INCOMPLETE, WIP
This is the first OOC I post myself. So, if there are any obvious issues, one can PM me for necessary corrections.
The Scholars will have yet to announce a name for the coming age. As dusk approaches the age of sorrows, new hope dawns. Harvests across the grand continent of Alcenia are blooming for the first time in over a century.
Temperatures rise, the people flourish and the armies of civilization once again stand firm against the creatures of the night and shadow. But the scholars know this period of glee and bliss will not last. For with hope, comes ambition and with ambition, comes war.
Premise
A large human empire conquered most of the known world, starting around 600 years ago. Rebellion, civil war and a mysterious wide catastrophy known as the great sundering brought its end, over a century ago, a century known as the age of woes and sorrow.
A century of failed harvests and ill-tempered fantasy monsters erupted from the deep, mysterious forests that dot the continent, destroying and burning most of what remained civilized.
It has been over five decades since this age of woe and sorrow has ended. Nations once more grow and thrive, elves, dwarves and others once more stand as their own rules and humans are left with a world they once ruled and know hates them for it.
In this world, players can craft their own human or fantasy race kingdom, fledging and growing as the first true kingdoms, republics and factions that have come out of the age of woes and sorrow.
Players will then have a chance to craft their own story as their nation struggles to survive against various events and monsters that will spawn across the world. In case of interest, I can add a component for adventuring for players. This is world with many secrets, ancient monsters and many a dungeon or ruin to discover.
A century of failed harvests and ill-tempered fantasy monsters erupted from the deep, mysterious forests that dot the continent, destroying and burning most of what remained civilized.
It has been over five decades since this age of woe and sorrow has ended. Nations once more grow and thrive, elves, dwarves and others once more stand as their own rules and humans are left with a world they once ruled and know hates them for it.
In this world, players can craft their own human or fantasy race kingdom, fledging and growing as the first true kingdoms, republics and factions that have come out of the age of woes and sorrow.
Players will then have a chance to craft their own story as their nation struggles to survive against various events and monsters that will spawn across the world. In case of interest, I can add a component for adventuring for players. This is world with many secrets, ancient monsters and many a dungeon or ruin to discover.
Description of the continent (map on its way)
The known world comprises of the continent of Alcenia and the surrounding islands. Beyond these islands lie large oceans none have sailed beyond. Or at the least, none have returned to tell the tale.
To the far west lie the westerwoods, filled with creatures so vile and in such number, that not even the empire at its height could conquer it.
To the north-west lie the great deserts of Barak, little is known of the vast mysterious lands of sand and heat. To the south, lie deep, dark and ancient snow-covered pine forests, going as far as anyone has ever explored. The further one travels in that deep snowy woodland, the more vile and dangerous the beasts one encounters. No sane people have ever settled their.
Alcenia lies surrounded by sea, desert and dangerous forests, a region of relative safety and comfort for the fledging kings and queens that scheme and war for their various ambitions.
To the far west lie the westerwoods, filled with creatures so vile and in such number, that not even the empire at its height could conquer it.
To the north-west lie the great deserts of Barak, little is known of the vast mysterious lands of sand and heat. To the south, lie deep, dark and ancient snow-covered pine forests, going as far as anyone has ever explored. The further one travels in that deep snowy woodland, the more vile and dangerous the beasts one encounters. No sane people have ever settled their.
Alcenia lies surrounded by sea, desert and dangerous forests, a region of relative safety and comfort for the fledging kings and queens that scheme and war for their various ambitions.
History
Nearly a thousand years ago, A human republic arose victorious from a series of petty wars with its envious neighbors.
Empowered by pride and number, their drive for conquest never ceased. Soon enough, their grand republic comprised much of continental lowlands.
This republic, named itself after its capital, The Alcenian Republic, a name later gifted to the continent itself.
Its armies, strong, organized and experienced, cut swathes through the less fortunate or savvy human tribes and petty kingdoms around it.
When this republic ran out territory to conquer, people to enslave, gold to pillage, it had to pay the price for centuries of blood and warfare.
The slave economy collapsed, its people revolted and Alcenia was nearly burned to the ground in bloody civil war and rebellion.
When the fires were doused at the following dawn, the republic was no more and an empire has rose in its wake.
Once more did the grand Alcenian armies march through the continent, seeking conquest, glory, gold and riches for its emperors.
As there were no more human tribes to conquer, the other races were crushed under their heel. The enigmatic elvish could not hope to withstand the endless armies of the Empire and the dwarves could do little more than to hide in their mountains, few others managed to escape the greed and wrath of the Alcenian Emperors.
Their cities shone with gold, marble and wealth beyond imagining and in its shadow, legions of slaves worked and died for the rich, powerful and sickly ambitious of the empire.
All this wealth, this glory, this age of suppression and death ended with the great sundering, little more than a century ago.
Civil war was common in the empire, slave uprisings even more so. All had always been crushed in rivers of blood, eventually. But this time, all would pay for the hubris of Emperor Julian Maximus the third.
No one know the true story, no books or fair account of those final days still exist. Only stories, legends and bardic songs remind people of the harsh days of the great sundering.
The gates of the great Imperial wall around the Alacinian capital closed shut and all that approached died by an unnatural curse, weaved by the grand magisters of the emperor. Winter followed spring, harvests failed, armies starved and healthy children died at birth, in the arms of their weeping mothers.
It is said fire rain from the skies and half beast, half demon creatures erupted from the westerwoods, murdering and pillaging across the lands of the collapsing empire.
Legends say this was an age of woe and sorrow. Where one would go to sleep, only to wake and see his children taken with only a strange trail, leading into the darkness.
It is said this period lasted for over century, a century were the empire fell, but any warlord attempting to rise from its shadow, swallowed by the age of sorrows.
It has been nearly fifty years, since the climate has improved, since the monsters in the woods have been kept at bay and none remember the last raid of the beasts of the westerlands.
Kings and heroes have risen, ready to claim the future, Ready to claim a new age of hope and glory...
Empowered by pride and number, their drive for conquest never ceased. Soon enough, their grand republic comprised much of continental lowlands.
This republic, named itself after its capital, The Alcenian Republic, a name later gifted to the continent itself.
Its armies, strong, organized and experienced, cut swathes through the less fortunate or savvy human tribes and petty kingdoms around it.
When this republic ran out territory to conquer, people to enslave, gold to pillage, it had to pay the price for centuries of blood and warfare.
The slave economy collapsed, its people revolted and Alcenia was nearly burned to the ground in bloody civil war and rebellion.
When the fires were doused at the following dawn, the republic was no more and an empire has rose in its wake.
Once more did the grand Alcenian armies march through the continent, seeking conquest, glory, gold and riches for its emperors.
As there were no more human tribes to conquer, the other races were crushed under their heel. The enigmatic elvish could not hope to withstand the endless armies of the Empire and the dwarves could do little more than to hide in their mountains, few others managed to escape the greed and wrath of the Alcenian Emperors.
Their cities shone with gold, marble and wealth beyond imagining and in its shadow, legions of slaves worked and died for the rich, powerful and sickly ambitious of the empire.
All this wealth, this glory, this age of suppression and death ended with the great sundering, little more than a century ago.
Civil war was common in the empire, slave uprisings even more so. All had always been crushed in rivers of blood, eventually. But this time, all would pay for the hubris of Emperor Julian Maximus the third.
No one know the true story, no books or fair account of those final days still exist. Only stories, legends and bardic songs remind people of the harsh days of the great sundering.
The gates of the great Imperial wall around the Alacinian capital closed shut and all that approached died by an unnatural curse, weaved by the grand magisters of the emperor. Winter followed spring, harvests failed, armies starved and healthy children died at birth, in the arms of their weeping mothers.
It is said fire rain from the skies and half beast, half demon creatures erupted from the westerwoods, murdering and pillaging across the lands of the collapsing empire.
Legends say this was an age of woe and sorrow. Where one would go to sleep, only to wake and see his children taken with only a strange trail, leading into the darkness.
It is said this period lasted for over century, a century were the empire fell, but any warlord attempting to rise from its shadow, swallowed by the age of sorrows.
It has been nearly fifty years, since the climate has improved, since the monsters in the woods have been kept at bay and none remember the last raid of the beasts of the westerlands.
Kings and heroes have risen, ready to claim the future, Ready to claim a new age of hope and glory...
Religion, gods and their relation to magic
My concept is rather simple. Gods are tangible, actual entities in this world and can, in extremly rare instances, be willing for direct communication. A god is born, sustained and empowered by prayer and acts of worship, those being in his nature ofcours more effective than other means.
Per example, if a tribe has a belief of a spirit god that watches over the forest and they have this belief for centuries and during those centuries they pray, sacrifice and perform ritual worship for this spirit, this spirit will actually be born. It will live and exist on a different plane of existence, althought the "barrier" between their plane and ours is thin, call it a veil if you will.
This Spirit will have a will of its own, but the nature of the rituals, prayer and the collective belief, present and past, define the nature of said god. So a god of valor and war, will enjoy violence, he will hate acts of dishonor, etc, etc. They are pure and rather childish in this regard as they are mostly onedimensional beings, although with age, they can become wise and more nuanced.
The downside is that older gods will rarely intervene of even bless mortals, even though nuance and forgiveness by these powerful entities is earned with age, they also become more picky with their followers. Younger gods, more eager to grow stronger, will present blessings more easily in the hope to promote more belief and worship, earning him more power.
So, quick and dirty, belief creates god, more belief makes god stronger, god can bless mortals who believe in him.
Blessings are varied and simple. Weras magic users are rare and precious, clerics and priests gifted with the power of their gods are less rare.
These blessings are however mostly simple, fortitude, luck, better health, small charms that in the hands of the truly faithful, make their lives a bit easier.
True, powerful blessings however, are difficult for even a god to grant. For to breach the veil, much power must be dispensed. So a god blessing a warrior with extra fortitude, to the point where it makes a true difference, the god, no matter which one, will make sure the individual is worth it. And considering gods are rather simplistic in nature, no matter if they are a god of health, benevolence, harvest or sunshine and rainbows, they will only gift such blessings to those who devote their utter lives to the worship and appeasement of that godly entity.
So true warrior clerics, paladins or even healing monks, bestowed by healing powers by a god of benevolence, per example, are also rare.
(In clear terms: Don't put thousands in your armies)
The Imperial Pantheon is the only predefined godly entity present in the game. These gods are also referred to as the fallen. Since and during the age of woes and sorrow, their have been rumors that not even the most devout priests, weeping upon the statues of the great gods have recieved a sign that they still live. Some believe that the age of woe and sundering has killed even the gods of yore.
The Alcenian Pantheon
Kav, God of Valor and War: The God Kav is one of the oldest in the Imperial Pantheon. Prizing martial prowess, bravery, and honor above all else, Kav's priesthood includes relatively few mages. The majority of his priests focus on learning how to fight instead of learning how to cast spells.
Quhena, Goddess of Love: The Goddess of love and passion, Quhena's domain crosses into passion of all sorts.
Sodos, God of Wine: The God of celebration and inebriation, Sodos' worshippers have garnered a negative reputation for themselves in most places since the fall of the Empire. Most Sodos worshipers are more concerned with worldly pleasure than affairs of the world - a very important distinction to make when the world as you know it is collapsing.
Odum, God of Order: Odum, the god of law and order, has traditionally been invoked by both the Alcenian legion and courts of law. Odum is traditionally opposed to disorder and other giving races a seat at the table as Odum teaches that any kind of disunity, even something as simple as a difference in race, sows chaos.
Tilmus, God of Death: Also called the Shephard of Souls, Tilmus is traditionally a protector of the dead and of the souls of the buried. Tilmus' priesthood traditionally oppose any disrespect of the dead as well as the living. His priesthood also frequently dedicate themselves to healing the sick or wounded: Tilmus doesn't want more people to die, he simply accepts that death is inevitable.
Cyhrena, Goddess of Wisdom: Goddess of Wisdom and military strategy, Cyhrena is a patron of magicians and organized militaries alike. Cyhrena states that decisions should be thoroughly thought out with backup plans for any possible consequences.
Auria, Goddess of Scholarship: Goddess of Scholarship and Magic, Auria is a popular patron of mages and scholars alike. Auria is a proponent of thorough study, preciseness, and caution in magic and life alike.
Per example, if a tribe has a belief of a spirit god that watches over the forest and they have this belief for centuries and during those centuries they pray, sacrifice and perform ritual worship for this spirit, this spirit will actually be born. It will live and exist on a different plane of existence, althought the "barrier" between their plane and ours is thin, call it a veil if you will.
This Spirit will have a will of its own, but the nature of the rituals, prayer and the collective belief, present and past, define the nature of said god. So a god of valor and war, will enjoy violence, he will hate acts of dishonor, etc, etc. They are pure and rather childish in this regard as they are mostly onedimensional beings, although with age, they can become wise and more nuanced.
The downside is that older gods will rarely intervene of even bless mortals, even though nuance and forgiveness by these powerful entities is earned with age, they also become more picky with their followers. Younger gods, more eager to grow stronger, will present blessings more easily in the hope to promote more belief and worship, earning him more power.
So, quick and dirty, belief creates god, more belief makes god stronger, god can bless mortals who believe in him.
Blessings are varied and simple. Weras magic users are rare and precious, clerics and priests gifted with the power of their gods are less rare.
These blessings are however mostly simple, fortitude, luck, better health, small charms that in the hands of the truly faithful, make their lives a bit easier.
True, powerful blessings however, are difficult for even a god to grant. For to breach the veil, much power must be dispensed. So a god blessing a warrior with extra fortitude, to the point where it makes a true difference, the god, no matter which one, will make sure the individual is worth it. And considering gods are rather simplistic in nature, no matter if they are a god of health, benevolence, harvest or sunshine and rainbows, they will only gift such blessings to those who devote their utter lives to the worship and appeasement of that godly entity.
So true warrior clerics, paladins or even healing monks, bestowed by healing powers by a god of benevolence, per example, are also rare.
(In clear terms: Don't put thousands in your armies)
The Imperial Pantheon is the only predefined godly entity present in the game. These gods are also referred to as the fallen. Since and during the age of woes and sorrow, their have been rumors that not even the most devout priests, weeping upon the statues of the great gods have recieved a sign that they still live. Some believe that the age of woe and sundering has killed even the gods of yore.
The Alcenian Pantheon
Kav, God of Valor and War: The God Kav is one of the oldest in the Imperial Pantheon. Prizing martial prowess, bravery, and honor above all else, Kav's priesthood includes relatively few mages. The majority of his priests focus on learning how to fight instead of learning how to cast spells.
Quhena, Goddess of Love: The Goddess of love and passion, Quhena's domain crosses into passion of all sorts.
Sodos, God of Wine: The God of celebration and inebriation, Sodos' worshippers have garnered a negative reputation for themselves in most places since the fall of the Empire. Most Sodos worshipers are more concerned with worldly pleasure than affairs of the world - a very important distinction to make when the world as you know it is collapsing.
Odum, God of Order: Odum, the god of law and order, has traditionally been invoked by both the Alcenian legion and courts of law. Odum is traditionally opposed to disorder and other giving races a seat at the table as Odum teaches that any kind of disunity, even something as simple as a difference in race, sows chaos.
Tilmus, God of Death: Also called the Shephard of Souls, Tilmus is traditionally a protector of the dead and of the souls of the buried. Tilmus' priesthood traditionally oppose any disrespect of the dead as well as the living. His priesthood also frequently dedicate themselves to healing the sick or wounded: Tilmus doesn't want more people to die, he simply accepts that death is inevitable.
Cyhrena, Goddess of Wisdom: Goddess of Wisdom and military strategy, Cyhrena is a patron of magicians and organized militaries alike. Cyhrena states that decisions should be thoroughly thought out with backup plans for any possible consequences.
Auria, Goddess of Scholarship: Goddess of Scholarship and Magic, Auria is a popular patron of mages and scholars alike. Auria is a proponent of thorough study, preciseness, and caution in magic and life alike.
Guidelines
*One runs with medieval era, mid or late level populations, perhaps enlarged just a smidge. One would start as perhaps as England sized chunk of land, this will become an age of war, diplomacy and ambition.
Nobody will start with an empire, one will need to craft one if he desires it.
*Armies are preferable somewhat medieval sized, perhaps somewhat larger, for a more Lord of the Rings sized battlefield, filled with thousands of soldiers at each side for major major field battles, but not much more, for narrative sake, one can assume the army number you list isn’t definitive to the single soldier, but rather the army you can deploy.
No need to include every squire, possible levied peasant or gate guard.
*Armies are built in a balanced way. If one simply includes every medieval weapon of mass destruction as his main fielded wielded weapons, referring to longbows and composite bows here,
You will need a good narrative reason for it and I will likely talk to you to balance out your listed weapons, type of army, etc.
In the fantasy sense, this includes having gryphon knights, mages that can wipe out hundreds of men, etc, etc.
These things are allowed, but combinations of longbowmen, heavily organized men at arms, mounted gryphon lancers, horse archer cavalry coupled with an experienced officer corps, are things I do not want to see.
One builds a balanced army with fantasy medieval pro's and con's. One that players can use to interact in interesting ways.
*Magic Is limited to one could say Dungeons and dragons level 8 spells or so. This includes fireballs, lightning, illusions, invisibility and all the nice, cool wacky stuff,
but you don't get to burn entire armies to the ground. Magic needs conduits (staffs, wands, spell books, etc), expensive and rare reagents to perform and in the age of sorrows, all the Imperial knowledge of magic was lost, so Finding spells, teachers or even magic capable individuals is a rare and priceless thing, even for a king. It should be noted that many common folk despise the mage caste, for the legends of the age of sorrows claim that they are responsible.
*The size of army you can field and the actions you can perform without response from the outside world at large, depends largely about how you depict your nation. Build your nation as a horde, a republic, a tribe, a feudal kingdom or whatever else, but each of these have different strengths and weaknesses. one can raise larger armies, one can field mercenaries and has more coin, etc, etc. Be creative, but stick by your chosen background and roleplay to make it fit.
*If desired, I can create world-wide or regional based events (Orc/beast hordes, dragon sightings, necromancer lords, ancient Imperial tomb filled with gold and artifacts, etc, etc.) for players to Interact without immediately invading eachothers lands and territories.
*Technology is mid to late medieval in general. If one desires funky stuff, such as per example dwarven engineering being somewhat superior, ensure balance in the race or nation you chose. A race that is superior in every way is simply boring to play and to play against.
*certain 'evil' fantasy races are not allowed to be player races, such as centaurs and orcs, unless you really want to play as a stereotypical raider/war driven civilization.
*This list can be redacted, changed or expanded upon when applicable.
Nobody will start with an empire, one will need to craft one if he desires it.
*Armies are preferable somewhat medieval sized, perhaps somewhat larger, for a more Lord of the Rings sized battlefield, filled with thousands of soldiers at each side for major major field battles, but not much more, for narrative sake, one can assume the army number you list isn’t definitive to the single soldier, but rather the army you can deploy.
No need to include every squire, possible levied peasant or gate guard.
*Armies are built in a balanced way. If one simply includes every medieval weapon of mass destruction as his main fielded wielded weapons, referring to longbows and composite bows here,
You will need a good narrative reason for it and I will likely talk to you to balance out your listed weapons, type of army, etc.
In the fantasy sense, this includes having gryphon knights, mages that can wipe out hundreds of men, etc, etc.
These things are allowed, but combinations of longbowmen, heavily organized men at arms, mounted gryphon lancers, horse archer cavalry coupled with an experienced officer corps, are things I do not want to see.
One builds a balanced army with fantasy medieval pro's and con's. One that players can use to interact in interesting ways.
*Magic Is limited to one could say Dungeons and dragons level 8 spells or so. This includes fireballs, lightning, illusions, invisibility and all the nice, cool wacky stuff,
but you don't get to burn entire armies to the ground. Magic needs conduits (staffs, wands, spell books, etc), expensive and rare reagents to perform and in the age of sorrows, all the Imperial knowledge of magic was lost, so Finding spells, teachers or even magic capable individuals is a rare and priceless thing, even for a king. It should be noted that many common folk despise the mage caste, for the legends of the age of sorrows claim that they are responsible.
*The size of army you can field and the actions you can perform without response from the outside world at large, depends largely about how you depict your nation. Build your nation as a horde, a republic, a tribe, a feudal kingdom or whatever else, but each of these have different strengths and weaknesses. one can raise larger armies, one can field mercenaries and has more coin, etc, etc. Be creative, but stick by your chosen background and roleplay to make it fit.
*If desired, I can create world-wide or regional based events (Orc/beast hordes, dragon sightings, necromancer lords, ancient Imperial tomb filled with gold and artifacts, etc, etc.) for players to Interact without immediately invading eachothers lands and territories.
*Technology is mid to late medieval in general. If one desires funky stuff, such as per example dwarven engineering being somewhat superior, ensure balance in the race or nation you chose. A race that is superior in every way is simply boring to play and to play against.
*certain 'evil' fantasy races are not allowed to be player races, such as centaurs and orcs, unless you really want to play as a stereotypical raider/war driven civilization.
*This list can be redacted, changed or expanded upon when applicable.
Applications
Delete the comments in brackets when apping.
Name of Faction:
(Kingdom, republic, tribe, etc)
Ruler:
(Name, race, short description)
Description of Government:
Government Type:
Sigil/Emblem:
Population:
Military number :
Military outline :
(General listing of the types of troops involved. If large, please put in spoiler)
Languages:
(For simplicities sake, all nations have at least basic knowledge of the Imperial language spoken primarily by humans.)
History:
Religion:
(Leave empty for now)
Races:
(If not human, at least a vague description is advised.):
Capital City:
Land Controlled:
(Can be filled in after map is live)
Allies:
Enemies:
(Historical enemies and allies story wise, per example the humans are considered the enemy because of the actions of the empire, etc, etc)
My Factions
Name of Faction: The Republic of Vindelicorum
Also known as The 2nd Alcenian Republic, the remenant, the city of marble, The Jewel of the North, etc
Ruler: The Vindelicorum senate, composed entirely of human generals, wealthy merchant, landowners and professional politicians and influential members of society.
Description of Government:
A roman style republic. Wealthy land owners, military leaders, crafts guild leaders, religious leaders, civil leaders and all kinds of others with enough influence seat in the republican senate that deals with laws, matters of the realm and allowing military action. During a war, a military leader is elected temporarily to lead the republic through the war effort.
A constitution dictates that the levels of the state. The rights and duties of a citizen and the moral and goals of the republic. It is considered a near holy document and seen as a sign of superiority of the Alacenian people and the republic itself.
Government Type: Republic
Sigil/Emblem:
Population: 1 250 000
Military number : The Republic holds 2 legions in use and it struggles to do so. The total number of these soldiers number 12 thousand. Due to the nature of the republic, it is difficult to raise levies in an easy way. Several hundred serve in smaller cohorts, not attached to either legion. These 100 man units can protect villages, arrange patrols, etc.
Citizen militia can be formed, but this is very difficult to do so on offensive campaigns, The strength, means and number of these militia depend on the time Vindelicorum has to levy, train and equip these men. But even in the best of circumstances, these men are not hardened men of war.
Navy:
Vindelicorum, outside of the wealth and history of the city is known for two things. Its legions and its fleet. For as the age of woes came to pass, Vindelicorum allways held one great advantage, the vast, sprawling dockyards of the city. Even though the age of woes had ensured it fell it disrepair, its secrets, knowledge and techniques remained. As such, Vindelicorum has the means to build the vast warships of a begone Imperial age. Even though the city can hardly afford a fleet of proper size, its warships patrol the coasts around Vindelicorum and protect the precious trade routes that keep its markets fed.
Military outline :
TL:DR: * Legionary system, organised military * Service of a single dragon, if the republic can afford its price. * A strong, sizeable navy *The republic is a well rounded and dangerous foe, although its weakness is its economy. As it needs the money of its taxes and trade to feed the ever hungry mouth of its legions.
The republic functions on a reformed Alacenian legionairy system. The military consists of citizenry fighting for a steady pay and a portion of any war loot gained during a campaign. Serving atleast a few years in the legion is almost a neccesity for the higher social classes. Becomming influential inside Vindelicorian society without being able about legionairy service or other, efforts for the common good of the 2nd republic, is very difficult.
* A legion is an organised, fixed army unit. Characterised by heavy infantry, shield walls with sword and spear, archers, skirmishers and a small cavalry detachement. It's own, dedicated scouts , pioneers, officer structure, etc. One of the things that made the Empire great, was the mobility, self sustaining nature of its armies. Well disciplined, well organised and unit cohesion like no other army could boast. The issue with such a system is its expense. Such an army needs constant training and it difficult to deploy in sections. As such, the army of Vindelicorum is well equiped, extremly well trained and very dangerous on the battlefield. But it is expensive, even for a wealthy city such as vindelicorum. So even though vindelicorum might dream of the legions of a begone age, such things are still dreams.
* The Alacenian Imperial banner was that a dragon, spread wings, breathing fire upon its enemies. This was because the service dragons, although rare, was not unknown in the Empire. Most dragons care for wealth glory and admiration. Things in good supply in the golden days of the Empire. It is said their were lairs of pure gold in the capital of the empire, were dragons were pampered and emperors themselves would come grovel for their aid in the petty wars of humans.
Vindelicorum has little of such wealth to offer, so to find the dragons of yore, to have them fight for the republic, is a difficult and dangerous task. But one, Gromgardun, returned to Vindelicorum over a decade ago, having searched the world for a place that could offer it the life, the empire had and finding nothing to his liking. So Gromgardun had settled in the ancient, and empty dragon aviaries of Vindelicorum, finding comfort and luxury and perhaps, should the senate offer him an interesting reward, he would once again know the thrill of glory and blood.
Languages: Imperial
History:
The port city of vindelicorum was a vast,sprawling Metropolis that during the height of the empire, ensured the bulk of its civilian and military ship production, due to its location in the trade routes and access to relevant resources. Due to this, it became, through the centuries, a vast center of trade and culture.
During the long fall of the Empire, before the age of woes, Vindelicorum was quickly left to fend for itself. The legions tasked with defending it, selfishly recalled to defend the capital. During the decades leading up to the age of sorrow, it had to levy its own armies, build its own fleets and when the orcs came down the mountains, their was no news from the capital for years as the city remained besieged from all sides.
When the 3rd legion carved its way through the orcish hordes, blooded and tired, to reach the gates of Vindelicorum, the governour, fat, lazy and selfish demanded they protect him and return him to the capital where he would be safe. The legate, Geralt Litvan, cut off his head in front on the crowds that came to cheer on their saviors. The 3rd legion had come to Vindelicorum, because it was the only Imperial city, left standing. The only beacon of Alcenian power that remained. The capital city of Alcenia had shut its gates and 4 legions had fought to last in front of its gates and orcs and horselords craved for the glory found behind those walls. The greatest price of the continent. Litvan had seen the other legions beg at the gates to be let inside, guessing that the Mad emperor would never grant them safety, he took his legion to Vindelicorum, fought his way through leagues of chaos, hordes and raiding bands to reach the city in the hope to find it standing.
As the headless body of the governour fell to his feet, Geralt raised his bloodied sword and yelled out for all to hear. He declared the empire dead, once and for all. And on that day, the 2nd Alcenian republic was born.
When the 2rd republic was announced, Geralt his legion continued to fight to keep the city safe as the age of sorrow began. Thousands died of famine, disease and worse. But they held strong and now the city of Alcenia still stand at the dawn of the coming age. Ready to carve out a new future.
For the decades since the empirial fall, the republic has struggled not only to remain alive, but to thrive. Througout all of this, the republic turned harshly to Imperial history and blamed much of the failures on their empire. Decadence, worship of gods deemed immoral and dangerous, frivilous of the magic and the dark arts, all of this caused the collapse of their once great empire. Mages where corralled, many killed, the remainder raised and indoctrinated from birth to serve the republic, both to protect the people of the republic and themselves. It's armies where reformed and strenghtened and held time and time again against thethe enemy at the gates.
Religion:
The Imperial Pantheon, slightly reformed.
Races:
Primarily Imperial human. A culture and race defined by ambition and intelligence, a dangerous combination.
Capital City: The port city of Vindelicorum
Land Controlled:
(Can be filled in after map is live)
Allies:
Enemies: Orcish tribes near Vindelicorum
Also known as The 2nd Alcenian Republic, the remenant, the city of marble, The Jewel of the North, etc
Ruler: The Vindelicorum senate, composed entirely of human generals, wealthy merchant, landowners and professional politicians and influential members of society.
Description of Government:
A roman style republic. Wealthy land owners, military leaders, crafts guild leaders, religious leaders, civil leaders and all kinds of others with enough influence seat in the republican senate that deals with laws, matters of the realm and allowing military action. During a war, a military leader is elected temporarily to lead the republic through the war effort.
A constitution dictates that the levels of the state. The rights and duties of a citizen and the moral and goals of the republic. It is considered a near holy document and seen as a sign of superiority of the Alacenian people and the republic itself.
Government Type: Republic
Sigil/Emblem:
Population: 1 250 000
Military number : The Republic holds 2 legions in use and it struggles to do so. The total number of these soldiers number 12 thousand. Due to the nature of the republic, it is difficult to raise levies in an easy way. Several hundred serve in smaller cohorts, not attached to either legion. These 100 man units can protect villages, arrange patrols, etc.
Citizen militia can be formed, but this is very difficult to do so on offensive campaigns, The strength, means and number of these militia depend on the time Vindelicorum has to levy, train and equip these men. But even in the best of circumstances, these men are not hardened men of war.
Navy:
Vindelicorum, outside of the wealth and history of the city is known for two things. Its legions and its fleet. For as the age of woes came to pass, Vindelicorum allways held one great advantage, the vast, sprawling dockyards of the city. Even though the age of woes had ensured it fell it disrepair, its secrets, knowledge and techniques remained. As such, Vindelicorum has the means to build the vast warships of a begone Imperial age. Even though the city can hardly afford a fleet of proper size, its warships patrol the coasts around Vindelicorum and protect the precious trade routes that keep its markets fed.
Military outline :
TL:DR: * Legionary system, organised military * Service of a single dragon, if the republic can afford its price. * A strong, sizeable navy *The republic is a well rounded and dangerous foe, although its weakness is its economy. As it needs the money of its taxes and trade to feed the ever hungry mouth of its legions.
The republic functions on a reformed Alacenian legionairy system. The military consists of citizenry fighting for a steady pay and a portion of any war loot gained during a campaign. Serving atleast a few years in the legion is almost a neccesity for the higher social classes. Becomming influential inside Vindelicorian society without being able about legionairy service or other, efforts for the common good of the 2nd republic, is very difficult.
* A legion is an organised, fixed army unit. Characterised by heavy infantry, shield walls with sword and spear, archers, skirmishers and a small cavalry detachement. It's own, dedicated scouts , pioneers, officer structure, etc. One of the things that made the Empire great, was the mobility, self sustaining nature of its armies. Well disciplined, well organised and unit cohesion like no other army could boast. The issue with such a system is its expense. Such an army needs constant training and it difficult to deploy in sections. As such, the army of Vindelicorum is well equiped, extremly well trained and very dangerous on the battlefield. But it is expensive, even for a wealthy city such as vindelicorum. So even though vindelicorum might dream of the legions of a begone age, such things are still dreams.
* The Alacenian Imperial banner was that a dragon, spread wings, breathing fire upon its enemies. This was because the service dragons, although rare, was not unknown in the Empire. Most dragons care for wealth glory and admiration. Things in good supply in the golden days of the Empire. It is said their were lairs of pure gold in the capital of the empire, were dragons were pampered and emperors themselves would come grovel for their aid in the petty wars of humans.
Vindelicorum has little of such wealth to offer, so to find the dragons of yore, to have them fight for the republic, is a difficult and dangerous task. But one, Gromgardun, returned to Vindelicorum over a decade ago, having searched the world for a place that could offer it the life, the empire had and finding nothing to his liking. So Gromgardun had settled in the ancient, and empty dragon aviaries of Vindelicorum, finding comfort and luxury and perhaps, should the senate offer him an interesting reward, he would once again know the thrill of glory and blood.
Languages: Imperial
History:
The port city of vindelicorum was a vast,sprawling Metropolis that during the height of the empire, ensured the bulk of its civilian and military ship production, due to its location in the trade routes and access to relevant resources. Due to this, it became, through the centuries, a vast center of trade and culture.
During the long fall of the Empire, before the age of woes, Vindelicorum was quickly left to fend for itself. The legions tasked with defending it, selfishly recalled to defend the capital. During the decades leading up to the age of sorrow, it had to levy its own armies, build its own fleets and when the orcs came down the mountains, their was no news from the capital for years as the city remained besieged from all sides.
When the 3rd legion carved its way through the orcish hordes, blooded and tired, to reach the gates of Vindelicorum, the governour, fat, lazy and selfish demanded they protect him and return him to the capital where he would be safe. The legate, Geralt Litvan, cut off his head in front on the crowds that came to cheer on their saviors. The 3rd legion had come to Vindelicorum, because it was the only Imperial city, left standing. The only beacon of Alcenian power that remained. The capital city of Alcenia had shut its gates and 4 legions had fought to last in front of its gates and orcs and horselords craved for the glory found behind those walls. The greatest price of the continent. Litvan had seen the other legions beg at the gates to be let inside, guessing that the Mad emperor would never grant them safety, he took his legion to Vindelicorum, fought his way through leagues of chaos, hordes and raiding bands to reach the city in the hope to find it standing.
As the headless body of the governour fell to his feet, Geralt raised his bloodied sword and yelled out for all to hear. He declared the empire dead, once and for all. And on that day, the 2nd Alcenian republic was born.
When the 2rd republic was announced, Geralt his legion continued to fight to keep the city safe as the age of sorrow began. Thousands died of famine, disease and worse. But they held strong and now the city of Alcenia still stand at the dawn of the coming age. Ready to carve out a new future.
For the decades since the empirial fall, the republic has struggled not only to remain alive, but to thrive. Througout all of this, the republic turned harshly to Imperial history and blamed much of the failures on their empire. Decadence, worship of gods deemed immoral and dangerous, frivilous of the magic and the dark arts, all of this caused the collapse of their once great empire. Mages where corralled, many killed, the remainder raised and indoctrinated from birth to serve the republic, both to protect the people of the republic and themselves. It's armies where reformed and strenghtened and held time and time again against thethe enemy at the gates.
Religion:
The Imperial Pantheon, slightly reformed.
Races:
Primarily Imperial human. A culture and race defined by ambition and intelligence, a dangerous combination.
Capital City: The port city of Vindelicorum
Land Controlled:
(Can be filled in after map is live)
Allies:
Enemies: Orcish tribes near Vindelicorum
Name of Faction: The dominion (The Dominion of Kal'Erundir)
Ruler: High King Thurion Smidr, "The builder"
An old, stern and prideful dwarf, patient and of legendary status within the dominion of Kal'erundir.
Description of Government:
The high king holds his seat with the responsibility to uphold the ever expanding sets of laws and honor guidelines that define the culture and nation of the dominion. He holds sway over his dwarven hold and its people and the other dwarven cities stand as his vassals under oath. His power is primarily curtailed by the nature of his council, composed of the heads of all the major clans.
Should the high king act in a way that crosses too heavily with the clans agenda or simply dwarvish honor in general, he stands to be challanged to a holmgang and be dethroned by any dwarf slighted enough to attempt such a thing.
Government Type: Autocracy with strong, influential advisory council
Sigil/Emblem:
A long blue banner, centered with a golden anvil, crossed with an axe and hammer. This to symbolise dwarvish strength and Industry. a Buschel is arrayed directly behind the anvil, symbolising the alliance with the dalish.
Population: 430 000
Military number : 8000 well equiped and trained dwarves, divided into regiments
Military outline :
WIP
TL:DR *Dwarven crafted armor and weapons made the dwarven guard of Kal'Erundir beasts of close combat. * Outside of crossbowmen and dawi engineering the dawi of Kal'Erundir lack other well trained military options, such as cavalry and skirmishers.
The dwarven guard of Kal'Erundir has not seen a single year of peace since the age of woes began. The great underground roads fell under an endless horde of orc and goblin filth. year after year, this threat came closer and closer to the underground vaults of the city. Reforms, new weapons, new armor, better training, fervor, honor, glory... Despair has given into fantatisicm and the dwarves of Kal'Erundir fight to the death against the greenskin horde that does not cease.
Endless fighting against the ill-equiped and irregulair orc and goblin hordes have ensured that Erundir encases its warriors in the best plate armor the world has ever seen, perfectly fitted for every soldier as only dwarven smiths can craft. The dawi of Kal'Erundir have fought in the innumerable tunnels under and around the city for decades, glad in full plate mail and armed with war-axe and battle-hammer, few could stand against a dawi of Kal'Erundir in a fair fight and live to tell the tale.
The dwarves of Kal'Erundir work in regimented nature, arranged in small groups of a hundred dwarves, such a thing being a neccesary when the orcs can appear from any direction, any tunnel at any time. Having the ability to deploy men in reserve to deal with any threat as it appears, being neccesary for the dwarves of Kal'Erundir.
Even with this organised and effective military system, the dawi would not survive without their enginuity. Kal'Erundir has become a veritable fortress, from above and from below.
Languages: Dwarven and Imperial
History:
WIP
Religion:
Dwarven polytheism, centered around the following gods, other, minor gods exist in the pantheon.
Tharak, the god of smiths and crafts
Kran, god of Honor and glory
Durun, the youngest god, one of vengeance. Said to be born during the age of woes, when Kal'Erundir had its darkest hour.
Races:
The dwarves of Kal'Erundir
Capital City: Kal'Erundir. A vast underground city, holding a vast portion of the economy, riches and people of Kal'Erundir and by proxy, the Dominion itself
Land Controlled:
Allies:
Enemies: Orcs, greenskins and Human raiders and pillagers.
Ruler: High King Thurion Smidr, "The builder"
An old, stern and prideful dwarf, patient and of legendary status within the dominion of Kal'erundir.
Description of Government:
The high king holds his seat with the responsibility to uphold the ever expanding sets of laws and honor guidelines that define the culture and nation of the dominion. He holds sway over his dwarven hold and its people and the other dwarven cities stand as his vassals under oath. His power is primarily curtailed by the nature of his council, composed of the heads of all the major clans.
Should the high king act in a way that crosses too heavily with the clans agenda or simply dwarvish honor in general, he stands to be challanged to a holmgang and be dethroned by any dwarf slighted enough to attempt such a thing.
Government Type: Autocracy with strong, influential advisory council
Sigil/Emblem:
A long blue banner, centered with a golden anvil, crossed with an axe and hammer. This to symbolise dwarvish strength and Industry. a Buschel is arrayed directly behind the anvil, symbolising the alliance with the dalish.
Population: 430 000
Military number : 8000 well equiped and trained dwarves, divided into regiments
Military outline :
WIP
TL:DR *Dwarven crafted armor and weapons made the dwarven guard of Kal'Erundir beasts of close combat. * Outside of crossbowmen and dawi engineering the dawi of Kal'Erundir lack other well trained military options, such as cavalry and skirmishers.
The dwarven guard of Kal'Erundir has not seen a single year of peace since the age of woes began. The great underground roads fell under an endless horde of orc and goblin filth. year after year, this threat came closer and closer to the underground vaults of the city. Reforms, new weapons, new armor, better training, fervor, honor, glory... Despair has given into fantatisicm and the dwarves of Kal'Erundir fight to the death against the greenskin horde that does not cease.
Endless fighting against the ill-equiped and irregulair orc and goblin hordes have ensured that Erundir encases its warriors in the best plate armor the world has ever seen, perfectly fitted for every soldier as only dwarven smiths can craft. The dawi of Kal'Erundir have fought in the innumerable tunnels under and around the city for decades, glad in full plate mail and armed with war-axe and battle-hammer, few could stand against a dawi of Kal'Erundir in a fair fight and live to tell the tale.
The dwarves of Kal'Erundir work in regimented nature, arranged in small groups of a hundred dwarves, such a thing being a neccesary when the orcs can appear from any direction, any tunnel at any time. Having the ability to deploy men in reserve to deal with any threat as it appears, being neccesary for the dwarves of Kal'Erundir.
Even with this organised and effective military system, the dawi would not survive without their enginuity. Kal'Erundir has become a veritable fortress, from above and from below.
Languages: Dwarven and Imperial
History:
WIP
Religion:
Dwarven polytheism, centered around the following gods, other, minor gods exist in the pantheon.
Tharak, the god of smiths and crafts
Kran, god of Honor and glory
Durun, the youngest god, one of vengeance. Said to be born during the age of woes, when Kal'Erundir had its darkest hour.
Races:
The dwarves of Kal'Erundir
Capital City: Kal'Erundir. A vast underground city, holding a vast portion of the economy, riches and people of Kal'Erundir and by proxy, the Dominion itself
Land Controlled:
Allies:
Enemies: Orcs, greenskins and Human raiders and pillagers.
races in game:
Racial Advantages:
Metal affinity - Dwarves universally excel at metal working, whether mining, forging, or crafting. Dwarven craftwork is well known and prized throughout the realm
Dwarven toughness (*)- Dwarves are inherently tough and their short bulky build with strong bones and muscle mass ensures they are a hardy people. Their lungs and bodies have adapted to their underground cities, allowing them to survive and thrive underground with little air or light.
Specialized - While it is more difficult for a dwarf to learn new things, they become exceptionally adept at the things they focus on, among other things this means that dwarves who are not trained for the military, while experts of their chosen craft, are more difficult to draft and train. On the other hand dwarves trained specifically for combat are all quite competant and disciplined soldiers.
Magic resistant - They have a natural resistance to magic, their bodies attempting to reject any magical tomfoolery that mages attempt on them. This however also makes them deaf to it, unable to often sense or see the most obviouse forms of magic around them, relying on runecraft and other forms of natural countermeasures to warn and protect them from the worst of magi.
Loyal and steady - dwarves where known to be proper mercenaries in the time of the empire. Dwarven pike infantry and the like was unbribable and held the line. Dwarves refuse to be known as cheats and cowards, their pride won't allow it, so they will often fight and continue to fight, even against horrid odds.
Racial Disadvantages:
Short build - while their thick muscles mean that they are no weaker than their taller human counterparts, their short stature means that dwarves are universally slower than humans. this short stature and proportions also keeps them from using faster mounts such as horses ensuring that the speed disadvantage is not easily overcome.
Low reproduction - offsetting their long lifespans dwarf children are rare and take a long time to develop meaning that it takes longer for them to replenish any losses in manpower.
Arrogant - Dwarves are notoriously difficult to convince of anything and they are easily provoked to anger especially if someone implies that they are inferior. as a race they are convinced that they are just as good as any other and that nobody could be better craftsman or soldiers despite evidence to the contrary.
Distrustful
The dwarves of Erundir have had many betrayals in the past. Of trusted allies and friends, which caused great calamities upon their nation. In their hour of need, even the empire turned their back on them. This means that the dwarves are slow to trust, let alone to put their survival in the hands of another...
Immutable - Dwarves are not just slow to move around, they are also slow to adapt. They have a long view of things and will often stubbornly cling to tactics or practices even after they have been proven obsolete. They also cling to impressions long after they remained relevant meaning that animosity can remain for years after it rationally should have ended.
Can't swim - due to their physiology Dwarves are incapable of swimming unaided.
Defining Features:
Their are short, ranging from 1.20 m to 1.40 meters in height, the height of the average human child.
Their low center of gravity and densely packed musscle mass ensures they are stronger than most races twice their size, this also means they are incapable of swimming.
Beards are nearly allways a show of both wealth, health and social standing for male dwarves, females braid and don hairstyles in a similair extravagant manner.
Metal affinity - Dwarves universally excel at metal working, whether mining, forging, or crafting. Dwarven craftwork is well known and prized throughout the realm
Dwarven toughness (*)- Dwarves are inherently tough and their short bulky build with strong bones and muscle mass ensures they are a hardy people. Their lungs and bodies have adapted to their underground cities, allowing them to survive and thrive underground with little air or light.
Specialized - While it is more difficult for a dwarf to learn new things, they become exceptionally adept at the things they focus on, among other things this means that dwarves who are not trained for the military, while experts of their chosen craft, are more difficult to draft and train. On the other hand dwarves trained specifically for combat are all quite competant and disciplined soldiers.
Magic resistant - They have a natural resistance to magic, their bodies attempting to reject any magical tomfoolery that mages attempt on them. This however also makes them deaf to it, unable to often sense or see the most obviouse forms of magic around them, relying on runecraft and other forms of natural countermeasures to warn and protect them from the worst of magi.
Loyal and steady - dwarves where known to be proper mercenaries in the time of the empire. Dwarven pike infantry and the like was unbribable and held the line. Dwarves refuse to be known as cheats and cowards, their pride won't allow it, so they will often fight and continue to fight, even against horrid odds.
Racial Disadvantages:
Short build - while their thick muscles mean that they are no weaker than their taller human counterparts, their short stature means that dwarves are universally slower than humans. this short stature and proportions also keeps them from using faster mounts such as horses ensuring that the speed disadvantage is not easily overcome.
Low reproduction - offsetting their long lifespans dwarf children are rare and take a long time to develop meaning that it takes longer for them to replenish any losses in manpower.
Arrogant - Dwarves are notoriously difficult to convince of anything and they are easily provoked to anger especially if someone implies that they are inferior. as a race they are convinced that they are just as good as any other and that nobody could be better craftsman or soldiers despite evidence to the contrary.
Distrustful
The dwarves of Erundir have had many betrayals in the past. Of trusted allies and friends, which caused great calamities upon their nation. In their hour of need, even the empire turned their back on them. This means that the dwarves are slow to trust, let alone to put their survival in the hands of another...
Immutable - Dwarves are not just slow to move around, they are also slow to adapt. They have a long view of things and will often stubbornly cling to tactics or practices even after they have been proven obsolete. They also cling to impressions long after they remained relevant meaning that animosity can remain for years after it rationally should have ended.
Can't swim - due to their physiology Dwarves are incapable of swimming unaided.
Defining Features:
Their are short, ranging from 1.20 m to 1.40 meters in height, the height of the average human child.
Their low center of gravity and densely packed musscle mass ensures they are stronger than most races twice their size, this also means they are incapable of swimming.
Beards are nearly allways a show of both wealth, health and social standing for male dwarves, females braid and don hairstyles in a similair extravagant manner.
Humans were the most common race in the known world for centuries. Famous for their intelligence and tactical ability, the human-dominated Empire of Alacena eventually conquered most of the known world, subjugating humans and other races alike.
Head for Warfare - Men of the Empire have developed many of the most sophisticated military tactics in the world, using them again and again in broad military campaigns. Their ability to effectively carry out formations and general tactical planning are among the greatest in the known world, if not the greatest.
Racial Disadvantages: Universally hated (many if not all, hate the human factions for the actions of their empire and the age of woes. Wether they be responsible of not.
Men are ambitious to the point where many work for their own gain and not for that
Age: Humans are considered to reach maturity anywhere between 16 and 18 depending on the culture and typically live between 60-70 years.
Defining Features: Males stand at an average of 5'6" while females stand at an average of 5'2". Humans have two arms, two legs, and are mostly hairless except for a patch of hair on the top of their heads which can grow to be very long and eyebrows. Human males are capable of growing facial hair.
Head for Warfare - Men of the Empire have developed many of the most sophisticated military tactics in the world, using them again and again in broad military campaigns. Their ability to effectively carry out formations and general tactical planning are among the greatest in the known world, if not the greatest.
Racial Disadvantages: Universally hated (many if not all, hate the human factions for the actions of their empire and the age of woes. Wether they be responsible of not.
Men are ambitious to the point where many work for their own gain and not for that
Age: Humans are considered to reach maturity anywhere between 16 and 18 depending on the culture and typically live between 60-70 years.
Defining Features: Males stand at an average of 5'6" while females stand at an average of 5'2". Humans have two arms, two legs, and are mostly hairless except for a patch of hair on the top of their heads which can grow to be very long and eyebrows. Human males are capable of growing facial hair.