Maybe not so much history, but we've probably got a desire to secure our sea routes and the Flotilla are a pain in the ass. So even if you're pirates we've got a common enemy.
Maybe we could arrange a council meeting where our leaders discuss common interests. What's your factions Navy like? If they have one?
So we are in the 1600's or the 17th century, and I want to clear the air on what that means. (@Flagg feel free to change anything I say) This is unofficial and just me trying to clear up the tech setting.
So real life stats about the 1600's/17th century:
It is considered apart of the early modern era which began in 1453 and ended in 1789(1815 for some historians). It has been 300 years since the start of the Italian Renaissance, 100 since the reformation, Hernan Cortez had been dead for over 50 years, Treaty of Tordesillas is signed 2 centuries ago (it split the world between Portugal and Spain), america was colonized, Britian was an empire, gun line formation had overtaken traditional formation, The French Musketeers (yes those guys) are founded, eastern Europe was mostly ottoman, Jamestown is founded, Leonardo Da Vinci been dead for over 100 years, which means 100 years after medieval castles became seen as obsolete due to increasing fire power and mortar and the introduction of star shape forts, 200 years since the fall of the Theodosian walls, marking the end of the late medieval period, artillery is being used, the winged hussars reach their pinnacle in the battle of vienna, marking the golden age of the Polish Lithuanian army, it has been over 200 years since the start of the gunpowder era, which marked the beginning of the decline of infantry based warfare seen in the middle ages. Longbows, crossbows had been completely replaced with guns for over a century, and the gun that replaced them (arquebus) was also being replaced now with the more versatile musket and were eventually completely phased out as the 17th century saw great advances with the musket.
The technological reference date specified in the original post is 1600. Technically, the last year of the 16th century. You're pushing the level of innovation of the late 1600's and early 1700's. You also seem to have assumed that every single faction existing in Geryon is equally technologically advanced, a very salient mistake given that all of our factions exist in Geryon's most dangerous and chaotic backwater, where we've all been barely clinging to life and generally moving backwards for the last five hundred years, a la the fall of Rome. Worst of all for your perception of the setting, you forget that this is a fantasy world. The existence of magic and of fantastical flaura and fauna makes technological progress less necessary and therefore slower.
@Drunken Conquistador Should be! Dry land, that takes quite an effort in ingenuity (or brutality if you have slaves) to make livable! Btw, since we are neighbor's, how would your nation react to a gods and mages-hating republic, run by a bunch of arrogant megalomaniac coke-heads that slowly turn into crystals? Oh, and your nations opinion on slavery!
Ah, I will admit I read "Technology level is 1600's" but it does say "vaguely 1600". Now I will concede I screwed that up but the years in my post aren't really changed much since I was using actual dates and approximating them to the 1600's, so the facts still remain. HOWEVER on the matter of considering fantasy and shitty location, I did, since Flagg did not specify the year, only the tedh, I assumed that it could be any year on our timeline, even one hundred years past us in the modern era, but no matter what the tech level was "vaguely 1600". Meaning it could have taken longer to get there than us, but they were there according to the OP; however, this is a rp, not a history debate and we are here for fun and I can concede and give up on pride. So, in an act of faith towards fellow players, if anyone has an issue with me using tech around vaguely 1600, or with my faction in general, I am prepared to change it completely to better comply. I'm here to help the story be fun, not throw around a phallus. I don't normally even use max tech if you've ever rp'd with me before, I just wanted to try it out in a mordor setting against Justinian, who I assume is also the same tech if not advanced. I'm here for fun for me and you, but if it is just fun for me, I "lost the rp" ;)
Tell me your thoughts! My faction is open to be dissolved, completely redone, or just changed to better fit your desires.
@Drunken Conquistador Should be! Dry land, that takes quite an effort in ingenuity (or brutality if you have slaves) to make livable! Btw, since we are neighbor's, how would your nation react to a gods and mages-hating republic, run by a bunch of arrogant megalomaniac coke-heads that slowly turn into crystals? Oh, and your nations opinion on slavery!
We will have slaves of course. You can't have orientalist caricatures without slaves. Though I figure I could copy RL Persians and build a lot of qanats to irrigate the region.
As for religion and magic, we are very fond of both actually. So have at thee!
@Drunken Conquistador Mhh, how about having the two nation of ours be at a constant state of On/off war, struggling over the land that they border each other at? Every 20-50 years a war breaks out, and both sides try to claim as much clay from the other side as possible! The land at the border would be a war-torn wasteland, swarmed with deserters from both sides, as well as slave-hunters.
@Goldeagle1221 I think, the main problem is the whole "Tech" debate itself! We having a fantasy world, so worldly standards should be off the window! With a reasonable and fitting explanation you might even smuggle a laser gun into an rp...but reasonable explanation. My republic will have a few experimental steam-powered ships, but the crew will still be armed with swords and flintlocks, and the majority of the fleet will made up of galleys with slaves as rowers! Playing a Technological advanced nation (and like you, if anyone has any form of problem with that, PLEASE TELL! Its our rp after all, and like gold eagle i have no problem with changing or scraping my original idea for another ^^) as well, i think you need to counterbalance, and leave things a bit more in the darkness.
Naming could help as well! Tank comes from the fact that the Brits covered their first armored vehicles as Water transporters, and as such the name remained. Also the term "project" leave a bit of a Sci-fi taste in my mouth, so you might want to consider renaming it to fit the mood of a fantasy world! Rather then have "Artifical Life" as a big topic, you could hint in your history, that your nation is meddling with the secrets of life itself, trying to get eye to eye with the gods, to create their own life! Then, maybe adding a clear weakness will help! My republic for example might use steam power, and start to look more into gunpowder, but at the same time is completely depended on slaves, its leadership and economy addicted to a rare magic and highly dangerous crystal Vesaniazium which extends life and mind, but also turns people into crystals themself after a while. But the biggest weakness would be their hate of gods and magic! They will not get any advances from either, and actively fight both, which will be quite tough in the long run!
But all this is just my own humble opinion, and you can disagree with all of them, without giving me headaches ^^ Just a few things i think could help easing it up a bit! But all in all, i like the base concept you have for your nation, and would be sad to see it gone!
@Drunken Conquistador Mhh, how about having the two nation of ours be at a constant state of On/off war, struggling over the land that they border each other at? Every 20-50 years a war breaks out, and both sides try to claim as much clay from the other side as possible! The land at the border would be a war-torn wasteland, swarmed with deserters from both sides, as well as slave-hunters.
@Goldeagle1221 I think, the main problem is the whole "Tech" debate itself! We having a fantasy world, so worldly standards should be off the window! With a reasonable and fitting explanation you might even smuggle a laser gun into an rp...but reasonable explanation. My republic will have a few experimental steam-powered ships, but the crew will still be armed with swords and flintlocks, and the majority of the fleet will made up of galleys with slaves as rowers! Playing a Technological advanced nation (and like you, if anyone has any form of problem with that, PLEASE TELL! Its our rp after all, and like gold eagle i have no problem with changing or scraping my original idea for another ^^) as well, i think you need to counterbalance, and leave things a bit more in the darkness.
Naming could help as well! Tank comes from the fact that the Brits covered their first armored vehicles as Water transporters, and as such the name remained. Also the term "project" leave a bit of a Sci-fi taste in my mouth, so you might want to consider renaming it to fit the mood of a fantasy world! Rather then have "Artifical Life" as a big topic, you could hint in your history, that your nation is meddling with the secrets of life itself, trying to get eye to eye with the gods, to create their own life! Then, maybe adding a clear weakness will help! My republic for example might use steam power, and start to look more into gunpowder, but at the same time is completely depended on slaves, its leadership and economy addicted to a rare magic and highly dangerous crystal Vesaniazium which extends life and mind, but also turns people into crystals themself after a while. But the biggest weakness would be their hate of gods and magic! They will not get any advances from either, and actively fight both, which will be quite tough in the long run!
But all this is just my own humble opinion, and you can disagree with all of them, without giving me headaches ^^ Just a few things i think could help easing it up a bit! But all in all, i like the base concept you have for your nation, and would be sad to see it gone!
That could work wonderfully.
As for the tech debate, if you don't mind me interfering, I guess the biggest complaint would be balance. With magic being of the rare variety, I guess some people could have trouble finding ways to counter the steampunkish stuff without resorting to developing their counter tech.
Myself, will stick with the focus on religion and magic. Even if I don't get wizards throwing fireballs from behind my blocs of pike and shot. Maybe I could get something like the flesh weaving and alchemy I used on the Brimstone RP?
@Elgappa raises some reasonable and excellent points and I pretty much agree with what he says. I'd just like to throw my two cents in the ring and talk about a specific sentence he said:
With a reasonable and fitting explanation you might even smuggle a laser gun into an rp
Technically yes, that's true. However, it's not only the explanation that really has to carry this wacky concept. You also have to make sure that the inclusion of such an anachronistic (and potentially imbalanced, though it's less of a personal concern for me) object does not ruin the theme the story is going for. In other words, only do it when you: 1) Know you can afford to and know how to present it. 2) Know that it will strictly improve the story as opposed to damaging it, good presentation notwithstanding. I essentially agree even with your point here, but felt it needed some slight nuancing.
Faction name: Arkanath's Oathbearers Alias: Arkanath's Sworn, the bone lords Government type: Magnocracy/Theocracy. Arkanath's Oathbearers are led by the Scarlet Prophets. A council of mighty, shaman-like individuals. Each holding command over several tribes and participate in rituals. Below them are the Tribe Chieftains. Each governing their own tribe. Chieftains can appoint tribe lords to act as vassals. Faction species: Arkanath's Oathbearers welcomes any and all creatures. From the sneakiest goblin to the most lumbering beastmen. That is, they accept them as slaves mostly. Which is the main population status among Arkanath's Oathbearers. Among the Warrior-caste, the variation is still great. Minotaurs, humans, orcs, some goblins (who proved exceptionally proficient with rusty blades) all count among the freemen ready to fight. Higher up in the ranks variation starts to thin. As requirements to lead a tribe generally involve not splitting every man that disagrees with you in half. Thus more higher up you'll find mostly orcs, humans and some more intelligent beastmen.
Faction Religion: Arkanath's Oathbearers believe that the world was born from Iliath, the goddess of death and life, and Arkanath, the god of peace and war. Their eternal presence created many children. Like Eiley, the Sun-God and Namu, his sister: the Moon. Even the Earth was a child of theirs: Eygun. But the greatest of their children was Daigon. The God of Kings. He ruled over all his brothers and sisters and kept his throne in Nagath. The most prosperous land in the world. The Sky, Ayligha, kept her promise and made a paradise for her parents high in the heavens. From which they could watch their children.
When the two primordial gods retreated from the world, peace and prosperity kept reigning. But then Justinian came along. Initially, Justinian was nothing but a human servant of the Sun-God, Eiley. Yet he grew greedy as Eiley was generous with gifts. In secret, Justinian started taking the gifts from other servants. With their power, he forged the most hated object in the world. An artifact that, according to legend, Eygun itself would not swallow. Justinian called it Equilibrium. He used the scepter on Eiley and siphoned half of his divine essence. The heavily weakened Sun-God fled towards the Heavens together with his twin sister: Namu. Where they remain to this day. The Moon, tending to the Sun's wounds.
But Justinian's lust for power was not yet sated. He marched to Nagath, demanding an audience with Daigon. The God of Kings marched out in full, black armor. Ready to cast asunder the False God. Initially, his brothers and sisters offered their help. Yet Daigon was sure of his own power. He did prevail, but when he turned his back on a cast down Justinian, the False God stabbed Daigon with Equilibrium. Siphoning the God of Kings' power. With it, Justinian was now more powerful than any other god. With a swift strike, he killed Daigon and his followers flooded into Daigon's Citadel. Bringing carnage and war to Daigon's people.
When Justinian retreated, preparing to hunt down the other gods in a bid for power, Arkanath himself descended from his heavenly home. Above him, in the skies, his wife cried laminations. The father bid Eygun take his brother. Eygun did as asked and rose a mountain to be used as a tomb for his brother. In the meantime, Iliath's tears turned Nagath sour. In her sadness, death started prevailing over life. Arkanath came back from the mountain, only to find Daigon's Legion in deep, painful mourning. With a fury, he whipped the mortals into shape again. With a demand for vengeance, he made them all cry out in hatred. Then he personally blessed every single survivor. If they swore to extract vengeance upon Justinian or any of his followers, then Arkanath himself would bless them.
The Culling - A crude, raider's ritual. Warlords can choose to either take all prisoners as slaves or give some the chance to become freemen among his troops. If they chose the later, a Culling takes place. Which is meant to root out those not strong enough, in either body or mind, to survive. A handful of people, generally from the same village and preferably from the same family, are thrown into a makeshift arena. Either a pit or a circle of cheering warriors. With them, there is one weapon. Mostly it's a club or a rusty dagger. The last one standing is allowed to join Arkanath's Oathbearers as a freeman. Though he is meant to look after himself then. Meaning he still needs to acquire his own food, his own slaves (which is considered pivotal in surviving as an Oathbearer) and his own weapons.
While the culling can be considered a hotbed for traitors among the Oathbearers, most seem to feel that they have no way back or no reason to return to Justinianism. Those recently through a Culling have a battle of faith. After that, they have a more physical battle achieve means for survival. Eventually, they are as much a Freeman as any other. If not more, as their feverish, converted belief often burns even brighter.
Giftbegging Sacrifice - For ages the Freemen of Arkanath's Oathbearers, from the seafarers to the horse masters, each begged the favor of Daigon or some other god. Many travel far and wide to find a Waystone. One of the holy stones that litter the coast and the Ashen Plains. Sometimes these obelisks are circled by other stones. Or sometimes they stand in solitude, utterly random. Warlords and warriors alike bring gifts. Arkanath demands are steepest: Justinians, blood, and bones. Warriors seeking his gifts deliver slaves from raids, cast down the charred bones of warriors, Justinian and other Nagathian dwellers alike, and fight bloody duels before the Waystones. Others seek the favor the Godess of Fear herself. So she would instill their enemies with a heart-shattering dread. Though she does not care for blood or bones. She wants the Justinian women and girls. So they can suffer as she does. She wants the scrolls talking about other kingdoms, far in the East and West. Assuring her that her children still live.
Warlords generally give entire feasts around a certain, or a group, of Waystones. Begging the favor of the many gods but mostly of the Primordials. Leaving everything from food to slaves. When they return, they once more deliver sacrifice to the same Waystones. This time in the shape of bones, blood, and weapons. After that, they leave the Waystones. After several years they return. The slaves are gone and the food too. The bones, however, are pale bleached in the sun and seemingly fused together by an unknown force. The metal from the weapons and armor is fused together. Making powerful arms and protection. Nobody knows for sure who leaves these gifts. Nobody knows how they are made. But all believe it are the divine servants of Arkanath that made these gifts from the sacrifices.
Faction Description: There are only two states of citizenship within Arkanath's Forsworn: slave of a freeman. Slaves are the largest among the population. Many still carry a chain around their neck to mark them. There is no discrimination among the slaves. That is, even minotaurs can be taken as slaves. These slaves are generally taken from surrounding villages. Either from Justinian's Marches or from the East. Even wanderers through the Ashen Plains are not safe. These slaves are in charge from all civilian duties. From fishing and sowing to mending cloths. There is a sole exception on their duties and that is forging steel. Which is deemed too important for them and is generally done by the Freemen.
The Freemen are generally those born from Freemen. They have the right to take and hold slaves, work metal and many other things. Basically, they can do almost anything. Though many have the duty to march into war. Which they do with excited glee. While slaves are used to tend to the day to day livelihood, Freemen fill their days by constant battle. Hardening themselves for the next rain up the Imperium's March Kingdoms. Slaves can become Freemen through 2 ways. A chieftain, upon plundering and looting a village, can start a ritual called the culling. Basically, families are thrown in a makeshift ring when captured. With one heavy rock in the middle of it. The last person of the family standing is allowed to become a Freeman. Though those that do generally are a little "tweaked". Another way for a slave to become a Freeman is also through combat. After their capture, if their master allows it, a slave can engage in arena battles. Commonly setup for the amusement of other Freemen. Lowly arena battles are basically fistfights. Though the higher up you go, the more exotic they become. Chieftains would allow their slaves simple weapons. Arena fights hosted by a Bloody Prophet could feature trained slaves. Fights between Prophets could get so exotic they feature dangers animals to fight the strongly armed gladiators. Winning slaves can be traded for higher prices though are also a source or prestige and renown (there are Freemen that dedicate themselves entirely to the training of slaves).
Chieftains generally co-operate at a limited base, organizing raids against the marches. Which is considered the main source of income of Arkanath's Oathbearers. Some raids are more successful than others and the most successful ones can turn into strong crusades becoming a real threat. Especially when blessed by more than one Bloody Prophet.
The northern are considered fair seafarers. As they can fight the waves on a daily basis. The Ashen Plains generally host the horse master tribes. For whom constant movement is critical to their survival and generally roam as nomadic tribes. The Ashen Plains and the Northern Coast are generally dotted by stone circles and monoliths. Used as markers and places of worship.
Faction history: WIP
Important characters:
Name: Neithranough of Megnainu. Alias: Burning Warlord Title: Bloody Prophet Character description: Neithranough is the recent and greatest thread to everything Justinian. As a Bloody Prophet, he can command several tribes to do his bidding. With every day passing, his fame grows within the Oathbearers, meaning other tribes and even chieftains will choose to join him.
Neithranough was born 37 years ago among the Horse-tribe of Megnainu. He learned how to fight and how to ride a horse at a very young age. When he turned 15 he joined the marauders for the March Raids. It was in the villages where he showed unconscious devotion to the Lord of War and the Lady of Death. Bringing carnage with fire and smoke. When then continued, he pulled the heads on ropes behind him as a symbol for the next village. They returned after his 16th birthday, after his first baptism in blood against the Justinian. Neithranough pulled most of the slaves with him.
Many years and raids passed. In each Neithranough grew more vicious and cruel. He burned out eyes, forcing his slaves to march behind him blind. With only a taut rope to guide them. Those he did not like he locked into a hut and set fire to it. Standing and taking in the screams coming from inside. When he turned 21 he felt a strange call from the blood around him. The Bloody Prophet of his tribe heard it too and knew there was more to Neithranough than being a common champion of Arkanath. The Prophet started teaching him in the ancient art of blood-runes. An art said to be passed on by Arkanath himself. The runes, drawn on the body, would grant power beyond imagination.
These days, Neithranough rides in a chariot pulled by 4 wild, black steeds. With bow and spear, he has killed many. Leaving a trail of devastation and destruction. But no raid ever sated his hunger. Quite the opposite. He constantly wants more.
@Legion02 I like your faction a lot, I'm wondering how the Kellerach will interact with a highly religous tribe with a beastman leader. Also curious how you will react to the Regal Flotilla, as the territories are very close.
Yeah I like it too. I can't ever dislike brutal, clanlike factions. Considering that they appear to make "gods" out of most natural phenomena, I do wonder what they'd think upon seeing a two hundred meter long, black metal serpent that surfs the waves. Also:
The northern are considered fair seafarers. As they can fight the waves on a daily basis.
I was hoping to have some "viking" vessels in the flotilla for style. I'd say this is as good an origin as any for that.
I'll start looking at the map to see who my neighbors are and such. But from what I gathered so far:
@Ashgan Really depends what the giant, metal serpent does with them. But my general idea would edge toward: WE'RE GONNA KILL IT OR DIE TRYING!!! Cause my guys are insane. Like, not the quirky insane. I mean genuinely insane. But after I took a look at your sheet I'll cast my final verdict.
@Dynamo Frokane They don't really accept any other religions. Peace is a fragile thing and even inside the Oathbearers there is a lot of infighting. The one thing you do have going for you is that they don't really discriminate your leaders for being beastmen. That is, they may dislike them as much as humans or orcs. Though same with Ashgan, I'll get back to it when I'm accepted & I've taken a look at my neighbors' sheets.
@Legion02 Your faction sounds pretty neat. I notice you're bordering me to my west, so we should probably work out a few things.
The four named regions are Justinian realms, conquered recently (like in the past ~30 years) and ruled over by my guys, the Khamag Yaksha: a confederation of nomadic tribes of horsemen who share common ancestry. Since your guys seem to have a beef with Justinians, this seems relevant.
My story has it that a few hundred years ago (some time after Daigon's fall), the Justinian march states launched an eastward crusade, spearheaded by fanatical knight orders, with the goal to bring the light of Justinian to the human tribes of the region. In the aftermath, the Kingdom of Artova and the three duchies were established, and with missionaries, settlers, and funding from the west the region was slowly developed and Justinianized. However, the further east you go, the more the people's faith seems watered down, mixed with the old beliefs of the tribes that once lived there.
Perhaps the creation of a Justinian state failed in your area, but succeeded further east? An enclave of Justinianism in a savage land. My original thought was that the lands to my west were Justinians, who quite frankly seem more profitable for us to raid than you guys. On the other hand, us having a buffer zone of barbarians would make it easier for us to hold on to our conquests.
Whatever you do, I think the crusades should probably be an event that left a mark in your history, since the crusaders would have to march through your place.
Still WIP, but I figured I should let you guys see if there's anything wrong with what I wrote so far
Faction Name: The Confederation of Nuraen Alias: Nuraen. Southlands Government Type: Elective Monarchy. The Monzhir Shah is elected by the high ranking members of the Cult of the Seven.
-Humans
The men of Nuraen are a tall and dark skinned folk with black hair and eyes. They prefer bright, colorful clothing and the nobles are known to be a ostentatious and vain lot, covering themselves in make up and jewelry even when going to war. Wealth, after all, is supposed to be shown off.
-Orcs and Beastkin. Living in the northern edges of the Confederation, the Orc tribes roam the deserts. Raiding their neighbors for loot and slaves to sell in the great markets of Nuraen or to sacrifice during the holy festivals of the Septet.
Beastkin also dwell in the Confederation, but unlike the Orcs most haven't accepted the Cult of the Seven. As a result they are being steadily hunted down.
In the coast, they live in cities and small fishing villages. The ports of Mistrahr, Logathur and Tarufang are the Confederation's links with the world outside Nagath. And the gateway that allows the valued incense, myrrh and dyes that move the coastal economy to reach the markets of the wider world.
In the interior the land is dry and hot. The territory of nomad tribes and oasis towns. Qanats dot the land where aquifers can be found, watering vast farms and mines worked endlessly by slaves that toil to feed the Confederation and care for the select trees and plants that are able to thrive under the unforgiving sun of Nagath.
The Cult of the Seven is the major (and sole allowed) religion of Nuraen. The Priests of the Septet were the main driving force behind the unification of Nuraen and ever since then, the Cult is the single most powerful organization within the Confederation.
The basis of Septet doctrine is the existence of seven powerful spirits (Devas) created by the cosmos itself to rule over it. Each one ruling over a particular aspect of existence. With the mightiest of them being Baal Nereth, the Deva of glory and rulership. This Deva is represented by the sun, peacock and the lion.
The other six Devas are:
-Baal Marmuleth, Deva of Knowledge and Mysteries. Whose sacred animals are the cat and the serpent. Baal Marmuleth also takes the All Seeing Eye as a symbol. -Baal Sorath, Deva of Life and Death. Whose sacred animals are the panther and the cow. Children, dead bodies, food and the sexual act are also representatives of Baal Sorath. -Baal Cefer, Deva of War. Whose sacred animals are the bull and the boar. Armor and weapons are also used to represent Baal Cefer -Baal Hadad, Deva of Crafts. This Deva has no sacred animal and its symbols are instead the tools of the artisan. -Baal Arshan, Deva of Domination and Subjugation. This Deva is represented by chains, slaves and the whip. -Baal Lopesh. Deva of the Waters. Represented by water, fishes and sirens.
Below the Devas, there are a multitude of lesser spirits. Dryads, fairies, genies, ascended heroes, revered ancestors and the like who inhabit the world. Either serving one of the Seven or simply causing mischief.
The Seven are worshiped through the entire Confederation, from small family altars dedicated to a particular one to massive festivals held in the temple complexes of the great coastal cities, during which hundreds of slaves are sacrificed to fuel the blood magic of the Cult. The Cult demands total loyalty from the masses, collecting tithes from both peasant and noble alike. Either in goods, coin or children.
Besides owning vast properties and political power within Nuraen, the Cult also fields its own army; the Spagh-i-Nisg (The Glittering Army) an elite force of soldiers trained since childhood to fight for the Septet and empowered by their alchemy and magic (OOC: Something akin to magical steroids). Priests and Priestesses of the Seven are usually accompanied by squads of the Glittering Host as they scour the countryside hunting for heretics.
The Cult is also the only organization that is authorized to deal with magic inside the Confederation. Anyone with even the minor magical or alchemical talent is either under the employ of the Septet or being hunted down as a dangerous heretic and outlaw. The wizards and alchemists of Nuraen are known for their skill in reshaping the flesh, making stronger or fairer. And the multitude of concoctions developed in the secretive laboratories
An union of (dozens?hundreds?what's the scale of the map?) of different polities, the Confederation is kept united by their shared faith in the Seven and the threat posed by their neighbors.
Each of the Shahs, Sultans, Satraps, Emirs and Chieftains of Nuraen rules their own fief with autonomy and very little oversight from the capital. As long as they pay their taxes to the Crown and the Cult, and provide soldiers for the Spah-i-Favr (The Royal Army), they are left mostly alone by the Crown. And that suits everyone just fine. As the Cult has no wish to be challenged by a strong monarchy, nor the nobles want their power even more curtailed by a strong central authority.
-Azlak Jamshidzhade Keknu. Shahanshah of Nuraen. Satrap of Tar-Bayfals. -Quraj Jamshidzhade Keknu. Satrap of Tar-Mehreen. Nuraen-i-Spahbod (Equivalent to Marshal). -Itani Doaid. High Priestess of Baal-Nereth. Head of the Septet High Conclave. -Tamrish il-Benid. Emir of Al-Harish. Nuraen-i-Spahbod -Nerose Lodi. High Alchemist of the Mistranir College.
Constant conflicts with the Brass Republic. Intense raiding and counter-raiding punctuated by major campaigns once in a couple of decades.
@FlaggHeya; you have any more info on the Noss'fyrat?
Who, these guys?
Short version: they are vampire/flesh mages who worship a lovecraftian monstrosity known as the Conqueror Worm and they were allied with Daigon back in the day, using their unique magical expertise to help create slave races like orcs and beastkin.