@Willy Vereb I think we ought to do something about Unprofessional's nation (#5). He hasn't been online in a week, and from the sound of his last PM to me, it didn't sound like he was going to be able to keep up very well. With his absence, the northwest continent only consists of @Goldeagle1221, @The Nexerus and I, with lots of non-player land.
In process of updating the map in the chars tab. BTW, who are 28 and 29 again? Also I leave @Isotope and [@Dead Crusher]'s claims for now but if a new player wishes to claim them then it's going to be a different matter. Is that alright with you two?
@Willy Vereb I think we ought to do something about Unprofessional's nation (#5). He hasn't been online in a week, and from the sound of his last PM to me, it didn't sound like he was going to be able to keep up very well. With his absence, the northwest continent only consists of @Goldeagle1221, @The Nexerus and I, with lots of non-player land.
Well, we'll do it once things get there. I don't expect all players to be fully active. Albeit the very least you can ping him like this: @Unprofessional
The Resomi are a diminutive race of avian raptors, barely reaching two feet in height. They are overall a major cultural center, creating massive cathedrals in the name of their god, the patron of arts. They have an incredible commission-based art flourishing, and many art schools can be found in the city states. The center of this conglomeration that every once and a while fights against each other is Tivoli. It is the most magnificent city, and most immigration traffic is routed to it.
History
The Resomi developed in a frozen wasteland of a land, and quickly became extremophiles designed for cold. At first, they were tribes. However, once they began to organize, they rapidly developed into towns. They managed to do this by learning to ranch the local wildlife and importing food from various nearby sources. The city states were formed a long time ago, and were quickly turned against each other. Adversity fueled creativity, and soon they flourished into the first golden age of arts. This was akin to a classical age, and many empires conquered the other city states. Soon it was left to two empires, whom have had their names lost to the sands of time. They created great works of arts and amazing constructions, which would influence the province for centuries to come. The province, while in a permanent winter and wracked by blizzards, would always be a nation of culture. This was their beck and call. The empires sparred every once and a while, but by and large they mainly exchanged culture, developing incredible feats of classical art and architecture. Even to the present day, ancient and beautiful artifacts from these times can be found. These empires, eventually, collapsed. This descended the province into city states waging war against each other. This did not stop their desire for culture, however, and while the arts and architecture took a blow from the fall, they did not stop. They devolved, but began their redevelopment once again. This was essentially the dark ages for the province. Kingdoms eventually formed. They rose and fell in warfare between each other, before they eventually cracked once again into city states. These city states took the idea of exploration and seized it, sailing in the name of the goddess Ariana. They traveled the world, about three hundred years before present time. They met new cultures and diffused their information into their own. Thus began the second flourishing of the arts. The arts had finally recovered from the fall of the empires. The Resomi used all they had learned from the other cultures to cultivate their own. Architecture soon returned to magnificence and religion continued to be strengthened. The modern city states were born. A notable event in their history that truly bore the third flourishing of the arts was the war against the Order. The Crown of Virith was attacked and the Resomi came to their aid. The pike and shot forces landed in the southwest of the Virithian mainland, and moved northwards. There, they participated in several battles. However, the order learned that the city states were highly undefended as a result. They sent a fleet to invade, and managed to attack the city state of Sira. Despite defenses by both the Eloia and the Mystrost, the city fell. It, however, held out long enough for the forces of the city states to return and push them back. Thus ended the involvement of the Resomi in the war. Now the Resomi are in the middle of a power vacuum, continuing to create great works of art and architecture as they war between each other.
Government & Society
The Resomi are very small, rarely reaching more than 3-4'/1m in height, and weigh less than 90lbs/40kg. They have rapid metabolisms and very inefficient digestive systems. They tend to have robust and effective immune systems and very few of the genetic disorders and maladies that plague contemporary humanity.
They evolved for a very cold and very barren land, Because of this, their skin is a fine insulator and many of their internal processes are not particularly energy-efficient; they cannot cope well at all with high temperatures.
Their hearing is exceptionally sensitive to the point that they can detect a person moving on the other side of a wall, but comes at the cost of being extremely vulnerable to sonic weaponry like noise spells.
The Resomi are a cultural people, governed by independent city states. These city states are incredibly different from one another, some being monarchies, others being republics, some being democracies, and so on. But adversity drives innovation, and so they have become a foremost cultural power in the world. Their religion, the Sect of Insight, lead by the Archbishop of Tivoli, has spread far and wide. Their fine art is heavily desired in foreign lands, and there is always plenty paintings to go around.
Economy & Industry
The City States of Brescia are varied in what they creat, but in general they create the arquebus, pikes, fine art, and architecture plus building materials. Their economy is based on fine art and banking, and the rich families get to where they are banking. There they commission and sell fine art. The church draws from the fund of rich worshipers to fund their great cathedrals.
Military Overview
The Brescian military is unique in that there is no cohesive mass. Each city state has its own army, often based off of mercenaries. This is where Tivoli comes in. They use mercenaries only as an ancillary, and focus instead of a highly trained, highly loyal militia force. This militia force is equipped with the best of the best, and like the rest of Brescia, focuses on the pike and shot doctrine.
@Willy Vereb With DC's islands sort of vacant, I have a little plot idea. Not claiming anything at the moment, but I'm thinking Zhodul will start a slow process of colonizing one of the islands, and perhaps come at odds with another power seeking the same.
That little...island by #22, would that happen to be open? And what is it like? Geography informs alot about a nation after all.
I think it's free. Isotope once claimed it but then he decided against it. Aside from that I don't remember anyone else taking it. It seems to be close to the desert/savannah line so the environment is like that. You have freedom to invent the rest.
<Snipped quote by Ophidian>I think it's free. Isotope once claimed it but then he decided against it. Aside from that I don't remember anyone else taking it. It seems to be close to the desert/savannah line so the environment is like that. You have freedom to invent the rest.
Excellent.
I'll get a write up done.
I'll be going for a sort of Congoese-India-Arabian theme I think. Because throwing cultures together at random always works.
<Snipped quote by Shorticus>In process of updating the map in the chars tab. BTW, who are 28 and 29 again? Also I leave @Isotope and [@Dead Crusher]'s claims for now but if a new player wishes to claim them then it's going to be a different matter. Is that alright with you two?
Do you want me to indicate on the map which claims are open? Or do you want me to remove the now unclaimed territories from the map whenever we get confirmation of someone leaving?
Also, I would like to suggest that everyone in the Characters section start using Hiders. It'll make it easier for players to scroll down the page if your nation is locked behind a hider.
Also, I would like to suggest that everyone in the Characters section start using Hiders. It'll make it easier for players to scroll down the page if your nation is locked behind a hider.
Well, they do. Albeit they are a bit clumsy too. That's partially why I made the index. Granted I have yet to add several new players and other updates but that'd happen and then people can just check the first post for links leading to the nation they chose to check.
Do you want me to indicate on the map which claims are open? Or do you want me to remove the now unclaimed territories from the map whenever we get confirmation of someone leaving?
Thank you. Well, I feel all of these declarations to quit were a bit hasty decisions. Especially since the common excuse is being too big when that was a thing even during the interest thread. I am not so optimistic to think every will be active for sure. But well, there's nothing stopping them to return so long their land is unclaimed. You know what? If it isn't much of a hasle now just erase their map coloration and number but don't change the order. So 19 and 21 numbers will exist regardless and wil be given if either the original player returns or somebody new claims those lands.
<Snipped quote by Shorticus>Well, they do. Albeit they are a bit clumsy too. That's partially why I made the index. Granted I have yet to add several new players and other updates but that'd happen and then people can just check the first post for links leading to the nation they chose to check.
<Snipped quote by Shorticus>Thank you. Well, I feel all of these declarations to quit were a bit hasty decisions. Especially since the common excuse is being too big when that was a thing even during the interest thread. I am not so optimistic to think every will be active for sure. But well, there's nothing stopping them to return so long their land is unclaimed. You know what? If it isn't much of a hasle now just erase their map coloration and number but don't change the order. So 19 and 21 numbers will exist regardless and wil be given if either the original player returns or somebody new claims those lands.
I've got a solution that doesn't involve erasure. Give me just a few mins.
Okay. What I did is I took the nations of people that either A) quit or B) have been absent for a LONG time and MIGHT have quit and put black diamonds in their Territory layer.
@Shorticus Quickie map tutorial now? I'm most interested in what might be the most mundane procedure: making the border outlines. I like to imagine I have a steady hand, but sometimes there are those 'I just can't' tedious moments when trying to make borders look naturally jagged.
@Shorticus Quickie map tutorial now? I'm most interested in what might be the most mundane procedure: making the border outlines. I like to imagine I have a steady hand, but sometimes there are those 'I just can't' tedious moments when trying to make borders look naturally jagged.
As far as outlines go, it comes down to five things, really:
1. Practice. 2. Being willing to let tiny mistakes slide in the process. Nobody notices 'em. 3. Using terrain to help me decide how the borders should be shaped. The often form around rivers, mountains, and such things, though just as often you'll have some deviation from that rule IRL. 4. I favor brief, quick "strokes" with my mouse over longer lines. 5. I keep my left hand near CTRL-Z to undo my mistakes.
It's not a pretty process, but once you get quick with it it's easy. I use a mouse, though perhaps I should invest in a stylus or some shiznag.
Also, I THINK @Frengo and I are finally done. Presenting it for purview, awaiting confirmation from mi compadre, and then I'll post it in the Characters section after any necessary edits are made.
The Kingdom of Ardonia
and
The Heartvale
The Serene Republic of Sontica
#23 on map
Location/Geography
MAP KEY
Settlements
White Square = Halfling Settlement
Barrows, Eagle's Rest, Fairweather, Lowbank, Mardon, North Cambria, Oldbrook, Portsworth
Yellow Hexagon = Human Capital (Dragongarde Citadel, Sontica)
Blue Square = Monastic Settlement
Aldin, Redemption
Province List
Kingsland
Heartvale
Goldmarch
Terrain Features
Ardonian Sea
Dagger Mountains
Shining Shores
Ardonia is a small but fertile land of gently rolling hills and bubbling brooks. Though not heavily forested, it has an abundance of small glades and woods, and the rivers which help form the nation's borders are bursting with life. The nation has a large coastline for its size, and along the whole of it are small fishing villages and port towns.
The Dagger Mountains are tall and sharp, but also very beautiful. To travel across them is arduous and costly at best and impossible in the winter season, though the dragon-blessed monks of the Order of Dragonkin are uniquely gifted to traverse those peaks. The Heartwood is a favorite hunting ground for nobles and wealthy halflings alike, and the two seas which flank the nation - the Ardonian Sea and the Shining Shores - are known to be stormy in the summer and winter.
General Introduction
Men of Ardonia
A feudal peoples, who love their God, and their King.
The Men of Ardonia are a soft, yet progressive breed of humanity, who value honour and compassion above all else. From the lowliest of peasants, to the most regal of champions, all strive in their love of God to achieve a state of being that reflects the better side of their race.
This was not always their way, however, for once the Men of Ardonia were the founders of the Ardonian Empire - a massive military and political power that, aided by Dragons, held much of the continent under its sway. It was only through the cataclysmic Civil War, the Dragon Cull and the ultimate fall of the last Emperor that the Kingdom of Ardonia found its modern-day roots.
Indeed, the Kingdom's early history is soaked in the blood of the innocent, and it is a fact that many live with in denial. Even the name of the last Emperor is considered an insult to be hurled at one's most hated adversary.
Now however, the Kingdom is relatively peaceful, with a small yet professional army of knights, and a progressive yet equally entrenched society.
Since the Civil War, the Dragons of the Sapphire Isles no longer play a direct role in government, and they are content to keep themselves a safe distance from mankind. However, the King still holds occasional meetings with them, to discuss worldly matters and to keep relations between the two races current and friendly.
Halflings of Heartvale
A friendly and jovial people, the small but stout halflings are steadfast subjects of the Knights of Ardonia. Though far from being mighty warriors, the kindness, generosity, and peace-loving nature of the little people belies a lion-like courage and optimism. Many a song has been sung of the heroism and loyalty of the halflings, yet these goodly folk remain one of the most humble peoples in the world.
The halfling people have called Heartvale home for as long as they can remember. Indeed, the name for Heartvale in the ancient halfling tongue is Breost. It means "Land of Heart," which carries connotations of eternity and home. Their people's name in the same language, Breostlings, means "People of the Land of Heart." The Heartvale is theirs and theirs alone, and proudly do they fly the symbols of their land: the dove of peace, the olive branch of wisdom, the sickle of labor, and the circle of community.
Farmers and woodsmen, the gentle halflings have ever favored the plow over the sword. They are the backbone of Ardonia, working as tillers and tailors, trappers and traders. A few claim noble titles, and some live outside of the Heartvale, but the vast majority are content to be called "Mister" or "Miss" by their neighbors in their traditional homeland.
People of Sontica
Those who dwell in the city-state of Sontica, the vassal realm of Ardonia, are perhaps less concerned with virtue than the rest of Ardonia. It is the pursuit of gold which drives their society, and their love of it which made them great. They control the eastern mouth of the Golden Road, and so Sontica enjoys the status as one of the major trade centers of the world.
Sontica is not an entirely human country. A halfling town, Fairweather, has long existed within its territory. There are a few orcs and elves living among them, and some half-breeds as well. Even a few Jakai call the city home. The vast majority of its citizens, however, are human.
Monks of the Order of Dragonkin
The Order of Dragonkin draws its members from several races, each member an ardent worshiper of the One True God. They alone are allowed to walk upon the Sapphire Isles. They alone may speak the Draconic tongue. They alone represent the magnificent blue dragons and serve as their emissaries to the people of Ardonia and the world beyond.
It is a difficult task, joining the Order of Dragonkin. Most who take the initiation rites fail. The test takes place on the Sapphire Isles, and would-be monks are given an enchantment that marks them as one who is taking the test. The details are unknown to the world at large. What is known is that most who attempt the test fail and are sent back to the mainland. Some succeed. A rare few simply never return.
The monks of the Order of Dragonkin are utter pacifists. They are blessed with supernatural fortitude, longevity, and even the ability to breathe underwater, but they will not use these abilities in self-defense. Those who do are banished from the Order.
The Knights Draconis are the sole exception to this rule. They are warrior-monks sworn to the service of the King and the blue dragons of the Sapphire Isles. However, they will only take to the field if they believe a cause if truly just.
History
The Kingdom of Ardonia is but a shadow of what it once was; a vast Empire now reduced to a feudal enclave of religious and cultural entrenchment that has made little effort to reduce its fortunes since the time of the Ardonian Emperors.
The Empire's rise to prominence can not be contributed to one historical event, or the actions of a single individual; indeed, the rise of Ardonia can be chronicled across a whole range of circumstances and minor events that accumulated into one of the largest geo-political and military super powers of antquity.
Her true strength was in her readiness to absorb foreign cultures, and with that, their technologies and ways of thinking, so that every aspect of her competitiveness was constantly evolving. This, paired with a stable platform of agricultural output and a long line of competent rulers, paved the way for her success as a name that would be remembered throughout the ages.
However, one would be wise to also acknowledge the role of the Dragons of the Sapphire Isles in the Empire's rise. It is not known, factually speaking, whether Man or Dragon arrived in Ardonia first. What is known however, is that the Ardonians and the Dragons formed an alliance in the Empire's first days. It is speculated that the Dragons, whose long lives provided them with near-unlimited insight and wisdom, were key to the Empire's swift territorial progression.
Whatever the case, it was commonly known that the great winged beasts were regular visitors to the Emperor's palace, and held great political and religious significance throughout the Empire. Revelationism, the religion founded on the belief that the Dragons were God Almighty's very own children, further entrenched the prominence and influence of Dragonkind across every organisation and social structure of the Empire.
Every Man, Halfling and other race that held true to the Imperium, paid homage to the majestic creatures. Entire economies arose around Revelationism, and Dragon worship, and even pseudo-military forces that answered only to the Church of Revelationism, grew rapidly in number - known collectively as the Ordo Draconis. At the Empire's peak, it was said that the Dragons had more of the peoples' love and loyalty than the Emperors who governed them.
The last Emperor, Alexan Otorii, was as young as he was paranoid. He saw the rising power of Revelationism, coupled with the unchecked surge in the influence of its churches and armies, as a direct threat to his claim to the throne. He sought to assert his dominance, and the dominance of his line, once and for all.
His invasion of the thus far fractured Zhodul realm was enacted without liaising with the Imperial Court, or his Dragon advisors. The war was brutal and swift, and encompassed as many great triumphs as it did atrocities. The land which would one day be Zhodul had been relatively unprepared for the assault, and there was no diplomatic precedence that led to the explosion of hostilities between itself and the Empire. On the Emperor's orders, every Zhodul citizen, regardless of race, age or gender, was to be put to the sword. This horrific act outlined Alexan's intended message to the Church and its Dragons: he was in charge, and the armies listened only to him. Thus the Empire was his, and so would the world be in short order.
As the war in Zhodul raged, Ferak'Tar, the greatest Elder amongst the Dragons of the Sapphire Isles, flew to the Imperial Capital with all haste. The Emperor received his ancient mentor on the Palace Grounds, and stated firmly that the Dragon or his kin had no business in directing the affairs of humans. Ferak'Tar begged Alexan to recall his attacks and repent, but when Alexan did not listen, he threatened to kill the boy-Emperor.
This was all the pretext Alexan needed to declare the Dragons a national threat, and Ferak'Tar was promptly ambushed by hundreds of Ardonian mages and archers that had been watching the parley from a distance. Ferak'Tar killed many of his assailants, but alas for he was overwhelmed, and was murdered.
After Ferak'Tar's body had been drawn and quartered, the Emperor declared that the Dragons of the Sapphire Isles had attempted to assassinate him, and were now enemies of the entire nation. His words were aided by rumours - crafted by his coin - to spread fear to all corners of the Empire, stating that the Dragons had indeed begun an attack against Ardonia.
The Imperial Army moved quickly to involve itself in a war of two fronts. There was the Battle for Zhodul, were Ardonia's unstoppable legions continued to make advances, and also the Dragon Cull, where Imperial legions hunted and slew all known Dragons that resided on the Ardonian mainland.
The Dragons were quick to respond, and several of the great beasts made a devastating attack on the Imperial Capital. For three days they raked the city with their wrath, enraged as they were by the murder of their beloved Elder, and thousands of humans paid the Emperor's price for his hubris. Eventually however, they were driven off with heavy losses.
Meanwhile, another cluster of Dragons flew to Zhodul, where they were crucial in halting the Imperial offensive and frustrating the Emperor's wishes for an early and bloody victory. This stalemate tied down over half of the Empire's standing army, which made it impossible for Alexan to order an assault on the Sapphire Isles themselves without risking the other half.
General Octavius Gullo, a gallant warrior in service to the Emperor, was horrified by all that had taken place before him.
It is said that as he received his orders to march his troops to Zhodul, where he would aid in the destruction of the Dragon contingent there, that he struck the messenger across the cheek and bid him to do the same to Alexan upon his return to the capital.
And then, he ordered his men towards the east coast, where he publicly proclaimed Alexan to be a demon - sent from the Underworld to bring upon Ardonia the End Times. His words were largely unheeded by the human populace, who were caught between the fear of Dragon or Alexan reprisals, but the Halflings were made of sturdier stuff, and many of their folk sided with General Gullo.
Outraged by this treachery, Alexan ordered his armies to turn from Zhodul, and destroy Gullo's fledgling army of rebels. The order was fatal to the entire Imperial military structure, and bore no ounce of sanity. The war in Zhodul collapsed almost immediately, and the Imperial Army lost significant amounts of resources in this hasty turn around.
The Battle of Portsworth was the first cataclysmic scene between the Emperor and his wayward General, and thousands perished on both sides, but ultimately Gullo's advanced understanding of military tactics won the day. The Battle of the Imperial Capital followed in the immediate weeks, and it was during this time that the Emperor's disastrous decision to recall his army from Zhodul, turned into an outright military collapse.
Thousands of soldiers deserted, seeing that their Emperor was at worst a mad genocidal maniac, and at best, an idiot. Many returned to their home cities, and these deserters were instrumental in such cities breaking away from Imperial rule. Meanwhile, the Dragons of the Sapphire Isles had regrouped, and arrived to assist General Gullo in his attempts to wrestle the Imperial Crown from Alexan.
The Battle of the Imperial Capital lasted six months, and was a bloody and costly siege that led to a million lives lost and the total collapse of all Imperial institutions. Emperor Alexan drunk poison, as Gullo's troops pressed the Palace, and the General ordered his former master's remains thrown to the sea without the rites of burial.
The Dragons meanwhile thanked Gullo for his intervention and courage, but refused to stay on the mainland. They withdrew to the Sapphire Isles to live in relative seclusion, for reasons never fully revealed. General Gullo formally disbanded the Empire shortly thereafter, leaving the break-away cities to their fates, and chose to consolidate his position on the Ardonian coast around the Imperial Capital, which he renamed Dragonguard in honour of the Empire's civil war, and the reasons that started it.
General Gullo, on a wave of popular support from both his peoples, soldiers and the remaining nobles, became King Gullo, and his line has reigned over the Kingdom of Ardonia ever since.
The modern Kingdom has not forgotten its bloody past, and exists today as a bastion of freedom, moral progression and strength in a world that continually bathes itself in the blood of the innocent. Her armies are small, yet strong, and her castles ancient yet impregnable. The coastal enclave boasts much power, though she rarely projects it.
And what of the Dragons of the Sapphire Isles? They have not forgotten Gullo's intervention, and through the Order of the Dragonkin, the Kings of Ardonia are capable of communicating with these ancient beasts in times of great need.
A Briefe Summary & Introduction to Oure History & Political Affaires
The story goes that we were always here. If we weren't always here, we've been here long enough that we may as well have been. The trees of the Heartwood have been home to our folk since before we even knew ourselves to be a folk. And since this place has always been home, our hearts have ever been one with the heart of the land. This is why we call it the Heartvale - Breost in the old tongue - and the Heartwood: this is where our hearts lie.
Our folk have ever had problems with raiders, though in ancient times we fended for ourselves just fine. There were orcs, to be sure, and there were a few trolls and goblins and their like, but one might well suppose that's why we've developed such a knack for hurling stones. That skill has ever served us well, so while we suffered being eaten every now and then, by and large we Breostlings have ever had a good life.
Then the tall folk came.
When barbarian Men first settled in what would later become Ardonia, we people of Breost suffered at the hands of our new neighbors. They were tall, fierce, and made an awful show of taking our things. It ought surprise nobody that we objected to these mannerisms, and there was fighting between the little folk and the big folk. But our ancestors were a canny lot, so they came to realize how we could turn these shield bangers into good folk: by giving them exactly what they want. After all, our fields were the most fertile, our forests were the most bountiful, and our ale the most pleasureful. That's how won them over with good cheer, good food and good will, and they changed from our worst of enemies to our fastest of friends. The world would be a better place if others made nice like we little folk do.
There's a strange story that follows here: while we tried to explain to the tall folk what our name was, they seemed to get this rude joke in their heads that we were half-men, so we were halflings. It's stuck since then. There'll always be a bit of a sting to that word, halfling, but the tall folk mean us no harm in saying it - not anymore, anyway. Perhaps we ought to hold a grudge, given its roots, but that's not this humble author's place to decide. What matters is that since then, we've been known as "halflings" in the common tongue.
The times that followed were good times. There was peace, and we prospered for that. Our new friends dealt well enough with the orcs, leaving us to tend to our families and our crops. We made good music, especially songs of love and joy and adventure. We in the vale call it the Time of Wonder, for that's what it was: a time when we could be in love with the world and enjoy the simpler yet sweeter things in life. Undoubtedly there were threats to us: orcish raiders, bandits, a foolhardy tall fellow mushing up our gardens every once and a while - there's fables about that - but we coped, adapted, and lived pleasantly.
But our world changed yet again as strangers came to settle the continent. From far to the west came the Arcturian Empire, led by those fierce lion-men, and the elves of Aeloria made themselves known to the world as well. The orcish tribes formed up in a great, terrible mass, heralding the beginning of the Horde which plagues us to this day. This was a world poised for calamity.
But at the time it seemed to us that it wasn't all so bad. We along the Shining Shores, big and little folk alike, were greatly affected by the advances of those not-so-distant realms. Perhaps it would be more fitting to call this the Time of Wonder, for this is when we were introduced to such novel things: foods we'd never tasted, concepts we'd never considered, people we'd never known existed. Most important among those people were knights from the Arcturian Empire. They were a grand display, so the stories say, and their armor shone brighter than the sun at midday. So it goes that on horses they trotted over to our friends on the peninsula. Most of these knights later left, but a few stayed behind, and they turned our odd friends into knights themselves.
That's how the Time of the First Realm began, or the "Good Times" if you prefer. Our knightly friends got the idea that a nation was in order, like the nations of the west, so before long they'd made themselves a Kingdom and named it Ardonia. We decided that was a fair thought - better that everyone work together than against each other - and so we joined them happily enough. Oh, and certainly there were some wars, too. The dragons arose at this time and became protectors of Ardonia, which made life better than ever, thanks to the King having dragon blood and being fated to unite us all. (If you want to know about that, this humble author pens that you should have yourself a walk to the nearest Ardonian library and find yourself the historical archives by the knights. They're real keen on the origins, lineage, ancient rights, and what have you.)
This Kingdom of Ardonia was a good place to live. We'd prospered before, but now we had a thriving trade, and we got to see ever more distant lands. It's also the time when adventuring became a real pursuit: more than ever before, we little folk wanted to see the world, for there were such marvels coming in from the sea. (Acorn muffins, for instance: a delicacy worth dying for when slathered in honey and cream!)
But the Good Times did not last. There were wars of expansion, and soon the Kingdom became an Empire. That seemed fine enough at first. But the wars did not cease, and good people all over fell dead; we little folk were spared this, for the Emperors all thought we were useless in a scrap, but we still had to watch our good friends march to war never to return. It's terrible stuff, war.
When Alexan II took the throne, he was an idealistic boy, a good fellow with a good love of life. He loved us little folk, and we were certain he'd be a good and just Emperor, a man of peace, not of war. But somewhere down that road of rule he found himself turned into a monster. Poor Alexan went mad with that power humans so often crave, and he styled himself Emperor of All. He began his conquests in earnest, much more brutally and hastily than any emperor before him did, making Ardonia a feared name the world over. Then he decided the blue dragons, those kindly creatures which have ever been good to us, had done him some sort of disservice. He attacked them. He killed them. He slaughtered them wholesale, and they in turn slaughtered his people.
The empire crumbled after that. War in what eventually became Zhodul tore the boy's empire apart. We thought certainly all was lost, but then a fellow named Octavius Gullo, a general of Ardonia, told the world he was going to stand up to his master and free Ardonia from a tyrant's rule, end the bloodshed, and make peace with the dragons. And so, for the first time in centuries, our forefathers agreed that it was time for the Heartvale to fight.
Humans don't often remember our deeds, nor our sacrifices, but we did our part in that rebellion. For every Man in the general's armies, there were three halflings standing beside him. It was the slings of the folk, not the swords of the knights, which won back this realm from the grip of Alexan the Mad. It was halfling bodies which covered the streets of Dragongarde, our folk who gave their lives that the retinue of the general could make its way to the throne of the citadel.
The years that followed were hard, but we persevered. General Octavius became King Octavius. The peace we'd bought with him was short-lived, for orcs from the west thought it fine business to try and conquer us again. There were no dragons to help this time, and it was we little folk who yet again stood on the fields of battle. It was the High Sheriff who secured a truce, and it was by our own initiative that the town of Sweetwater became a fortress. To this day, it is our folk who man those walls, and though the threat of invasion is diminished... It remains us who will make the greatest number of bodies on the Ardonian battlefront.
Perhaps it's a bitter thing to write such things as I have. This author believes it only right: there's much regret in this history which is written. Our ancient peace was sacrificed for the vain wishes of a would-be Emperor, and then we little folk, we "halflings," we who'd been against these wars since their inception, were the ones who had to purchase back peace from these wars with our blood. Aye, there's bitterness here. There should be.
But that good general was true to his word, and though it is not seen so by everyone, the Kings and their circles have treated our folk as their equals. We are free to rule ourselves, as we ever have been, and we have a prominent place in the wars the Kingdom wages. The sacrifices of our folk have been memorialized in their capital, and we little folk of today are allowed to sit on the King's council.
So perhaps there is much to be bitter for. Perhaps there is cause for us to wish to seclude ourselves. But we little folk have learned that it is through community and friendship that we are strong, not through solitude. So long as our friends treat us as such, then we'll be glad to stand with them in the coming Time of Redemption. We will strive to maintain the peace, and to see those with sadder lots in the world given reprieve.
The realm needs us still, we the little folk, and Heartvale yet needs Ardonia. Though it may be our crops, our bodies, and our hope which keeps this kingdom alive, we assuredly need the knights of the Ardonia just as much. So let us not shed them yet, for so long as we stand together, there's naught in the world which can break us. If we are good to each other, perhaps we never shall need to manufacture a split. I will pray to Old Father Oak that it is so.
- We the Little Folk, by High Sheriff Finlay Burrstock
Government & Society
Knights of Ardonia
For the humans of Ardonia, two words rule their lives.
God and King.
A feudal Kingdom, Ardonia is a patchworth of fiefs, earldoms, dukedoms and princedoms. All are bound by law to uphold the word of God Almighty, and the word of his Rightful Chosen, the King. As far as the mortal realm is concerned, the King of Ardonia is the supreme ruler of the entire country, and he answers to no one but himself and the advisers that he chooses to sit at his court.
Whilst some powerful figures, such as the Duke of Drakeshore, might throw their political weight around from time to time, the King is usually uncontested in his rule. Every so often, in times of crisis or when the need arises for a national dialogue, the King may call for the convening of a tempoary parliament, but these events are rare.
Surprisingly, the Kings of Ardonia have never been known for their dissociation with the people they lead, and have largely acted on the right side of morality throughout the nation's history. Few peasant revolts have marred Ardonia, and fewer rebellions from the nobility; it is a Kingdom that works well, and remains content, even when all the ingredients for a popular revolution stand in the open.
The knights of Ardonia form the Kingdom's standing army, aside from the Halfling troops that litter the country, and peasants are forbade from bearing arms unless they are issued a Call to Arms by the local magistrate (usually on the orders of the King himself!). For one to be a Knight, they must possess one of two things: land or wealth. If a man holds land, he is eligible for Knighthood - and all the restrictions such a life entails - but if he holds gold, he can simply buy the title. Being a Knight elevates one above the common folk, and grants the individual both respect and priority in all manner of things. In return, a Knight is expected to be an upstanding individual and a moral bastion in whichever environment they inhabit. Knights that fall short of these expectations, are usually dealt with swiftly and harshly.
Dukes and Counts usually earn their titles and lines from their forebears, and like the King, they have their own bloodlines. These powerful men (and women!) are expected to keep the Knights of Ardonia ready for battle, and it is they who pay the Knights their annual wage on behalf of the King. As such, it could be argued that the Knights answer to their immediate Lords, as opposed to the King, but in reality it is the Lords who answer to the King, and so their Knights follow his orders indirectly.
Revelationism is the main religion of Ardonia, and centres itself around the belief that God Almighty is a benevolent and omnipotent creator, who crafted Dragons to be his children, and it was Dragons who crafted humans to be their children. It is a massively popular religion, which is tended by the Order of the Dragonkin - an order of monks, who act as clergymen, and who directly converse with and serve the Dragons of the Sapphire Isles.
The King is forced by law to pay a levy to the Order of the Dragonkin, which helps them to maintain their monasteries and pilgrim routes. There has never been a conflict between church and state, and given the Dragons' reclusiveness, and the passiveness of the Order of the Dragonkin, this is likely to remain the case. Neither the great beasts nor their servants actively interfere with the King or his rule, though he will occasionally seek the council of both.
For the Kingdom's fighting elite, or for those who do not wish to live the celibate life of a monk, there is the Ordo Draconis - an elite group of Knights dedicated to the values of Revelationism, and upholding the code of chivalry. They have Order Houses placed throughout the Kingdom, and mostly concern themselves with protecting pilgrims or chasing down bandits, but have been known to amass into a war host from time to time when the King begs their aid. They are however, a non-government organisation, and act freely (albeit with the King's consent) to do as they please. They are often the feature of many ballad, and their noble acts throughout the years have been entombed in such artistic displays.
They are headed by a Grand Master, who oversees the running of the Order, and converses with both the King and the Order of the Dragonkin on a regular basis about larger issues. It is not known how many Knights Draconis exist under the Grand Master's command, but it is estimated to be in the thousands.
Perhaps the most important area of Ardonian society, is the Halfling-Human Treaty, which enables the former to live free from the King's rule. However, the King and the High Sheriff of Heartvale have in place various understandings that the two peoples must live side by side, and adhere to a "common law", regardless of whether they inhabit a human or Halfling settlement. In this way, Ardonia can be seen as a nation within a nation, relying on a loose system of basic rules founded upon mutual respect to avoid civil discontent. So far this has been effective, but there is no telling hat the future may bring.
Halflings of Heartvale
While the halflings have sworn fealty to the King of Ardonia, they are relatively autonomous and have a representative style of government. They follow the High Sheriff, an office of both domestic and military weight, who is elected by the common people. The High Sheriff is served by a collection of Sheriffs, some elected and others appointed, who serve as peacekeepers and representatives of the people. Then there is the Grand Moot. The Grand Moot is essentially a senate in which the whole of the Heartvale is represented, and laws are passed and changed. It has a more local equivalent, the Moot, which creates laws for specific townships just as the Sheriff operates on a more local level than the High Sheriff.
The Grand Moot answers to the High Sheriff (though it has some power over him), and the High Sheriff answers to the King of Ardonia, also serving on the King's council of advisors and representing the interests of the halfling people.
The Sheriffs are the heart of the halfling government. They both act as the keepers of law and oversee court proceedings as the judge. Though the final decision rests with the jurors, and thus the community, the local Sheriff is nevertheless an integral part of the process of law in the Heartvale.
Halflings are a cheerful lot, as has been made clear, and they love their creature comforts. A happy halfling is one who has finished the day's labor and can relax on his porch with a pipe in his hand and good conversation with a friend. Some might prefer to read books, or write them, or to go for a walk out in the fields or the woods, but they all agree on one thing: being able to relax and approach life at a leisurely place is the mark of happiness.
Though industrious enough, halflings do not throw themselves into their work as other races might. Indeed, halflings are expected to spend a few days or weeks every now and then to put down their tools and relax their muscles. Others might call this foolish or lazy, but halflings understand very well the importance of a little time off in producing a healthy psyche. Besides, nature is too beautiful to spend all your hours distracted from it, so says accepted halfling wisdom.
While many halflings worship dragons like the rest of Ardonia, many are still adherents to the old halfling faith, an animist religion with roots in the forest and the fields. They worship such figures as Old Father Oak, the Plowsong, and the Sweet Maple, and sincerely believe the fox is a creature of intelligence in its own right. Indeed, many halfling foresters keep pet foxes around, and they swear the beasts possess half the brains between them. Some halflings - perhaps twenty percent of the population - worship both the dragons and these old spirits of the earth. The rest favor one faith or the other.
A small people that stand between two and four feet tall, halflings are often regarded as fat and scrawny. Though they certainly have a propensity to be rotund and are not known for their titanic strength, the little folk are surprisingly agile and are stronger than they may at first appear (though not as strong as a human, true). They are also incredibly stealthy when they wish to be, perhaps even being the most adept at hiding among the races of the known world. Those who have fought against or alongside these small ones agree they possess a surprising amount of bravery as well, and while they can't march as quick as a man or carry as long a sword, they nevertheless can be turned into capable fighters in their own right.
Halflings are famous for their very curly hair, and their feet seem to sprout a fair bit of it as well. Some halflings prefer to travel barefoot as their feet are rather durable and flexible, but others - especially soldiers - would rather have a good pair of boots just in case.
People of Sontica
A merchant state owing fealty to the Knights of Ardonia, Sontica is regional center of commerce. Though it may present the weakest forces of any of the provinces in the Kingdom, it is nevertheless an important part of the nation.
Ruled by a "Doge," the Serene Republic of Sontica is a plutocratic place whose corruption is kept in check by the direct intervention of the knights of Ardonia. The aristocrats in the vassal city-state have considerable weight in politics, as do the merchant guilds vying with each other for political and economic power. The city has a robust court system supplemented by a dueling tradition, and while the people elect their officials, those officials invariably represent the interests of one of the wealthy groups of the city. This may have something to do with the fact that only land-owning citizens may participate in these elections.
Reforms have been made in recent years, especially since the Knights of Ardonia frown heavily on corruption of any kind. Still, it's hard for the King to limit the power of the wealthy in Sontica without spurring some sort of rebellion. They are a stubborn and capricious lot.
The principle concern of the common man in Sontica is the acquisition of wealth. As the state is semi-independent, Sontica is able to trade in goods that would otherwise be considered illegal in the Kingdom of Ardonia - such as slaves. The Knights of Ardonia and the Halflings of the Heartvale alike have protested this greatly, and there's a real risk of the other provinces stepping in to squash the slave trade once and for all. Still, doing so would disrupt the lucrative trade flowing up the Golden Road into Ardonia, so such an action needs to be carefully considered.
Economy & Industry
Kingsland
Kingsland can be considered as Ardonia's production centre, which sits on the verge of an industrial revolution.
Dragongarde Citadel is a sprawling metropolis of tight streets, high walls and a network of keeps and towers; living within this cramped fortress city, is over a million people, who have swarmed to the area in the years since the fall of the Empire. Located on the coast, and the end stop of the Gold Road, Dragongarde sees an immeasurable amount of gold and goods pass through it gates daily, and such a bustling trade centre faces an ever changing face of commerce.
What was once a regional grain hub, has now blossomed into a series of bloated enterprises. Blacksmithing Factories have found their roots in the capital, and churn out tonnes of forged goods each year; meanwhile, Cloth Houses have also become an established fact of city life, and Ardonian Cloth is an important export for the Kingdom's coffers. This sudden explosion of urban-based production is not without its draw backs, and the once beautiful streets of Dragongarde Citadel are now laden with squalor, and living space is declining daily. Many poorer folk seeking a better life in the city, face disease and awful conditions, yet the promise of regular coin keeps them coming.
The King has made several efforts in recent years to stem the tide of urbanisation, and has lavished Dragongarde with much investment, aimed at extending its borders with thousands of new homes. However, this investment has not matched the build up of the urbanised work force, and certain areas of the city are suffering from neglect and high crime rates. At times, the Knights of Ardonia are deployed to these poorer areas to help reinforce the rule of peace, but their presence is sporadic and has achieved little in quelling the coming social problems.
In further efforts to combat the misery of urbanisation, the previous King, Gullo VI, enacted the Compassionate Responsibility Act, that saw employers meet their first wave of widereaching regulations, aimed at protecting the vulnerable and poorer classes of the city. Minimal wages were introduced under the Compassionate Responsibility Act, as well as an enforced maximum working hours of 60 per week, per individual. Healing Houses, and dozens of schools, were also rapidly constructed to accommodate this bloated new class of society.
New wells were dug, and for the first time in the Kingdom's history, banks saw regulation that forbade them from lending money to individuals who could never hope to repay the sum they asked for. Although these laws have been hailed as ground breaking, and by some politicians, as perverse the world over, they still fall short in many areas. Child labour is still commonly practised, prostitution is writhe in the poorer districts, and vulnerable peoples still find themselves exploited to the point of legal slavery.
Perhaps King Gullo VI's greatest civil achievement however, was the renovation and expansion of Dragongade's massive network of sewer and sanitation systems, that took over a decade to complete and over 25% of the Kingdom's coffers to pay for. It was a gigantic project, the likes not seen since the days of the Emperors, and it has been instrumental in keeping public health from further deterioration.
Both nobles and the wealthy land owning elite have fought the Compassionate and Responsibility Act every step of the way, and at times even reversed areas of it, and continue to exploite legal loop holes to bypass it. They are likely to fight further laws aimed at giving the poor a better life, and the current King Gullo VII has his work cut out for him.
Still, whilst the poor may live in misery, the nobility who own the factories and Cloth Houses are rich beyond reason. They live in the city's more affluent areas, behind hundreds of Household Guards and gated walls. This social divide will spell trouble for the Kingdom at a later date, but between the King's efforts and the Knights' peacekeeping missions, stability still holds.
Kingsland Steel is a famous resource in the fashioning of armour and weapons, and is renowned for its strength and resilience. The King himself owns the mines that dot the southern slopes of the Dagger Mountains, and these are essential in powering the Kingdom's war machine. Tin, copper, lead and iron are hoisted from the mountain's crust by bloated, mostly human, work forces who toil and slave away to the Kingdom's benefit. Although dangerous, Andoria's mines provide its workers with a much better standard of living than those trapped in the daily grind of the capital city, and most miners find themselves content with their situation.
Goldmarch
A Goldmarch Destrier is perhaps the greatest war horse in the world, known for its impressive strength and stamina. Thousands of the animals are raised and cultivated across the plains of Goldmarch, and they are sold for high prices - both to Knights and to foreigners. Indeed, a man would be prepared to pay his own weight in gold, in exchange for a young Goldmarch destrier.
As such, the cultivating and selling of horses is a booming industry in the Kingdom's north, and it floods the King's coffers with an unending stream of gold.
Though the region also produces another lucrative commodity: Trebuen Lumber.
The trees of Trebuen Forest come in several varieties, but none are more revered than the Trebuen Yew. This superior breed of yew tree is a widely sought resource in the construction of the longbow. Though the weapon itself has never been utilised by the Ardonians, there are many foreign nations that have the longbow down to a fine art form, and it is these who lap up Trebuen Yew as a dog laps water on a hot summer's day.
Aside from the Trebuen Yew, lumber of every common Ardonian breed is produced by the ton, and shipped to both domestic and foreign entities for reasonable prices.
Heartvale
The agricultural powerhouse of Ardonia, the Heartvale is famous worldwide for its delectable foodstuffs. The crops grown in halfling lands are always richer in taste, always of higher quality that produce made elsewhere, save perhaps the apples of those emissaries of the apple lands. The halflings raise herds of sheep, cattle, and pigs as well, producing a great lot of meat and wool and leather. Roots, berries, tubers, mushrooms, and venison from the Heartwood just makes the halfling platter all the more varied.
But perhaps the greatest export to leave the Heartvale is its beer. If halfling foodstuffs are famous, halfling beer is legendary. Bristle Stout, Shimmer Ale, and Little Folk Firewater are just a few examples of the stuff which foreign nations clamor for. Sure, it's not nearly so sophisticated as wine, but the flavors of halfling brews are carefully balanced, mastered over centuries of interest in the art of the beer. It helps that halflings have a very discriminating sense of taste and smell. They know just what to do to make a beer's flavor heavenly.
Besides this, the halfling people collect a good lot of wood. Oak, cedar, and willow are all very common in the Heartvale. But the cutting is controlled, and through strange, magical rituals, the halfling people ensure that the population of trees stays relatively constant, even grows despite the woodcutting.
The Heartvale is no great trade center, but the capital city of Heartwood makes enough wealthy by foreign trade that it is a fairly impressive city. For the most part, the villages and townships become more self-sustaining and interact less with the capital the further away they are from it. After all, not all roads are made equal.
Sontica
Sontica has very little farmland, but it has good mines and quarries, and its fisheries produce a portion of the food needed to feed the city. The rest is acquired through trade. Pearls in the sea just west of Sontica are found to be incredibly profitable. Thus, survives on trade, and it exchanges its gemstones and pearls for the food and timber it desperately needs... as well as a growing sum of gold and silver. Sontica is very wealthy.
Foreign Relations
Generally speaking, Ardonia is a peaceful realm, largely content to maintain its present borders. Its people believe in the tenets of honor, chivalry, and justice; so, there is little drive for expansionism.
Because of that, Ardonia gets on relatively well with its neighbors. Its greatest friend is Zhodul, and the two countries share many values, and their religions are very similar. While Zhodul's take on Revelationism may ruffle some feathers in Ardonia, the two nations by-and-large are fast friends, always happy to do whatever they can to support the other in politics. Their history of warfare against one another has, in a strange way, perhaps brought them closer together.
Ardonia also gets along fine with the Republic of Vuts, with whom it has a healthy trading relationship. Still, it would be a stretch to call the two nations "allies," though perhaps "friends" is a fair term. Halflings get along better with Vutsians than other races in Ardonia do; this has much to do with the Vutsian religion, which has some similarities to the traditional faith of the Heartvale, and also has much to do with the acorn bread the Vutsians export. Halflings love acorn bread. They love it a lot.
The City States of Brescia are somewhat influential culturally on the Goldmarch. In days of yore, the avian peoples known as the Resomi once had townships and cities in that region. With the collapse of their empires, however, came the collapse of their defenses; ancestors of the humans of Ardonia drove out the Resomi and colonized the land for themselves. Still, their architectural influence remains, as do their works of art, and even in the modern day Resomi art is imported into Ardonia. They are not friends of Ardonia, but neither are they enemies. Religiously, there is some conflict between the two nations, but that has not stopped them from having fair and peaceful dealings with one another.
There are peaceful trade relations between Ardonia and the Order of Anvill, although they are strained to some extent due to the conquest of former neighbors of Ardonia by Anvill. Still, their religions are similar to some degree (both praising God), and Anvill merchants taking port in Ardonia are generally polite to both the halfling and human inhabitants. They are, however, not allies by any stretch of the imagination.
Unbeknownst to Ardonia's leaders, the Blacksmiths Guild - a powerful organization in the country, and the force behind the creation of the New Army - consists largely of Anvill sympathizers. They wield considerable political clout.
The Golden Horde, however, is seen as a threat to the sovereignty of the realm. While the situation is peaceful at present, the Horde has been known to raid weak parts of Ardonian territory, and tensions are high between the two realms. Thus, the majority of Ardonia's forces are stationed in the general area of Sontica and the Heartvale, as those are the places which are most threatened by the Horde. For now, there is trade and diplomacy, but could war be on the horizon for these nations?
Besides this, Ardonia is generally receptive to having foreign merchants enter its territory. It happily allows river caravans from the Arcturian Empire into its midst, and Ardonia considers the Arcturian Empire to share cultural roots with itself. There is trade with Myrstrost (Ardonian merchants find themselves in a good position to act as intermediaries between the fog-hidden isles and the Vutsians), and the emissaries of the apple lands are always welcome in Ardonia.
Military Overview
The armies of Ardonia are a varied lot, with each province specializing in producing certain kinds of troops. The High Sheriff, the King of Ardonia, and the Doge of Sontica all command their own forces. Such is the way of feudalism.
It should be understood that while Ardonian forces are varied, covering every combat role in some fashion, the vast majority of their armies are unprofessional. Two thirds of the men and women in the armies raised in Kingsland and the Goldmarch are simple peasant levies. The bulk of Sontica's forces are citizens drafted for war, and the next largest lot are mercenaries. The halflings, oddly, have the largest professional army, but they are only fit for light infantry roles in war. Halfling skirmishers alone do not an army make.
Thus, while there are elite warriors such as the Ordo Draconis, the Manticore Infantry, and the Underfoot Rogues, these warriors are few and far between. When deployed properly, however, they can be used to devastating effect.
The navy is not Ardonia's strong point. It is largely a merchant fleet that can be converted to war in times of need. However, it and the Ardonian armies are supported by the blue dragons, powerful semi-aquatic creatures which can breathe lightning, fly, and breathe underwater. Without them, it's very possible that Ardonia would have been destroyed long ago.
The Kingdom of Ardonia's human military is semi-professional when mustered in its entirety. Knights are warriors who have trained all their lives, to master the art of lance and sword, and it is they who are expected to shoulder the brunt of the heavier fighting. However, peasant levies also play a large part in the army; these huge masses of untrained yet brave citizen soldiers provide the Knights with every kind of field-support one could possibly dream of, from archers to siege engineers.
When all is said and done however, an adversary spying an Ardonian army can expect to identify four main troop types:
Knights Draconis:
Flying the banner of the Sapphire Isles, these steel-clad warrior monks are the finest soldiers in the realm. Having given their lives to God, and shunned earthly passions, they are ready to die at a moment's notice - so long as the cause is just.
They ride the best horses, come equipped with the best armours, and employ their lance and sword to devestating effect. In their history, they have never fled the field of battle, and have always preferred death to dishonour. Indeed, few enemies have ever withstood the terrifying charge of a Knight Draconis regiment, and even a solid formation of pikemen are not safe when Ardonia's finest thunder onto the field of battle.
Knights of Ardonia:
Heavy horsemen, plated from head to toe in steel armor, and carrying lance and sword, these warriors form the mainstay of Ardonia's human military. Trained from usually a young age, they are experts in the matters of war, and are some of the most reliable troops one can expect to find across the world.
Having been knighted, they usually hold land or wealth (or both!) and can be considered part of the noble class, and liable to ransom if captured. They tend to perform themselves honourably, and in accordance to the rules of chivalry; they are rarely known to be involved in scandals or massacres, and are revered for their restraint in situations that warrant overindulgence.
They obey their Lords with the kind of loyalty a child bestows on his father, and many will fight to the death in a hopeless situation rather than face the shame of defeat.
Whilst not as terrifying as the Knights Draconis, they are a close second in the Kingdom's food chain of martial prowess, and one should never underestimate their selfless resolve.
Sword Maidens:
A destrier is too heavy a horse for most women, given their height and weight, but that does not stop the finer sex from serving God and the King in the arena of war.
Mounted on coursers, and wearing suits of chain mail, the Sword Maidens are the knighted women of the realm. Like the men, they too hold land and wealth, but are segregated from them into this lighter fighting unit. This relegation however, does not belittle their courage or professionalism; it only aims to hide their weaknesses, and embolden their strengths.
Sword Maidens wield spears, swords and shields from the backs of their swift and gallant steeds. They are typically employed to harass enemy skirmishers, or to chase a routed enemy from the field of battle. When not performing these roles, they usually act on the fringes of a hostile army, using their excessive mobility to strike an unsuspecting or unprotected flank.
When the situation is dire, and the Men folk are struggling, Sword Maidens are liable to be thrown into whatever God forsaken melee is taking place. In close quaters, a woman's strength - or lack there of - puts her at a disadvantage; however, in the chaos of such fighting, this weakness goes largely unnoticed.
Regardless of what a woman can and can't do, an Ardonian general will seldom risk them in an all out assault on an entrenched enemy without the support of the Knights.
Men-at-Arms:
For what is a Knight, without his Men-At-Arms to assist him?
A self righteous fool, steadfast in his arrogance and ripe for an untimely death!
Men-At-Arms form a Knight's very own retinue, and are professional soldiers of the common stock. Each Knight usually has a few of these men and women in his company at all times, and they act as both bodyguards and servants in equal manner. Prior to a battle, the Men-At-Arms will assist their master with the donning of his plate armour, before seeing to themselves.
Traditionally, Men-At-Arms form the Ardonian heavy infantry, and will fight as an armoured mass of plate and chainmail. However, unlike the Knights, the Men-At-Arms do not usually own land or wealth, and are commonly recruited from the peasants that work a Knight's land. This means that they often cannot afford the best arms and armour, and so the quality of their equipment varies greatly from soldier to soldier.
However, they are all trained and expected to reach a certain level of professionalism, and can be counted on in a fight to stand their ground. Additionally, most are able horsemen, but few can afford such beasts without the financial assistance of their knights; therefore, when an Ardonian army's cavalry wing is lacking, it is common practice for the general to arrange to have horses given to Men-At-Arms in order to make up the numbers.
Unlike knights, the Men-At-Arms are not bound to the chivalrous code, although it is expected of them regardless. Of all the soldiers of the King's Army, it is the Men-At-Arms who are most involved in dishonourable acts, such as theft, looting, rape and murder - though thankfully, these events are few and far between. A Knight is expected to personally execute his Men-At-Arms if they are guilty of any crime that is not befitting of the nature of the Kingdom's laws.
Likewise, a knight who employs morally lacking Men-At-Arms is chastised by his Lord, and often has to pay a fine to cover any damages or compensation.
Peasant Levies:
Mustered to fullfill whatever purpose their liege lord requires of them, peasant levies come in many forms.
From lightly armed spearmen to crossbowmen, they provide the Knights with whatever battlefield support seems required in an engagement. This rag-tag approach to matters means they are certainly not the best troops one can expect to find on a battlefield, nor are they reliable. However, what they lack in skill and discipline, they make up for in numbers.
By a rule of them, when an Ardonian army marches onto the field, two thirds of it will be composed of peasant levies.
Led by the High Sheriff, the Army of the Little Folk serves Ardonia as the bulk of its forces. They both have their own armies and supply troops to serve under the Commanders of the Ardonian Knights.
While traditionally the halfling people have depended on their allies for protection - and this is still, in a way, the case - they now fight alongside Men in battle, often serving as skirmishers, light infantry, scouts, and slingers. Halflings are a brave lot - braver than most tall folk, at least - and more than one opponent has underestimated the loyalty of one of the little people to his commander and his nation. When faced with overwhelming odds, halflings will stubbornly continue to fight, though they may do so by retreating onto safer ground and harrying their enemies with missiles.
All halflings are naturally stealthy, at least to some degree, and most of them have a good aim. Their specialty is in throwing weapons and slings.
Halfling Skirmishers are the backbone of any halfling force, agile fighters capable of fighting both at range and in melee. They typically wear padded cloth armor, such as a gambeson, and carry a buckler for defense in melee. They wield slings for harassing the enemy - typically having one wrapped about their forehead like a headband and the other bouncing at their belt, just in case - and bring short swords or hand axes for close-quarters encounters. Their job is to whittle away at the enemy force and to serve as infantry in a pinch. Their lightweight equipment makes it easy for them to lurk through tall grass and woods without being noticed. Skirmishers make up the majority of the halfling army.
Halfling Infantry (known to their people as the Valeguard) are the chief light infantry of Ardonia. They serve as lawkeepers in peace times; the majority of them are guardsmen in Heartwood and the other settlements and forts near Ardonia's southwestern border. They, too, carry short swords and bucklers and slings, but they tend to wear brigandines or jacks of plate over their chest. The Valeguard also wear helmets, especially kettle hats which protect them very well against strikes from above. They specialize in parrying, blocking, and dodging, and they're quite brave. This makes them surprisingly capable defenders, but they're not to be expected to cut a swathe through any army. The officers in a troop of Valeguards are typically Sheriffs.
Warslingers are dedicated missile fighters who use staff slings, long staves with slings attached at the end, creating a powerful lever effect that increases their range and their capacity to cause lethal harm. Though the weapons of these halflings aren't quite as accurate as normal slingers, the deadliness of their weapons makes them useful in mass combat. Their staves are usable as melee weapons in a pinch. They often wear simple cloth armor of some sort for protection.
Warslingers have been equipping themselves with grenades in recent years, using their warslings to hurl the explosive devices great distances. Though hardly their primary weapon, these grenades make them just a bit more disruptive to enemy ranks.
Woodfolk are a militia formed of halflings that dwell in Heartwood Forest. They make useful scouts and can help keep an army fed while on the march. They use slings, shortbows, and usually either spears or axes. Their knowledge of woodland terrain and their ability to create traps and the like makes them handy additions to Ardonia's forces. They can set up cunning ambushes in the woods, but they're no good at keeping any semblance of a formation.
Draois are halflings who still practice the Old Faith of Heartvale, sorcerers of nature. Some call them "Druids," though they find the term quaint. They typically use their magic to help crops grow or to keep the forest bountiful, and others create magical trinkets to sell. However, the Draois can also be useful in times of war. They enchant weapons and armor, and they can call upon the powers of the Animal, Earth, Plant, and Sky to hinder their foes. They can turn the earth into mud, or make sinkholes appear in the ground, or through strange rituals bring the rain. A Draoi can even use small animals like foxes and mice as scouts or cause the roots of trees and plants to lash out against their enemies. These tricks may not seem like much, but on the battlefield have considerable impact.
Underfoot Rogues are the elite of Ardonia's little folk. Though few in number, they are masters of reconnaissance, stealth, trickery. Though they usually operate as individuals, they will form small groups on the battlefield. They are trained trackers and ambushers, capable of of seemingly vanishing in thin air. They use daggers, slings and short swords, but trade their bucklers for enchanted cloaks which provide them with magical camouflage. These cloaks are halfling sized and so cannot be used by larger races. Overall, the Underfoot Rogues are more useful as infiltrators than as warriors, but a well placed sneak attack from a group of these rogues can give Ardonian troops just the advantage they need to secure victory. These rogues carry small smoke-producing bombs which can cause their enemies to cough and gag.
The people of Sontica mostly hire mercenaries when the time comes to wage war, much like the Zhodul nation does. Indeed, mercenaries often operate side-by-side with their regular forces. However, they are known to press their people into levies to fight for them, albeit not very effective ones.
As they are not a part of Ardonia, the Sontican military uses blue and white for its banners. However, their troops wear the traditional green and gold colors of their once independent nation.
Citizen Spearmen are simply that: Sontica citizens drilled to fight and given very basic armor and a long spear to fight with. They are not very effective, and their bravery is questionable. Still, they are one of the only forces the Kingdom has that is effective against a cavalry charge.
Citizen Cavalry are wealthy merchants who can afford their own horses and armor. They tend to fare better in the field than the spearmen, and have better training, too. Of course, they're in no way comparable to the knights of Ardonia, but with their lances and cavalry axes, they can make decent cavalry in a pinch. They tend to wear breastplates with plated gauntlets and leggings. Their helmets are more ornate than practical, typically employing long, streaming feathers of green and gold: the colors of Sontica.
The Nightwatch are fairly well trained, Sontica's only truly professional soldiers. Despite the name, they're much more than just mere watchmen. They are universally trained with the crossbow, their best weapon, but they also are trained with the use of truncheons and maces. They tend to go into battle with mail hauberks, crossbows, maces, and wooden pavises. They're no melee specialists, and they don't have the range of a halfling slinger, but their crossbows can make short work of armor. The Nightwatch are very good at defending keeps or city walls, but are a little lackluster in the open field. When forced onto the field, they make good use of their pavises, hiding behind them as they reload.
The New Army is a novel concept in Ardonia: a fighting force dedicated to the use of firearms beholden to the King and only to the King, made up of people from all the provinces. The idea was proposed by a group of wealthy individuals in each nation, largely members of the Blacksmiths Guild. The Blacksmiths Guild profits greatly from the sale of firearms to the New Army.
In theory, the New Army operates independently. In reality, however, it exists to supplement the other forces, and both the Sheriff-Generals and Knight-Commanders will take command of New Army units in times of crisis.
Nevertheless, the New Army has proven to be a useful tool, and when allowed to command itself proves even more useful than usual.
The New Army is relatively small at the moment, but it has a large pool of potential recruits as it may hire soldiers from the whole of the realm. It is a professional standing army.
Musketeers have a single job: to form battle lines, fire their muskets, reload and fire again. They are the mainstay of the New Army, and consist of both halflings and humans. Indeed, the commanders of the New Army prefer to have both races represented: halflings to stand in the front row and humans to tower over them, allowing more volleys to be fired at once.
Companies of musketeers always include a number of pikemen in their ranks. These pikemen, invariably human, are intended to keep enemy forces at bay long enough for the musketeers to draw their swords once the inevitable clash happens. Thus, each unit of musketeers is a mixed unit.
Musketeers are equipped lightly. Their armor is made of padded cloth. They wear helmets, the halflings preferring their famous kettle hat and the humans using morions. Both enjoy shoving feathers into their helmets, much like the Sontican army. The pikemen are similarly equipped.
Muskets have a rather poor accuracy over a long distance, but at closer ranges are absolutely devestating in volleys. The double volley allowed by having both halflings and humans in the lines makes the musketeers that much more useful.
Manticore Infantry are armored swordsmen trained explicitly in the use of the manticore, a pistol blunderbuss. With an even shorter range than the musket, the manticore is only useful at very short ranges. However, at such a range it packs a tremendous wallop, and since it can be used with one hand the user is free to carry another item in their other hand.
Manticore Infantry wear breastplates with padded cloth underneath, and like the musketeers wear kettle hats or morions depending on their race. However, they also carry heater shields for melee combat, and they bring swords to the battle field as well. They are well trained, making them highly effective swordsmen with considerable shock value thanks to their manticore weapons.
These swordsmen are a minority in the New Army. Their usefulness is in question, and some believe that simply equipping them with muskets would be more effective. Nevertheless, it has been agreed that if they prove to be worthy additions to the Ardonian army, they will become one of its mainstays.
Cannons are a favorite tool of the New Army. Large tube-shaped weapons made of metal, these monstrosities are used to hammer fortifications and disrupt enemy battle lines. Of course, they are relatively few in number on land. Ardonia prefers to save its cannons for its navy.
The New Army is very careful to protect the cannons it does have on the battlefield. It uses them to force the enemy to engage, as the range on these weapons is greater than any sling stone or arrow.
Ardonia does not have an impressive navy. Certainly, it has a fleet; and for mercantile purposes, that fleet is entirely suitable. Halflings and Men alike sail the seas, traveling to neighboring and distant realms with their goods, even going so far as the fog-shrouded land to which the Hallowed flock. Nevertheless, the Ardonian fleet is mediocre in times of war.
As most of the vessels in Ardonia are independently owned, their crews and ships have to be forced to fight for Ardonia in the event of a war. This means the process of impressment is used: gangs of sailors in the Royal Navy will seek out other sailors and temporarily conscript them to serve in the Royal Navy. Indeed, a ship serving the Royal Navy may well stop another vessel at sea and force its crew to fight for the crown.
Those few ships that are manned by professional military sailors are impressive indeed. Whereas the merchant fleet consists of all manner of light, fast merchant vessels, the Royal Navy's warships are made from fine Myrstrost wood, equipped with cannons, and reinforced at vital points with smatterings of steel.
The navy's sailors are similarly equipped to land forces, especially those of Sontica and the New Army, but are trained separately.
The majestic blue dragons are both beautiful and terrifying, beasts whose minds are far more canny than those of mere mortals. They are huge, easy the size of a large whale, and have massive wingspans. They fly overhead of the populace of Ardonia on occasion, but they are most commonly found dwelling on the Sapphire Isles. Like whales, the main diet of blue dragons is fish, though they do not shy from hunting mammals.
In times of war, these powerful creatures will lend their strength to the Ardonian armies. They are capable both of flight and of swimming underwater, making them useful in land wars and at sea. They breathe lightning, and likewise are immune to its effects, making them deadly adversaries. A breath of lightning looks and acts like a terrible bolt of lightning, making a thunderous clap wheresoever it lands.
These dragons also have rather sturdy scales, and indeed the collection of scales that molt off these wondrous beings produces high-quality armor in Ardonia. For the dragons, though, these scales serve as a steely defense against attacks by lesser beings. Their wings, however, are rather vulnerable, and a dragon can be permanently crippled if its wings are harmed and it does not receive speedy aid from a healer.
Okay. What I did is I took the nations of people that either A) quit or B) have been absent for a LONG time and MIGHT have quit and put black diamonds in their Territory layer.
It is very easy for me to remove these diamonds.
Updating the Index now. BTW, you forgot to add @Ophidian's claim. He wished to take the island area between 18-19 and 22. The southwesternmost part still unoccupied.
Also I feel that we might as well fill out the territories in the northwest, too. Can you split up the leftover blank territory between me and @eemmtt? I leave the actual shape and distribution to your imagination. I just feel nobody would take such a weirdly shaped area anymore so let's fill it up. I only made my northwest parts thin in order to not make my empire too big. I think that concern when we have 30 players is long gone.