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THE HOUSE OF VRIZIA

 

When old Robert of Vrizia - oft called a myriad of names in his later life, ranging from the Bold, to the Fearless, to the Grotesquely Fat - first arrived to the castle of Arnlynden, some miles beyond the boundaries of Illesia, he came as but a mere knight, unlanded, with only the smallest of Lances in his service. Within a year of his entrance to the service of the Baron of Arnlynden, he had earned himself a moderate estate, wherein he built a respectable manor he christened Vrizia. It was that year he whelped the first of his twelve sons on the first of his three wives, and his efforts quickly amassed him some considerable wealth and renown.

 

Lord Robert was by nature, however, a discontent man, and his life in Vrizia swiftly became characterised by violence and blood feuds, as he rode against his neighbours, raided their lands, and redrew the boundaries to suit himself. Despite this vicious disregard for the Baron's rule, Robert's prestige - and the surprising number of hardened warriors eager to follow him - discouraged the Baron from taking action. Eventually, Robert found himself usurping Arnlynden, taking land and title for himself. Ever vain, he decided to rechristian his new title, changing the name from the Baron of Arnlynden, to the Baron of Vrizia, and within six months he had already decided to promote himself to a count.

 

Robert's usurping, warmongering ways continued for years, once again focused on his neighbours, and it was in this violent reality that Robert's sons learned their trade, as they grew older, they became adept with lance and sword, and served in their father's service, each gaining their spurs, and their own minor estates. Robert's depredations were not to last forever though, and the House of Vrizia eventually found itself rooted out of its home keep, at the hands of an overwhelming alliance. Old Lord Robert was killed, and the leadership of his house fell to his eldest son, Roland, who led the House westwards, in the hopes of achieving fresh land and title in an undiscovered territory.

 

For years the brothers traveled, and slowly they were abandoned by all but their most loyal retainers, but now Roland, Count of Vrizia, has arrived to the ripe lands of Illesia, and already fighting men flock to his banner.....

 

---------

 

ROLAND, COUNT OF VRIZIA

 

The firstborn son of Lord Robert, Roland is every bit the ruthless and exploitative robber baron his father once was. Hardened by his father's constant petty wars, and served by a band of loyal and capable retainers - including his brothers - Roland's ambitions are mighty, as he aims to carve out a Kingdom in this new land. 

 

Roland is a tall man, thick with muscle from years of wielding sword, shield and lance. Never particularly handsome, his looks have been made worse by the mace blow that crushed his nose, and the many scars that crisscross his face. His hair is black, cropped short, and he sports a short, pointed beard.

 

THE SONS OF ROBERT

 

Tancred

Roger

Simon

John

Hugo

Paul

William

Percy

Richard

James

Thomas

 

---------

 

Vrizian Longbowmen

Despite the longstanding preference for cavalry within the ranks of his father's armies, Roland has come to understand the benefits of massed archers, capable of pouring volleys of arrows onto the ranks of enemy troops. In order to provide a plenitude of such troops, Roland has ordained that all common folk in his service train with the longbow, and take to the battlefield as cheap, easily raised and unarmoured archers. 

[No metal cost Medium Archers]

 

---------

 

A Lord and his Lances

It has long been the tradition that when the knights in service to the Count of Vrizia march to war, each must  contribute a Lance to their liege lord's service. For the typical unlanded knight, a Lance is defined as 2 Longbowmen and a Man-at-Arms. This system has long allowed Vrizia to muster capable armies for campaign.

 

[Heavy Infantry and Heavy Cavalry count as knights, and each knight is accompanied to war by 2 Longbowmen and 1 Medium Infantryman.]

 

---------

 

A Family Heirloom

Old Lord Robert discovered, in the course of his travels, an ancient artefact - a signet ring from which he took his coat of arms - this ring is capable of creating earthquakes powerful enough to topple stone walls, and it currently adorns the ring finger of Roland, Count of Vrizia.

 

Edited by The_Mad_Skylord
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THE GREAT CACIQUEDOM OF CANEY

CwYHwwyekokplKlsPFLdQEKvWoVNPkv5sgG3gfVvSBOBFUV26ODIPQqUzM_ezj-nEHsfxHCUdwy5SoLKtel3IzaF255XfVj4c8Q-GneDz2wtv2Tf0boHsy8LWE2BbWQSMkQ0dWp0AHK1zk0VHQ

 


 

The Caneyans, as are what the inhabitants of the Jabacoa, or, ‘Promised Valley’, are called, are distinct from many of their cloud-faced neighbours in the north. The cloud-faces, clad in hide, like to cower in their great carved stones and houses made of strewn branches. The Caney do not grow fur on their cheeks, nor does their skin turn the color of the Mamey pulp when out for too long. The Caney live in bohios, huts made of tightly packed reed, and palm fronds, fastened with rope made from the husk of the coconut. The abodes of the Warriors, priests, and Yacaciques, minor Chiefs, are made of earth sourced from the River Jaba, set out on a cliff on the north facing side of the Guajaibon, the highest peak in the valley, cooked by the sun. 

 

The most elderly shamans, the flesh on their faces and arms made rough from the small grooves etched by the sands of time, hold that the Caney were not from these lands, instead having sailed across the Big Sea, at the beginning of the Age. The shamans hold that the first Great Cacique, Hatuey, in a vision, was given a Star in the night sky by the Jarabacoa, by the Seven-Faced Turtle whom the Caney all worship. The day after the Great Hatuey had the vision, the Star appeared, bright, its white light shining off the water. Hatuey followed the star for 19 days, and 19 nights, until the Caney disembarked in the Sacred Valley where they reside to this day. It is said on the night the Caney arrived on the shores of the Jarabacoa, there was a turtle laying eggs on the beach, which the Caney took as a message from the Jarabacoa. The Headpiece of the Great Cacique, to this day, is adorned by the crushed shells laid by the turtle on that night, many years ago. 

 

Today, the Caney live, beholden to their promised valley, and to their Great Cacique. Upon the banks of the River Guama, the women grow their fruits, and tend to their crops, the mani, and the ceiba. The multitude of fruits grown by the Caney, grown at the foot of the mountains protecting the Caney, like a mother swaddling her child, drink water from waterfalls born higher than the clouds. The Warriors of the Caney, the Cibuco, continue to leave on the First Thursday of the Month, to foreign shores and beaches, reaving the coasts and rivers of the cloud-faces, as they have done for thousands of years before. 

 


 

Notable Characters

GREAT CACIQUE HABAGUANEX, SAINT OF THE GREAT TURTLE, THE MIGHTIEST OF THE CIBUCO, WIELDER OF THE BRIGHT STAR,  YACACIQUE OF CIBONEY, REAPER OF COUNTLESS BEACHES, HE WHO GROWS ON GOOD EARTH, 413 MAMEY TREES TO HIS FATHER’S NAME.

 

The current Cacique of the Caney, and to whom the Yacacique’s pay homage to. He has decided to take 3 different wives, one from Ciboney, one from Baracoa, and another, a priestess. A young Cacique, the 143rd son of Hatuey, only 4 years into his rule. An ambitious, rakish young man, it will take time, and trial, to mould him into a chieftain of note. A distinguished Cibuco, one thing that can be said certain, is that he is the Mighty One, an experienced War Captain, who has led many raids to the lands of the cloud-faced. Yet, he lacks the knowledge, and temperance, of an experienced, gallant commander. As the River Guama moulded the Promised Valley, so will time mould the young Great Cacique. 

 

CAYEY, YACACIQUE OF BARACOA

The oldest Yacacique in Jabacoa, and someone with the Great Caciques Ear. He has seen the Great Cacique grow from a small boy, to a feared warrior. Having been on 180 raids himself, he is a respected commander, and when the meetings on the big rock happen, or the Auyama, the yearly gathering of all the lesser chiefs of the Caney, his word is one of the most respected, and heeded. He has 93 Mamey Trees to his name, also making him one of the richest amongst the Caney, beside from the Great Cacique. 

 

CACIMAR, WARRIOR

 

Cacimar, is a regular old Warrior. Nothing special about him!

 

UNIQUE UNIT

The Jurakan: A militant sect of warrior priests, whose defining feature is that they hold the secret to a form of infinite fire. Made ritualistically, in secret high in the mountains, the liquid these priests wield can spawn an exceptionally hot bright blue flame which continues raging even on water. The priests' skin is all an unnatural grey colour,  different from the usual brown. In battle, and raids, they wear skulls, and are some of the only Caneyans who care enough to collect the shiny rocks and colourful strings many of the cloud-faces are also associated with. 

NATIONAL IDEA

Reapers of the Northern Coasts- The Caney are, by nature, raiders, and pillagers. They have been boarding barges, razing villages, and stealing the riches of the northern coasts for generations. The Caneyan Warrior has been deep down all the major arteries of the region. During raids, the Caney are particularly ferocious, and excel in combat.

POI

The Dreaming Conch: A small clay whistle, in the shape of a small, ornate conch. When blown through the tip, a soft frequency emanates, which in close quarters causes groups of 4 or less to fall into a deep slumber, and when used on entire towns, allow the raiders to better sneak up on unsuspecting towns and villages. 

 

 

Edited by Alfonso X el Sabio
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12 hours ago, The_Mad_Skylord said:

Transparent Shield Coat Arm - Flame Coat Of Arms | Full Size PNG Download |  SeekPNG

 

 

THE HOUSE OF VRIZIA

 

When old Robert of Vrizia - oft called a myriad of names in his later life, ranging from the Bold, to the Fearless, to the Grotesquely Fat - first arrived to the castle of Arnlynden, some miles beyond the boundaries of Illesia, he came as but a mere knight, unlanded, with only the smallest of Lances in his service. Within a year of his entrance to the service of the Baron of Arnlynden, he had earned himself a moderate estate, wherein he built a respectable manor he christened Vrizia. It was that year he whelped the first of his twelve sons on the first of his three wives, and his efforts quickly amassed him some considerable wealth and renown.

 

Lord Robert was by nature, however, a discontent man, and his life in Vrizia swiftly became characterised by violence and blood feuds, as he rode against his neighbours, raided their lands, and redrew the boundaries to suit himself. Despite this vicious disregard for the Baron's rule, Robert's prestige - and the surprising number of hardened warriors eager to follow him - discouraged the Baron from taking action. Eventually, Robert found himself usurping Arnlynden, taking land and title for himself. Ever vain, he decided to rechristian his new title, changing the name from the Baron of Arnlynden, to the Baron of Vrizia, and within six months he had already decided to promote himself to a count.

 

Robert's usurping, warmongering ways continued for years, once again focused on his neighbours, and it was in this violent reality that Robert's sons learned their trade, as they grew older, they became adept with lance and sword, and served in their father's service, each gaining their spurs, and their own minor estates. Robert's depredations were not to last forever though, and the House of Vrizia eventually found itself rooted out of its home keep, at the hands of an overwhelming alliance. Old Lord Robert was killed, and the leadership of his house fell to his eldest son, Roland, who led the House westwards, in the hopes of achieving fresh land and title in an undiscovered territory.

 

For years the brothers traveled, and slowly they were abandoned by all but their most loyal retainers, but now Roland, Count of Vrizia, has arrived to the ripe lands of Illesia, and already fighting men flock to his banner.....

 

---------

 

ROLAND, COUNT OF VRIZIA

 

The firstborn son of Lord Robert, Roland is every bit the ruthless and exploitative robber baron his father once was. Hardened by his father's constant petty wars, and served by a band of loyal and capable retainers - including his brothers - Roland's ambitions are mighty, as he aims to carve out a Kingdom in this new land. 

 

Roland is a tall man, thick with muscle from years of wielding sword, shield and lance. Never particularly handsome, his looks have been made worse by the mace blow that crushed his nose, and the many scars that crisscross his face. His hair is black, cropped short, and he sports a short, pointed beard.

 

THE SONS OF ROBERT

 

Tancred

Roger

Simon

John

Hugo

Paul

William

Percy

Richard

James

Thomas

 

---------

 

Vrizian Longbowmen

Despite the longstanding preference for cavalry within the ranks of his father's armies, Roland has come to understand the benefits of massed archers, capable of pouring volleys of arrows onto the ranks of enemy troops. In order to provide a plenitude of such troops, Roland has ordained that all common folk in his service train with the longbow, and take to the battlefield as cheap, easily raised and unarmoured archers. 

[No metal cost Medium Archers]

 

---------

 

A Lord and his Lances

It has long been the tradition that when the knights in service to the Count of Vrizia march to war, each must  contribute a Lance to their liege lord's service. For the typical unlanded knight, a Lance is defined as 2 Longbowmen and a Man-at-Arms. This system has long allowed Vrizia to muster capable armies for campaign.

 

[Heavy Infantry and Heavy Cavalry count as knights, and each knight is accompanied to war by 2 Longbowmen and 1 Medium Infantryman.]

 

---------

 

A Family Heirloom

Old Lord Robert discovered, in the course of his travels, an ancient artefact - a signet ring from which he took his coat of arms - this ring is capable of creating earthquakes powerful enough to topple stone walls, and it currently adorns the ring finger of Roland, Count of Vrizia.

 

 

6 hours ago, Alfonso X el Sabio said:

THE GREAT CACIQUEDOM OF CANEY

CwYHwwyekokplKlsPFLdQEKvWoVNPkv5sgG3gfVvSBOBFUV26ODIPQqUzM_ezj-nEHsfxHCUdwy5SoLKtel3IzaF255XfVj4c8Q-GneDz2wtv2Tf0boHsy8LWE2BbWQSMkQ0dWp0AHK1zk0VHQ

 


 

The Caneyans, as are what the inhabitants of the Jabacoa, or, ‘Promised Valley’, are called, are distinct from many of their cloud-faced neighbours in the north. The cloud-faces, clad in hide, like to cower in their great carved stones and houses made of strewn branches. The Caney do not grow fur on their cheeks, nor does their skin turn the color of the Mamey pulp when out for too long. The Caney live in bohios, huts made of tightly packed reed, and palm fronds, fastened with rope made from the husk of the coconut. The abodes of the Warriors, priests, and Yacaciques, minor Chiefs, are made of earth sourced from the River Jaba, set out on a cliff on the north facing side of the Guajaibon, the highest peak in the valley, cooked by the sun. 

 

The most elderly shamans, the flesh on their faces and arms made rough from the small grooves etched by the sands of time, hold that the Caney were not from these lands, instead having sailed across the Big Sea, at the beginning of the Age. The shamans hold that the first Great Cacique, Hatuey, in a vision, was given a Star in the night sky by the Jarabacoa, by the Seven-Faced Turtle whom the Caney all worship. The day after the Great Hatuey had the vision, the Star appeared, bright, its white light shining off the water. Hatuey followed the star for 19 days, and 19 nights, until the Caney disembarked in the Sacred Valley where they reside to this day. It is said on the night the Caney arrived on the shores of the Jarabacoa, there was a turtle laying eggs on the beach, which the Caney took as a message from the Jarabacoa. The Headpiece of the Great Cacique, to this day, is adorned by the crushed shells laid by the turtle on that night, many years ago. 

 

Today, the Caney live, beholden to their promised valley, and to their Great Cacique. Upon the banks of the River Guama, the women grow their fruits, and tend to their crops, the mani, and the ceiba. The multitude of fruits grown by the Caney, grown at the foot of the mountains protecting the Caney, like a mother swaddling her child, drink water from waterfalls born higher than the clouds. The Warriors of the Caney, the Cibuco, continue to leave on the First Thursday of the Month, to foreign shores and beaches, reaving the coasts and rivers of the cloud-faces, as they have done for thousands of years before. 

 


 

Notable Characters

GREAT CACIQUE HABAGUANEX, SAINT OF THE GREAT TURTLE, THE MIGHTIEST OF THE CIBUCO, WIELDER OF THE BRIGHT STAR,  YACACIQUE OF CIBONEY, REAPER OF COUNTLESS BEACHES, HE WHO GROWS ON GOOD EARTH, 413 MAMEY TREES TO HIS FATHER’S NAME.

 

The current Cacique of the Caney, and to whom the Yacacique’s pay homage to. He has decided to take 3 different wives, one from Ciboney, one from Baracoa, and another, a priestess. A young Cacique, the 143rd son of Hatuey, only 4 years into his rule. An ambitious, rakish young man, it will take time, and trial, to mould him into a chieftain of note. A distinguished Cibuco, one thing that can be said certain, is that he is the Mighty One, an experienced War Captain, who has led many raids to the lands of the cloud-faced. Yet, he lacks the knowledge, and temperance, of an experienced, gallant commander. As the River Guama moulded the Promised Valley, so will time mould the young Great Cacique. 

 

CAYEY, YACACIQUE OF BARACOA

The oldest Yacacique in Jabacoa, and someone with the Great Caciques Ear. He has seen the Great Cacique grow from a small boy, to a feared warrior. Having been on 180 raids himself, he is a respected commander, and when the meetings on the big rock happen, or the Auyama, the yearly gathering of all the lesser chiefs of the Caney, his word is one of the most respected, and heeded. He has 93 Mamey Trees to his name, also making him one of the richest amongst the Caney, beside from the Great Cacique. 

 

CACIMAR, WARRIOR

 

Cacimar, is a regular old Warrior. Nothing special about him!

 

UNIQUE UNIT

The Jurakan: A militant sect of warrior priests, whose defining feature is that they hold the secret to a form of infinite fire. Made ritualistically, in secret high in the mountains, the liquid these priests wield can spawn an exceptionally hot bright blue flame which continues raging even on water. The priests' skin is all an unnatural grey colour,  different from the usual brown. In battle, and raids, they wear skulls, and are some of the only Caneyans who care enough to collect the shiny rocks and colourful strings many of the cloud-faces are also associated with. 

NATIONAL IDEA

Reapers of the Northern Coasts- The Caney are, by nature, raiders, and pillagers. They have been boarding barges, razing villages, and stealing the riches of the northern coasts for generations. The Caneyan Warrior has been deep down all the major arteries of the region. During raids, the Caney are particularly ferocious, and excel in combat.

POI

The Dreaming Conch: A small clay whistle, in the shape of a small, ornate conch. When blown through the tip, a soft frequency emanates, which in close quarters causes groups of 4 or less to fall into a deep slumber, and when used on entire towns, allow the raiders to better sneak up on unsuspecting towns and villages. 

 

 

Both Accepted!

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

 

Nation Name

The River-Kings of Korynn

 

 

Nation Government/Leader Rank:

Tribal Kingdom Confederation
Multiple tribes led by chiefs called ‘Ynnkhard’ (lit. the river-blooded) 

 

3b18117063aab6c24349c69a889c2a0c.jpg

 

Description of National/Provincial History & Culture:

The Ynn - the sire to innumerable peoples, lifeblood of Illesian commerce, and the most heavily trafficked thoroughfare on the continent, perhaps. This beating heart of the region beats harder still in the chests of those that have named it so, the tribes of Korynn. Making their home in the dense waterways of the Korynn river’s eastern sources, the societies, histories, and lives of these waterborne warriors are completely entwined with the Ynn. 

 

Among all tribes is a shared and deep affinity with the river, both materially and spiritually. The Korynnar spend most of their lives on or in the water, and dream of little else for their afterlife than a complete reunion with it. The Ynn, the Korynnar, and their ancestors are one and the same for the River-Kings, the river becoming both the object of worship for and spiritual essence of all Korynnar. This particular cultural quirk leads them to great disdain among the tribes for foreigners they believe sully the Ynn, and their forebears’ names with it. 

 

The tribes themselves are micro-kingdoms, led by what the Korynnar title Ynnkhard - analogous to chieftains - who claim their position by martial contests of leadership. Only those who can boast a fluvial fleet of their own are worthy to summon a tribe’s elders and issue the challenge to these contests. While they share a common name - Agnynn’kai - throughout the Korynn river kingdoms, the form of the contest varies from tribe to tribe. 

For the Nad’ynnar, a powerful tribe centred at the confluence of the area’s rivers, the Agnynn’kai takes the form of naval wargames, with the challenger’s and their allies’ canoes and longships engaging in ritualistic combat with those of the current Ynnkhard. For the Ynnleukar, in the eastern highlands, it is a race through treacherous white water rapids. Elsewhere, it is a melee duel upon the river, with tied platforms of canoes and longships assembled into a floating arena, cheered on by the whole tribe from the riverside, as is the case of the southern Mey’ynnar. Others still have their own traditions, but in all cases, an Agnynn’kai is fought and won upon the Ynn. 

It is largely through these contests that the Korynnar tribes came to consolidate into their current constitution, rather than conquest. Many a time in the recent centuries did ambitious and proud Ynnkhardar quarrell and risk their whole domain in particularly high-stakes Agnynn’kai, the defeated’s tribe suddenly being subsumed into that of the winner’s as they became leaders of both. This practice has for some time now been extinct, ever since the rise of the numerous hordes and feudal kingdoms around the northern Ynn drove them into forming a confederation. While each Ynnkhard’s river-kingdom is their own domain, by blood-bonded oaths of peace and mutual defence the Korynnar are now bound to a shared fate upon the waters. 
 
This state of affairs has lasted, owed to their newfound harmony allowing the River-Kings to develop their people’s natural skill as traders into unprecedented prosperity among the tribes. What were once humble villages have grown into bustling hubs of commerce and transport as goods and people flow along the northern Korynn under shared peace and protection. Populations have exploded, the fleets of the Ynnkhardar with them, bringing this tribal confederation up to being a contender for supremacy of the great river’s westernmost tributary. Their ferocity and ability upon the Ynn is renowned, and as yet their position has yet to be threatened. 

However, no state of affairs is permanent. The River-Kings are very much among the latecomers to being able to exert themselves beyond petty tribal squabbles, and are backwards even for the Illesian Third Age. The Ynnkhardar’s unity has drawn prying eyes toward Korynn, full of both eagerness to exploit its new prosperity, or ire for the nascent savages that they must now compete with. In either case, the Third Age heralds a great change for the Korynnar - whether they will be washed away beneath foreign invaders, or ride the tide of greatness and dominate the Ynn, the River-Kings will see great transformation. One certainty, though, is that their destiny lies with the Ynn.

 

 

Notable Characters:
 
Malakynn, Ynnkhard of the Nad’ynnar [1]
The River-King of the largest of Korynn’s tribes is an imposing and grotesquely scarred fisherman, but Malakynn is nonetheless seen with fondness across the riverways. His relatively lowly origins are somewhat unusual, with Ynnkhardar of the Nad’ynnar traditionally having coming from among the warriors of the tribe. None doubt Malakynn’s legitimacy, however, after he led a fleet of simple fishing canoes to victory against his predecessor’s warfleet. Between his martial prowess being more than proven, his indefatigable joviality, and the fair and wise rule he has since provided to the Nad’ynnar, their Ynnkhard is one of the most respected of the Korynnar.

 

Rynnrhada, Ynnkharda of the Ynnleukar [1]
River-Queens are not particularly rare among the Korynnar, but ones with the deftness on the water of the current sole Ynnkharda certainly are. None are faster or more agile in a canoe than Rynnrhada, a fact she is quite openly proud of. Though her skill with handling the rushing white water of her home is unparalleled, the River-Queen of the Ynnleukar is more known for her equally fast-running blood and her unfortunate visage, being a particularly rash, defensive, and boastful leader. Despite, or because, of this, Rynnrhada is rarely disrespected or trifled with. 

 

Krynnion, Ynnkhard of the Trynn’halar [10]
A charming though reserved man while he takes court upon his legendary floating fort, Krynnion is a nigh-monstrously ferocious warrior when battling on the banks of the Korynn. He is a relatively aged Ynnkhard for the Trynn’halar, as their Agnynn’kai are especially brutal and physically taxing, leading to rapid regime change as their River-Kings grow older. However, even the most boisterous and proud of the Trynn’halar youth have rarely issued the challenge, with the many examples of his foes’ grisly demise being the likely cause. 

 


Unique Military Units:

Trynn’torakhar

The Trynn’halar are renowned among the Korynnar for their expertise in engineering and construction, displayed elegantly in the form of the Ynnfort. However, the roots of this culture lie in their history of irrigation and mound-building around the river, and it is out of this that the Trynn’torakhar also came to be. 

They are adept at rapidly digging out trenches and creating embankments for fortification, especially on river banks, as well as creating diversions of the water for the same purpose. They are equally skilled at constructing bridges and dams, not just (semi-)permanent structures, but also temporary barriers / crossings for troops by using rope and hooks to bind and secure canoes and longships. They are also proficient at getting such ships on and off land, and transporting them over it in the few cases it is necessary. 

[Light Infantry capable of the above, probably would have a metal and increased gold cost] 

 


National Idea: 

 

Waterborne Society

- Unable to recruit cavalry

- All ships come with 50/50 Medium Infantry / Medium Archer crew


Player POI:

seweryn-borkowski-slawia-171-kartatwierd

 

The Ynnfort
Essentially a very large and tall longship that is closer to a cog, the Ynnfort is a floating, river-going fort. Boasting an enormous crew for a fluvial ship, the Ynnfort is filled to the mast with archers who lay down continuous fire from above at other ships or the riverside, and marines ready and able to defend it or attack from it with ease. The vessel also has a large ramp partway up its side, and a great many men with grappling hooks, which enables it to easily land troops and anchor itself on the bank. 

At the very peak of its construction is a lone position for a strange, elongated and polished stick that spews metal to a great distance, the wielder of which is an inherited and incredibly prestigious role that is attained through years of apprenticeship. Considered a gift from the Ynn, the stick is used to precisely target the gravest of threats at range, but is hardly capable of damaging structures or ships bigger than a canoe. 
 

Edited by hellfiazz
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1280px-Black_Flag_Army_Flag.svg.png
Nation Name: Diushi (The Lost)

 

Nation Government/Leader Rank: Tribal Chiefdom, High Chief Hóng Tāo
The Collection of Clan-like Warbands forms a small council with each warband leader filling a seat as a chief, with Hong Tao as its de-facto leader and ruler.

 

Description of National/Provincial History & Culture: The Diushi's history is wrought with death and murder but not all at their own hands, these people, or the Lost as some have called them are groups of criminals and exiles or even refugees from the warring kingdoms of the more fertile middle lands. As with many groups in the wasteland not all share a direct ethnicity or culture, the same is for the Diushi many in its ranks come from across the wastelands. If there is a common culture its a hatred for the Middle Kingdoms, a love for coin and a hope for a better life. Raiding is a core part of the Diushi's means of survival but many others partake in other simpler forms of living such as herding animals and hunting. Most of the Chiefdom's warriors are criminals or children of exiled soldiers whom lost their lands in the middle kingdoms centuries ago. But perhaps the time is coming soon for them to take their fight for survival to the Middle Kingdoms and carve out a place for themselves..if the stories of the Great Garden are true..

 

Notable Characters:

High Chief Hong Tao was once like many of the other desperate and broken groups of roving bandits in the wasteland, well known for his strength in battle he was also quite the charismatic man. Able to bring together a large group of people over the years, different clans and groups of roving wastelanders. Cruel but not unreasonable Hong Tao leads his Chiefdom with an iron fist while listening to the wants and needs of his lieutenants whom also lead smaller war-bands as part of a larger group. He truly wishes for a better future for those who follow under him and he is willing to do anything to achieve that future.

Hǎi yún, one of Hong Tao's younger lieutenants is a naturally talented martial warrior. Eager to prove herself to the other Warband Chiefs she often doesn't put much thought into the tactical side of fighting but rather joining her warriors in direct combat and throwing herself into the thick of it. Known for her temper and brutal duels to handle disputes she's both respected and dislike by others in Hong Tao's inner circle.

Nian Zhen is a well traveled man, not a warrior like some of the others he is often Hong Tao's advisor with his knowing of language and education being one of the few actually literate within the Diushi. Often greatly disliked by the other leaders in the Warband for being 'soft' or weak he is often pivotal in keeping Hong Tao reigned in and to attempt to appease to his more rational nature during stressful times. Though not always successful in his efforts his use keeps him safe and at Hong Tao's side.
 

 

Unique Military Units: White Tigers, experienced warriors in melee combat. Fearless and Terrifying to their enemies these medium infantry serve as shock troops to break their enemies will to fight.

 

National Idea: Blood and Coin - Due to the Diushi's nature of containing exiles and bandits as well as other unwanted peoples diplomacy with other groups is extremely difficult, having a significant debuff to all interactions with all Kingdoms and Groups. When Absorbing settlement populations gain its resources worth of production 1 time.

 

Player POI:
The Divine Garden
A place of unrivaled beauty and peace, a vast valley with water falling from strange unknown structures. Odd workings that are over taken in natures growth. The water is said to be pure, the soil fertile and never withers, and the weather is never harsh or severe. Mentioned in story and according to some believed to be from the 1st Age as a blessing by the divine before their departure the Diushi believe this to be their Promised Land. Though it is far away and out of reach...for now.

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15 hours ago, hellfiazz said:

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

 

Nation Name

The River-Kings of Korynn

 

 

Nation Government/Leader Rank:

Tribal Kingdom Confederation
Multiple tribes led by chiefs called ‘Ynnkhard’ (lit. the river-blooded) 

 

3b18117063aab6c24349c69a889c2a0c.jpg

 

Description of National/Provincial History & Culture:

The Ynn - the sire to innumerable peoples, lifeblood of Illesian commerce, and the most heavily trafficked thoroughfare on the continent, perhaps. This beating heart of the region beats harder still in the chests of those that have named it so, the tribes of Korynn. Making their home in the dense waterways of the Korynn river’s eastern sources, the societies, histories, and lives of these waterborne warriors are completely entwined with the Ynn. 

 

Among all tribes is a shared and deep affinity with the river, both materially and spiritually. The Korynnar spend most of their lives on or in the water, and dream of little else for their afterlife than a complete reunion with it. The Ynn, the Korynnar, and their ancestors are one and the same for the River-Kings, the river becoming both the object of worship for and spiritual essence of all Korynnar. This particular cultural quirk leads them to great disdain among the tribes for foreigners they believe sully the Ynn, and their forebears’ names with it. 

 

The tribes themselves are micro-kingdoms, led by what the Korynnar title Ynnkhard - analogous to chieftains - who claim their position by martial contests of leadership. Only those who can boast a fluvial fleet of their own are worthy to summon a tribe’s elders and issue the challenge to these contests. While they share a common name - Agnynn’kai - throughout the Korynn river kingdoms, the form of the contest varies from tribe to tribe. 

For the Nad’ynnar, a powerful tribe centred at the confluence of the area’s rivers, the Agnynn’kai takes the form of naval wargames, with the challenger’s and their allies’ canoes and longships engaging in ritualistic combat with those of the current Ynnkhard. For the Ynnleukar, in the eastern highlands, it is a race through treacherous white water rapids. Elsewhere, it is a melee duel upon the river, with tied platforms of canoes and longships assembled into a floating arena, cheered on by the whole tribe from the riverside, as is the case of the southern Mey’ynnar. Others still have their own traditions, but in all cases, an Agnynn’kai is fought and won upon the Ynn. 

It is largely through these contests that the Korynnar tribes came to consolidate into their current constitution, rather than conquest. Many a time in the recent centuries did ambitious and proud Ynnkhardar quarrell and risk their whole domain in particularly high-stakes Agnynn’kai, the defeated’s tribe suddenly being subsumed into that of the winner’s as they became leaders of both. This practice has for some time now been extinct, ever since the rise of the numerous hordes and feudal kingdoms around the northern Ynn drove them into forming a confederation. While each Ynnkhard’s river-kingdom is their own domain, by blood-bonded oaths of peace and mutual defence the Korynnar are now bound to a shared fate upon the waters. 
 
This state of affairs has lasted, owed to their newfound harmony allowing the River-Kings to develop their people’s natural skill as traders into unprecedented prosperity among the tribes. What were once humble villages have grown into bustling hubs of commerce and transport as goods and people flow along the northern Korynn under shared peace and protection. Populations have exploded, the fleets of the Ynnkhardar with them, bringing this tribal confederation up to being a contender for supremacy of the great river’s westernmost tributary. Their ferocity and ability upon the Ynn is renowned, and as yet their position has yet to be threatened. 

However, no state of affairs is permanent. The River-Kings are very much among the latecomers to being able to exert themselves beyond petty tribal squabbles, and are backwards even for the Illesian Third Age. The Ynnkhardar’s unity has drawn prying eyes toward Korynn, full of both eagerness to exploit its new prosperity, or ire for the nascent savages that they must now compete with. In either case, the Third Age heralds a great change for the Korynnar - whether they will be washed away beneath foreign invaders, or ride the tide of greatness and dominate the Ynn, the River-Kings will see great transformation. One certainty, though, is that their destiny lies with the Ynn.

 

 

Notable Characters:
 
Malakynn, Ynnkhard of the Nad’ynnar [1]
The River-King of the largest of Korynn’s tribes is an imposing and grotesquely scarred fisherman, but Malakynn is nonetheless seen with fondness across the riverways. His relatively lowly origins are somewhat unusual, with Ynnkhardar of the Nad’ynnar traditionally having coming from among the warriors of the tribe. None doubt Malakynn’s legitimacy, however, after he led a fleet of simple fishing canoes to victory against his predecessor’s warfleet. Between his martial prowess being more than proven, his indefatigable joviality, and the fair and wise rule he has since provided to the Nad’ynnar, their Ynnkhard is one of the most respected of the Korynnar.

 

Rynnrhada, Ynnkharda of the Ynnleukar [1]
River-Queens are not particularly rare among the Korynnar, but ones with the deftness on the water of the current sole Ynnkharda certainly are. None are faster or more agile in a canoe than Rynnrhada, a fact she is quite openly proud of. Though her skill with handling the rushing white water of her home is unparalleled, the River-Queen of the Ynnleukar is more known for her equally fast-running blood and her unfortunate visage, being a particularly rash, defensive, and boastful leader. Despite, or because, of this, Rynnrhada is rarely disrespected or trifled with. 

 

Krynnion, Ynnkhard of the Trynn’halar [10]
A charming though reserved man while he takes court upon his legendary floating fort, Krynnion is a nigh-monstrously ferocious warrior when battling on the banks of the Korynn. He is a relatively aged Ynnkhard for the Trynn’halar, as their Agnynn’kai are especially brutal and physically taxing, leading to rapid regime change as their River-Kings grow older. However, even the most boisterous and proud of the Trynn’halar youth have rarely issued the challenge, with the many examples of his foes’ grisly demise being the likely cause. 

 


Unique Military Units:

Trynn’torakhar

The Trynn’halar are renowned among the Korynnar for their expertise in engineering and construction, displayed elegantly in the form of the Ynnfort. However, the roots of this culture lie in their history of irrigation and mound-building around the river, and it is out of this that the Trynn’torakhar also came to be. 

They are adept at rapidly digging out trenches and creating embankments for fortification, especially on river banks, as well as creating diversions of the water for the same purpose. They are equally skilled at constructing bridges and dams, not just (semi-)permanent structures, but also temporary barriers / crossings for troops by using rope and hooks to bind and secure canoes and longships. They are also proficient at getting such ships on and off land, and transporting them over it in the few cases it is necessary. 

[Light Infantry capable of the above, probably would have a metal and increased gold cost] 

 


National Idea: 

 

Waterborne Society

- Unable to recruit cavalry

- All ships come with 50/50 Medium Infantry / Medium Archer crew


Player POI:

seweryn-borkowski-slawia-171-kartatwierd

 

The Ynnfort
Essentially a very large and tall longship that is closer to a cog, the Ynnfort is a floating, river-going fort. Boasting an enormous crew for a fluvial ship, the Ynnfort is filled to the mast with archers who lay down continuous fire from above at other ships or the riverside, and marines ready and able to defend it or attack from it with ease. The vessel also has a large ramp partway up its side, and a great many men with grappling hooks, which enables it to easily land troops and anchor itself on the bank. 

At the very peak of its construction is a lone position for a strange, elongated and polished stick that spews metal to a great distance, the wielder of which is an inherited and incredibly prestigious role that is attained through years of apprenticeship. Considered a gift from the Ynn, the stick is used to precisely target the gravest of threats at range, but is hardly capable of damaging structures or ships bigger than a canoe. 
 

 

14 hours ago, Sovereign_of_Solaris said:

1280px-Black_Flag_Army_Flag.svg.png
Nation Name: Diushi (The Lost)

 

Nation Government/Leader Rank: Tribal Chiefdom, High Chief Hóng Tāo
The Collection of Clan-like Warbands forms a small council with each warband leader filling a seat as a chief, with Hong Tao as its de-facto leader and ruler.

 

Description of National/Provincial History & Culture: The Diushi's history is wrought with death and murder but not all at their own hands, these people, or the Lost as some have called them are groups of criminals and exiles or even refugees from the warring kingdoms of the more fertile middle lands. As with many groups in the wasteland not all share a direct ethnicity or culture, the same is for the Diushi many in its ranks come from across the wastelands. If there is a common culture its a hatred for the Middle Kingdoms, a love for coin and a hope for a better life. Raiding is a core part of the Diushi's means of survival but many others partake in other simpler forms of living such as herding animals and hunting. Most of the Chiefdom's warriors are criminals or children of exiled soldiers whom lost their lands in the middle kingdoms centuries ago. But perhaps the time is coming soon for them to take their fight for survival to the Middle Kingdoms and carve out a place for themselves..if the stories of the Great Garden are true..

 

Notable Characters:

High Chief Hong Tao was once like many of the other desperate and broken groups of roving bandits in the wasteland, well known for his strength in battle he was also quite the charismatic man. Able to bring together a large group of people over the years, different clans and groups of roving wastelanders. Cruel but not unreasonable Hong Tao leads his Chiefdom with an iron fist while listening to the wants and needs of his lieutenants whom also lead smaller war-bands as part of a larger group. He truly wishes for a better future for those who follow under him and he is willing to do anything to achieve that future.

Hǎi yún, one of Hong Tao's younger lieutenants is a naturally talented martial warrior. Eager to prove herself to the other Warband Chiefs she often doesn't put much thought into the tactical side of fighting but rather joining her warriors in direct combat and throwing herself into the thick of it. Known for her temper and brutal duels to handle disputes she's both respected and dislike by others in Hong Tao's inner circle.

Nian Zhen is a well traveled man, not a warrior like some of the others he is often Hong Tao's advisor with his knowing of language and education being one of the few actually literate within the Diushi. Often greatly disliked by the other leaders in the Warband for being 'soft' or weak he is often pivotal in keeping Hong Tao reigned in and to attempt to appease to his more rational nature during stressful times. Though not always successful in his efforts his use keeps him safe and at Hong Tao's side.
 

 

Unique Military Units: White Tigers, experienced warriors in melee combat. Fearless and Terrifying to their enemies these medium infantry serve as shock troops to break their enemies will to fight.

 

National Idea: Blood and Coin - Due to the Diushi's nature of containing exiles and bandits as well as other unwanted peoples diplomacy with other groups is extremely difficult, having a significant debuff to all interactions with all Kingdoms and Groups. When Absorbing settlement populations gain its resources worth of production 1 time.

 

Player POI:
The Divine Garden
A place of unrivaled beauty and peace, a vast valley with water falling from strange unknown structures. Odd workings that are over taken in natures growth. The water is said to be pure, the soil fertile and never withers, and the weather is never harsh or severe. Mentioned in story and according to some believed to be from the 1st Age as a blessing by the divine before their departure the Diushi believe this to be their Promised Land. Though it is far away and out of reach...for now.

Accepted!

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The Dominate of Ayan Rus

 

Holy Roman Empire 962-1806 (Germany)

 

 

Nation Government/Leader Rank: 

 

Autocracy / The Dominus: The Dominus rules from the Tserkov, the ruins of an ancient Cathedral upon the heights of the island, where the mists are the thin and the sun is strong. The Dominus has always been the Patriarch of the Faith and rules without constraints, seeking council only if it pleases him to do so.

 

 

Description of National/Provincial History & Culture:

 

Mysterious Island Art | Pixels

 

The Dominate of Ayan Rus built itself up around the ruins of an older time. Their creation myths recount a long pilgrimage through the evil lands to the north, where man died of diseases hitherto unknown to man, and children were born as twisted, vile abominations. Away from the blasphemers fled the first Ayan Rus, away from those who would spread the black and evil tale of Adon of Illian, the False God, the Tyrant of man, whose so-called ‘tenants’ were but a cage for those blind enough to follow the word of the Priests and their Machiavellian world order.

 

Here on the island of Vozrozhdeniye, the Ayan Rus found rebirth. They lived amongst the ruins of a far ancient time, scrabbling for a living as they explored this humid land, lush in dark forests and perpetually smothered in a thick cloying mist.

 

The Ayan Rus broke away from the Adonian Order, and follow their own vision of the world. Adon of Illian is nothing other than the Great Satan to them. They follow the teachings of the Pretendent Vladimir (May his sacrifice forever be remembered), whom they believe challenged Adon’s tyrannical and apocalyptic order, and died for his bravery. The mists of their lands and the stars above them lead their religion, and the Patriarch reads them for his flock. The memory of the Great Satan, and all of his evil creations must be eradicated, if humanity is to be cleansed of his sins.

 

Now, with Satan’s Comet lighting the skies above with the fires of hell, the Dominate must act, lest mankind collapse back into the apocalypse once again.


 

Architecture:

The Ayan Rus’ common folk live in mean, tarred log cabins, gathered in small farming and hunting communities around the island. Most of them live under the eaves of thick pine forests and in the perpetual gloom of the Styksoi mists, their days lit only by lamp and torch. 

As you climb higher up the hills and the sun becomes visible, you may notice that ancient ruins made of crumbling stone have been refurbished into households for wealthier citizens and foreign envoys, who live on tall rocky hills above trees and mist. Higher still, upon the central island peak is the Tserkov, a great ruined Cathedral where the Patriarch has his court. Though the ruins are crumbling, they still hold an ancient glory to them, and in some places, careful work has been done to prevent further degradation. 

 

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Around the Tserkov are the most luxurious of homes, build of stone and heavy, dark logs, these houses hold the greatest families of the Ayan Rus, who live all under one roof, with the Lord and Lady of the family the only ones privileged enough to have a private room while his sons and daughters, and their own children share a communal living space around a great firepit.


 

Notable Characters:

 

Patriarch Bogumir II the Great, the Dominus, 67, [8]

  • The Patriarch Bogumir looks like a man who used to be handsome, and allowed himself to collapse into unprecedented decadence. His feasts are legendary for their orgy-like qualities, in which man feasts on wine and foods as rich and fine as peasants have never seen. The finest dates from the coasts and the finest boars from the forests. Bogumir was born into his position, as the son of the Patriarch Bogumir I. His title of ‘the Great’ is due less to his acts and more to his girth. Enormously fat, he often uses a palanquin to move around, and though he indulges in the worst sorts of decadence, it would be wrong to underestimate him. His mind is still as quick as a glass dagger through flesh. Many are those who have plotted against him, forgetting this crucial fact, and many were submerged into the Styksoi, and left to die in suspended cages as its poisons consumed them.

hOYuE6t.jpg


 

The Foreigner, ??, [1]

  • Nothing is known of the Foreigner, not even his looks. The only thing that the Court can agree upon is that he is from a distant land, for his accent, though subtle, lacks the qualities of native speech. Clad in a white cloak, his hands and face are entirely bandaged, leaving only two blue and bloodshot eyes peeking from underneath his hood. He is always at Bogumir’s side, and the Patriarch forever seeks his council last, before a decision is taken. Many would kill to have the ear of the Patriarch. Many have tried. But the Foreigner has survived every attempt, no matter the odds.

Q3ygTjD.png

 

 

Smirenka Poloisky, the Lady in Waiting [4]

  • The face of the Ayan Rus in foreign lands, Smirenka is short and assuming. Plain to the point of ugliness, she could don peasant robes and not look out of place. But her family, the Poloisky, is one of the richest of the Ayan Rus, and control all steel production on the island. She is the daughter to the Lord Piotr Poloisky, and seems to enjoy being as far away from the Island of Vozrozhdeniye as much as possible, hence her appointment. A life of luxury is all she aspires for, and she always travels with a caravan of servants and luxuries, often paying for the most expensive accommodations (for herself, the servants sleep in the stables), the most expensive food (her servants can have gruel) and the most luxurious of pleasures. It would be wise to give her a gift, if one wishes to have her lend her ear to a problem.

This is what I always imgained Dolores Umbridge would look like :  r/harrypotter

 

 

Musor, the Cockroach [10]

  • Musor thinks that the Pretendent Vladimir speaks to him from heaven. How unfortunate that psychologists do not exist, for he is little more than a mad schizophrenic. He was once upon a time a strong believer of the Faith, so dedicated to its work that he trained in the Shkola to become a Tarnished. But the waters of the Styksoi burned away his sanity, leaving behind a gibbering, dangerously unstable mess that follows its own creed, and believes that the Will of the Pretendent is whatever the voices in his head tell him it is. If the Patriarch will not listen to him, to the Prophet that speaks through him, then perhaps it is time to make him listen. 

scarred face by DavidSequeira on DeviantArt | Graphic novel art, Concept art  characters, Character art


 

Unique Military Units (One):

 

The Tarnished: These are the fel ghosts that carry out the Patriarch’s will. Adept at stalking their prey, they are expert spies and assassins, agile and skilled in the deadly arts as much as they are intelligent and adaptable, able to speak the many languages of the world with ease. With a knife in hand, they are a terrifying force, gifted with great skill and regenerative capacities, passed from generation to generation of tarnished.

 

7mAP0DX.jpg

 

 

National Idea (nothing strictly mechanical):

 

The Ayan Rus have always felt out of place outside of their island. Different, uncertain of their place in the world. They have coped with this by assimilating into other cultures easily, adopting their languages and their customs with such ease that they can often be unrecognizable from their native neighbors after a few short years.

 

 

Player POI: The River Styksoi

 

EmNi8Jc.png

 

Dark and glassy are the waters of the Styksoi. Tall is the island of Vozrozhdeniye that stands there, hemmed on in both sides by the twin flows of the River Stix, from which exudes a heavy mist. To foreigners, its emissions are poisonous, and though they may spend a short stay within the Ayan Rus, they must inevitably leave, or risk developing a bloody cough that can lead only to death. Often, merchants are seen wearing cloth masks to protect themselves as they come and peddle their goods among the people of Vozrozhdeniye. The most important of foreign envoys and ambassadors are given ancient contraptions which cover their faces and clean the air for them, so that they may travel safely through the mists and up to their luxurious residences far above the poisonous mists on the high hills of Vozrozhdeniye.

 

Only one great bridge of stone spans the river, and wood inevitably dissolves itself in these waters, for a great poison lurks in them, and all who enter them must inevitably die, succumbing to an ill that eats them from the inside and covers them in tumors. Few and secret are its hidden fords, known only to the privileged few, through which may cross its secret missionaries.

 

The Tarnished are known to be a rare selection of men and women who have survived such an illness and return from the waters of the Syksoi, reborn.

 

 

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Nation Name: The Republic of Iena

 

Government Type/Leader Rank: Republic/ Governor

After the calamity(As it is called in Ienaian History Books), in the area now known as Iena, was a natural collection point for survivors to gather. The fertile lands of the floodplains and natural barriers of the large rivers and the small mountain range to the east. As collections of different people began to gather, a small village between the River forks was founded. 

 

Iena was founded on the principle of survival and community, however as time has shown the adaptation of government was going to be needed if Iena was to continue its existence. Iena held a communal vote, the first election and the founding of the Iena Republic. No kings, no queens, no rich controlling the nation. Or thats what the founders thought. Overtime, as the republic began to grow, the importance of every vote began to shrink. Eventually, leading to representatives voting for their village or town and the same issues that plagued the second age seeped their way into Iena. 

 

Merchants were prominent figures in the town of Iena; the natural position of the settlement lended itself to a plethora of visitors, nomads, and pirates alike. This led to a new found wealth of those who were able to obtain resources and sell them to the unfamiliar people. Legitimate or not, people were out to make a fortune from luxury goods or gold. As the business from the settlement grew, so did the influence of the merchants and their political prowess as well. Through the years, the merchants have always held a seat of power. 


 

 However, their seat of power has recently been contested. Through various different avenues, the a section of former military leadership has weaved its alliance web large enough to be able to contest the merchant’s grasp on Iena. 


 

Characters: 

Porziano De Chiaro, Governor of Iena, Guild Leader of Spilt Rivers Merchants - Standing six foot even, Porziano stands tall with stature. He sports board shoulders that are always perched back with confidence. The middle aged man has seen his fortune and political power grow over the course of his life. This is due to a mix of his charismatic nature, strong physic, and political prowess. 

 

The darker side of this is his temperament, as any spoiled child. When things do not go his way, he flies into a fit of rage. Nobody in his path is safe, it’s been rumored that in meetings there is a clear five foot gap to the next closest person. 

 

His political power has been threatened by a new rival who has appeared, and is loved by the commoners due to his acts of charity and devout loyalist attitude. 

 

Socris, General of The First Iena Army. - Socris, unlike his counterpart Porziano, is just an above average man in both height and looks, his charisma is lacking but his honesty is appreciated by all, his mind for military matters is excellent and the political approach has gone the same. To the commoners, Socris earned every bit of political standing and respect. 

 

This has been leveraged over and over again to pressure the merchant guilds into bending their greed-blinded agenda towards the way of the people. As threatening as he might be to his seat of power. Porziano still sees him as a trusted advisor and invaluable asset to the Republic. 


 

Serene, Demon of the Twin Rivers, First Admiral of the Iena Navy - Serene is a hideous creature by any man’s definition, large nose, crooked nose, bug eyes, and scars riddle her face, arms, and torso. She is completely mutilated. However, many would suggest that Serene’s mutilation would attest to her skills or former skills as a pirate and raider. 

 

The Nickname “Terror of the Twin Rivers”, was granted to her by common riverfolk that populated most of Iena. Her ferocity in combat, combined with her hideous looks had many consumed with the thought she was a river monster birthed from the mouth of the river who was viciously fighting her way back home. That was proven wrong, when she was best in one-on-one combat by Sorcris, and captured. 

 

For many days and nights she was held deep within the keep, Serene’s fight never died even when beaten and battered by the prison guards. She clawed, spit, and scratched her way to her potential freedom. Earning the respect of Sorcris, hell even admiration for the girl tainted by radiation, scars, and poor genetics was doing the only thing she could. Fight. As it was, Sorcris and Porziano brokered a deal worth more wealth and power she could obtain as a river monster. 



 

Unique Unit: Twin-River Terrors- The Terrors were formed during Serene’s initial days as first admiral as she wanted to have an elite group of men on land and sea, specializing in shock tactics and bursting open lines while breaking the moral of the poor sailors whose boat is being looted. 

 

National Idea Honor amongst thieves - Merchants and raiders are after one thing, gold. Stealing it from unsuspecting travelers that come through the Twin-Rivers. Is something the two parties share. Through backroom political dealings, Porziano and Serene cut a deal with some of the local pirates. (Pirate raids are less likely to raid Iena trade vessels, and they can be paid to target certain nations(Or just take Iena money)). 


 

Player POI - Iena Harbor District: The massive remains of what used to be a port city during the second age wasted away to a shadow of what it once was. Still dwarfed anything that Iena had in its nation. The Iena Merchant’s guild soon began to infest the harbor, with its laborers and resources to try and patch the harbor up. It only repaired it and made it usable. Providing them a base to expand their operations further up and down the river. 

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Osberht, the Immortal Sellsword

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The gasp rent the silence of the barren wasteland, startled birds flying into the amber sky. The rays of first light shine upon the dirt as it parts around a man's form. He sits upright, clothed in simple rags. He shakes his head, shaggy dark hair covering his eyes as his mind is tugged to the far horizon. A mountain range breaks the skyline as he rises from the dirt and begins travelling home.

 

The Immortal Ronin

Osberht has been in service in these lands for decades, maybe even centuries. The origins of the man is unknown, and is stronger and faster than almost any other mercenary. This however, means he does not die in battle for his corpse litters the many battlefields of the world. Yet, Osberht always returns. Some say he is a different man every time. Some say he never truly dies.

 

The Hearth

Osberht is drawn to a building in the valleys near the great river. His home. He unerringly knows its location, a needle in his mind shows the direction of the hearth like a compass. Within his home is duplicates of his arms and armaments, buried beneath it is his supposed wealth. Decades of service have lead rumours of his wealth.

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The Knights of Ildan

Order of the Comet


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Orda-Arcus 

(Knightly Order)

 

Orda-Arcesyn 

(Order Headmaster)

 



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The Knights of the Comet, otherwise known commonly as the Ildan Knights, are a splinter faction derived from the Holy Adonian Order when it was founded in times immemorial. What can be gathered in texts and other classical banks of knowledge, describe an ideological fracture between the founding members of the Order, specifically against Adon of Illian’s centralization and worshiping, and those who would rather maintain Old Illian’s concept of peace and decency. However, as unprepared pacifists are so susceptible to subversions, the de facto leader of the dissenting Knights hailing from the ancient land of Ildan were vanquished and scattered across the wastes - thus cementing Adon’s rule and imbuing the forlorn exiles with a sense of guarded determination.

 

Were it not for these early Knights, the true inheritance of the Ideals of Illian would have been lost; a miraculous recovery was made upon the discovery of the Arcas Silmanas, an ancient wonder from the times of the first appearance of Adon’s Comet - which can be best described as some sort of ruined metropolis, by modern standards. Within these crumbling walls did the Knights of Ildan find rejuvenation, and affirmation of their duty, its ranks and stockpile replenishing as the decades crept on. The Illian Code first permitted unrestricted Knightly service to those in requirement, regardless of national affiliation, 

 

The ensuing generations gave rise to the Order’s reputation as champions of the peoples, oft found rescuing the downtrodden and ensuring stability wherever possible - the Arcas Silmanas became a hub of all things Knightly, from martial arts, to philosophical understandings, as well as a burgeoning population. The Oath of Silmanas further cemented the defense of the common people into the legalities of the Order, which now made it its primary identity.

 

Now fully operational, the Order has begun deploying in full force, dedicated to their cause.


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Arcesyn 

Ildemar of Maevryn

 

Headmaster Ildemar is considered to be the 68th Knight Master of the Order of the Comet according to lore. Considered the natural successor of the late Master, by virtue of merit and prowess, Ildemar was unanimously voted to the position a decade ago and has yet to ruin any expectations. The Order’s ambitions and capabilities have long expanded since, with knightly patrols finding land once unreachable. With the prospect of trade flourishing over new land routes, Headmaster Ildemar has made it his immediate mission to ensure the safety and success of such, and has begun seeking out local merchantry to establish such.

  

Unique Military Units (One):

 

Knights of the Comet

Possibly the most formidable infantry to grace the earth at this moment, the Ildan Knights are clad in ancient technology commonly known to most as ‘Exo’, which accentuates one’s strength and endurance, allowing a Knight to be outfitted in the finest of armor without being at a disadvantage of tremendous weight. Due to the ancient frame’s resilience, the Knights have also forgone any sort of secondary weapons, such as shields, and instead present themselves with lengthy greatswords capable of splitting a man in twain at full exertion.

 

Such formidable equipment is not given to any oaf picked up from the streets, and even if they were, one must learn the inner workings of the Exo and incorporate it into everyday movement or else struggle to even get a step forward without proper training. Those selected to wield the Exo must undergo rigorous drilling, be extensively tutored in martial arts, and undergo philosophical examination to best achieve the prime candidate - a Knight willing to lay down their life for the betterment of a new world.

 

However, despite all its remarkable strengths, Exo suits are extremely difficult to procure, as the knowledge of their fabrication has been lost to time. The Knights of the Comet must instead go forth and uncover new sources of these technologies, no matter the cost.

 

[Heavy Infantry, Two-Handed]

 

National Idea (nothing strictly mechanical):

 

The Oath of Silmanas

The Idea of Ildan is dominated by a desire to create a better world, free of pain and oppression. To do so, the Knights of the Comet are often dispatched to zones of high danger, engaging the local belligerents to rescue and disperse populations incapable or unwilling to partake in such perils. Even regions undergoing severe economic depressions and famines will be tended to, as the Order calls on its international organization to alleviate whatever issues are the cause. The Oath of Silmanas is all-binding.


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The Vale of Ildan

Home of the Arcas Silmanas

 

A rare bastion of verdant life in an otherwise ruined world. The Vale has seemingly been shielded from the worst apocalypses history has had to offer, nestled into the mountains along the Ynn, whilst also serving as the source of two distributary rivers into the aforementioned Ynn. 

 

Whilst also serving as a bulwark to the elements, the Vale’s unique geography allows it to project far greater strength than would be normal, as any invaders would be funneled into numerous narrow channels benefiting defenders the most. The Knights of the Vale are not restricted by such choke points, as their knowledge of the mountainous terrain allows them to leave at will throughout smaller, more discreet, foot paths.

 

Deep within the Vale the Arcas Silmanas strikes tall, an old relic of unknown origins, and blanched fully white. Any ancient technologies that could have once been found within the Tower of Silmanas has long been pilfered and plundered, rendering it solely to the primary bastion of the Order of the Comet - its interior refurbished to meet knightly demands as it looms over a growing settlement below, New Ildan.

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Discord Name (If I don't already have it): TotusTuusEgoSum #3901

 

 

 

Nation Name: The Philosophate of Arbina

 

 

 

Nation Government/Leader Rank: Oligarchy/the Philosopher.

 

 

 

Description of National/Provincial History & Culture:

 

The Philosophate is the last remnant of antiquity, a state that before the Great Comet was famed for commerce and learning. Arbina was styled Queen of Cities. Now graze the sheep below the triumphal arches where once victorious horsemen did ride. Nevertheless, a small number of enthusiasts - or fanatics - keep alive the old flame of the great philosophical state and its old glories admidst the ruins.

 

The Philosophate is a strictly hierarchical society governed by several schools which disagree with each other on fundamental issues. In this, however, they agree and bind themselves: that there be the One, and no other, viz. they reject polytheism, that the pursuit of wisdom and virtue are the highest goods, and that life ought to be governed by the strictest adherance to civic virtue.

 

They trace these ideals to the universally venerated Gaius Mato, usually called Mato Maximus. He was put to death for turning the City away from the old gods and laying down the principles of the ideal philosophical state. His idea was of a City-State governed by a Philosopher class. Mato in death had the ultimate victory: his disciples seized control of the City and it has been governed according to his principles since.

 

The Comet saw the Queen of Cities disrobed of her regal glory. But in the depths of despair arose a new leader, Numerius Didius Severus, who intepreted events as providential. Surely the One was displeased at how the Philosophers had grown fat and degenerate? Surely this trial needs must come? For a lesser man might have seen death only in the Comet. But Severus perceived that new life might emerge. He gathered together the remnants of the noble families. The young Philosophers must now live a semi monastic life and keep the flame of learning alive.

 

Every since Severus, the Philosophate has remained steady, although a figment of a shadow of her former glory. Her goal, thus far,  has been merely survival and preservation. But is there something more?

 

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:

 

 Gaius Didius Severus: the chief Philosopher of the state. He is of the so called "Trairius" school. This school believes in strict, hereditary hierarchy, time honoured ritual, and is generally opposed to expansion and the idea of a standing army. They believe that a moral life necessitates nullifying passions and emotions that reason might rule. They also uphold slavery, teaching it to be part of the divinely constituted order of the universe. This makes him popular among the "craftsman" and "soldier" classes.

 

A direct descendant of the elder Severus, he is an idealistic and rather gallant young man who believes in old ideals. Although personally brave, showing signs of being a good general and a clear thinker, he lacks political nouse. Ironically for his position, he often invests emotion in his arguments and places his own sentiments always before political expedience. 

 

Appius Sempronius Claudius: Severus' main political, personal and intellectual rival. He is head of the "Honorific" school, which is more meritocratic, democratic and expansionist in its outlook. It believes in expanding Philosophate rule and even opposes slavery outright. Unlike their main rivals, it believes emotions and passions are good if ordered according to reason. 

 

Claudius is quite similar to Severus, which makes their rivalry even more intense. They do agree, however, on the importance of civic virtue and are often able to put aside their differences. Claudius is a gifted orator, a spirited man popular among his own class, and, it is said, the slave class.

 

Titus Aemilius Antoninus: head of the third main school, the Custodians. The Custodian school is one of moderation and expedience. "Prudence is charity finding a way", said one of its key proponents. For example, Custodian orators have always defended the rights and conditions of slaves when attacked and deprived, but never attacked the institution itself.

 

Antoninus is a veteran politician standing between the two rivals, and who acts as a moderating force. An affable and gentle man, he is a rather dull orator and poor soldier, but is surprisingly popular and almost venerated as a kind of grandfather of the nation.

 

Unique Military Units (One):

 

Philosopher Heavy Spearmen: being drawn from the sons of the highest caste of society, these men are considered one of the elite infantry units of the world. They are given training from the youngest age and buy themselves the finest money can buy. However, drawing from but one class, their manpower pool is extremely limited, and a military disaster could wipe out the flower of the nation on a single day. In olden times they were hoplites; with the development of armour they have become foot knights armed with halberds, poleaxes and other heavy polearms. 

 

It is important to mention that the Arbinans have no standing army. Rather, a well motivated milita is drawn up from all classes of society. Much of the militia use out dated weaponry.

 

 

National Idea (nothing strictly mechanical): Civic Virtue: liars are utterly despised in society, and integrity upheld at every moment. Typically, an Arbinan would rather suffer death than contaminate his hand with a bribe, or break his Oath. This makes for a place where crime is remarkably low and whilst the Arbinians are utterly incapable of intrigue, so also do they appear to be immune thereto.

 

Player POI: a small city next to a medium sized river, centered on the ruins of a sprawling metropolis, surrounded by grassy plains.

Edited by thesmellypocket
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11 hours ago, thesmellypocket said:

Discord Name (If I don't already have it): TotusTuusEgoSum #3901

 

 

 

Nation Name: The Philosophate of Arbina

 

 

 

Nation Government/Leader Rank: Oligarchy/the Philosopher.

 

 

 

Description of National/Provincial History & Culture:

 

The Philosophate is the last remnant of antiquity, a state that before the Great Comet was famed for commerce and learning. Arbina was styled Queen of Cities. Now graze the sheep below the triumphal arches where once victorious horsemen did ride. Nevertheless, a small number of enthusiasts - or fanatics - keep alive the old flame of the great philosophical state and its old glories admidst the ruins.

 

The Philosophate is a strictly hierarchical society governed by several schools which disagree with each other on fundamental issues. In this, however, they agree and bind themselves: that there be the One, and no other, viz. they reject polytheism, that the pursuit of wisdom and virtue are the highest goods, and that life ought to be governed by the strictest adherance to civic virtue.

 

They trace these ideals to the universally venerated Gaius Mato, usually called Mato Maximus. He was put to death for turning the City away from the old gods and laying down the principles of the ideal philosophical state. His idea was of a City-State governed by a Philosopher class. Mato in death had the ultimate victory: his disciples seized control of the City and it has been governed according to his principles since.

 

The Comet saw the Queen of Cities disrobed of her regal glory. But in the depths of despair arose a new leader, Numerius Didius Severus, who intepreted events as providential. Surely the One was displeased at how the Philosophers had grown fat and degenerate? Surely this trial needs must come? For a lesser man might have seen death only in the Comet. But Severus perceived that new life might emerge. He gathered together the remnants of the noble families. The young Philosophers must now live a semi monastic life and keep the flame of learning alive.

 

Every since Severus, the Philosophate has remained steady, although a figment of a shadow of her former glory. Her goal, thus far,  has been merely survival and preservation. But is there something more?

 

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:

 

 Gaius Didius Severus: the chief Philosopher of the state. He is of the so called "Trairius" school. This school believes in strict, hereditary hierarchy, time honoured ritual, and is generally opposed to expansion and the idea of a standing army. They believe that a moral life necessitates nullifying passions and emotions that reason might rule. They also uphold slavery, teaching it to be part of the divinely constituted order of the universe. This makes him popular among the "craftsman" and "soldier" classes.

 

A direct descendant of the elder Severus, he is an idealistic and rather gallant young man who believes in old ideals. Although personally brave, showing signs of being a good general and a clear thinker, he lacks political nouse. Ironically for his position, he often invests emotion in his arguments and places his own sentiments always before political expedience. 

 

Appius Sempronius Claudius: Severus' main political, personal and intellectual rival. He is head of the "Honorific" school, which is more meritocratic, democratic and expansionist in its outlook. It believes in expanding Philosophate rule and even opposes slavery outright. Unlike their main rivals, it believes emotions and passions are good if ordered according to reason. 

 

Claudius is quite similar to Severus, which makes their rivalry even more intense. They do agree, however, on the importance of civic virtue and are often able to put aside their differences. Claudius is a gifted orator, a spirited man popular among his own class, and, it is said, the slave class.

 

Titus Aemilius Antoninus: head of the third main school, the Custodians. The Custodian school is one of moderation and expedience. "Prudence is charity finding a way", said one of its key proponents. For example, Custodian orators have always defended the rights and conditions of slaves when attacked and deprived, but never attacked the institution itself.

 

Antoninus is a veteran politician standing between the two rivals, and who acts as a moderating force. An affable and gentle man, he is a rather dull orator and poor soldier, but is surprisingly popular and almost venerated as a kind of grandfather of the nation.

 

Unique Military Units (One):

 

Philosopher Heavy Spearmen: being drawn from the sons of the highest caste of society, these men are considered one of the elite infantry units of the world. They are given training from the youngest age and buy themselves the finest money can buy. However, drawing from but one class, their manpower pool is extremely limited, and a military disaster could wipe out the flower of the nation on a single day. In olden times they were hoplites; with the development of armour they have become foot knights armed with halberds, poleaxes and other heavy polearms. 

 

It is important to mention that the Arbinans have no standing army. Rather, a well motivated milita is drawn up from all classes of society. Much of the militia use out dated weaponry.

 

 

National Idea (nothing strictly mechanical): Civic Virtue: liars are utterly despised in society, and integrity upheld at every moment. Typically, an Arbinan would rather suffer death than contaminate his hand with a bribe, or break his Oath. This makes for a place where crime is remarkably low and whilst the Arbinians are utterly incapable of intrigue, so also do they appear to be immune thereto.

 

Player POI: a small city next to a medium sized river, centered on the ruins of a sprawling metropolis, surrounded by grassy plains.

Accepted!

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