I was around for the first one, but don't recalling it getting off the ground. I'd be game to hop in again, although it looks like I'll have to find a new spot. Pickings seem pretty slim at this point, though.
I was around for the first one, but don't recalling it getting off the ground. I'd be game to hop in again, although it looks like I'll have to find a new spot. Pickings seem pretty slim at this point, though.
@Thrashy It does seem like we're running out of space for new nations.. I was wondering if, hypothetically, a player could come in and apply to create a semi-landless faction? For instance, a mercenary camp, or a group of knights, or a religious order, and so on? We did that in a similar NRP I was in, and it worked out rather well (There was a different CS to go with the different faction, but that was about it)
There's a little space up against the mountains in-between the Kingdom of Eilean and Virian Empire. I might position myself there, as I was aiming for an elven nation and it happens to be very near the Forests of Ellion - coincidentally inhabited by many elves.
@Aristo That looks neato! If you'd like to work out some history with Eilean at all, feel free to shoot a PM my way. (Maybe Eilean took some of the elven land during its initial expansion etc..) Entirely up to you, however! :)
@The SparrowPM sent! I also share a border with the Virian Empire remnant and the Kingdom of Baile. If you folks playing those want to get in on this too, by all means!
Very WIP; marking my progress for curious parties:
Sotraeca
Capital and Major Settlements:
Ruler and Royal Family:
King Alrendil
People/s:Elves make up the overwhelming majority of Sotraeca's population. It is possible to find enclaves of non-elves living among the edges of the forest, but the toll can be counted on one's fingers. Few outsiders dare venture into the trees without proper guidance from the elves that call this land home.
Kingdom Traits:
A Web of Whispers
A Breaker of Webs
Wondrous Beauty
Military Traits:
Knowledge of War
Messengers with Wings
Foraging
Masters of Ambush
Good Archers
Trained Troops
Trade Traits:
Rich with Ores
Industry
Flaws:
Not a Flawless Family
Arguable Claims
Terrible Boats
Culture:The elves of Sotraeca live isolated lives, hidden within the trees and largely unconcerned with the affairs of foreign realms, save for King Alrendil and his council. As a whole, they are content to be left alone from the politicking of other nations, so long as their own livelihood is unthreatened. However, when Sotraeca finds itself at the edge of a sword, the entire forest readies itself in defense. The elves guard their homeland with a wary eye and a stiff hand; it is not in their nature to conquer, but to preserve.
Former conflicts with neighbors have given Sotraeca's inhabitants reason to distrust outsiders, and as such, they are quick to err on the defensive when the motives of others are unclear. They are a suspicious lot, and when they gaze upon the rest of the world, they do so with great cynicism. When forced to broker with outsiders, they disguise their misgivings under veils of congeniality.
Sotraecan elves emphasize living in accordance to the natural world, rather than manipulating or fighting it. They are prone to value ideals of balance and harmony, where they are just as much a component of the natural order as a tree is but one portion of a forest. At young ages, they learn how to survive among the wilderness, navigate the endless rows of trees and forage from the land. The martially-inclined hone their bodies to glide through the wood with ease, sharpening their instincts and dexterity to great heights.
Military:
Economy:(describe the industry and trade relations of your kingdom)
Reputation:To the rest of the civilized world, Sotraeca is a black sheep. Whereas the courts of most nations are urban, tucked away behind stone walls, Sotraeca's halls are embedded deep beneath the woods. There are no true roads that connect the cities and fortresses of the elves; each settlement is shrouded in the trees and only they have the familiarity with the land to know which direction to travel. The massive forest is whispered to be an enchanted place: a magical entity in itself that detests intrusions of its privacy. Dryads are rumored to assail trespassers, and the most ancient of trees are said to spring to life at whim. Stories of monstrous creatures, possessed of a near-sentience and appetite for men, are told to children in Virian and Baile settlements close to Sotraeca's edge. The isolation in which the elves live, coupled with their penchant for misanthropy makes outsiders wary of their dispositions. It is not infrequently that commoners from other nations, especially those that border the great forest, voice their prejudices concerning the elves.
History:(describe the roots and important historical events of your kingdom)
Misc:(add anything that isn't covered by the rest of the NS)
@ClocktowerEchosIs it supposed to be this? I read that post as it being a free spot, I didn't know you intended to set up camp there. I noticed your CS but didn't see a claim.
@ClocktowerEchosIs it supposed to be this? I read that post as it being a free spot, I didn't know you intended to set up camp there. I noticed your CS but didn't see a claim.
Yeah, I wanted to claim the bottom one near the moutains. Sorry >-<
Also @Raptorman, its Clocktower, not clockwork :P Just call me Clock tho
Unfortunately I won't be able to pursue the elven dilemma with you, @The Sparrow. I can move up north and irk out Sotraeca's existence there, but it's not wooded enough for my tastes. My other option is way down south, but I recalled @Nerevarine deciding on that (though it was 8 days ago and no reply/NS since).
I made a little map with all the definite claims to make things easier:
Those southern forests are pretty enticing for my theme; I only wonder if Nerevarine plans to make another appearance.
House Ehren His Majesty, King Baldur the Good, 40, Sovereign, has maintained a good and stable reign. A warrior of renown and a good judge of men, although too passionate for his own good. Her Majesty, Queen Consort Marina, 32, Wife, in love with Baldur and a former beauty. His Royal Highness, Prince Wolfram the Third, 20, Son, wants to give Runvall economic and administrative reform His Highness, Prince Franz the Second, 18, Son, wants to be an adventurer and fix the world's problems. Her Highness, Princess Alicia, 18, Daughter, downright gorgeous and wants to get married. Twin of Franz. Her Highness, Princess Renate, 13, Daughter, precious gem of Baldur and still innocent. His Highness, Prince Swen the Griffin, 35, Brother, wants to gain his own title and form an elite order even among the elite. Celibate.
People Almost completely humans.
Everyone loves me, but I am honorable to a fault. I have tons of elite heavy knights, a large amount of decent archers, but no infantry. My realm is well developed, but I am decentralized. Kingdom 6 Clean Streets Fair Law Beloved By the People Friends with the Nobles Honorable Folk Developed Infrastructure Military 8 Jousting lords Trained troops Heavy Armor Show of War Good Equipment Awe-inspiring fortifications Knights +1- The elite portion of Runvall's military is much larger than the elite portion of other nations without any loss to their quality. Rankorian Breed +1- the horses of Runvall are exceptionally intelligent, unnaturally fast, and incredibly strong. Economic 2 Caravans Agriculture Downfalls +8 Debt Terrible Boats Infantry? +2 - Although Knights can fight reasonably on the ground, Runvall will not levy peasantry into infantry regiments. (They can be archers however) This can make holding ground after seizing it... rather a challenge. Decentralized +1 - Starting the game each city is controlled by a vassal (so I have 4) constituting about 60% of realm power. However there are good relations. Defender of the Weak +1 - Runvall is all about honor, and I will take a hit to stability if I don't help defend weaker nations against predatory larger ones. However, this doesn't require me to change sides mid-war. Small Army +1- My total army size is about 70% of a similarly sized nation. Siege? +1 - It could hurt innocents! Of course we won't!
History Runvall was originally a few independent farming towns out in the unclaimed wilderness. A thousand years ago, dragons and all sorts of mythical beasts started to show up out of no where and terrorize the villagers. Knights and adventurers came to the area, seeking to make a living by fixing the peasant's problems. Over time 5 major forts of operation were built to act as bases of operation in purging the lang of great beasts. Eventually merchants and other peasants started to build up cities around these areas and seek a profit by maintaining the forts. This built friendship and dependence on both sides of their relationship and the values that define Runvall to this day.
Generations passed and eventually the vast majority of the great beasts were driven out or slain, and there was much rejoicing. The question of "now what?" arose. The knights could go home, but after spending two hundred years purging the darkness of Runvall they realized Runvall was home. The knights could go conquer, but they were tired of fighting. So the knights stayed with their keeps and continued doing what they had always done - keeping the land clear of darkness, fighting bandits, or going off elsewhere and then coming back home with their paycheck. Eventually leaders for each of the forts were elected based on deeds, and the forts combined into Runvall.
Over time government developed, and due to the continuous state of peace the land developed into a healthy society where farmers could profit, knights could be just, and infrastructure could be developed. Recently however, a debt has hit the throne because of a drought that passed through the land. Taking out loans to support the peasant class and prevent mass starvation was worthwhile, but expensive. Traditions & Culture Defend those who cannot defend themselves! Triumph over those who wish to spread darkness! If we stay stalwart in our conviction, we will make this world good!
Military The Runvall military is well equiped, trained, and motivated. While smaller than most armies, they can pack a punch if used with an ally. Alone, Runvall faces several difficulties.
The only peasants that fight with the Runvall army are the archery corp. While well equipped and somewhat trained, they are by no means re-known. About two thirds of the army in wartime is filled with longbow levies trained to shoot in volleys and provide support for the knights.
Everyone else who fights is a knight. They have a strong military tradition focused around chivalry, loyalty, and honor. Incredibly motivated by the Task, their morale is intense. This is the major feature of the Runvall military and is what makes it a pain in the neck to fight.
First, the knights have Rankorian horses. These horses, possibly spawned by magic, are difficult to compare to normal horses. They can carry heavy armor without a problem, can be aggressive, and can go incredibly fast.
The knights usually charge first with lances, capable of shattering all but the most elite heavy infantry. Then they fight with heater shields and longswords, using the horses and their maneuverability to their advantage. Killing a knight on one of these horses is a difficult task - the knight and horse are both wearing full plate armor to help deflect arrows.
When fully armored, it is difficult but possible for opposing light horsemen to be able to catch up to these heavy knights. However, you still have to kill these elites. Seriously don't bother running away. If necessary a horn will be sounded and the knights will return to get new lances and once again do an incredible charge.
Runvall also runs excellent supply caravans in peacetime, and that practice helps with wartime as well. The ability to keep troops well fed and watered is something Runvall is known for - many armies have to pillage the land they are in to sustain themselves, but the caravans of Runvall make that unnecessary for the knights. Overall, the knights make the Runvall military maneuverable, devastating, and quick to get around.
One of the reasons that Runvall is able to maintain off of caravans though is that the army is small. Compared to a nation of it's size, Runvall only has about 70% of their numbers. This helps keep coffers full and peasants from dying, but makes maintaining a drawn out battle somewhat of a challenge.
Additionally, the job of the knights is to defend the weak. That means not sending the weak in front of you as infantry as cannon-fodder. The Runvall infantry consists of knights whose horses have died on the field of battle and are forcing a fair fight from the ground.
Finally, Runvall has no experiences with siege warfare - this kingdom was made in peace, not conquest. While the castles and forts of the old orders are incredibly strong, offensively Runvall has no idea about what to do.
These weaknesses force Runvall to work with an ally to be able to hold ground or take land. Luckily, Runvall has a good reputation as an ally and can be depended upon for cavalry support.
Economy
Reputation Known as honorable to a fault, a dependable ally in both peace and war, and a bit out of place in this world.