Welcome!
Welcome human primate to my most recent interest check that will serve as a spiritual successor to an old but successful NRP I made almost a year back called "A Gilded Throne'. It did surprisingly well for its time thanks to some amazing writers and efforts all around. I'm hoping to bring it back with all the improvements learned from its granddaddy. Now the idea is the same but setting is quite different though it shares the same idea. So even if you never were apart of the old NRP you don't have to worry!
One of the main differences of this Rp to that of Ice and Fire world is it will be a slightly more high fantasy of a setting, with magic being a bit more prevalent, but still having a darker edge to it, think Conan meets a Game of Thrones with a sprinkle of Dragon Age. So this will be a Grimdark setting when this starts to gear up. This NRP will have lots of backstabbing, backroom deals and possibly war. If you like maneuvering your pawns in a political game of intrigue and shadowplay, you’ve come to the right place. So as recap Gilded Throne is grimdark-fantasy with predominantly human civilizations. If enough interest is shown, or if asked, I'd be happy to give out more setting background/timeline, specifically in the overall Lore of the setting when it comes to fluff. Also as a side note, while this is based heavily on Crusader Kings, I'm going to stay away from making it too 'gamey', if I can, I'd rather it focus more on interesting story lines then shoty game mechanics.
What Is This?
I plan this to be a 100% plot/player-driven story. Meaning no gimmicky video game wannabe mechanics to remember, no numbers to add up, and that means no math!(huzzah!) Those things are fine when done right, but as this will be a character driven NRP they're not even needed. If anyone remembers Gilded Throne, basically you rule a nation within a larger realm (Empire) but through the perspective of the ruling House/Family/Clan. Every House will be trying to get a family member on the Council of the Emperor in order to grant their family more political power and influence. All the While undermining their enemies and casting their vote for the new Emperor in order to gain favor (hopefully). The great advantage of this Style of NRP is that there is never a moment where we can't accommodate new players since they can always become a Minor House within another nation within the greater realm. The tech for this setting will hang at the Late Middle Ages before gunpowder.
Setting Basics
The continent of Ethica is covered in great plains, rich meadows, vast steppes, thick oft huge forests, lush jungles, imposing mountains and fertile flatlands - as diverse in landscape as it is in people. Across this large continent is an empire-sized realm first founded by the Phoenix Queen, Lalaifia Valarien, Lightbringer, and Lady of The Dawn First Chosen of Kammeth. Since time immemorial, it has been the Valarien line that has ruled from the Phoenix Throne from the majestic city of Skyhaven. Each nation within the Empire is ruled by a chieftain or general that rode with her during her initial conquest and their line have become the Great Houses today. Skyhaven is a riverside metropolis and the capital of Ethica, and thanks to Valarien's covenant of fire, a powerful divine pact with the Lord of Fire and Sun, the Realm of Ethica has known protection and prosperity from the vile dark children of the Chained God. A Being of immense power long ago trapped within the pale orange moon that hangs in the Ethican skies above and is said to be a source of Azueral stones. Sky rocks capable of great enchantments and madness said to be fragments of the great Eldritch beings prison so are thus bathed in his vile power.
In the 1200 years of the Empire's existence, with the exception of a minor squabble here and there between the lords and the incursions from nations across the seas, all of Ethica has known peace. But - the turning of the age might see an end to that long peace.
The Rp will start with the death of the most recent Phoenix King, Lord Taramyth Paragon 'The Searider', named so for his love of ships and obsession with sailing. Lord Taramyth was a fairly 'good' king though this may be due to the fact he was quite an absent one, spending less time ruling and more time sailing or charting for far off continents leaving more and more work to his Lord Regent. A tragic accident sea saw Taramyth meet an untimely end in the cold unforgiving sea. Taramyth death has left his offspring in a mad bid for the throne creating a time of turmoil for the realm. Worse yet the time of the long Night fast approaches when Kammeth goes into a lumber, signified in the heavens when the pale Orange Moon, Azueral's Eye, covers the sun for three months. An event always considered an ill omen.
Goverment
Contrary to popular beliefs, the Empire is not a unified nation ruled by a powerful central government but is in actuality a massive confederation of fiercely independent states and provinces whose inhabitants are tied together only by a common language, a shared faith in Kammeth and a mutual Imperial culture. Nowadays there are two types of states: the provinces and the city-state. Lalaifia was a wise and calculating leader, and she had the foresight to recognize that the Empire was far too big to be ruled by a single individual. And so she gave the title of High Counts to all the trusted tribal leaders with her, each responsible for managing his or her own territory but subject to the Empress/Emperor in matters relating to its rulership. Their independence was supposed to counterbalance the power of the Empress should she prove too tyrannical as a leader, as well as to ensure mutual but non-violent competition amongst each of the Imperial High Counts. These High Counts are known as the First Bloods, who are the direct descendants of these first tribal Rulers.
These ruling High Counts each have one vote to who will next sit upon the Phoenix Throne. Those ambitious candidates among an Emperors/Empresses children who wish to become Emperor have been known to give away privileges, titles, and power to any man that will cast his vote for them. In the past the interests of each voter were such that they seldom rallied around a strong candidate, for they may find another of his rivals far more "generous" in their "gifts", which has resulted in the weakening of the Imperial system over the decades. Even when the Imperial Throne is transferred to his most capable heir by majority vote thanks to the previous Emperor's influence, voters were quick to remind the newly elected Emperor to renew the promises made by his predecessor.
While the Empire has had a fair share of strong and highly competent Emperors ruling the Empire, many times have the Imperial Throne been occupied by an uncaring Lord who allows his subjects to steal and exploit the Imperial system and her people, often going as far as to ignore the Imperial Edicts once placed by wise and caring rulers of ages past. However, the Imperial System as a whole still continues to work for the Empire as is its purpose, allowing any wise and ambitious future Emperor to take the throne in these coming days and use its powers to better the people under their reign.
The Great Council
Due to its size, the Imperial Government is considered far too large and complex for a single man or woman to allow it to function properly. It is common that each day, the Emperor/Empress must devote attention to dozens of questions, from newly introduced tax policies, the final appeal of a prisoner convicted of treason, or even the official opening of a ceremonial fairground. To succeed in establishing a priority order in this complex system and ensure that only individuals whose cases are really crucial get an audience with the Emperor himself, successive Emperors have often surrounded themselves with advisers chosen from members among the most prominent noble families from the High Houses so that they may assist on legal, financial, diplomatic and military matters in the Emperor's stead. Over time, this gathering of councilors turned into a formal meeting, which officially became the Great Council.
Players will play as a High House of the Greater Realm, each House rules their own provincial state, and these smaller realms are kingdoms in their own right, but all ultimately swear fealty to the Phoenix Throne. The RP will begin with an immediate call for a grand meeting of all the rulers of the lesser realms to decide how to deal the recent threats/events to the realm. They will also decide on who will be placed as the new Lord Regent for the newly appointed heir.
Each High House rules at their own domain, lesser realms that are powerful nations in their own right, with their own armies, traditions, and cultures, but all are united by the worship of the Silver Flame, Lord of Light, the sun god Kammeth himself. Players will have vast control over the lore and events from within their own realm and be a vital part in shaping the empire. Tied history between realms is not only expected but encouraged, as these realms have been neighbors for centuries.
Other open Council seats of the Sky Tower:
Lord Regent, The Lord Regent oversees all common affairs both small and great in the name of the Phoenix Throne, and serves as the main administer or advisor when needed. Second only to the man or woman who sits on the Phoenix Throne itself. Acting as the right hand of the King offers much authority, influence, and raw political power. Only the most trustworthy are given this position, and for good reason.
The Seeker of Secrets, The eye and ears of the crown, the Seeker of Secrets, or more commonly simply called the 'Seeker' by most, oversees the 'Crowns Eyes' an expansive network of spies encompassing from the lowest house servant to the mightiest baron. Their knowledge often obtained by bribes, blackmail, or outright threats, few are fool enough to lie to an Eye of the Crown. Though the High Lords of the Greater Houses are above their authority. When the King wishes to know anything, he turns to his Seeker, and it is the business of the Seeker to always have an answer.
Lord Marshal and First Sword, perhaps the second most powerful position in the realm working for the Throne behind the Lord Regent for The Lord Marshal commands the Royal Phoenix demesnes, which are largely made up from levies pulled from across the Great Realm, every house must give an account of their full might, and a sizable portion of this is taken to serve the crown directly. Aside from organizing the standing army and navy, The First Sword is named so for often leading these very forces in battle directly in the name of the Phoenix Throne. It is a highly prestigious position to be sure, but aside from his duties on and off the battlefield, the Lord Marshal councils his lord in all things martial.
Master of Coin, Perhaps the least glamorous of the council seats, but yet still among the most important, it is the Master of Coin who oversees the kingdom's coffers and is chiefly occupied with the finances of the realm. In addition to finances, the Master of Coin is also the chief diplomat of the realm and is expected to be the face of peace representing the Phoenix Throne to the outside world. It is he who must balance the ledges keeping the realm afloat and out of debt if he can manage it.
Arch Dawnbringer, if the Seeker is the ears and eyes of the Throne, the Lord Regent the right hand and the Marshal the strong arm with the Master of Coin his purse. The Arch Dawnbringer and Chaplain serves as the soul. The unwise might think the Arch Chaplin has little in the ways of power or influence if the current King is more secular than god fearing. Such men could not be more wrong, for the Arch Dawnbringer is the head of the church of Kammeth, the official religion of the realm, and holds the hearts, minds, and faith of the people, for he is seen as the mouthpiece of Kammeth himself. The relationship of the state and the church has always been a tenuous one at best, largely due to the fact that the Arch Dawnbringer often times has as much if not 'more' power than the crown if the masses truly favor him.
The Tribes Of the North
While the Empire controls the vast majority of the Continent there exists the far northern regions that have managed to remain independent throughout the decades through sheer stubbornness and circumstance. These wild men from the north have often raided further south or on rare occasions even assembled large enough forces to require the full might of the empire. The lands to the north are rife with corruption and foul magic that would make it nigh impossible to settle for all but the hardest of men. No sane man would willingly live there, but the tribes of the north value their freedom more than they fear the great forest and have thus managed to remain free from Imperial rule despite the might of the Empire. Perhaps a strong united realm could finally manage to make this land theirs, but thus far such attempts have met with unexpected failure.
(more to be added)
Kammeth, Sun God, Lord of the Sacred Flame.
Kammeth, head god of the Sky Patheon, is often seen as the god of light, life/summer, sky, athletics, spring, self-perfection, vitality and youth, he is also the lord of Champions as he blesses those who protect the weak. This has given rise to the Knight’s of the current era . Novices in the Kamthein faith were called the Enlightened while clerics are known as Dawnbringers. The full priests take a new name in his service when they were ready to signify that Kammeth has personally recognized and accepted them. This new name could either be used instead of their old name or simply used only when addressing other Dawnbringers and when in solitary prayer.
The church is divided into two parts; militant and ministry. The ministry oversees administrative functions of the church. The ministry also gives spiritual guidance to the church's members. Every kingdom has a network of priests and bishops who answer to the Council of Flamekeep and then to the Keeper of the Sky Flame. The church militant follow Kammeth’s eldest daughter seen below. Basic Tenets of Kammeth:
1. Be fearless
2. Do onto others as you would have them do onto you.
3. Obey the commands of the old teachings
4. Obey your rightful Lord and King
Dogma
"Strive always to aid one another, to foster new hope, new ideas, and new prosperity for all mortalkind and its allies. Perfect thyself, and guard ever against pride, for it is a sacred duty to foster new growth, nurture growing things, and work for rebirth and renewal. Be fertile in mind and in body. Consider always the consequences of thine actions so that the least effort may bring the greatest and best reward. So wherever you go, sow seeds of plants, tend the growing things you find and plant seeds of hope, new ideas, and plans for a rosy future in the minds of all. Whenever possible, see each dawn."
Ra-hun-ru, or the Lady of Battles, was the Ethican deity of strategy and battle tactics and a daughter of Kammeth. Her dogma dictates the use of careful tactics in battle to achieve victory, under the belief that sound strategy is the best path to achieve victory in a battle with the most favourable outcome. Ra-hun-ru is unique among the sky Patheon in she has a dual aspect, as she is often worshipped in the Northern Tribes, but as a blood goddess of death and war much more violent than her Imperial counterpart. Her worship is comprised of warriors, paladins, clerics, and exorcists. Unlike the ministry under Kammeth, it battles evil rather than evangelize to the people. The soldiers live and train in monastic fortresses, and patrol across the territory of Ethica. Knights of Kammeth or Ra-hun-ru are often called Kumen. Due to her aspects of worship, temples to the Lady of Battle look more like military fortresses than the archetypal temple of past or present religions. They feature barracks, mess halls, armories, and training grounds, along with the common rooms for prayer and schooling in the faith.
Dogma
"War is won by those with the best planning, strategy, and tactics, regardless of the apparent odds. Any fool can snatch defeat from the jaws of victory with fortune's aid. Only a master strategist can ensure lasting victory. War is a series of battles. Losing a battle does not necessarily indicate the war is lost. Seek out your opponent's weaknesses and recognize your own; avoid an opponent's strengths and play to your own. Only by focusing one's own strengths on the opponent's vulnerabilities can triumph be ensured. In times of war prepare for peace; in times of peace prepare for war. Seek out your enemy's enemies as allies, and be prepared to compromise. War is fair in that it oppresses and aids all equally and that in any given battle, a mortal may be slain or become a great leader among his or her companions. It should not be feared, but seen as a natural force, a mortal force, the storm that civilization brings by its very existence. Life is an endless series of skirmishes with occasional outbreaks of war. Be ready -- and have a contingency plan."
Religion
Kammeth, Sun God, Lord of the Sacred Flame.
Kammeth, head god of the Sky Patheon, is often seen as the god of light, life/summer, sky, athletics, spring, self-perfection, vitality and youth, he is also the lord of Champions as he blesses those who protect the weak. This has given rise to the Knight’s of the current era . Novices in the Kamthein faith were called the Enlightened while clerics are known as Dawnbringers. The full priests take a new name in his service when they were ready to signify that Kammeth has personally recognized and accepted them. This new name could either be used instead of their old name or simply used only when addressing other Dawnbringers and when in solitary prayer.
The church is divided into two parts; militant and ministry. The ministry oversees administrative functions of the church. The ministry also gives spiritual guidance to the church's members. Every kingdom has a network of priests and bishops who answer to the Council of Flamekeep and then to the Keeper of the Sky Flame. The church militant follow Kammeth’s eldest daughter seen below. Basic Tenets of Kammeth:
1. Be fearless
2. Do onto others as you would have them do onto you.
3. Obey the commands of the old teachings
4. Obey your rightful Lord and King
Dogma
"Strive always to aid one another, to foster new hope, new ideas, and new prosperity for all mortalkind and its allies. Perfect thyself, and guard ever against pride, for it is a sacred duty to foster new growth, nurture growing things, and work for rebirth and renewal. Be fertile in mind and in body. Consider always the consequences of thine actions so that the least effort may bring the greatest and best reward. So wherever you go, sow seeds of plants, tend the growing things you find and plant seeds of hope, new ideas, and plans for a rosy future in the minds of all. Whenever possible, see each dawn."
Ra-hun-ru, or the Lady of Battles, was the Ethican deity of strategy and battle tactics and a daughter of Kammeth. Her dogma dictates the use of careful tactics in battle to achieve victory, under the belief that sound strategy is the best path to achieve victory in a battle with the most favourable outcome. Ra-hun-ru is unique among the sky Patheon in she has a dual aspect, as she is often worshipped in the Northern Tribes, but as a blood goddess of death and war much more violent than her Imperial counterpart. Her worship is comprised of warriors, paladins, clerics, and exorcists. Unlike the ministry under Kammeth, it battles evil rather than evangelize to the people. The soldiers live and train in monastic fortresses, and patrol across the territory of Ethica. Knights of Kammeth or Ra-hun-ru are often called Kumen. Due to her aspects of worship, temples to the Lady of Battle look more like military fortresses than the archetypal temple of past or present religions. They feature barracks, mess halls, armories, and training grounds, along with the common rooms for prayer and schooling in the faith.
Dogma
"War is won by those with the best planning, strategy, and tactics, regardless of the apparent odds. Any fool can snatch defeat from the jaws of victory with fortune's aid. Only a master strategist can ensure lasting victory. War is a series of battles. Losing a battle does not necessarily indicate the war is lost. Seek out your opponent's weaknesses and recognize your own; avoid an opponent's strengths and play to your own. Only by focusing one's own strengths on the opponent's vulnerabilities can triumph be ensured. In times of war prepare for peace; in times of peace prepare for war. Seek out your enemy's enemies as allies, and be prepared to compromise. War is fair in that it oppresses and aids all equally and that in any given battle, a mortal may be slain or become a great leader among his or her companions. It should not be feared, but seen as a natural force, a mortal force, the storm that civilization brings by its very existence. Life is an endless series of skirmishes with occasional outbreaks of war. Be ready -- and have a contingency plan."
House Name:(self-explanatory, just keep in mind these are generally last names)
Head of House:(This is the High Count of the imperial province your House rules over, they manage the state as well as oversee family affairs often acting as that houses leader.)
House Specialty: (Each House has favors a certain skill, or possess some unique ability. For example, one House might breed superb horses, while another are expert traders/bankers or sailors, master armorsmiths/weaponsmiths or gifted in magic etc.)
House Ancestral Artifact: (These artifacts are ancient family heirlooms that grant a unique power onto its wielder. No one quite remembers their origin but it is rumoured that Kammeth himself forged them and gifted them to the generals who fought with Lalaifia. These can be magical weapons from a flaming sword to a bow that conjures arrows to even a stave of some power. Be mindful not to make these items broken or OP. I will be looking over these carefully but if in doubt hit me with a PM on any unorthodox ideas you might have. )
Important Members:
(You don't have to list every member of your house, those with great influence or positions of power should be here however or anyone else you deem important for your own plots.)
Nation/Realms Name: (This is the name of the province you control, and note this is separate from your Noble Houses name. )
Sigil: (Your house's sigil or crest oft used to identify them on the battlefield or while traveling.)
Flag: (This is different from your House's Sigil as it is the coat of arms for your province/county.)
House Motto:(Your house's famous saying, this is in fact optional, in case 'Winter Be Coming" is all you can think of.)
Region/color on map: (for map placement)
Race name: (self explanatory; think of them as what a cultural group would use to identify themselves.)
Racial appearance: (Should include height, weight, skin and hair color. The races of men are more like minor ethnic groups but can still vary vastly. Something like the races of Men in Elder Scrolls.)
Racial traits: (Most known abilities associated with these people, these are often rather minor, such as one people being known for seamanship, another for their preference toward martial discipline, over brute force and maybe another for their love of crafting.)
Capital:(Your house's Seat of Power, this is the land your House has a De jure claim to)
Capital Population: (Keep it reasonable)
Other Major Settlements: (These will often be the capital of those Barons, or Dukes who answer to you. Or other major settlements of note or strategic value.)
Population: (Again keep it reasonable; if in doubt use medieval demographics to get an idea, the map has a mile ratio for this reason. )
Culture:(The Customs, Arts, Fashion, and beliefs unique to these people.)
Type of Government: (Succession Laws and form of Governing/Titles used)
Influence and relations: (Any alliances or military pacts with another family? Perhaps born of marriage ties? Work with other players if you seek one ahead of the RP if you so desire.)
Military -
(Details on the amount and types of men available. Any war vessels from navies, go here as well, it would be important to note as this is a Middle age Setting that relies largely one levies, few have the funds for a standing army, aside from the Phoenix Throne.)
Unit demographics: (heavy infantry, marksman, etc and their equipment/training, remember no army in real life was ever able to field a fully rounded all capable army. Sometimes a lack of something makes it more interesting.)
Landscape:(What do your lands look like?)
Wildlife:(Optional)
Economy: (How well off is your county? Poor? Rich and prosperous? Somewhere in the middle?)
Religion: (As stated before Kammeth is the primary god of the Empire and will by default be what the majority of the people worship or follow *excluding special circumstances*. Worship of deities outside of the Sky pantheon is greatly discouraged IC. You can however, create a deity of your own making from within that Patheon, or if you feel ballsy, add in any minor cults that exist. Perhaps even your family secretly worships other gods not sectioned by the Empire? Be mindful that heresy is frowned upon by the Church and you might have the Inquisition breathing down your neck if they catch a whiff of heresy on you, but if you want to make a storyline in that direction go right ahead!) (Tip, don’t piss of whoever is the Arch Dawnbringer!!!)
History: (At least the past couple generations, include conflicts, major upheavals, wars, etc. You can overlook this part and fill it in as the Roleplay progresses in order to work with other players for maximum cohesion.)
Strengths: (Similar to House specialty, but often larger in scope, this could include an abundance of a resource, or the inability to field an army of much size. )
Weaknesses: (At least two, and they have to be real disadvantages, you can't really say you have a terrible navy if you're landlocked.)
Export: (Major goods that this region/nation provides, no more than five resource types to keep people from providing everything on their own)
Import: (No realm is totally self sufficient, you surely need something ^^)
Head of House:(This is the High Count of the imperial province your House rules over, they manage the state as well as oversee family affairs often acting as that houses leader.)
House Specialty: (Each House has favors a certain skill, or possess some unique ability. For example, one House might breed superb horses, while another are expert traders/bankers or sailors, master armorsmiths/weaponsmiths or gifted in magic etc.)
House Ancestral Artifact: (These artifacts are ancient family heirlooms that grant a unique power onto its wielder. No one quite remembers their origin but it is rumoured that Kammeth himself forged them and gifted them to the generals who fought with Lalaifia. These can be magical weapons from a flaming sword to a bow that conjures arrows to even a stave of some power. Be mindful not to make these items broken or OP. I will be looking over these carefully but if in doubt hit me with a PM on any unorthodox ideas you might have. )
Important Members:
(You don't have to list every member of your house, those with great influence or positions of power should be here however or anyone else you deem important for your own plots.)
Nation/Realms Name: (This is the name of the province you control, and note this is separate from your Noble Houses name. )
Sigil: (Your house's sigil or crest oft used to identify them on the battlefield or while traveling.)
Flag: (This is different from your House's Sigil as it is the coat of arms for your province/county.)
House Motto:(Your house's famous saying, this is in fact optional, in case 'Winter Be Coming" is all you can think of.)
Region/color on map: (for map placement)
Race name: (self explanatory; think of them as what a cultural group would use to identify themselves.)
Racial appearance: (Should include height, weight, skin and hair color. The races of men are more like minor ethnic groups but can still vary vastly. Something like the races of Men in Elder Scrolls.)
Racial traits: (Most known abilities associated with these people, these are often rather minor, such as one people being known for seamanship, another for their preference toward martial discipline, over brute force and maybe another for their love of crafting.)
Capital:(Your house's Seat of Power, this is the land your House has a De jure claim to)
Capital Population: (Keep it reasonable)
Other Major Settlements: (These will often be the capital of those Barons, or Dukes who answer to you. Or other major settlements of note or strategic value.)
Population: (Again keep it reasonable; if in doubt use medieval demographics to get an idea, the map has a mile ratio for this reason. )
Culture:(The Customs, Arts, Fashion, and beliefs unique to these people.)
Type of Government: (Succession Laws and form of Governing/Titles used)
Influence and relations: (Any alliances or military pacts with another family? Perhaps born of marriage ties? Work with other players if you seek one ahead of the RP if you so desire.)
Military -
(Details on the amount and types of men available. Any war vessels from navies, go here as well, it would be important to note as this is a Middle age Setting that relies largely one levies, few have the funds for a standing army, aside from the Phoenix Throne.)
Unit demographics: (heavy infantry, marksman, etc and their equipment/training, remember no army in real life was ever able to field a fully rounded all capable army. Sometimes a lack of something makes it more interesting.)
Landscape:(What do your lands look like?)
Wildlife:(Optional)
Economy: (How well off is your county? Poor? Rich and prosperous? Somewhere in the middle?)
Religion: (As stated before Kammeth is the primary god of the Empire and will by default be what the majority of the people worship or follow *excluding special circumstances*. Worship of deities outside of the Sky pantheon is greatly discouraged IC. You can however, create a deity of your own making from within that Patheon, or if you feel ballsy, add in any minor cults that exist. Perhaps even your family secretly worships other gods not sectioned by the Empire? Be mindful that heresy is frowned upon by the Church and you might have the Inquisition breathing down your neck if they catch a whiff of heresy on you, but if you want to make a storyline in that direction go right ahead!) (Tip, don’t piss of whoever is the Arch Dawnbringer!!!)
History: (At least the past couple generations, include conflicts, major upheavals, wars, etc. You can overlook this part and fill it in as the Roleplay progresses in order to work with other players for maximum cohesion.)
Strengths: (Similar to House specialty, but often larger in scope, this could include an abundance of a resource, or the inability to field an army of much size. )
Weaknesses: (At least two, and they have to be real disadvantages, you can't really say you have a terrible navy if you're landlocked.)
Export: (Major goods that this region/nation provides, no more than five resource types to keep people from providing everything on their own)
Import: (No realm is totally self sufficient, you surely need something ^^)
Key Notes/Rules:
- As stated Kammeth is the major god worshiped within the Empire, along with his Pantheon of Sky deities most of which are his children. Consider it similar to the prevailing Judeo-Christian god primarily worshiped in Medieval Europe.
- Use common sense approach, no meta-gaming, uber-hex magic etc,
- Play to create an engaging story, there is no ‘win’ condition as this is not a competitive Rp game.
- On that note this is set as an advance RP though you don’t have to write five paragraphs a post, Collabs are advised and expected as they help flesh out a post.
- There is zero toleration for belittling or arguments. You are assumed to be adult enough to work out any disagreements in a productive manner, if anything gets to crazy I or Goldeagle (Co-GM) will handle it.
- Open to constructive criticism and if you have idea’s to expand the setting/lore Pm me right away! You will feel more engaged in the setting if you have a hand in its making.
- Players are encouraged to play typically one-on-one scenarios, large battle scenarios, cloak-and-dagger scenarios, small plots and large plots. To be creative, and to be interactive with their fellow players on their own to plot. Take initiative when you can this is a free forum NRP after all. That said there will be a number of events players can respond to if they currently are empty on idea’s so there is never a dull moment!
- Tech levels range from stone to steel, there is no Gunpowder in this setting. Full plate is still expensive though it does exist.
- You might have noticed the Northern Tribes, these are one of the few NPC factions I might open up to players if we get enough interest, they will play very different from the Imperial province states and will be limited to three players max. (Though being tribal in structure allows for some unique options, if you ever played a tribal nation in Crusader Kings 2 you get what I mean.)
i.imgur.com/B75oAfl.jpg
Claims so far not on map...
East Island peninsula has been claimed.
The small island marked Iluvatar is actrally Legion claimed, fix coming in the next patch.
Claims so far not on map...
East Island peninsula has been claimed.
The small island marked Iluvatar is actrally Legion claimed, fix coming in the next patch.