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GrimBeard
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I write to you in the year 1090, in what some may call the fourth age. An age that has already come, one that has already passed, and is one I find myself in now. My university has always been intrigued by Adon’s Comet, and the time spent under its bloody gaze. Over one thousand years ago and still its history haunts my pages.  I endeavored to document the world as they knew it. A book for people of our age to get a feel for just how grim the Third Age had been for humanity. Below is an excerpt from the first few chapters, detailing some of what’s known;

-Jerrah Barak, scholar at Tzon University.

 

A CD is attached to the book [Ambiance]

 

The world as we know it in the years leading to the third age;

All can agree the end of times was marked by the first appearance of Adon’s Comet. Humanity had been thriving in the second age, building wonders we can barely comprehend. Buildings clawed their way to the sky, and carriages flitted amongst them, unshackled to the land. War as we know it was a foreign concept, ruled out as an outdated way of accomplishing things, and long forgotten. Ambassadors and Government officials ruled, beholden to their people.Trade, migration, innovation, tenets that dominated their philosophy. For centuries the cities and rural tracts of humanity thrived, grew, and merged under this system. This ‘Age of Peace’ as scholars now label it, is in stark contrast to the time this book addresses. However it’s an important part of the history leading up to what we have come to discover. 

 

As the years passed by in their hundreds, things eventually began to reach a state of stagnation, even regression. This unrivaled era of peace was beginning to show cracks. No single event can be labeled as the true reason the age ended, and Adon’s Comet is only credited as the herald. But upon close inspection one can see a variety of reasons festering for centuries has slowly knocked out the foundations of society, bit by bit. Global trade networks began to shatter after plague on a scale never seen before ravage the world. Corrupt and autocratic politicians seized power, wielding massive nations who previously never even had an army. The world itself was changing, tectonic plates shifting at unprecedented levels, seas rising to flood entire continents. 

 

As the world itself and the nations began to break down, war was reintroduced to the world, in small increments. At first it was only militias, and insurgents, wielding whatever they could scrap together. But as more and more battles happened, deadlier inventions meant to kill were being churned out. It wasn't long before entire armies were pitched against one another, fighting across massive cities spanning entire countries. The scale of destruction outpaced anything the citizens of this time could conceive. Their technologies were beyond that of our modern era, surpassing the need for ballistics by the end.

 

So though all can agree Adon’s Comet marks the end of the second age, in truth, it was dying for a long time. For a full year the red comet blazed in the sky, and under it, the world crumbled. The foundations of society had been corrupted to the point of blowing away as dust. Morals and Reasoning abandoned for profit and power. Nations of innovation and prestige traded for dying states, squabbling over everything.

 

By the time Adon’s Comet departed back to the void, the Great Nations of the second age had ceased to exist. Their successor states, though vast and powerful, were temporary things, lacking the prestige gained from centuries of rule and tradition. Powerful minds sculpted these new nations, molding them to their fleeting images and ambitions. 


Hundreds of years have passed since that glorious time in humanity’s chapter, and much has been lost on the way. For war has never truly stopped ever since the shattering of the second age. The bloated successor states of old fought and died, and fought again. Over and over, year after year, piece by piece they lost the very things they were fighting to preserve. Armies marching over entire countries, leaving a wake of destruction. None other than the infamous Warlord Shermani himself was the prime purveyor of this inane and wanton slaughter. His infamous march shattered an entire continent, in his quest to scavenge and preserve technology from the second age. Billions owe their deaths to him and his army, and the dozens like him over these years.


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The world as we know it in the first year of the Third Age [FRP Start];

With such a heavy burden to bear, we now look even further ahead to the start of the third age. Ominously marked by the return of Adon’s Comet, people at that time didn’t even know what it was, or that it had a name. We look at a world so completely different, it seems unrecognizable.  In terms of actual geography, and humanity as a whole. Entire nations, concepts, peoples, lost to the passage of history, and the fiery destruction of human war. Technology burnt up in the fires of mass extinction, architecture swallowed to the changing of the world. History for the people of this time is tenuous at best, the bold ones claiming to be successor states to the ancient empires, having no idea their autocratic rule is a vicious mockery of the old ideals.

 

Human loss up to this date can’t be stressed enough, an extinction event worse than even the archaic dinosaurs of the first age. What remains are not even worthy of titles like ‘Nations’ or ‘Governments’. Petty Kings by and large rule in the husks of once great empires. Monarchs descended from families who gained power under a variety of circumstances. Some were just raised this day as the Comet appears, Warlords leading bands of entrepreneuring mercenaries and Lords. Others descend from somewhat ancient blood lines, Kings of old who held their people together through the ruining of an age and came through to see the third. 

 

Perhaps others even hold the republic ideals of old, forming small pockets of idealism in an otherwise grim world. For this was not a world anymore where peace and prosperity acted as a rocket for humanity to soar. In fact those very same humans can be blamed for the state it’s now in. Resources were depleted, especially for the primitive extraction methods of this third age. Rivers and lakes dried up into flatbeds, oceans offering a daunting challenge to any on its coast, and no promise of land beyond. Populations scattered across the entire landmass, eking out an existence in the few verdant spots, or perhaps even adapting to survive in this new age of scarcity and inhospitable environs. 

 

And of course all these reasons bred far more reason and justification for war. However this was far different to the second age, which rapidly experienced the height of artificial destruction before flatlining again. Humans of the third age could rarely pick up the pieces, or even comprehend them. Instead we find something far more organic, and naturally evolving over time. By now states were no longer reduced to fighting with bronze and stone weapons, after the technology of old had been exhausted and lost to knowledge. 

Steel and Flesh rule this time, organized and orientated to the feudal societies growing in the wastes. Gallant knights riding expensive horses thunder over the beaten dust of the continent, men-at-arms following behind in blocks of sword and spear. Prized archers string their bows and unleash volleys of arrows into ranks. Far more crazy or perhaps inventive kingdoms use unorthodox methods, primarily those adapted to the harsh realities of the world. Whilst more developed Kingdoms tend to rely on the levy system. 

 

Armies as they knew them were mostly very small, cores of veterans, knights, and unique units relying on larger levys to augment them. Perhaps a few thousand could be mustered by a single Kingdom, and would be considered a large army for this time. Gone were the days where millions clashed over massive targets spanning for leagues. Now war was much smaller, based on careful skirmishing, positioning, and of course decisive battles. Kings generally oversaw a variety of powerful and influential vassals under their throne. The Kingdoms were so small, struggling so hard to survive, that they were usually all a tight knit and intricate system. All this leads to a delicate power play for monarchs, trying to survive, even prosper, in this new age. There are few if any “Empires” or powerful Monarchs. Most find themselves just emerging from centuries of horrible endurance. Suffering war, famine, disease, infighting, disasters of unknown proportions. Smaller Kingdoms, petty states, and tribes of people generally dominate the makeup of the continent’s humans. 

 

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The people as we know them in the first year of the Third Age;

By and large a far more unintelligent and debased lot then we’ve ever seen in history before. Their ancestors reportedly surpassed the limits of the planet itself in the search for knowledge. But these people stare up at Adon’s Comet, scratching their heads and squinting in confusion. Literacy was few and far between, knowledge a rare commodity. Though it’s true some fragments of history have come with them into this age, most of what these people know is fire and blood.

 

However scholars of their time were able to piece together some knowledge of the past. Though looking at it through the lens of study, we can see most of it is highly mythicised. In particular the ‘Empire of Illian’, a republic of massive proportions in the second age. One of the biggest supporters of the age’s ideals, they spread peace and stability throughout the entire world. At their height ambassadors could travel with impunity, considered a worthy addition to any Government. Their technology, libraries, and impact are what led to their name being unforgettable as it echos down the tracts of time. Illian is almost like a new ideal, that people clung to as the world tore itself apart. An ideal some may aspire to now, as the dream of brighter days, while surrounded by inhospitable wastes. Though we could dive further into this illustrious Nation, it can’t be said any of the Third Age truly know much about Illian.

 

One faction we do know much about however is the ‘Gorans’ , a relatively new faction with ancient roots. They entered the scene some hundred years before the beginning of the Third Age. They were a people of ruthless and blood thirsty dominance in the days of old. A nation of warmongers who helped hasten the demise of the Second Age. A group so terrible they are partially responsible for the breaking of the world. Shermani himself hailed from this nation. Ironically, they have no records or knowledge of this grim past in their current state. After so long losing so much, their people had regressed to the point of a migratory tribe.

 

With little knowledge of their past, and uncertainty in the future, these people renounced violence, and most civilization. Most had been scarred by the centuries of war, genetically as well as mentally/physically. There were people suited to the harsh realities of the wastes in between pockets of life. They grew smaller, far more skinny and agile, relying on very little water to keep them going. They grew into tribes, and continued the policy of migration. However they soon learned to pick up the tactic of trade caravans, heading from city to city. Few dare to brave the wastes, and these mercantile peoples were eager to seize that opportunity. 

 

The Gorans are now synonymous with wealth and trade. They can be found most anywhere, and one can consider himself lucky if one of their caravans finds them on the wastes. Pacifist in nature, they don’t carry weapons, or much in the way of defense. Their wagons are all brightly painted, led along by some of the finest horses the wastes has to offer. The people themselves dress in a panoply of bright colors, in a variety of intricate or simple designs. Most carry an instrument or good walking stick, and any are invited to their camps to sing and dance. The Ka'Goran Trade Confederation is their most famous achievement, a vastly rich amalgamation of Goran tribes dominating trade heading beyond and to their region of the continent. 

 

The Kingdom of Camadacia is what all regard as the bastion of Chivalry, Knightls, and Lords. A veritable paradise of densely populated land, thriving on one of the last true pockets of paradise on this barren world. Their King, Odilon Langlois Descoteaux, is a man of unrivalled prestige. At just the age of fourteen he bested the regency dominating his Kingdom, uplifting his citizens based off merit to form an effective administration of the realm. With such massive populations centers to rely on, this Kingdom has little to worry in the way of survival. This has led to a flurry of innovations, expeditions for lost knowledge, and powerful martial might. 

 

The Bak-nari Republic is a land and people of mystery. They have only arrived in the past century, considered new blood among the established petty Kings. Their ideals certainly aren't new, as the Republic preaches the ideals of Illian itself. They have engaged in no diplomacy, or trade. Any on the coast can see their scout ships however, always observing, always where they don't think to look.

 

The HOLY Adonian Order is similarity shrouded in mystery. Their entire city is built around a relic of the second age. A massive building with a long funnel like contraption pointing to the heavens, on their highest peak. The Order has sects all around the continent, praising their messiah, Adon of Illian. A mythical deity like figure, Adon is worshipped as the best leader of men to have ever lived. His tenants are adhered to without exception, and the Order is always looking to expand, and collect relics. They almost live in a different age, secluded in their oasis lake...... 

 

Technology as we know it in the first year of the Third Age;

By and large the majority of Kingdom’s in this time rely on very primitive forging and mining techniques. A mine for instance relies almost entirely on human power, with pickaxe and shovel. A forge could range from a backyard urn, to a more refined armorer with all the tools of his trade in a city. What this means is almost all armies are equipped with the simple tools of war. Sword, Lance, Spear, Bow, Crossbow, Javelin, Shield, Leather, Chain, Plate armor. The standard array of war in what we record as the ‘feudal’ times in the mysterious first age. 

 

Architecture and domestic society follow the same feudal lines, castles usually being pure utility. Towns popping up mostly are made of wood, and very rarely more than two stories. Horses, Oxen, and Mules are still the primary method of transportation, hauling wagons and rickshaws with them. Currency is by and large coin based, relying on gold and other rare metals. Bartering is not uncommon however, a valuable tool in the wastes.

 

Though most of the world follows this lack of knowledge from the past, there are still relics of Power within this new world. Hidden away, jealously guarded, or for a number of reasons they still persist. Objects of intense power and human innovation that most of this Age can hardly comprehend. But occasionally they will figure out how to work it, and the benefits are vast. Most famously known is the HOLY SUIT which lies within the Adonian Order’s grasp. A set of armor similar to plate, however it fully encompasses its user, lending them superb strength and unrivaled protection. The suit however swiftly kills most wearers, the Order deeming them unworthy of its power. They seek a champion who can wield the suit without suffering it’s effects. 

 

Though Relics of Power are highly sought after, perhaps equally as important is the Architecture of the second age. The world had swallowed most of it, humanity destroying the majority of the rest. But every once in a while the stars aligned to preserve a piece of the past. Perhaps an old skyscraper, now a massive insular Kingdom. Or a decaying dam, holding an oasis for any bold enough to find. 

 

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APPLICATIONS

 

 

Discord Name (If I don't already have it):

 

Nation Name:

 

Nation Government/Leader Rank:

 

Description of National/Provincial History & Culture:

 

Notable Characters; [VERY Important to have flushed out RP for vassals, politicians, w.e your government type is. Due to small scale of nations, characters with RP and Lore behind them will have much more impactful actions, will get events, boons, etc:

 

Unique Military Units (One):

 

National Idea (nothing strictly mechanical):

 

Player POI;

Edited by GrimBeard
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Nation Name: Ambrosian Republic of Vudoa

 

Nation Government/Leader Rank: Minor Trade Republic

 

Description of National/Provincial History & Culture: The Ambrosian Republic of Vudoa was formed originally as a break-away state of a old Duchy, where the peasants and burghers in the province of Vudoa overthrew and hanged the local nobles and installed a Senatorial Trade Republic. Due to the Duchy's waning strength, nothing could be done to prevent the peasants from forming their own Republic. Their culture closely relates to Genoese Customs and Policy.

 

Notable Characters; [VERY Important to have flushed out RP for vassals, politicians, w.e your government type is. Due to small scale of nations, characters with RP and Lore behind them will have much more impactful actions, will get events, boons, etc: The current Ambrosian Minister is Livio Sofia, a Moderate in the political scope with a focus on the survival of the economy, at the downside of not focusing on the humanist sector of rights for the religious minorities, and often times threatening to increase their taxes specifically.

 

The Ambrosian Republic functions with a Senate to approve acts and laws, and the Ambrosian Minister being elected by the people directly.

 

Unique Military Units (One): Ambrosian Raiders (Elite Shock Troops)

 

National Idea (nothing strictly mechanical): Diplomacy

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Nation Name:
The Spirit-Seekers

Nation Government/Leader Rank:
Tribal confederacy under the spiritual leadership of a Great Hierophant.
 

 Description of National/Provincial History & Culture:
The once-mighty Gorans had changed their path from what the ancestors wished, and had forgotten - nay, cast aside – the path of the righteous warrior. It is this path that the Spirit-Seekers tread even now, and for all time, until their mission is complete.

Long ago, men were noble and strong. They hunted great lizard beasts and survived the mighty colds and dreaded hots. The life-giving spirits – the Worrunt’e – saw their goodness, and chose to gift them great boons. They breathed life into metal and gave men living tools to destroy the great beasts and build stone houses for their families to live safe from the cold and hot. At first, men retained their goodly nature, but with idleness and weakness their hearts shrunk and they forgot their ways. They refused to honour the Worrunt’e, and took from them too much. The men used the tools for things they were never meant, until the Worrunt’e within them expired. Men fought over the remaining boons until all was dust.

The last noble warrior, Shermani, tried to reclaim the last few living tools and did slaughter countless miscreants, but to no avail. His mission a failure, his great Goran tribe scattered and forgot the great mission. Not we! The Seekers of the Old Spirits must respect the Worrunt’e so that the living tools may be mended! We shall honour their gifts and retain the four virtues.

Strength without villainy – we take what we need, not what we want.
Trade without falsehood – what is offered is given. What is given is theirs.
Honour without compromise – a knife in our back will be repaid with a knife in their heart.
Journey without end – our way is to wander, to be idle is to invite corruption.

We shall find the last Worrunt’e, and return the times of good. We shall respect them so our children may grow wise and safe. Ours is the path of nobility!

-Spoken record of the tribe’s ‘history’ passed down by storytellers.

 

Notable Characters; [VERY Important to have flushed out RP for vassals, politicians, w.e your government type is. Due to small scale of nations, characters with RP and Lore behind them will have more impactful actions, will get events, boons, etc:

 

The Great Hierophant of the Spirit-Seekers, Utu Gruug
An ancient man of fifty years, Utu has lead the tribe since childhood across the barren wastes. He is one of the longest lived of his position and is deeply respected by his tribe. His knowledge of the living tools is vast, having come into contact with the Guiding Spirit when just a child. In a dream, he was shown how to awaken the Guide, which elevated him to the position of Hierophant due to his sacred connection.

In his early days he had charged across the barrens hunting like all men do. With Guide in hand, he always found valleys and oasis’ where game would mingle, and bring great plenty to his tribe upon return. Though many proclaimed his greatness for these acts, not once would he allow them to speak well of him without thanking the Worrunt’e twice over – determined as he was to remain humble.

The Guide’s aid was ever more useful during the war with the violent Shatterpeak tribe, who would raid the Spirit-Seeker’s caravans and make off with their beasts and women. After spending a dozen nights communing with the Guide, he lead the Spirit-Seekers to the hidden yurts of the Shatterpeaks. Instead of ambushing or slaying them in the night, the Spirit-Seekers announced themselves loudly and boldly, demanding a duel with the Shatterpeak chieftain. The Shatterpeaks attempted to flee, but were caught and promptly killed for their cowardice. As was tradition, Utu was offered three of the Shatterpeak’s women for his yurt, but instead he gave one each to three of his strongest warriors. He had never taken a wife, and never would.

Many times during the years he received cryptic dreams from the spirits, giving him visions and signs leading him to more artefacts. Following one such vision he found a great plain littered with living tools that had lost their Worrunt’e. The metal they were clad with was stronger and thicker than any ever encountered, and Utu ordered the metal-makers to arm his mightiest warriors with them. He dedicated the rest of his life to interpreting his dreams and seeking ancient lore, and left war to his trusted warriors.

To this day he studies ancient tomes and tools devoid of Worrunt’e to learn how they may inhabit them again. Though he grows old his mind is sharper than most, and his wisdom legendary.

 

Unique Military Units (One):
Relic Warriors (Super Heavy Cav)
Clad in thick metals taken from ancient tools, they thunder across the wastes impervious to most weapons. They may be slower than just about any other horseman, but the sheer inertia of their charge can shatter even the most hardened of settled folk.

 

National Idea (nothing strictly mechanical):
Seek, and you shall find: The Spirit-Seekers seek ancient machines and relics to bring about the times of good. They have a knack for finding and using 2nd Era artefacts, operable or not, and sometimes making them operable again...

 

Player POI;

The Spirit Guide:
A mystical window that shows the world as if seen from far above. If one performs the correct gestures, the locations of the great stone houses are visible, and the many buried paths that lead to them. As such, it is difficult to hide from the tribe, and impossible to get lost on the vast plains.

 

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Nation Name:

The Pilgrim Legion & The Pilgrim Church

 

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Nation Government/Leader Rank:

Autocracy - The Pilgrim Legion is led by the warlord Desab, an overbearing man of unparalleled ambition, who has christened himself Savior of All Men and Emperor of the Promised World. He is accustomed to total obedience in his camp, and save for priests of the church itself, many of the Pilgrims often give the impression that it is he they worship.

 
Theocracy - The Pilgrim Church is led by The Magistrates, an ancient, scholarly class well versed in religious rites and ancient histories. They come from the land of Modi’im, what is said to be an ancient and hidden vault of knowledge, buried deep within the wastes. They are responsible for the warlord Desab’s conversion, and direct the faithful on their path to salvation.

 

 

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Regulars of the Pilgrim Legion, Desab’s loyal minions

 

Description of National/Provincial History & Culture:

Founded by the Priests of Modi’im, what was once a small, isolated religious sect has rapidly spiraled into a massive army on the march towards salvation. The original adherents to the Pilgrimage were The Magistrates, a small and secretive order of scholars holed up within the fortress-library of Modi’im, from which they weathered the storms of the apocalypse - or so they say. To the faithful, The Magistrates are the pinnacle of knowledge and wisdom, inheriting the intellect of the world before. From atop this pedestal, these priests preach salvation to the unenlightened masses, more specifically, the end to the Age of Trial, and the arrival of the coming Age of Salvation.

In their pursuit to spur the faithful into action, the Magistrates of Modi’im have faced many hardships, being expelled from over 109 realms across the ages for false treacheries, thievery, and heresys. The arrival of Adon’s Comet, though, is what would ultimately prove to be the catalyst for the Pilgrim’s rise to power. The Magistrates, having predicted that the comet would eventually return, threw into motion a series of events, manipulated from behind the curtain…

This would include the conversion of the Essene general, Desab, and his infamous legion, carried out by a particularly soft spoken Holy Man, the promise of a beautiful Pilgrim bride and a crown in the Promised World was all that it would take to push the man into treachery, causing him and his men to abandon their posts, marching south onto the prophesized Pilgrimage. In their march south through Ka’Goran, the holy words of the Magistrates have carried far and wide, igniting the hearts of many who have cast aside their sinful pasts, repented, and taken up righteous arms! Their prosthelytizing has caused the ranks of the Pilgrim legion to swell with many conscripts eager to earn their place in the Promise World.

Dawning on the current year, the Pilgrimage has finally left the Ka’Goran realm - entering a holy and sacred land, a land on which the prophesied Ascension will be carried out. Here, though, the Pilgrims are truly foreigners. The languages and practices of those they encounter are strange, their practices barbaric, their beliefs - heretical. To the Magistrates, the path ahead is clear. The Pilgrimage must not  be stopped. It must march onwards, saving those who will not save themselves, and extinguishing those who cannot be saved…

 

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The Hardened Zealots of the Pilgrim Church

 

Notable Characters:

Desab, Savior of All Men, Emperor of the Promised World, the Reshaper of Destinies, He Who Cleanses, The First Pilgrim, Chosen of Heaven and Master of Earth: Details are hazy on Desab’s early life, for he wishes to be known for the messiah he has become rather than the man he was. Still, a clever and careful spy might deduce that the warlord Desab was once an officer in the Essene Legions, far upriver from the valley he now finds himself in. Ten years ago he was converted by an enterprising priest, and mere months later he went rogue, taking his army with him. Answerable to almost no one, Desab has been a blight on the land ever since, following the inscrutable words of his soothsayers on a trail of terror. Now we find him here, having threatened the Ka’Gorans into letting him pass. Who can say where he will go next…

 

Dahc, The Headsman: Slave to Desab and his most favored servant, Dahc has sworn an oath to never go another day without slaying a heathen with his own hands. This he does with visible pleasure, and Desab is happy to encourage these tendencies - there is no shortage of heathens, and it serves him well to have such a man leading his forces. After all, the best war is a short war and the shortest war is the most brutal.

 

Eleazar of Modi’im, The High Magi:  A man who has committed the whole of his life to the study, and advancement of the one true faith, the last hope for humanity. From a young age, Eleazar was molded and shaped into a zealous adherent of the Pilgrim Faith. If ever he had doubts about its authenticity, they are long vanished. Both generous and devout, the High Magi welcomes the unwashed, absolving them of sins and guiding them along the path of truth; but turns away the man who will not learn, and sees to it that he will not weigh down the faithful. Within the Pilgrim Legion, Eleazar observes the day-to-day religious rites and rituals, as well as observing omens and other such symbols from heaven.


Kaar Bahkra, The Zealot:  Deep within the desert, where the Pilgrim Church had long been exiled to the halls of the Modi’im, Kaar Bahkra served as the sacred temple’s foremost protector, warding off any would-be defilers from the halls of the Magistrates. Now, the Blessing of Heaven burns through the sky - and the Church marches unto salvation, with Kaar Bahkra at its head. The Zealot is the arm of The Magistrates, commanding the elite, and most fanatic core of the Pilgrim army. Raised from birth for his role in the Church, Kaar Bahkra is entirely devoted and indoctrinated into Church thought. For the promise of the Great Journey, there is nowhere he will not go, and nothing he will not do…

 

Unique Military Units (Two):

The Masons - Even the frail of body can serve the Pilgrimage in its ceaseless march. Everywhere his soldiers trample, Desab offers salvation to those of keen mind, who fell even the mightiest of obstacles for his legion. With the experience of a hundred sieges behind them, these followers are professionals in the rapid construction of tunnels, ramps, bridges and siege equipment. With such innovation, nothing stands in the army’s way.

 

The Prophets - The tendrils of the Pilgrim Church spread well ahead of the legion itself. Those most faithful, most cunning, are christened as Prophets to prepare the world for the Pilgrimage’s coming. Each speaks half a dozen languages, each can bring a crowd to tears by words alone, each works tirelessly to turn a land’s people to the side of the true faith. They are an insidious rot across the region, and if they cannot spare their flock from judgment, they will hasten it by feeding a nation’s most coveted secrets to the oncoming crusade.

 

 

National Idea (nothing strictly mechanical):

Zealous Fervor: The soldiers of the Pilgrimage are emboldened by the promise of the Great Journey and the Age of Salvation. They fight bitterly, and without surrender until the very end. [Military units do not rout]

 

 

Player POIs:

The Ark of Salvation - An ancient and holy relic of ages yore. It is sheltered within a golden box, roughly the size of a man, that emits a faint clicking when one listens carefully. The Magistrates say it contains the sins of the world. It is carried everywhere the pilgrimage goes, and to date has yet to be opened, for the Pilgrims will only be fit to see its contents on the day of ascension.

 

The Rod of Beit She’an - A thin staff made of steel, capped with a sort of upside-down umbrella. When a certain star appears in the sky, the staff comes to life and can be used for a period of several days. None know exactly how the relic functions, but so long as the sacred star remains above, the staff has a profound effect on the weather - rain turns to sleet, then snow, rivers freeze solid and birds migrate from the area. The staff is currently in the possession of Desab himself, who wields its sharpened base as a spear - though his slaves polish it so brightly one would never guess how many lives the weapon has taken.

Edited by Zanderaw
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9 hours ago, MugRootBeerOfficial said:

Nation Name: Ambrosian Republic of Vudoa

 

Nation Government/Leader Rank: Minor Trade Republic

 

Description of National/Provincial History & Culture: The Ambrosian Republic of Vudoa was formed originally as a break-away state of a old Duchy, where the peasants and burghers in the province of Vudoa overthrew and hanged the local nobles and installed a Senatorial Trade Republic. Due to the Duchy's waning strength, nothing could be done to prevent the peasants from forming their own Republic. Their culture closely relates to Genoese Customs and Policy.

 

Notable Characters; [VERY Important to have flushed out RP for vassals, politicians, w.e your government type is. Due to small scale of nations, characters with RP and Lore behind them will have much more impactful actions, will get events, boons, etc: The current Ambrosian Minister is Livio Sofia, a Moderate in the political scope with a focus on the survival of the economy, at the downside of not focusing on the humanist sector of rights for the religious minorities, and often times threatening to increase their taxes specifically.

 

The Ambrosian Republic functions with a Senate to approve acts and laws, and the Ambrosian Minister being elected by the people directly.

 

Unique Military Units (One): Ambrosian Raiders (Elite Shock Troops)

 

National Idea (nothing strictly mechanical): Diplomacy

 

Accepted! Though can I get your discord? Wanna go over a few things with you, and introduce you to our FRP community. 

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9 hours ago, Catostrophy said:

Nation Name:
The Spirit-Seekers

Nation Government/Leader Rank:
Tribal confederacy under the spiritual leadership of a Great Hierophant.
 

 Description of National/Provincial History & Culture:
The once-mighty Gorans had changed their path from what the ancestors wished, and had forgotten - nay, cast aside – the path of the righteous warrior. It is this path that the Spirit-Seekers tread even now, and for all time, until their mission is complete.

Long ago, men were noble and strong. They hunted great lizard beasts and survived the mighty colds and dreaded hots. The life-giving spirits – the Worrunt’e – saw their goodness, and chose to gift them great boons. They breathed life into metal and gave men living tools to destroy the great beasts and build stone houses for their families to live safe from the cold and hot. At first, men retained their goodly nature, but with idleness and weakness their hearts shrunk and they forgot their ways. They refused to honour the Worrunt’e, and took from them too much. The men used the tools for things they were never meant, until the Worrunt’e within them expired. Men fought over the remaining boons until all was dust.

The last noble warrior, Shermani, tried to reclaim the last few living tools and did slaughter countless miscreants, but to no avail. His mission a failure, his great Goran tribe scattered and forgot the great mission. Not we! The Seekers of the Old Spirits must respect the Worrunt’e so that the living tools may be mended! We shall honour their gifts and retain the four virtues.

Strength without villainy – we take what we need, not what we want.
Trade without falsehood – what is offered is given. What is given is theirs.
Honour without compromise – a knife in our back will be repaid with a knife in their heart.
Journey without end – our way is to wander, to be idle is to invite corruption.

We shall find the last Worrunt’e, and return the times of good. We shall respect them so our children may grow wise and safe. Ours is the path of nobility!

-Spoken record of the tribe’s ‘history’ passed down by storytellers.

 

Notable Characters; [VERY Important to have flushed out RP for vassals, politicians, w.e your government type is. Due to small scale of nations, characters with RP and Lore behind them will have more impactful actions, will get events, boons, etc:

 

The Great Hierophant of the Spirit-Seekers, Utu Gruug
An ancient man of fifty years, Utu has lead the tribe since childhood across the barren wastes. He is one of the longest lived of his position and is deeply respected by his tribe. His knowledge of the living tools is vast, having come into contact with the Guiding Spirit when just a child. In a dream, he was shown how to awaken the Guide, which elevated him to the position of Hierophant due to his sacred connection.

In his early days he had charged across the barrens hunting like all men do. With Guide in hand, he always found valleys and oasis’ where game would mingle, and bring great plenty to his tribe upon return. Though many proclaimed his greatness for these acts, not once would he allow them to speak well of him without thanking the Worrunt’e twice over – determined as he was to remain humble.

The Guide’s aid was ever more useful during the war with the violent Shatterpeak tribe, who would raid the Spirit-Seeker’s caravans and make off with their beasts and women. After spending a dozen nights communing with the Guide, he lead the Spirit-Seekers to the hidden yurts of the Shatterpeaks. Instead of ambushing or slaying them in the night, the Spirit-Seekers announced themselves loudly and boldly, demanding a duel with the Shatterpeak chieftain. The Shatterpeaks attempted to flee, but were caught and promptly killed for their cowardice. As was tradition, Utu was offered three of the Shatterpeak’s women for his yurt, but instead he gave one each to three of his strongest warriors. He had never taken a wife, and never would.

Many times during the years he received cryptic dreams from the spirits, giving him visions and signs leading him to more artefacts. Following one such vision he found a great plain littered with living tools that had lost their Worrunt’e. The metal they were clad with was stronger and thicker than any ever encountered, and Utu ordered the metal-makers to arm his mightiest warriors with them. He dedicated the rest of his life to interpreting his dreams and seeking ancient lore, and left war to his trusted warriors.

To this day he studies ancient tomes and tools devoid of Worrunt’e to learn how they may inhabit them again. Though he grows old his mind is sharper than most, and his wisdom legendary.

 

Unique Military Units (One):
Relic Warriors (Super Heavy Cav)
Clad in thick metals taken from ancient tools, they thunder across the wastes impervious to most weapons. They may be slower than just about any other horseman, but the sheer inertia of their charge can shatter even the most hardened of settled folk.

 

National Idea (nothing strictly mechanical):
Seek, and you shall find: The Spirit-Seekers seek ancient machines and relics to bring about the times of good. They have a knack for finding and using 2nd Era artefacts, operable or not, and sometimes making them operable again...

 

Player POI;

The Spirit Guide:
A mystical window that shows the world as if seen from far above. If one performs the correct gestures, the locations of the great stone houses are visible, and the many buried paths that lead to them. As such, it is difficult to hide from the tribe, and impossible to get lost on the vast plains.

 

Accepted.

 

However POI wise I'm imposing a restriction. Can only look through the window once per day. Avoids abuse of it during battles, encounters, etc. Take any objections up in your Private Channel on discord. 

7 hours ago, Zanderaw said:

 

 

Nation Name:

The Pilgrim Legion & The Pilgrim Church

 

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Nation Government/Leader Rank:

Autocracy - The Pilgrim Legion is led by the warlord Desab, an overbearing man of unparalleled ambition, who has christened himself Savior of All Men and Emperor of the Promised World. He is accustomed to total obedience in his camp, and save for priests of the church itself, many of the Pilgrims often give the impression that it is he they worship.

 
Theocracy - The Pilgrim Church is led by The Magistrates, an ancient, scholarly class well versed in religious rites and ancient histories. They come from the land of Modi’im, what is said to be an ancient and hidden vault of knowledge, buried deep within the wastes. They are responsible for the warlord Desab’s conversion, and direct the faithful on their path to salvation.

 

 

YqzVFWqka-HR8awrxH2v_9ecq3IB9XLIrAAf3g3gXqtKfL8oUeYy1H-tkpQf6IWbbRkjkNHcO55WUwoklmC9XxC1J-PfvoME9vTb2bas3VhL6AlcXZ1cM5ex6EPjDVPP0OtpXpzAfGn-5wvyAQ

Regulars of the Pilgrim Legion, Desab’s loyal minions

 

Description of National/Provincial History & Culture:

Founded by the Priests of Modi’im, what was once a small, isolated religious sect has rapidly spiraled into a massive army on the march towards salvation. The original adherents to the Pilgrimage were The Magistrates, a small and secretive order of scholars holed up within the fortress-library of Modi’im, from which they weathered the storms of the apocalypse - or so they say. To the faithful, The Magistrates are the pinnacle of knowledge and wisdom, inheriting the intellect of the world before. From atop this pedestal, these priests preach salvation to the unenlightened masses, more specifically, the end to the Age of Trial, and the arrival of the coming Age of Salvation.

In their pursuit to spur the faithful into action, the Magistrates of Modi’im have faced many hardships, being expelled from over 109 realms across the ages for false treacheries, thievery, and heresys. The arrival of Adon’s Comet, though, is what would ultimately prove to be the catalyst for the Pilgrim’s rise to power. The Magistrates, having predicted that the comet would eventually return, threw into motion a series of events, manipulated from behind the curtain…

This would include the conversion of the Essene general, Desab, and his infamous legion, carried out by a particularly soft spoken Holy Man, the promise of a beautiful Pilgrim bride and a crown in the Promised World was all that it would take to push the man into treachery, causing him and his men to abandon their posts, marching south onto the prophesized Pilgrimage. In their march south through Ka’Goran, the holy words of the Magistrates have carried far and wide, igniting the hearts of many who have cast aside their sinful pasts, repented, and taken up righteous arms! Their prosthelytizing has caused the ranks of the Pilgrim legion to swell with many conscripts eager to earn their place in the Promise World.

Dawning on the current year, the Pilgrimage has finally left the Ka’Goran realm - entering a holy and sacred land, a land on which the prophesied Ascension will be carried out. Here, though, the Pilgrims are truly foreigners. The languages and practices of those they encounter are strange, their practices barbaric, their beliefs - heretical. To the Magistrates, the path ahead is clear. The Pilgrimage must not  be stopped. It must march onwards, saving those who will not save themselves, and extinguishing those who cannot be saved…

 

_c3NxOmOZPGfQeW9obrhjsbhvONN21xAagKNA800jvIM9g2FSSLtCXKvcq7iMunMAWtWwwuPEBKnmY8cdSZXyyuZCBlfqVyj5ubK5K4D2s18o1XajyxBea1nvp7Pa5M34dwkKc41kpl9iFMV0w

The Hardened Zealots of the Pilgrim Church

 

Notable Characters:

Desab, Savior of All Men, Emperor of the Promised World, the Reshaper of Destinies, He Who Cleanses, The First Pilgrim, Chosen of Heaven and Master of Earth: Details are hazy on Desab’s early life, for he wishes to be known for the messiah he has become rather than the man he was. Still, a clever and careful spy might deduce that the warlord Desab was once an officer in the Essene Legions, far upriver from the valley he now finds himself in. Ten years ago he was converted by an enterprising priest, and mere months later he went rogue, taking his army with him. Answerable to almost no one, Desab has been a blight on the land ever since, following the inscrutable words of his soothsayers on a trail of terror. Now we find him here, having threatened the Ka’Gorans into letting him pass. Who can say where he will go next…

 

Dahc, The Headsman: Slave to Desab and his most favored servant, Dahc has sworn an oath to never go another day without slaying a heathen with his own hands. This he does with visible pleasure, and Desab is happy to encourage these tendencies - there is no shortage of heathens, and it serves him well to have such a man leading his forces. After all, the best war is a short war and the shortest war is the most brutal.

 

Eleazar of Modi’im, The High Magi:  A man who has committed the whole of his life to the study, and advancement of the one true faith, the last hope for humanity. From a young age, Eleazar was molded and shaped into a zealous adherent of the Pilgrim Faith. If ever he had doubts about its authenticity, they are long vanished. Both generous and devout, the High Magi welcomes the unwashed, absolving them of sins and guiding them along the path of truth; but turns away the man who will not learn, and sees to it that he will not weigh down the faithful. Within the Pilgrim Legion, Eleazar observes the day-to-day religious rites and rituals, as well as observing omens and other such symbols from heaven.


Kaar Bahkra, The Zealot:  Deep within the desert, where the Pilgrim Church had long been exiled to the halls of the Modi’im, Kaar Bahkra served as the sacred temple’s foremost protector, warding off any would-be defilers from the halls of the Magistrates. Now, the Blessing of Heaven burns through the sky - and the Church marches unto salvation, with Kaar Bahkra at its head. The Zealot is the arm of The Magistrates, commanding the elite, and most fanatic core of the Pilgrim army. Raised from birth for his role in the Church, Kaar Bahkra is entirely devoted and indoctrinated into Church thought. For the promise of the Great Journey, there is nowhere he will not go, and nothing he will not do…

 

Unique Military Units (Two):

The Masons - Even the frail of body can serve the Pilgrimage in its ceaseless march. Everywhere his soldiers trample, Desab offers salvation to those of keen mind, who fell even the mightiest of obstacles for his legion. With the experience of a hundred sieges behind them, these followers are professionals in the rapid construction of tunnels, ramps, bridges and siege equipment. With such innovation, nothing stands in the army’s way.

 

The Prophets - The tendrils of the Pilgrim Church spread well ahead of the legion itself. Those most faithful, most cunning, are christened as Prophets to prepare the world for the Pilgrimage’s coming. Each speaks half a dozen languages, each can bring a crowd to tears by words alone, each works tirelessly to turn a land’s people to the side of the true faith. They are an insidious rot across the region, and if they cannot spare their flock from judgment, they will hasten it by feeding a nation’s most coveted secrets to the oncoming crusade.

 

 

National Idea (nothing strictly mechanical):

Zealous Fervor: The soldiers of the Pilgrimage are emboldened by the promise of the Great Journey and the Age of Salvation. They fight bitterly, and without surrender until the very end. [Military units do not rout]

 

 

Player POIs:

The Ark of Salvation - An ancient and holy relic of ages yore. It is sheltered within a golden box, roughly the size of a man, that emits a faint clicking when one listens carefully. The Magistrates say it contains the sins of the world. It is carried everywhere the pilgrimage goes, and to date has yet to be opened, for the Pilgrims will only be fit to see its contents on the day of ascension.

 

The Rod of Beit She’an - A thin staff made of steel, capped with a sort of upside-down umbrella. When a certain star appears in the sky, the staff comes to life and can be used for a period of several days. None know exactly how the relic functions, but so long as the sacred star remains above, the staff has a profound effect on the weather - rain turns to sleet, then snow, rivers freeze solid and birds migrate from the area. The staff is currently in the possession of Desab himself, who wields its sharpened base as a spear - though his slaves polish it so brightly one would never guess how many lives the weapon has taken.

Accepted.

 

However I'm imposing some restrictions. 

 

Zealot Fervor seems a bit too powerful considering that applies to every sort of military unit. I'd be willing to have it apply to solely Heavy Units, and a greater morale for all others. Take any objections to discord private channel.

 

 

 

 

 

Edited by GrimBeard
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Spoiler

 

 

9aA2HpPiLs_sXBMrhip5Xzeb6W9nrHlz5D4kD0qIHEhCRf1yM6IpvJKuLesl26sxzjmATnDt5VU7RKv6wwiaynB7h9uOwnTaq3Aj26DZyvJNBHr-b832mjV9W-Hga6rAYlH7azsTCzALBaih9A

 

 NORTH CAMADACIAN BLACK ARMY


 

NATION GOVERNMENT/LEADER RANK:

 

A collection of anarcho-socialist communes, de facto governed by a General Assembly.

 

DESCRIPTION OF NATIONAL/PROVINCIAL HISTORY & CULTURE:

 

For as long as hierarchies existed, there sat those at the bottom of the order. Those individuals who were trodden by lords, merely as a consequence of birth. Many wondered if there were gods above, how they could create a world riddled with inequality. These people resolved that no man should rule over another, rejecting the traditional autocratic methods of rule, and the centralized apparatus of state. This ideology harbored itself within the peasant and working classes of Camadacia.

 

The supposed protectors of the peasants were often no more than bullies, claiming the spoils of the labor of everyday men and women, under the threat of force. A particular individual named Enguerrand swore to suffer such oppression no longer. When his lord came to collect, Enguerrand refused to relinquish his tithe. Infuriated, the knight raised his sword, prepared to run the man down, while Enguerrand stood his ground. Inspired by Enguerrand’s moving words and rebellion, an onlooking peasant named Emmanuelle Soulat, leveled his pitchfork, skewering the knight’s mount. The horse would fling the knight from his back, before eventually collapsing upon the knight himself. Having come to terms with his death, Enguerrand stood frozen, before delivering a speech proclaiming their newfound freedom to the estate’s workers. This marked the beginning of the revolution.

 

Enguerrand would not stop there, enlisting the aid of hardline anarchists to spread word to the nearby villages. Many who were curious came to leave their homes for Villequiers to marvel at the ambitious idea of a stateless society. Many were captivated and decided to settle there. Those who didn’t, remained at their homes, to further propagate Mother Anarchism’s mission, of course, with aid of Enguerrand’s agents. Eventually, whole swaths of the countryside would raise the red and black banner, before the Camadacian Army could even muster a response. Fearing inevitable retaliation, the new free villages convened to appoint a military leader of a new Black Army, composed of all the communes’ militias.

 

The struggle against Camadacian tyranny would climax upon the fields of Quiercy, where an overconfident Camadacian knightly cavalry force attempted to outflank the Black Army line, only to be bogged down in the uncharted marsh, in which the Black Army anchored its flank. As the knights dismounted from their horses and began wading through mud, the Black Army counter-charged with their halberds and poleaxes with renewed vigor. Caught unprepared, the Camadacian knights were cut to ribbons, and the remainder of the Camadacian force fled the field. A resounding cry broke out through the ranks: no gods, no masters.

 

Now with breathing room, the communes properly organized, sending representatives to the Congress of Villequiers, where they proclaimed the North Camadacian Free Territory, wholly independent of the southern Camadacian elites.

 

Equal representation defines the General Assembly of the North Camadacian Free Territory, with each commune permitted to appoint their own representative. Representatives are often communal coordinators and charismatic individuals, bearing the respect of their people. The General Assembly convenes frequently to discuss policy and coordinate efforts between the various communes. The concept of mutual aid is paramount to the functions of the General Assembly.

 

Surrounded and under threat by feuding states, the North Camadacian Free Territory adheres to a strict doctrine of militarized anarchism. The Security Council of the Black Army is composed of militia leaders from the territory’s disparate communes, elected by their soldiery. These militia leaders convene periodically to discuss military strategy going forward, to protect the liberties of the territory’s inhabitants. A seat on the Security Council is mutually exclusive to a seat upon the General Assembly.

 

UNIQUE MILITARY UNITS:

 

BLACK ARMY MILITIA (TWO-HANDED INFANTRY): The Black Army Militia are stalwart defenders of anarchism itself, fighting for their very way of life and possessing nearly unshakable morale. These troops are well equipped, courtesy of the Blacksmiths’ Assembly, clad in half-plate and wielding halberds.

 

NOTABLE CHARACTERS:

 

Enguerrand, Representative of Villequiers

 

Born and raised in Camadacia, Enguerrand spent much of his youth growing up beneath the boot of the manorial system. With every harvest claimed by his supposed lord, Enguerrand quickly became disillusioned by the idea that any man could rule over another. Enguerrand would spark the revolution with his defiance to a local lord. His dedication to global emancipation and fearlessness, inspired those around him to come to his aid. He is the quintessential anarchist, compassionate and determined. Enguerrand is decidedly in favor of further liberation efforts.

 

Dartagnan, Colonel of the Black Army

 

Dartagnan is hailed as the senior most officer of the North Camadacian Black Army, holding the rank of colonel. Dartagnan began his career not with the Black Army, but as a junior officer of the Royal Camadacian Army in the infantry. His last deployment for Camadacia involved a detachment being sent North to ‘restore order’ to the free people of North Camadacia. Bearing witness to the brutality required to bring the peasants to heel, he defected, alongside many like-minded soldiers, vowing never again to serve a state. Though many were initially skeptical of his arrival, Dartagnan came to offer valuable insights which allowed the Black Army to prevail in the field, and him to advance in the ranks.

 

NATIONAL IDEA: No Gods, No Masters: Though the system has its faults, the people of the Free Territory wholeheartedly believe in their mission against autocratic, hierarchical states. It has a certain appeal to disenfranchised members of society, allowing North Camadacian agents subtler methods to incorporate more communes into the Territory, by spreading the word of their ideology and potentially inciting a popular revolt. In these territories, Black Army troops can often enlist aid of the locals and suffer less attrition during a campaign.


PLAYER POI: Vox-caster: A relic of the 2nd Age, wielded by the General Assembly of the Free Territory of North Camadacia. This piece of technology serves as an instantaneous message transmitter, allowing for rapid coordination of efforts among the Free Territory's communes.

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5 minutes ago, TankM1A2 said:

9aA2HpPiLs_sXBMrhip5Xzeb6W9nrHlz5D4kD0qIHEhCRf1yM6IpvJKuLesl26sxzjmATnDt5VU7RKv6wwiaynB7h9uOwnTaq3Aj26DZyvJNBHr-b832mjV9W-Hga6rAYlH7azsTCzALBaih9A

 

 NORTH CAMADACIAN BLACK ARMY


 

NATION GOVERNMENT/LEADER RANK:

 

A collection of communes, governed by a General Assembly.

 

DESCRIPTION OF NATIONAL/PROVINCIAL HISTORY & CULTURE:

 

For as long as hierarchies existed, there sat those at the bottom of the order. Those individuals who were trodden by lords, merely as a consequence of birth. Many wondered if there were gods above, how they could create a world riddled with inequality. These people resolved that no man should rule over another, rejecting the traditional autocratic methods of rule, and the centralized apparatus of state. This ideology harbored itself within the peasant and working classes of Camadacia.

 

The supposed protectors of the peasants were often no more than bullies, claiming the spoils of the labor of everyday men and women, under the threat of force. A particular individual named Enguerrand swore to suffer such oppression no longer. When his lord came to collect, Enguerrand refused to relinquish his tithe. Infuriated, the knight raised his sword, prepared to run the man down, while Enguerrand stood his ground. Inspired by Enguerrand’s moving words and rebellion, an onlooking peasant named Emmanuelle Soulat, leveled his pitchfork, skewering the knight’s mount. The horse would fling the knight from his back, before eventually collapsing upon the knight himself. Having come to terms with his death, Enguerrand stood frozen, before delivering a speech proclaiming their newfound freedom to the estate’s workers. This marked the beginning of the revolution.

 

Enguerrand would not stop there, enlisting the aid of hardline anarchists to spread word to the nearby villages. Many who were curious came to leave their homes for Villequiers to marvel at the ambitious idea of a stateless society. Many were captivated and decided to settle there. Those who didn’t, remained at their homes, to further propagate Mother Anarchism’s mission, of course, with aid of Enguerrand’s agents. Eventually, whole swaths of the countryside would raise the red and black banner, before the Camadacian Army could even muster a response. Fearing inevitable retaliation, the new free villages convened to appoint a military leader of a new Black Army, composed of all the communes’ militias.

 

The struggle from Camadacian tyranny would climax upon the fields of Quiercy, where an overconfident Camadacian knightly cavalry force attempted to outflank the Black Army line, only to be bogged down in the uncharted marsh in which the Black Army anchored its flank. As the knights dismounted from their horses and began wading through mud, the Black Army counter-charged with their halberds and poleaxes with renewed vigor. Caught unprepared, the Camadacian knights were quickly cut down, and the remainder of the Camadacian force fled the field. A resounding cry broke out through the ranks: no gods, no masters.

 

Now with breathing room, the communes properly organized, sending representatives to the Congress of Villequiers, where they proclaimed the North Camadacian Free Territory, wholly independent of the southern Camadacian elites.

 

Equal representation defines the General Assembly of the North Camadacian Free Territory, with each commune permitted to appoint their own representative. Representatives are often communal coordinators and charismatic individuals, bearing the respect of their people. The General Assembly convenes frequently to discuss policy and coordinate efforts between the various communes. The concept of mutual aid is paramount to the functions of the General Assembly.

 

Surrounded by feuding states, the North Camadacian Free Territory adheres to a strict doctrine of militarized anarchism. The Security Council of the Black Army is composed of militia leaders from the territory’s disparate communes, elected by their soldiery. These militia leaders convene periodically to discuss military strategy going forward, to protect the liberties of the territory’s inhabitants. A seat on the Security Council is mutually exclusive to a seat upon the General Assembly.

 

UNIQUE MILITARY UNITS:

 

BLACK ARMY MILITIA (TWO-HANDED MEDIUM INFANTRY): The Black Army Militia are stalwart defenders of anarchism itself, fighting for their very way of life and possessing nearly unshakable morale. These troops are well equipped, courtesy of the Blacksmiths’ Assembly, clad in half-plate and wielding halberds.

 

NOTABLE CHARACTERS:

 

Enguerrand, Representative of Villequiers

 

Born and raised in Camadacia, Enguerrand spent much of his youth growing up beneath the boot of the manorial system. With every harvest claimed by his supposed lord, Enguerrand quickly became disillusioned by the idea that any man could rule over another. Enguerrand would spark the revolution with his defiance to a local lord. His dedication to global emancipation and fearlessness, inspired those around him to come to his aid. He is the quintessential anarchist, compassionate and determined. Enguerrand is decidedly in favor of further liberation efforts.

 

Dartagnan, Colonel of the Black Army

 

Dartagnan is hailed as the senior most officer of the North Camadacian Black Army, holding the rank of colonel. Dartagnan began his career not with the Black Army, but as a junior officer of the Royal Camadacian Army in the infantry. His last deployment for Camadacia involved a detachment being sent North to ‘restore order’ to the free people of North Camadacia. Bearing witness to the brutality required to bring the peasants to heel, he defected, alongside many like-minded soldiers, vowing never again to serve a state. Though many were initially skeptical of his arrival, Dartagnan came to offer valuable insights which allowed the Black Army to prevail in the field, and him to advance in the ranks.

 

NATIONAL IDEA: No Gods, No Masters


PLAYER POI: Ambernac Fitness Club: A fully equipped gym of the 2nd Age, allowing Black Army soldiers to get ripped.

Accepted

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    Nation Name:

League of Serra

     

    Nation Government/Leader Rank:

Oligarchic Republican League (De-Jure), Syndicate-Despotism (De-Jure), Gonfaloniere of Justice

 

    Description of National/Provincial History & Culture:

The peoples of Serra settled the peninsula during the demise of the second age, escaping the warmongering of the Goran and the destruction that they had wrought. As one of many displaced peoples they found luck that the land they settled was not only fertile but was naturally defended by rivers to its north and south, the seas to the west and mountains to its east. It allowed the Serrans to flourish and establish a new civilisation in the years leading up to the third age, leading to large farmsteads and villas being constructed in the rural countryside. River trade formed two towns along the riverfront along with villages that benefited from the trade that flowed up the river and the fertile lands to grow their crops. 

In time this led to a landowning aristocracy forming and dominating the main product of the League and as such the income that comes with it, but it also led to conflicts between the various families that rose in petty power games between hectares of land and the ownership of it. This in turn led to bands of Condottiero rising across the peninsula working as hired muscle for the aristocrats in their petty wars, often incredibly small scale with battles being barely in the hundreds. Blood kept the lands of Serra very fertile for decades and soldiers well seasoned even in their small skirmishes. 

Eventually from this rose Corrado Orsi, a Condottiero from a modest background as a freeholder until he himself was extorted and pushed out of his holding by the aristocrats that coveted to paint the map more in their own colours. He took to the hinterlands of Serra and gathered others disenfranchised to his own banner and formed the Black Hand mercenary band, seeming to have become like the very men who worked for those who took the lands he once held.

As time passed Corrado made connections in the urban towns and across the rural countryside, working for many of the aristocrats and earning himself quite a tribute in the process, investing his wealth into various businesses in the towns of Serra including the titular capital itself. He also stoked tensions between the aristocrats and other condottiero. All this eventually culminated in two factions of aristocrats hiring the same mercenary company to kill each other, not the Black Hand but another company goaded by Orsi that he would share the spoils. Instead after the rogue Condottiero killed the two factions, the Black Hand and their veteran Black Stripes veterans swooped in to kill them for breaking their contract and killing many of the leaders of the League.

With little remaining of the old power structure in the League and with public opinion in favor of Corrado Orsi, he won an overwhelming vote of the remaining eligible electorate to become the Gonfaloniere and de-facto leader. It has been decades since this election and between the time of his ascension and his current rule the structure of the League has been remolded with former officers of the Black Hand becoming ‘Captains’ ruling over districts of the towns and collecting fees from merchants and landholders. Corrado while his title of office might be the Gonfaloniere he is known to the people as Don Orsi.

Taxes are not in official existence or policy in the League, instead the Orsi and by extension the Black Hand get a cut of all business that go on in the borders of Serra extracting one fifth of all income from merchants and produce from farmers thus sustaining the soldiers that maintain the Black Hand’s control over the country. The new aristocrats are the Captains of various districts who have taken up residence in villas and farmsteads using the workforce as the old aristocrats once did, though the power games and skirmishes between Condottiere are now a thing of the past as Don Orsi values peace and prosperity as its good for his business. 

The Port Town of Serra itself is a free port, any and all goods might pass through the harbor and flow into the League and upriver though no tariff officially exists the Black Hand still expects a cut in return for protection. 

     

    Notable Characters:

Don Corrado Orsi, the Gonfaloniere of Justice, Patriarch of the Orsi and Condottiere of the Black Hand; the now aged ‘father of the republic’ and leader of what is little more these days than an extortion syndicate that replaced the aristocrats of old. Portraying himself as a fatherly or in some cases grandfatherly fashion, a man of honor to foreign dignitaries especially those from his North and a gentleman. To his people he is seen as generous, often giving out generous gifts of food to the poor all to uphold his image as a benevolent overlord. Behind the scenes he is ruthless, willing to dispose of anyone who betrays him and betrayal has something of a low bar in Serra. His background is both modest enough for the peasantry who see him as coming from their own and the aristocrats who see him as a landholder from birth, though in truth he is further from both but he has maintained an image and few of relevance are alive from when he first rose to power.

Furio Orsi, Mayor of Porta Serra, District Captain of the Black Hand; the heir apparent to the Orsi legacy within the Republican League but not necessarily the next leader as dynastic rule has not been cemented by the Don, nor agreed by the other Captains in Serra. Nevertheless Furio is a capable enforcer for his father, leading his own unit of the Black Hand elites in order to make collections in his district and keep the revenues from the ports growing. 

Antonio Blundetto, Assemblyman of Serra, District Captain of the Black Hand; a man only slightly younger than the Don himself, he was the squire of Corrado during their days as Condottiere and the age of the aristocrats. Now he is one of the more powerful Captains of the Black Hand, responsible for protecting the countryside and collecting their cut from the landowners and dealing out punishments for those who refuse the protection of the Orsi. 

     

    Unique Military Units (One):

The Black Stripes (Hybrid Medium Spears/Crossbow); an elite hybrid infantry unit known for the black stripes upon their tabard and armor, they are a unit that excels in use of the spear and shield but also masterful use of the crossbow. Famed in the days of the aristocrats for their formations of crossbows firing off volleys before disappearing behind the guarded shields of their comrades. Dealing ranged damage against stationary opponents and shock against those who would charge at them. Off the battlefield they are expert trackers and work well in small units should they be required for infiltration or other missions. If Don Corrado wishes to send a message he will send the Black Stripes.

     

    National Idea (nothing strictly mechanical):

The Marionette; the Don in his long career as the leader of the Serran League has made connections, traded favors or otherwise taken ownership of individuals, nobles, officers and other individuals in his neighboring provinces. Giving him a network of information and the ability to acquire secrets, this network has allowed him to engage in cordial relations with those around him and build his desired image to foreign dignitaries. 

     

    Player POI;

Mace of Serra; a ceremonial mace that is used as part of the official regalia for the head of state within the league. It is an artifact from the second age that in close proximity gives its user the ability to influence minds.

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5 minutes ago, Will (TauFirewarrior) said:

    Nation Name:

League of Serra

     

    Nation Government/Leader Rank:

Oligarchic Republican League (De-Jure), Syndicate-Despotism (De-Jure), Gonfaloniere of Justice

 

    Description of National/Provincial History & Culture:

The peoples of Serra settled the peninsula during the demise of the second age, escaping the warmongering of the Goran and the destruction that they had wrought. As one of many displaced peoples they found luck that the land they settled was not only fertile but was naturally defended by rivers to its north and south, the seas to the west and mountains to its east. It allowed the Serrans to flourish and establish a new civilisation in the years leading up to the third age, leading to large farmsteads and villas being constructed in the rural countryside. River trade formed two towns along the riverfront along with villages that benefited from the trade that flowed up the river and the fertile lands to grow their crops. 

In time this led to a landowning aristocracy forming and dominating the main product of the League and as such the income that comes with it, but it also led to conflicts between the various families that rose in petty power games between hectares of land and the ownership of it. This in turn led to bands of Condottiero rising across the peninsula working as hired muscle for the aristocrats in their petty wars, often incredibly small scale with battles being barely in the hundreds. Blood kept the lands of Serra very fertile for decades and soldiers well seasoned even in their small skirmishes. 

Eventually from this rose Corrado Orsi, a Condottiero from a modest background as a freeholder until he himself was extorted and pushed out of his holding by the aristocrats that coveted to paint the map more in their own colours. He took to the hinterlands of Serra and gathered others disenfranchised to his own banner and formed the Black Hand mercenary band, seeming to have become like the very men who worked for those who took the lands he once held.

As time passed Corrado made connections in the urban towns and across the rural countryside, working for many of the aristocrats and earning himself quite a tribute in the process, investing his wealth into various businesses in the towns of Serra including the titular capital itself. He also stoked tensions between the aristocrats and other condottiero. All this eventually culminated in two factions of aristocrats hiring the same mercenary company to kill each other, not the Black Hand but another company goaded by Orsi that he would share the spoils. Instead after the rogue Condottiero killed the two factions, the Black Hand and their veteran Black Stripes veterans swooped in to kill them for breaking their contract and killing many of the leaders of the League.

With little remaining of the old power structure in the League and with public opinion in favor of Corrado Orsi, he won an overwhelming vote of the remaining eligible electorate to become the Gonfaloniere and de-facto leader. It has been decades since this election and between the time of his ascension and his current rule the structure of the League has been remolded with former officers of the Black Hand becoming ‘Captains’ ruling over districts of the towns and collecting fees from merchants and landholders. Corrado while his title of office might be the Gonfaloniere he is known to the people as Don Orsi.

Taxes are not in official existence or policy in the League, instead the Orsi and by extension the Black Hand get a cut of all business that go on in the borders of Serra extracting one fifth of all income from merchants and produce from farmers thus sustaining the soldiers that maintain the Black Hand’s control over the country. The new aristocrats are the Captains of various districts who have taken up residence in villas and farmsteads using the workforce as the old aristocrats once did, though the power games and skirmishes between Condottiere are now a thing of the past as Don Orsi values peace and prosperity as its good for his business. 

The Port Town of Serra itself is a free port, any and all goods might pass through the harbor and flow into the League and upriver though no tariff officially exists the Black Hand still expects a cut in return for protection. 

     

    Notable Characters:

Don Corrado Orsi, the Gonfaloniere of Justice, Patriarch of the Orsi and Condottiere of the Black Hand; the now aged ‘father of the republic’ and leader of what is little more these days than an extortion syndicate that replaced the aristocrats of old. Portraying himself as a fatherly or in some cases grandfatherly fashion, a man of honor to foreign dignitaries especially those from his North and a gentleman. To his people he is seen as generous, often giving out generous gifts of food to the poor all to uphold his image as a benevolent overlord. Behind the scenes he is ruthless, willing to dispose of anyone who betrays him and betrayal has something of a low bar in Serra. His background is both modest enough for the peasantry who see him as coming from their own and the aristocrats who see him as a landholder from birth, though in truth he is further from both but he has maintained an image and few of relevance are alive from when he first rose to power.

Furio Orsi, Mayor of Porta Serra, District Captain of the Black Hand; the heir apparent to the Orsi legacy within the Republican League but not necessarily the next leader as dynastic rule has not been cemented by the Don, nor agreed by the other Captains in Serra. Nevertheless Furio is a capable enforcer for his father, leading his own unit of the Black Hand elites in order to make collections in his district and keep the revenues from the ports growing. 

Antonio Blundetto, Assemblyman of Serra, District Captain of the Black Hand; a man only slightly younger than the Don himself, he was the squire of Corrado during their days as Condottiere and the age of the aristocrats. Now he is one of the more powerful Captains of the Black Hand, responsible for protecting the countryside and collecting their cut from the landowners and dealing out punishments for those who refuse the protection of the Orsi. 

     

    Unique Military Units (One):

The Black Stripes (Hybrid Medium Spears/Crossbow); an elite hybrid infantry unit known for the black stripes upon their tabard and armor, they are a unit that excels in use of the spear and shield but also masterful use of the crossbow. Famed in the days of the aristocrats for their formations of crossbows firing off volleys before disappearing behind the guarded shields of their comrades. Dealing ranged damage against stationary opponents and shock against those who would charge at them. Off the battlefield they are expert trackers and work well in small units should they be required for infiltration or other missions. If Don Corrado wishes to send a message he will send the Black Stripes.

     

    National Idea (nothing strictly mechanical):

The Marionette; the Don in his long career as the leader of the Serran League has made connections, traded favors or otherwise taken ownership of individuals, nobles, officers and other individuals in his neighboring provinces. Giving him a network of information and the ability to acquire secrets, this network has allowed him to engage in cordial relations with those around him and build his desired image to foreign dignitaries. 

     

    Player POI;

Mace of Serra; a ceremonial mace that is used as part of the official regalia for the head of state within the league. It is an artifact from the second age that in close proximity gives its user the ability to influence minds.

Accepted.

 

 

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Nation Name:

Petty Kingdom of Albarias

xicp4xqcwle71.thumb.jpg.3ed309c795126c044cd7859d62511956.jpg

 

Nation Government/Leader Rank:

The Kingdom of Albarias is an autocracy led by King Sebastián de Córuña.

 

Description of National/Provincial History & Culture: 

Consisting of the towns Valençia and Córuña, and the smaller villages Málatoria, Codiz, Argos, Árón, and Tadolid, the Kingdom of Albarias was formed via marriage between the oldest son of the Córuña family and the oldest daughter of the Valençia family. The union has brought all of the Albarian region together, with the small villages falling in line after some light diplomacy. With the swearing of fealty to the new crown, the Albarian people were now united against the horrors of the badlands and its wastes. Having formed just recently and the petty kingdom being in its infancy, much is expected to come now that there is an organized and centralized body of governance. As for the history of their settlements, not much had happened in the Albarian region before the union of families, or rather nothing is remembered. Being so far separated from most civilizations, the people of the villages and towns simply have tried their best to live life up until this point.
 

 

Notable Characters; [VERY Important to have flushed out RP for vassals, politicians, w.e your government type is. Due to small scale of nations, characters with RP and Lore behind them will have much more impactful actions, will get events, boons, etc: 

 

King Sebastian de Córuña - Oldest son of the Córuña family, Sebastián now sits as king of the Albarian people next to his wife Cristina de Valençia. Being a spry young man having only seen 20 winters, the village's great families seem a little weary, but are willing to put their faith into something rather than nothing. Sebastian has great plans however, and his goals are mutually shared by his wife. The wastes will be tamed and civilized for his people to grow and prosper.

Cristina de Valençia - The oldest daughter of the Valençia family, and queen of Albarias, Cristina is said to be both brilliant and beautiful. The equally young woman is in the same boat as her beloved husband, with most of the village's great families putting faith into their rule, hoping it will take them out of the hellscape they’ve been banished to.

Pnultimo Soria - Best friend of Sebastián and trusted advisor, the pair have been causing mischief since they were children. Now rather than helping one another pull pranks on old man Fernando, Pnultimo helps run the Kingdom, accomplishing any tasks his friend, and his king asks him to. Being “lowborn”, Pnultimo is not liked by the leading village families, but having the King's ear does make him somewhat respected. Not very smart but extremely loyal, Pnultimo is truly a great friend. 

 

(Heads of each village are to be made.)

 

Unique Military Units (One): 

 

Albarian Caballeros (Heavy Cav)- Made up of men mostly from influential families but not uncommon to have a commoner in their ranks, the Caballeros are the King’s knights who’ve taken oaths of conquest in hopes of bringing honor and glory to their family, no matter how big or small, and as such they will only be freed of their oaths when they perish on the battlefield. 

 

National Idea:

Albarian Levy - Every settlement whether Village/Town/City (preferably scaling with level of settlement) can provide light troops when called upon. (To be ironed out with you.)

 

Player POI;

Blade of Conquest - A relic longsword found at the bottom of the river, held onto by the Córuña family for some time now and being used to protect the town of Córuña on more than one occasion. The sword gives its user unparalleled martial ability. Currently the relic blade is wielded by the first king of Albaria, Sebastián de Córuña.

Edited by NunuTheGreat
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1 hour ago, NunuTheGreat said:

Nation Name:

Petty Kingdom of Albarias

xicp4xqcwle71.thumb.jpg.3ed309c795126c044cd7859d62511956.jpg

 

Nation Government/Leader Rank:

The Kingdom of Albarias is an autocracy led by King Sebastián de Córuña.

 

Description of National/Provincial History & Culture: 

Consisting of the towns Valençia and Córuña, and the smaller villages Málatoria, Codiz, Argos, Árón, and Tadolid, the Kingdom of Albarias was formed via marriage between the oldest son of the Córuña family and the oldest daughter of the Valençia family. The union has brought all of the Albarian region together, with the small villages falling in line after some light diplomacy. With the swearing of fealty to the new crown, the Albarian people were now united against the horrors of the badlands and its wastes. Having formed just recently and the petty kingdom being in its infancy, much is expected to come now that there is an organized and centralized body of governance. As for the history of their settlements, not much had happened in the Albarian region before the union of families, or rather nothing is remembered. Being so far separated from most civilizations, the people of the villages and towns simply have tried their best to live life up until this point.
 

 

Notable Characters; [VERY Important to have flushed out RP for vassals, politicians, w.e your government type is. Due to small scale of nations, characters with RP and Lore behind them will have much more impactful actions, will get events, boons, etc: 

 

King Sebastian de Córuña - Oldest son of the Córuña family, Sebastián now sits as king of the Albarian people next to his wife Cristina de Valençia. Being a spry young man having only seen 20 winters, the village's great families seem a little weary, but are willing to put their faith into something rather than nothing. Sebastian has great plans however, and his goals are mutually shared by his wife. The wastes will be tamed and civilized for his people to grow and prosper.

Cristina de Valençia - The oldest daughter of the Valençia family, and queen of Albarias, Cristina is said to be both brilliant and beautiful. The equally young woman is in the same boat as her beloved husband, with most of the village's great families putting faith into their rule, hoping it will take them out of the hellscape they’ve been banished to.

Pnultimo Soria - Best friend of Sebastián and trusted advisor, the pair have been causing mischief since they were children. Now rather than helping one another pull pranks on old man Fernando, Pnultimo helps run the Kingdom, accomplishing any tasks his friend, and his king asks him to. Being “lowborn”, Pnultimo is not liked by the leading village families, but having the King's ear does make him somewhat respected. Not very smart but extremely loyal, Pnultimo is truly a great friend. 

 

(Heads of each village are to be made.)

 

Unique Military Units (One): 

 

Albarian Caballeros (Heavy Cav)- Made up of men mostly from influential families but not uncommon to have a commoner in their ranks, the Caballeros are the King’s knights who’ve taken oaths of conquest in hopes of bringing honor and glory to their family, no matter how big or small, and as such they will only be freed of their oaths when they perish on the battlefield. 

 

National Idea:

Albarian Levy - Every settlement whether Village/Town/City (preferably scaling with level of settlement) can provide light troops when called upon. (To be ironed out with you.)

 

Player POI;

Blade of Conquest - A relic longsword found at the bottom of the river, held onto by the Córuña family for some time now and being used to protect the town of Córuña on more than one occasion. The sword gives its user unparalleled martial ability. Currently the relic blade is wielded by the first king of Albaria, Sebastián de Córuña.

Accepted! <3

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Nation Name:

Herzogtum Greifenburg

 

 

bT3c8YF.png

 

 

Nation Government/Leader Rank:

 

Herzog Albert von Greifenburg

 

Description of National/Provincial History & Culture:

 

The people of the Herzogtum and perhaps in the vicinity call themselves Greifner, a group of midlanders of the region where the Herzogtum is situated in. The Greifner are a stern people, honest and hardworking. However this also means that they are a lawful society, disdain vagabonds and “free spirits”, with tradition dominating everyday life. Though it has provided them with a stable foundation upon which they grow and prosper, but innovation and progress often run into barriers when it does not become the general opinion of the populace. Most of the minor lords and local powerholders within the Herzogtum have withheld new inventions and innovations until either state or church have sanctified the same.

 

Songs, stories and their architecture are “rustic”. Simple songs of hero

 

ism, joy, friendship and faith, stories about brave knights and fair maidens, wise kings and holy men dominate the folklore. Education is straight and simple, the people and their children (of all strata) are being taught by either the local clergymen or if present dedicated teachers. Often enough one man or woman is teaching hundreds alone. This unfortunate limitation of capacity does have the consequence that the rural curriculum is limited to basic reading, writing and mathematics for the commoners, marginally more expanded for commoners in the few cities and towns, decently better for craftsmen and their families and of course of good quality for the wealthy. The homes are robust, of lumber and clay, often with stone foundations, even in the rural villages. Their affinity for masonry has allowed them to establish a common practice whenever a new family is founded and there is no house to be inherited, the friends and families of the married couple build one together.

 

The cuisine is not very diverse, with simple grain products supplemented with foraged provisions from the local flora as well as the rare piece of meat or fish ruling the plates of the Greifner. Exotic spices and unbeknownst to many and so far, the distance to the oceans and peaceful and limited contact with neighbours hasn’t caused much of an influx of rare goods.  

 

Notable Characters:

 

Herzog Albert von Greifenburg (Ruler, aged 51)

 

A man in his fifties, Albert ascended to the ducal throne merely a decade ago, after the death of his father Reinhard II. von Greifenburg. First of his name, he is often called „the Calm“ as his demeanour whilst initially may be considered being shy is in actuality rather observant and quiet. Listening to everyone and every subject when he holds court he has become a liked ruler, never pressing taxation or other obligations too much on his populace. This however is considered by some of the minor nobles as a sign of weakness as Albert is seen likely incapable of making harsh and swift decisions, taking critical time to overanalyse issues before making a choice. Then again, his mettle has not been tested in the past ten years, so these might just be rumours.

 

Prinzessin Deborah von Greifenburg (aged 20)

 

The older daughter of Albert takes much after her father, being at least equally patient. Always formal and polite to him and everyone else, it often comes across rather cold, earning her the nickname of “Icy Princess”. The only thing that has melted this icy discipline of hers was her brother Komodan, for whom no task was too big and arduous for her.

 

Prinzessin Isabella von Greifenburg (aged 18)

 

The younger daughter Isabella takes more after her late mother Anneliese. A bit more grounded in things, she is aloof in her adherence to court etiquette and is always willing to have a chitchat with the kitchen maids, housekeepers and stable hands. Like her older sister, she is very fond of the arrogant young brother.

 

Prinz Komodan von Greifenburg (aged 10)

 

Being the long expected heir to Greifenburg, Komodan’s birth came at the cost of his mother’s health, Anneliese. At the mere age of three she passed away, leaving Komodan fully in the care of his father and sisters, the latter being overprotective of their little brother. Much to the dismay of Albert, Komodan has grown to be a petty and spoiled young boy so far, pursuing every slight and insult received, whether intended or not.

 

Unique Military Units (One):

Herzogsgarde (Unique Heavy Crossbowmen)

 

National Idea:

Greifenburger Meisterhandwerk

10% construction cost reduction (decimal values rounded up)

 

Player POI

Greifenhorst (Ancestral Castle)

 

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Nation Name:

Lanta

 

Nation Government/Leader Rank:

A 'federalized' monarchy with a council of local representatives subordinate to the Senact

 

Description of National/Provincial History & Culture:

It is said in Lantan legends that in  times past, sometime during the second age before the coming of the foul warlord Shermani the people of Lanta were peaceful and prosperous.  Ruled by a council of the most virtuous and wisest men of the land, harvests were bountiful and the people of Lanta had all that they could ever want. Their homes were warm in the winter and they felt no hunger. It was said that few builders were even necessary, as the houses of the locals were sturdy and did not bend to wind nor break as the earth shuddered. 

 

Then came the Goran, a vile people who sought only the destruction of all who valued peace and justice in the world. Under the banner of the arch-devil Shermani himself they spread across the land like a plague of locust. They took all that they could and burned what they could not. Men were killed or impaled whilst the women suffered dreadful fates. During this era of great violence the Council of the wise, the senacts, decided to make a stand. They knew that they could not achieve victory, but neither could they stand by as more and more people were pushed towards the coast. Whilst their ancestral lands were defiled by the heathens. Thus the senacts and the people of Lanta made a stand, and through they made great sacrifices and fought with valor, the people of Lanta were defeated. However, though they were defeated they inflicted a great cost to the enemy and many of their people managed to successfully flee. Nearly all of the senacts had died or decided to ritually depart from the mortal realm, only one remained to guide the survivors of Lanta. 

 

Senact Victus (though rumoured to have originally been Victor) remained to unite the disparate refugees and helped organize them in the darkest of times. Eventually, after the Gorans had mostly left, Senact Victus led the survivors back to their homeland. After their return the Lantans prospered again, until Victus was slain by an unknown assassins'. The assassins' identity is lost to history but the most popular theory was that it was a Goran who had moved into Lantan lands and feared Victus's succes. However it happened, after his death the Lantans splintered as leadership was unclear and many held rebellious sentiments. Spurred on by Goran conspirators in the background. Then, two centuries ago in the city of Lantea arose a cunning leader, whose lineage descended from a cousin of Victus, who was known as Mason. Through a wise application of both force of arms and cunning he managed to unite the Lanteans for the second time in their history. With Mason eventually claiming the Senact title as held by Victus, and his descendants continued to rule wisely and helped bring unity to the local lands. The descendants of Mason still rule the land, though power is partially delegated to the Council. A body set up by Mason to help bring peace to the land and to settle local disputes peacefully.

 

And thus is the origins of the Lantans, as described by the storytellers.

 

Notable Characters; 

 

Senact Jasuc the 1st, (45 years old), Jasuc is the current Senact of Lanta and is a man defined the most two things, greed and a desire for control. He wishes to dominate the mind of men and hold influence far beyond the borders of his current realm. This influence might not come merely from the direct controlling of land, but through trade and through that controlling the allegiance of men. Jasuc further desires great control over his own realm and citizen, though this is hampered by his lust as he beds and controls the lives of the most beautiful women of the realm. Something which is quite unpopular, especially among the Council. Still, beyond his greed and lust there lies a cruel and cunning mind who one should not underestimate.

 

 

Unique Military Units (One):

River Marines (Medium Infantry):
River marines are soldiers who are specialized for two situations, river combat and being effective in combat during an opposed landing (though the emphasis is on the former). The River marines are adept at navigating/steering war canoes (or other ships) and boarding enemy vessels. With their equipment specialized to make as much use of the environment as possible.

 

National Idea :

Gold and Purple; Through precise and exentsive use of bribery and (to a lesser extent) diplomatic flattery the Lantans are excellent at gaining the favors of many influential individuals. A means which they can use to exert pressure on the rulers of a realm to act in a way favorable to the Lantans. And if they will not cooperate or accept Lantan gifts, perhaps their subordinates are more open to them. 

 

Player POI;

The local region around Lanta is native to a plant that when processed through a long and arduous process can result in the production of purple clothing/dyes. This is technique the people of Lanta have mastered and they now produce a small amount of purple fabric each year. Not a large strategic asset, but a valuable gift to influence others.

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2 hours ago, Z3r05t4r said:

 

Nation Name:

Herzogtum Greifenburg

 

 

bT3c8YF.png

 

 

Nation Government/Leader Rank:

 

Herzog Albert von Greifenburg

 

Description of National/Provincial History & Culture:

 

The people of the Herzogtum and perhaps in the vicinity call themselves Greifner, a group of midlanders of the region where the Herzogtum is situated in. The Greifner are a stern people, honest and hardworking. However this also means that they are a lawful society, disdain vagabonds and “free spirits”, with tradition dominating everyday life. Though it has provided them with a stable foundation upon which they grow and prosper, but innovation and progress often run into barriers when it does not become the general opinion of the populace. Most of the minor lords and local powerholders within the Herzogtum have withheld new inventions and innovations until either state or church have sanctified the same.

 

Songs, stories and their architecture are “rustic”. Simple songs of hero

 

ism, joy, friendship and faith, stories about brave knights and fair maidens, wise kings and holy men dominate the folklore. Education is straight and simple, the people and their children (of all strata) are being taught by either the local clergymen or if present dedicated teachers. Often enough one man or woman is teaching hundreds alone. This unfortunate limitation of capacity does have the consequence that the rural curriculum is limited to basic reading, writing and mathematics for the commoners, marginally more expanded for commoners in the few cities and towns, decently better for craftsmen and their families and of course of good quality for the wealthy. The homes are robust, of lumber and clay, often with stone foundations, even in the rural villages. Their affinity for masonry has allowed them to establish a common practice whenever a new family is founded and there is no house to be inherited, the friends and families of the married couple build one together.

 

The cuisine is not very diverse, with simple grain products supplemented with foraged provisions from the local flora as well as the rare piece of meat or fish ruling the plates of the Greifner. Exotic spices and unbeknownst to many and so far, the distance to the oceans and peaceful and limited contact with neighbours hasn’t caused much of an influx of rare goods.  

 

Notable Characters:

 

Herzog Albert von Greifenburg (Ruler, aged 51)

 

A man in his fifties, Albert ascended to the ducal throne merely a decade ago, after the death of his father Reinhard II. von Greifenburg. First of his name, he is often called „the Calm“ as his demeanour whilst initially may be considered being shy is in actuality rather observant and quiet. Listening to everyone and every subject when he holds court he has become a liked ruler, never pressing taxation or other obligations too much on his populace. This however is considered by some of the minor nobles as a sign of weakness as Albert is seen likely incapable of making harsh and swift decisions, taking critical time to overanalyse issues before making a choice. Then again, his mettle has not been tested in the past ten years, so these might just be rumours.

 

Prinzessin Deborah von Greifenburg (aged 20)

 

The older daughter of Albert takes much after her father, being at least equally patient. Always formal and polite to him and everyone else, it often comes across rather cold, earning her the nickname of “Icy Princess”. The only thing that has melted this icy discipline of hers was her brother Komodan, for whom no task was too big and arduous for her.

 

Prinzessin Isabella von Greifenburg (aged 18)

 

The younger daughter Isabella takes more after her late mother Anneliese. A bit more grounded in things, she is aloof in her adherence to court etiquette and is always willing to have a chitchat with the kitchen maids, housekeepers and stable hands. Like her older sister, she is very fond of the arrogant young brother.

 

Prinz Komodan von Greifenburg (aged 10)

 

Being the long expected heir to Greifenburg, Komodan’s birth came at the cost of his mother’s health, Anneliese. At the mere age of three she passed away, leaving Komodan fully in the care of his father and sisters, the latter being overprotective of their little brother. Much to the dismay of Albert, Komodan has grown to be a petty and spoiled young boy so far, pursuing every slight and insult received, whether intended or not.

 

Unique Military Units (One):

Herzogsgarde (Unique Heavy Crossbowmen)

 

National Idea:

Greifenburger Meisterhandwerk

10% construction cost reduction (decimal values rounded up)

 

Player POI

Greifenhorst (Ancestral Castle)

 

 

1 hour ago, DoomedDM said:

Nation Name:

Lanta

 

Nation Government/Leader Rank:

A 'federalized' monarchy with a council of local representatives subordinate to the Senact

 

Description of National/Provincial History & Culture:

It is said in Lantan legends that in  times past, sometime during the second age before the coming of the foul warlord Shermani the people of Lanta were peaceful and prosperous.  Ruled by a council of the most virtuous and wisest men of the land, harvests were bountiful and the people of Lanta had all that they could ever want. Their homes were warm in the winter and they felt no hunger. It was said that few builders were even necessary, as the houses of the locals were sturdy and did not bend to wind nor break as the earth shuddered. 

 

Then came the Goran, a vile people who sought only the destruction of all who valued peace and justice in the world. Under the banner of the arch-devil Shermani himself they spread across the land like a plague of locust. They took all that they could and burned what they could not. Men were killed or impaled whilst the women suffered dreadful fates. During this era of great violence the Council of the wise, the senacts, decided to make a stand. They knew that they could not achieve victory, but neither could they stand by as more and more people were pushed towards the coast. Whilst their ancestral lands were defiled by the heathens. Thus the senacts and the people of Lanta made a stand, and through they made great sacrifices and fought with valor, the people of Lanta were defeated. However, though they were defeated they inflicted a great cost to the enemy and many of their people managed to successfully flee. Nearly all of the senacts had died or decided to ritually depart from the mortal realm, only one remained to guide the survivors of Lanta. 

 

Senact Victus (though rumoured to have originally been Victor) remained to unite the disparate refugees and helped organize them in the darkest of times. Eventually, after the Gorans had mostly left, Senact Victus led the survivors back to their homeland. After their return the Lantans prospered again, until Victus was slain by an unknown assassins'. The assassins' identity is lost to history but the most popular theory was that it was a Goran who had moved into Lantan lands and feared Victus's succes. However it happened, after his death the Lantans splintered as leadership was unclear and many held rebellious sentiments. Spurred on by Goran conspirators in the background. Then, two centuries ago in the city of Lantea arose a cunning leader, whose lineage descended from a cousin of Victus, who was known as Mason. Through a wise application of both force of arms and cunning he managed to unite the Lanteans for the second time in their history. With Mason eventually claiming the Senact title as held by Victus, and his descendants continued to rule wisely and helped bring unity to the local lands. The descendants of Mason still rule the land, though power is partially delegated to the Council. A body set up by Mason to help bring peace to the land and to settle local disputes peacefully.

 

And thus is the origins of the Lantans, as described by the storytellers.

 

Notable Characters; 

 

Senact Jasuc the 1st, (45 years old), Jasuc is the current Senact of Lanta and is a man defined the most two things, greed and a desire for control. He wishes to dominate the mind of men and hold influence far beyond the borders of his current realm. This influence might not come merely from the direct controlling of land, but through trade and through that controlling the allegiance of men. Jasuc further desires great control over his own realm and citizen, though this is hampered by his lust as he beds and controls the lives of the most beautiful women of the realm. Something which is quite unpopular, especially among the Council. Still, beyond his greed and lust there lies a cruel and cunning mind who one should not underestimate.

 

 

Unique Military Units (One):

River Marines (Medium Infantry):
River marines are soldiers who are specialized for two situations, river combat and being effective in combat during an opposed landing (though the emphasis is on the former). The River marines are adept at navigating/steering war canoes (or other ships) and boarding enemy vessels. With their equipment specialized to make as much use of the environment as possible.

 

National Idea :

Gold and Purple; Through precise and exentsive use of bribery and (to a lesser extent) diplomatic flattery the Lantans are excellent at gaining the favors of many influential individuals. A means which they can use to exert pressure on the rulers of a realm to act in a way favorable to the Lantans. And if they will not cooperate or accept Lantan gifts, perhaps their subordinates are more open to them. 

 

Player POI;

The local region around Lanta is native to a plant that when processed through a long and arduous process can result in the production of purple clothing/dyes. This is technique the people of Lanta have mastered and they now produce a small amount of purple fabric each year. Not a large strategic asset, but a valuable gift to influence others.

Both accepted with flying colors!

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