. He swept the plains with the Bantu united and defeated these enemy clans!

 

Langa pressed his advantage, and the Bantu expanded until the days of Langa became few in number. The King’s last decree was to settle in a great city upon the site of his death, and central of his plain. Yes, our fair city of Langa comes from the reign of our first king. Much has grown, for the uMdali were kind to us.

 

The years cycled past as the Bantu expanded in our peninsular, until the first granship was invented. Ai, it is a fine thing, the granships, one that captivated our people. For now we could almost touch the amazulu, and we took to the skies. I can see all your faces now, hungry to pilot amongst the skies. Well, I am sure King Bangizwe has room in his hangers for you all!

 

But yes, we took to the skies, and our neighbours warred. But now, the vitriol is dwindling… Yes, you will have to defend our land and secure our future young ones.

 

But that is the story of the Bantu baseZulwini, and you should be proud of your birthright.

 

 


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National Idea

Desire for the Heavens

The Bantu baseZulwini have an innate desire to fly Granships, and as such their trading depots are some of the most heavily populated by trading vessels. As such, the hive of commerce which occurs there is more numerous than elsewhere.

+1 TP from Trade Depots


 

Traits

Military: Advanced Logistics

Economic Focus: Trade Hub

Society: Globalist

Deficiency: Coal

Army Doctrine: Air Power

Naval Doctrine: Carriers

Economy Type: Trade


 

PoI

Airfields of Langa

One of the largest granports in the south of the world, it is a hub of trade goods. The expanse of docking space available to the skies is obscene, all laid across a vast bazaar and market below. Some say anything can be found in the Granport.

Acts as a Trade depot in Langa, provides an extra 2 TP.

 

Uniques

 

 

Langa-Class Carrier

When King Bangiwze noted the voracity of the Bantu people towards Granships, he realised how many pilots would wish to have a craft they could fly of their own. As such, he embraced the plan for the multitude of small ships in his fleet. The Langa Carrier is one of the largest in the Continent, boasting a second flight deck that many Bantu call home. Carriers have +3 capacity.

 

 

Umkhonto Bombers

The Bantu way of fighting with the spear requires only a precise strike to be effective. As such, the Bantu baseZulwini embraces this philosophy, with great emphasis on using the underslung torpedoes to hit Granships with great precision.

 

Impi-Class Light Cruiser

The Bantu Light Cruiser is aimed at hitting enemy lines hard and fast, a spearhead that allows the airwing of carriers to stream into the gap they have made. They are more heavily armoured than their contemporaries to allow for the beating they may take. Light Cruisers have +1 armour.

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Koninkrijk Aadrensveld-Rhynsland

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Capital:  Coenstaad

Official Languages: Thuis Praten-Natie, Lingua Herin

Religion: Het Statsgelooft (87%), Hieromaric Church (8%), Miscellaneous (5%)

Government: Semi-Constitutional Monarchy

Head of State: Bartholomeus III Van Aadrensveld

 

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The Kingdom of Aadrensveld-Rhynsland is a semi-constitutional monarchy, with an elected lower house of Parliament. Though Parliament bears responsibility for many aspects of national decision making, it is the King who holds executive authority. The chief officers of the state are selected by the King, who can appoint and dismiss these officials at will. Furthermore, the King serves as Commander-in-Chief of the armed forces, and is the primary decision maker in regards to foreign politics.

 

Aadrensveld-Rhynsland is a prosperous, if small, nation, on the path of rapid industrialisation. Isolated for a significant portion of its history, Aadrensveld-Rhynsland only opened itself up to the world following the discovery of airships in 1791. Since then, Aadrensveld has been embroiled in a technological, social and industrial revolution.

 

Aadrensveld-Rhynsland has undergone rapid urbanisation since the first opening of the country to the outside world, and the state has quickly turned from an agrarian, farming and rural based economy, into a fully industrialised state. Furthermore, as industrialisation has become more and more prevalent in the country, the desperate need for materials has also increased, which has led to many within the upper levels of government turning their eyes outwards, to the newly discovered New World. This new colonial focus meshes well with the government’s primary military focus – defence of the Fatherland by means of overwhelming airpower.

 

Aadrensveld-Rhynsland has spent much of its history totally isolated and, as such, is not dominated by the Lingua Herin, speaking instead its own, unrelated language – Thuis Praten-Natie, literally “the national talk”. Furthermore, the religious makeup of the country is considerably different to that found in the outside world – in Het Statsgelooft, Hieromar the Progenitor is considered to be a single, all powerful diety, and the existence of the “Saints” and other “Grandmasters” is simply not acknowledged.

 

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Aadrensveld was colonised in the final days of the Conflagration, by a desperate gang of refugees, led by a man called Aadrens. Over time, the nation developed here, under the guidance of the monarchy. In this long period of history, a very narrow strip of safe passage was found from Aadrensveld to the small neighbouring island – named Rhynsland, in honour of the then king, Rhyns I Van Aadrensveld.

 

Since then the nation has persisted onwards, eventually becoming a semi-constitutional monarchy, following a series of major famines in the mid-1600s. Upon this change in government, the current national flag was adopted, featuring the Orange of Aadrensveld and the Blue of Rhynsland.

 

In the early 1800s, the world finally took to the air. It was during this time that the country was finally opened up to outside influences, and since then the country has been steadily modernising, with an extreme burst of industrialisation and naval militarisation during the last decade in particular.

 

Now, under the rule of Bartholomeus III, Aadrensveld-Rhynsland turns its eyes outwards, towards the New World, and the prospect of fresh rich and resources, with which to power its rapidly expanding industrial base, and to further expand the might of De Koninkrijke Marine, the main source of the Kingdom’s power.

 

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Unique Military Units (Max 3):

 

Osterhoudt-class Dreadnought

Designed to serve in colonial or convoy raiding roles, the Osterhoudt-class is capable of serving as a main line battleship, as a raider or on independent action. The class is named for Admiral Lord Klaus van Osterhoudt, whose long service and prestigious career ensured his ennoblement following his retirement, and the honour of being named for a line of battle warship following his death. The Osterhoudt-class forms the core tenant in Aadrensveld-Rhynische naval doctrine – detailing a strong, versatile corps of dreadnoughts, capable of flexible action, as the primary wing of De Koninkrijke Marine.

5/5/5 dreadnought

 

Majesteus-class Fleet Carrier

The Majesteus-class is a long range fleet carrier designed for rapid strategic movement. Incredibly flimsy and poorly armed, the Majesteus is instead designed to travel immense distances, swiftly, at extreme altitudes, undetected.

5/1/1 carrier, +1 unit capacity

 

Kuiper Sturm SAAG-89

The Sturm SAAG-89, manufactured by Kuiper airyards, is an advanced assault granship, designed specifically to attack enemy airships – capital ships, in particular. The SAAG-89 is equipped with a high power aerial torpedo, designed to punch through thick armour and do the maximum possible damage to the targeted ship. The SAAG-89 is also designed for long range missions, and is capable of traveling a great distance away from its base.

 

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National Idea:

The Steel Horizon

De Koninkrijke Marine (The Royal Navy), is by far Aadrensveld-Rhynsland’s primary military wing. The Navy receives most of the focus of the government, and as a result, the nation is home to a great many shipyards, and possesses a great deal of knowledge in the development and production of warships.

-1 to capital ship construction time

 

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Point of Interest:

ZMS Waakhaamzeid

ZMS Waakhaamzeid is, without a doubt, the largest and most powerful warship in service in any navy in the world. She is faster, better armoured and better armed than any other craft, and is outfitted with enough comfort and luxury to please even the King. Waakhaamzeid serves as both the flagship of De Koninkrijke Marine, and as the Pride of the Fleet. Her duties, outside of her military functions, primarily involve representing the state of Aadrensveld-Rhynsland by carrying the King or the upper ministers on various visits to other nations. As befitting her status, Waakhaamzeid flies not only the naval jack and her Admiral’s pennant, but also the royal coat of arms and the national flag.

 

Waakzaamheid is a unique vessel – she was repurposed from ancient technology discovered in an archaeological dig in Rhynsland. Waakhaamzeid is irreplaceable – unless another such relic of the past could be found, of course.

A 6/6/6 dreadnought.

 

 

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National Traits:

Military – Advanced Logistics

Economy 1 – Industrial Giant

Society – Coloniser

Resource Deficiency – Textiles

Army Doctrine – Air Power

Naval Doctrine – Capital Ships

Economy 2 – Heavy Industry

 

 

Edited by The_Mad_Skylord
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National Symbol
Black Dragon Flag | Flag art, Medieval dragon, Flag with dragon


A great time ago, our ancestors traveled the stars in their mighty ships. Moving through the heaven's as great spirits of knowledge and wisdom. Taking with them their children to find that which hasn't been found before, seeking greater knowledge and wisdom from the Heaven's.

However, a dreadful sin of greed and wrath had brought them low. Finding a treasure so heavily sought..so valuable beyond knowing they found themselves jealous, paranoid and resentful of each other. They only wanted more, so they dug, they murdered, they stole! From their own brethren and in doing so were casted down from the heaven's as punishment for their sinful ways. A lesson and sin that has for so long denied all the ability to return to heaven.

Though times have changed..

Much like our ancestors now we can roam the skies freely and happily as the spirits we were meant to be, for our sins surely have been re-payed and our souls be allowed to travel the heaven's once more?

 

Perhaps..but a great many stand in our way. Empires and Kingdoms, Exploiters and Schemers. They plot against the children of the sky! They spread their teachings by force, to hold back those who would return to the Heaven's and hunt down any whom are blessed with the powers that such wisdom and vision grant!

Chaos and War erupts across the world, many look to new lands and each other for Prosperity, Power and Dominance. Though our people are not as numerous and our belief's not holding sway over much of the world, our people and our ways have lived on throughout all of time. A testament to our strength and will to return to the heaven's.

Now is the time of Rebirth.

We will take to the skies once again! To Reclaim a Destiny that is ours and ours alone! Let any who dare stand in our way know they face damnation and that our place in Heaven is undeniable!

Reclaim our place in the Stars!

 

Unique Military Units (Max 3)
'Latash' VTOL Granship
This specialized 'dropship' is modified to fit the Clan's needs to acquire enemy cargo and ships without destroying one or the other. This VTOL styled craft latches itself onto the bottom of an enemy craft allowing the boarding party to cut through the hull to get inside, or to simply drop their men atop pending on the situation. Inspired by the Latash, a Sky-Fish known to attach itself to larger creatures and feed off of it as it travels.

 

Sky Raiders - Specialists
Flying into enemy fire and handling the tense situation of breaking into an enemy ship requires discipline and an iron will. Sky Raiders are veteran pilots and troops whom are trained in close quarter combat, often armed with a pistol firearm and a melee weapon of their own choosing. Sword, Axe, Knife. These brave and ferocious warriors go into battle knowing that if they die or fail, their families, their Clan will be without means to provide. So therefore they must take, and take it all and show no mercy to any who dare stand in their way! These heavily trained troops are specially trained to fly and operate from their Latash Granships.

Leviathan Class Battlecruiser
As with many animals in nature, they take upon their prey with swift lethality. The Leviathan Class Battlecruiser as with many things in the nomads society takes inspiration from the great creatures of the sky. While not heavily armored it's speed is unmatched by any other vessel, as it accompanies the Clan's Raiding Fleets to hunt down it's prey quickly...and escape and disappear just as swiftly.
Battlecruiser 6/5/2

 

 

National Idea:
Sky-Warrior Mastery: Increased Weapons Range for all airships classes.

 

Point of Interest:
Floating City of Matar
The Capital of the Sky Clans and their Ancestral Home.
Acts as an additional starting city but with 16 Building Slots and 8 Million Pop.

 

National Traits:
Advanced Logistics
Agrarian State
Isolationists
Resource Deficient: Textiles
Air Power
Convoy Raiding
Light Industry

 

Map Location:
1e49tZn.png

Edited by Sovereign_of_Solaris
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Spoiler

 

Discord Username: erictafoya#8407
The Brethren States

 

National Symbol:
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Culture:

 

Government: The Brethren Council under the elected Pirate King
Government Type: Pirate State
Religion: Godless/ No official religion
Language: No official language
- The Brethren have certain phrases that all pirates use, as to distinguish each other as pirates under the Brethren and for easier commanding
Head of State: Pirate King Erik “Steelwing”, Captain of Drakensbane

Keeper of the Code: Captain Francis Karlson “The Drowned”, Captain of Oceanside

 

 

 



 

History:

 

Buccaneer, reaver, raider, sky demons, godless men. All names for a poor bastard who calls himself “Sky Pirate”. However, a Pirate’s life is anything but poor, as he joins a crew of the toughest, bravest, and dumbest men in any realm or ship. These men are led by a Captain, who is either elected by the crew or mutinies the previous one. 

 

No one knows when the Pirate’s life first started, but all Brethren know of the first Pirate King, Frederick “Ironfist”. It’s written in the code that the “Ironfist” united all nine Brethren fleets into one court after slaying a Sky Kraken, now known as a Draken. He took the scales of the Draken as his armor, its wings as his sails, and its teeth as his crown… or so the children are told. 

 

However way the “Ironfist” united the stubborn Pirate Lords remains a mystery to most in the modern era and is surrounded by myth. The undisputed truth is that he had both the largest fleet and the most clever mind. Every Pirate Lord was told that if they did not follow him, the pirate's life would end with the growing civilizations, and the dumb sucker’s believed him.

With this new united fleet of his, no port on any coast was safe. The Brethren had thrived so much that their beloved way of life seemed to be trivial. That was until poor Freddy “Ironfist” took a rowboat west and never returned. No one knows why Ironfist did this, nor did they expect it, but the formerly “united” Pirate Lords all fought each other for control of the Brethren for centuries, a period that was known as The Wars of Succession.

Ironfist was a fool. No Pirate can truly be united, only bribed or be forced into submission. Despite being a chaotic age, The Wards of Succession bred the most legendary Pirates that young buccaneers look up to this day. Shiela “The Iron Maiden”, conquered Skull Island, the first island of the Brethren State. Igor “The Eyeless” wrestled a bear to convince a captain to join his fleet, losing his eyes but gaining a ship, men, and legend in the process. Finally, the most legendary of them all, Henry “Ship Thief”.

When the first Granships were mass-produced, a poor and desperate man worked in one of the factories that created what he called “The Ship of the Skys”. The Pirate’s life was dying, but the legends of the Pirate’s were not so foreign to Henry. In the dead of night, Henry used his wit and cunning to convince the factory workers to steal the Granship they were creating with their own hands. Why should these rich nations and governments have control over the thing they made themselves? The Ship Thief took the factory guards as his ship mates, the workers as his crew, and their employers as his slaves. The Factory became his base of operations, and eventually an entire fleet of Granships were created, thus creating what was known as “The Age of Sky Pirates”.

However, this great age would not last as Henry’s successors would eventually submit to the so-called “Peaceful Decades”. The greatest gunners turned into soldiers, the sailing masters into sailors, quartermasters became bank tellers, and captains became politicians. It was a great age for the rest of society, and a dark one for the sky pirates. However, one Captain refused to give up the Pirate’s life, being the blood of the “Ironfist” himself. Captain Erik “Steelwing” of the Airship Drakensbane set his eyes on the very heart of the Pirate’s life: The Southern Archipelagos. Taking his fleet of nine ships, “Steelwing” conquered all four of the islands, including Skull Island, and named the others after the three Legendary Pirates. He made his eight captains as his Pirate Lords, and all wilfully named Erik as the Pirate King of the Brethren States.

All thought the Age of Piracy had died, but they were wrong. The Sky Pirates did not die, we were merely waiting...

 

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Unique Military Units:

 

The Sky Galleons: First Rate Dreadnaughts that serve as the frontal force of each raiding party, usually commanded by a Pirate Lord. These Airships are capable of raiding any of the major ports of the continent with the right Captain on deck. The Sky Galleons serve as the primary way of Pirate Life, and therefore a Pirate’s main source of income. It is said that Erik “Steelwing” designed the first Sky Galleon and slew a Draken on its first flight, earning it the nickname “Drakensbane”.These beasts are capable of taking on two Drakens at once, solidifying its prowess.

Sky Ports: Large, slow, and wide,  just like the average merchant, Sky Ports act as airship carriers to Sky Galleons, and are usually followed by a protective fleet of smaller frigates. Despite being one of the largest targets in the sky, one would not be wise to attack a Pirate Sky Port, as it can house up to two thousand Sky Pirates.

Sky Pirate (Infantry): Fearless, selfish, and dumb, it’s no wonder why Pirate raids are so successful. Godless men fear no god, and therefore have no morals. Poor men have no gold, and therefore grow desperate and selfish. Uneducated men are simply dumb, and therefore can’t tell the difference between danger and peace. Despite being considered as a respected class amongst the Brethren, Sky Pirate’s can often by unruly and undisciplined, only submitting to the strength of their Captains and Pirate Lord.

 

 


 

National Idea:

 

The Pirate’s Life: The Brethren wish for a return of the Age of Piracy, using their united fleets to raid important ports along the coasts, ultimately allowing their power and population to increase from whatever they steal.

 

Point of Interest:
 

Skull Island: The Capital of the Brethren States and the seat of the Pirate King, more than half of the population of the Brethren States live on Skull Island. At the death of every Pirate King, all of the Pirate Lords either congregate peacefully to elect a new Pirate King amongst themselves, or they fight for succession.

 

Nation Traits:

 

Military: Naval Focus

Economy: Trade Hub
Society: Infiltrators
Resource Deficiency: Grain
Army Doctrine: Grand Batteries
Naval Doctrine: Convoy Raiding
Economic Focus: Heavy Industry
 

 

Map Location:

 

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Flag of Heaven, Sky and Earth

 

 

The Miraabi Confederation

 

Culture & History:

 

The Great Expanse was born of the Conflagration, the wrath of heaven upon the earth and its children. Bands of survivors of those eeked out meagre existences in the shattered ruin of what had been, but found little respite. Scant few of these lived long enough to become the tribes of what are now known as the Tannic peoples. Who their ancestors had been before the fire and desolation was wiped away by the overwhelming need to survive in a harsh, uncaring world by any means necessary. Tribes moved first by foot and then in what mobile contraptions they could fashion together from generations of salvage efforts. Nomadism, scavenging what they could and preying on those who could not defend their own finds. This was an age of sorrow, of pain, bloodshed and guilt for paying the savage price of living.

 

Long did this age last, longer than for those whose land the Conflagration did not scour so harshly. Technology and progress were foreign to these Old Rovers, and thus the sight of the first sky vessels were seen as omens of great change. Guided by predatory hunger, curiousity, or prophetic visions, tribes who had not entirely given themselves to isolation and eternal despair each, on their own, began a great exodus to follow these vessels. Many were led astray, into lands that did not welcome them and lost their faith, and often their lives. A precious few were led to the promised land. To the Great Miraab.

 

The Miraab was an alien thing to the Rovers, a great table of stone jutting up from the wastes. On most approaches, its cliff faces are impassably high - save for a sloping plain leading up on its north-east. Those who arrived from the south, however, would not be deterred for they bore witness to the Miraab's greatest gift. Water. A massive lake of abundant, fresh water, fed by a great waterfall spilling from the summit. Those who arrived in the north soon found this gift as well, finding the source water of the lower lake - and at its banks the Great Caravanserai. There, at this great gathering point of the formerly magical and distant sky vessels, did the Rovers find that their pilots were not angels or spirits, but men as they were. Both these children of the sky and children of the earth were wary of one another. The Rovers lived a zero-sum life - what little there was in the world must be taken, lest your kin starve. But the Miraab was a place unlike any other in the Great Expanse. Green things, animals, water, abundance was here. For the first time since the Conflagration, there was enough to share.

 

Thus did the Rovers settle on the Miraab, and from their settlement, and their communion with the Miraab's constant visitors (the Sky Nomads, and others from further lands), was the Miraabi Confederation founded. The water of aquifers deep beneath the plateau enable the most intensive agriculture possible in the Great Expanse, allowing the once desperate scavengers to live more moral and peaceful lives. The adoption of the Ways of Heavens, Skies and Earth was natural to them, for the Miraab embodies this triad. Children of Earth and Sky mix freely, with many intermarriages and firm bands of alliance and kinship between land and sky based clans within their first few generations. To many, this distinction has become meaningless - those who live atop the great plateau are all Miraabi.

 

Unusual for a nation that many in the more habitable lands would consider "backward", the Miraabi have only benefitted from the Age of Imperialism. Increased trade and connection between the powers of the world has in turn increased traffic across the sky lanes, and only heightened the profile of the Miraab and the Great Caravanserai as a vital hub of transcontinental trade. Naturally, this explosion of wealth and status as a strategic sky port has drawn the eye of foreign powers. In the early years of the Resource Wars, attempts were made by some Empires to establish military garrisons on the plateau in order to steer trade and prevent their rivals from accessing this vital harbour. This was met with far more resistance than they had anticipated, little knowing the resolve and unity of the Miraab's many tribes and their powerful allies in the nomadic sky fleets. Slaughter of the invaders and harrying of trade ships flying the offending flags was enough to convince these fleeting attempts to sign armistice agreements and allow the Great Caravanserai to remain and open port. These attacks were hardly the full strength of their patron nations, however, and many on the Miraab fear for their future if they do not establish a more regulated standing military.

 

 

Unique Military Units (Max 3):

Clan Carrier - A peculiar hovercraft-like behemoth capable of skimming over the arid wastelands of the central Continent at speeds that are breakneck in comparison to similarly massive land vehicles. Originally the mobile settlements of extended kin-groups of wasteland scavengers, once the Clans settled upon the Miraab Plateau these massive vehicles began to serve as the "motherships" of long-range Miraabi expeditions into the unknown and mobile defensive installations for the plateau. A Clan Carrier boasts not only docking capability for a small complement of granships, but also carries defensive batteries to ward off aerial foes, as well as functioning as a troop transport. (Land-based capital ship).

 

Blockade Runner - The Sky Nomads and other Tannic peoples are well aware of the dangers of their sky lanes. Pirates, privateers and even the new Tann Khanate present great dangers to the usual altitudes of trade ships. As a result, the Miraabi have developed a high speed, high altitude trading vessel to evade pursuers by climbing higher than their enemy can see or reach them. This makes them ideal blockade runners, but some would prefer the dangers of men to the dangerous beasts lurking on the border between Sky and Heaven that these craft could face...  (High-altitude "topmarine" trade ship).

 

Will discuss third unique later.

 

National Idea:

Will discuss later.

 

Point of Interest:

The Great Caravanserai of Miraab

An eclectic mix of landing field, bazaar and holy city for the Sky Nomads and Tannic peoples of the central wastelands. A place to rest, refuel, trade and converse with friends and families not seen in months or years in the sky. There are few permanent structures here, save for a great and nameless monastery to the Ways and the bones of sky-beasts of myth left as monuments to hunters of legend. Others include enclaves of the Bounty Guild and Sky Couriers.

 

National Traits:

Military: Naval Focus

Economic Focus: Trade Hub

Society: Globalist

Resource Deficiency: Steel

Army Doctrine: Air Power

Naval Doctrine: Convoy Raiding

 

Map Location:

SRttNuK.png

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