Before Ardall the Great arrived, Ardacia was a secret to the world, known as "Nokulikulk" to the hut-dwelling natives that called it home. It meant "Dirt Which is Precious" in their harsh tongue, a fact Ardall would only learn as an old man after conquering their precious dirt, appointing scholars and pacified natives to the task of translating his subject's language. Ardall's conquest was a relatively quick ordeal -- The natives of Nokulikulk, while having tales boasting of troll-slayers and dragon-chasers among their rank, had never seen the steel, formations, or horses Ardall brought with him, and were smashed in every engagement until Ardall's forces had reached the frozen northern shores. Since this conquest, the sons and grandsons of Ardall have been the emperors of Ardacia, maintained through the imperial house of Arda, stewards of Verania. So it has been for five hundred years.
The Ardacians, as they are now known, are comprised of many kingdoms under the banner of an empire. While more or less the same in culture, following the faith brought to the continent by Ardall and following the same social conventions from coast to coast, there are still a great number of differences from kingdom to kingdom. In the imperial city, lords drink spiced wine out of crystal goblets while they gaze out at the Conqueror's Sea, while clans on the northern coasts past the Valley of Tears tell thousands-year old stories in Oldtongue in torchlit caves. It is not the similarities or alliances between kingdoms that has held Ardacia together for half a millennium -- kingdoms come and go in marriage alliances, petty feuds blown into wars, or trifle arguments over acres of land. It is the power of the House of Arda that has maintained the Empire, and the times they have used this power to serve its people.
The Ardacians, as they are now known, are comprised of many kingdoms under the banner of an empire. While more or less the same in culture, following the faith brought to the continent by Ardall and following the same social conventions from coast to coast, there are still a great number of differences from kingdom to kingdom. In the imperial city, lords drink spiced wine out of crystal goblets while they gaze out at the Conqueror's Sea, while clans on the northern coasts past the Valley of Tears tell thousands-year old stories in Oldtongue in torchlit caves. It is not the similarities or alliances between kingdoms that has held Ardacia together for half a millennium -- kingdoms come and go in marriage alliances, petty feuds blown into wars, or trifle arguments over acres of land. It is the power of the House of Arda that has maintained the Empire, and the times they have used this power to serve its people.
Welcome! Gonna turn off the narrative GM voice for a second to give those who scrolled down a TL;DR: There's a continent with knights, castles, and kingdoms. I've already got all the players who wanted to be in a Nation Roleplay, now I'm looking for knights, petty lords, pettier ladies, filthy foreigners, clergymen, mercenaries, and other such solo characters. Here's a map.