The title really says it all. This is a player-driven fantasy nation roleplay that puts you in the front seat. Instead of me railroading a strict story, the players write the lore, the creatures and the history.
Obviously, certain things are up for discussion, magic and gunpowder being the most pressing issues, but I'm taking suggestions mostly from players. As a guideline, technology is around 1300 - 1500.
------ Map
Ignore any preset terrain. The map is there to play about with. Nation Sheet
Position on Map -
Name - Flag - Capital - Other Major Settlements - Population - Races -
I've got a question: mainly regarding the religious section of which was rather prevelent during the medievals and this time and age- will we be able to use deities and if so; what will their limits be and so on.
Just when they're used they tend to be abused however bad they might be. Cannons pretty much render cities as fodder but not my opinion to say so. Good luck, hope it goes well.
I'll be working on my CS; I personally am not fond of gunpowder era days that aren't modern or futuristic, so I will most likely be omitting gunpowder mostly if not entirely in portions, and favoring magic.
Just when they're used they tend to be abused however bad they might be. Cannons pretty much render cities as fodder but not my opinion to say so. Good luck, hope it goes well.
On the second thought I feel while the map is nice thi game might need a setting which is more than just a large supercontinent. This is nice for an RPG where you control a band of adventurers but for NRPs I feel it's a bit too simple. Let me elaborate on this with pictures:
This is our continent for the game. It's a single huge landmass thus the dominant form of travel is via land. Nations can only really interact and trade with their direct neighbors or the few that have territory bordering the beaches. They might try to pass other countries but doing so could mean other nations you pass through can block your route or just ask for tariff.
See? So man more access points. And if anything the number of points we can interact is a good thing, IMO. You can be still an isolated country if you want but in case you wish to make relations with lots of other nations, this setup is preferable.
Flag - The Emperor has his own flag, this is the one used when the Shogunate must represent itself as a whole to the rest of the world. It is as follows.
Capital -
Alaaki was built upon orders of the first emperor of Manuhakh to serve as his personal residence and the centre of administration for the entire country. It has come a long way since it's inception 200 Years ago, acting as the hub of all commerce in the entire region, and home to the Imperial Academy, where future bureaucrats are instructed and educated on their various positions, and also where the rigorous Imperial Examinations are held. The economy of Alaaki takes a bit from everything, but the most important aspects is its production of textiles. Alaakian cloth is prized throughout the country, due to the distinctive material found on the island of Hadaf where the city is located. Silk. No where else in the country is silk found than on Hadaf, and all attempts to grow it elsewhere have failed. As such, Alaaki is often nicknamed The City of the Loom.
Other Major Settlements -
Haian was built by the Oni long before the arrival of the first Orcs. The oni developed the lake city by creating artificial islands and building upon them. This method was so successful that soon the little town of Haian was a bustling city. To this day, Haian remains the most populated city in Manuhakh, with the ancient Imperial Palace looming over the city as a reminder of it's time as the former capital of the Shogunate. The palace is now used by the reigning Shogun as his place of residence, now that the emperor has control over Alaaki. Haian is noted for its rice production.
Kotar is the first city founded by the Orcs on Manuhakh. It is the centre of farming on Manuhakh, with the wide open plains of the Island of Mazad supporting the grazing habits of the cattle the Orcs brought with them to the Islands. Kotar is home to the annual Beef Festival, where farmers from all over the country come to sell their best cuts off beef and other meats.
Lur is about as small as a city can become before it is designated as a town. This city is primarily inhabited by the Snow Elves, though Orcs and Oni can be found in the form of administrators, warlords and bureaucrats. The city is very poor, with most inhabitants living off of subsistence fishing and gathering.
Population - 6,500,000 Races -
The Orcs of Manuhakh are members of the Southern Orcish linguistic group, distinct from their brethren still inhabiting the mainland. Physically, however, southern orcs are no different than their barbaric mountain dwelling kin. The key difference is their cultural paths, with the southern orcs abandoning the nomadic traditions, leaving the harsh mountains for the warm plains, developing an agricultural society with less of an emphasis of raiding and tribalism, and more concerned with things like the city, logistics of food, innovation in technology. These Orcs later began migrating south, towards the fertile islands of Manuhakh, so called for its abundant native lavender. By 200 bc(?), the Southern Orcs had totally left the Mainland for Manuhakh, an event described in their national epic.
Oni are the indigenous inhabitants of most of Manuhakh, primarly the west and the central islands. They are very closely related to Orcs physically and genetically, more so than even being a Subspecies, a more accurate description of their relation would be to call the Oni and Orcs two different races of the same species. However, the Oni are not related to the Orcs culturally nor linguistically, the Oni languages being much more agglutinate than the highly inflected Southern Orcish. Oni were also iron workers, taking advantage of the natural deposits of high quality iron native to the archipelago; indeed, Oni iron is a highly prized and very expensive material. Native Oni assimilated well with the Orcs, and in fact, the Majority of Manuhakh's Orcs are mixed blood with Oni. The traditional iron club is a mainstay of Manuhakhese armaments with a particularly oni flavoring, the iron club itself being unfavored by the Orcs. For the most part, Oni are viewed as equals, and the Oni language is the 2nd official tongue of Manuhakh.
Snow Elves are one of the the two indigenous people of Manuhakh, particularly the easternmost islands. The Orcs first encountered them during colonization efforts under the Karthukh Emperor. Technologically, the Snow Elves were very far behind the Orcs, having stone age tools, no agriculture, no villages, and a hunter gatherer way of life when the late Iron Age Orcs started settling. While there was opposition, needless to say the small statured, technologically backwards snow elves, were no challenge to subjugate. Modern Snow Elves make up the poorest demographic in Manuhakh, many living across all the Islands as serfs, barely even acknowledged by their colonizers. The Snow Elf Language family is nearly extinct, with only two surviving languages, both with only a handful of elderly speakers and no efforts toward documentation.
Culture - The culture of Manuhakh shows a rich blend of Mainland Orcish and Oni traditions. At the foundation of the society is the hierarchy, at the top is the Emperor, at the bottom the serfs. The agricultural way of life dominates to this day, farming primarily barley, millet, and corn introduced in prehistory from the mainland and traditional oni rice native to the islands. All military matters are handled by the warrior class, a concept borrowed by the Oni. However, do not believe that the people of Manuhakh are peaceful. They are every bit as aggressive as their ancestors. The warrior god Orek, known to the Northern Orcs of the mountains as Wuleg, remains popular among all people, as does the traditional methods of forging.
Among the warrior class of Manuhakh, there is a tradition of literary and musical excellence. Men and Women of this class are expected to be highly educated, and to adhere to a traditional code of honor that derives from the Orcish Warrior's code and the Oni's Way of the Warrior. Many warriors in can be found educating themselves in the classics of literature and science, practicing their musical instruments or painting when not engaged in battle. Also unique to these warriors is their religious practices. While the peasantry may simply offer gifts at a shrine once in a while or pray for a good harvest, the warriors take an approach to know the gods and learn from them. Warriors will go into deep meditative states for hours on end and engage in ritual prayer several times a day. The call primarily upon the war gods Oruk, the god of War Strategy (Wuleg on the Mainland) and Krom, the god of Might in war.(Gruumsh on the mainland)
The Pantheon of the Manuhakh contains a mix of native orc deities and those coming from the Oni and Snow Elves. Orek reigns supreme as the national deity, while farmers may take Ahret, the fertility goddess, as their patron, or Krom among the warrior class.
Crimes - Crime appears to be low on paper, however this is not due to lack of violence but rather a result of the fact that violent behavior towards ones lower class men is not criminalized, but rather encouraged. The usual menagerie of crime occurs in Manuhakh, with Murder, Assault, Robbery and Rape most common due to the upper class' abuses of the peasants and serfs. It is also well known that bands of raiders patrol areas that are not under the direct policing of the Warlord or his allied warriors. Often by the time he is able to mobilize a response, the raiders have already left.
Government type - Shogunate: The generals of the warrior caste hold vast tracts of land worked by serfs. The various generals employ tribes of the warrior caste, who pledge their allegance to the general, and act on his behalf in conflicts. The strongest of these generals becomes the emperor of Manuhakh so long as they can protect the position.
People in power -
Emperor Dagik Dimorham - Dagik has been emperor of the Islands for a good 40 years now, although his power is beginning to wane in comparison to the Shogun. Dagik's rule has been described as tumultuous and internally unstable, especially with his decision to implement an Isolationist approach to foreign policy. In responce, his life has been threatened by the Shogun himself if he does not revoke the declaration. Dagik has stood firm on his position to shut out the world from Manuhakh; leading to his ultimate downfall.
Shogun Hizaki Tamehara - Shogun Tamehara, of the Hizaki clan, is an Oni who has risen from a simple warrior in the service of a failing Warlord to Shogun of Manuhakh. His story is one that is told thought the Islands, and rightfully so. Now, however, Hizaki is part of a great conflict between Haian and Alaaki. As the country remains officially Isolationist, the Shogun has been sneaking in outside traders in an attempt to gather the money required to take down the Emperor and open up Manuhakh. As shogun, all Warlords are technically loyal to him, but Tamehara knows better. He needs strong allies if he is to take down Dagik and what ever Warlords may remain loyal to him.
Lopakh Kolasrop, High Sodan of Kotar
Mori Aiori, High Sodan of Lur
Silok Dagik, Imperial Prince - In many ways, Silok is little more than a pawn for Shogun Hizaki. A cowardly man, he will bend with ease at the will of a strong figure, something that Hizaki has been taking advantage of to get favors in the Imperial Court. Silok will be vital to Hizaki's coup.
Industry - At the moment, all trading with Manuhakh is offically banned, but Shogun Hizaki is a friend to many. Negotiations with the Shogun are not hard to do, and he will gladly work with traders to help them in and out of the country without Dagik knowing. The industry of Manuhakh is separated between the 4 major islands. Silk production and textiles dominate over the center most island, but the most significant industry by far is the forging and metal working done in Haian. From here, blacksmiths create almost all the weapons and metal tools in the country in the ancient oni tradition. Haian is also the center of production for firearms, an experimental weapon that may begin to catch on if it can be done cheaply. This in particular is of interest to the Shogun for is planned coup.
On the northern island of Mazad comes most of the wheat based products like bread, flour and beer; along with most meats. Sake is produced exclusively in Haian from the many rice paddies that are found on its home island.
Military - Manuhakh's military is a feudal system, with the Shogun at the top. The hierarchy can be described as such
Shogun- The strongest of all warriors in the country, they act as a leader and highest general to all. The Shogun acts as a second, and often more powerful, head of state. Sodan (Warlord) - These are the personal warlords under the service of the Shogun. The act as governors for their fiefs as well, and often hire bureaucrats to manage their many responsibilities. They command the lower ranks of warrior families and personal soldiers. High Sodan refers the the Sodan who controls the Territorial Seat Thradur (Samurai) - The common members of the warrior class, these knights pledge their service to a Sodan and guard his territory with their lives. The thradur also act as police of sorts, but there has also been many problems with their corruption and violence towards the commoners. Often, when a thradur's Sodan dies they will wander until a new master takes them on. These wanderers are called Ronin. Thradur have a sense of personal honor, and if they feel they have failed their master, their family or themselves, they will often commit ritual suicide to restore their honor.
Landscape/Terrain - The landscape varies quite a bit from island to island. In the central and southern islands, the landscape is very mountainous, covered with bamboo forests, mulberry trees, where there is no stone poking out from the ground. The soil on dry land is rather poor, but the wetlands that form from the constant rain showers are known for their rich soils, and from these wetlands spring rice paddies and various sprout farms. The Southern most islands are all small and sandy, with little value the farthest south islands are totally uninhabited. To the North on the Island of Mazad, vast plains, meadows, and grasslands dominate the island, perfect land for farming and raising animals. The weather this far north ranges from warm in the summer to freezing in the winter. To the east, snow and tundra dominates. This rocky soiled island is unsuited for any kind of farming, and is too cold to grow anything. The waters around it are, however, rich with fish, and the native grasses are often woven by the natives to form their distinctive housing.
History - Manuhakh began with the arrival of the Snow Elves. These people were rather technologically backwards, using stone and bone tools, grass woven clothes and homes, and still hollowing out tree logs for canoes. For the majority of the Island's existence, this was the only way of life. That was until the arrival of the Tasuki culture at an unknown point. These people were proto-Oni, and quickly dominated all the Islands save for one to the Far East. The Oni established many warring kingdoms and tribal unions, but failed to ever unify the Islands. It was then that fate brought the first Orcs from the Mainland to the Oni city of Haian. The Orc colonists took over Haian and quickly conquered the Oni, establishing themselves as rulers of the Island. The Iron Age had begun on Manuhakh, and it is at this time that we see the first description of the Kingdom as such, in a bronze tool with an incomplete carving, roughtly transliterated as "...ai Manushak-hai...", showing the archaic form of the Manuhakhese language. Around this time, the Kingdom began to splinter once again, leading into the Warring Kingdoms Era. At this time, technology skyrocketed for the Orcs, allowing them to continue a cycle of conquest and failure, each time the kingdoms getting bigger and bigger until The Era of the 3 Nations. The Kingdoms of Kotar, Haian, and Lur. Haian was the largest, lead by the legendary Karthukh Emperor. The Emperor's brilliant general, Bog of Asi began a campaign against Lur. The war was more of a formality, there was no way that the Snow Elves ever could have defeated the Orcs, but Bog put in all the effort anyways, his overkill sending a message to Kotar. When Haian declared war on Kotar, the nation was already in fear, but after the crushing defeat of Kotar's army by Bog at the Battle of Grohnak, the country conceded defeat and accepted annexation at the agreement that Bog would spare the lives of Kotar's officials. A unified nation, Manuhakh underwent its golden age at this time, with many innovations in the fields of art, science and politics. It was until the rise of the 4 Vile Emperors. These men nearly destroyed Manuhakh due to a mix of ineffective rulership, outright cruelty and or neglect to the common people, and in the case of the final vile emperor, the waste of the country's resources for his own extravagant lifestyle. It was in this time that the then Shogun revolted and took control of the Country in the Civil War of Manuhakh. The outcome of this war was a establishment of the new dynasty and the restoration of the country's stability. Manuhakh lived a pretty uneventful outcome until the rise to power of Dagik Dimorham, and his decision to end all outside trade. From that point on, the nation of Manuhakh has begun to stagnate, and many believe that a 2nd civil war could be coming.
Capital – Rithebaile Rithebaile is the ancient seat of kings, first founded by the legendary King Aonghus himself a thousand years ago. It is an enormous city, covering most of the island it rests on, and houses nearly a million people. Apart from the royal castle itself it sports a grand arena, several libraries, theatres, plazas, craft halls, trade houses and a university. Located in the outskirts of the city is also the Tur Draoi – the tower of Magi.
Other Major Settlements
Loch Dubh is an old mining town named after the lake it sits by. Most of the trade going north and west goes through here. Swords made in Loch Dubh are famous throughout the land for their durability and lightness.
Beal Abhann is one of Bailes oldest settlements, even older than Rithebaile. Its name, literally meaning “river mouth”, is quite fitting as the entire city stretches across the old river Nathair. A masterpiece of engineering, rumored to have been built by dwarves, stands in the center of the town: a folding bridge made from stone and iron, capable of letting large ships pass the city and sail upriver.
Cathair is originally a fort which stood abandoned until roughly a hundred years ago when people suddenly started settling there. It is not recognized formally as a city due to the fact that it has no lord, but it is for some reason tolerated anyway. You won’t find such a wretched hive of scum and villainy anywhere else in the land.
Compared to some of the other settlements in Baile, Cnoc Adhmad is quite the youngster. It was founded less than two hundred years ago but has grown exponentially in that time. Today it is the ocean gate to the east, and the city is famous for its wharves.
Population: 4.5 million.
Races: Bailish humans, Daoine (elves)
Culture The Bailish are a people obsessed with tales and legends. Every household worth its name has an ancestor or two known for a heroic deed or other accomplishment that the descendants keep track of no matter how long ago the ancestor lived. A skilled bard will never have to pay for his/her drink, food or lodging when visiting villages and towns. Because of this the Bailish are also keen on prophecy, the most famous one being the return of the once and future king, Aonghus.
In terms of philosophy and the general way of life, the Bailish are divided. There is a conflict of thought among the leaders of the land based around the principles of Cumhacht and Ceart, or Might versus Right. Those supporting the principle of Cumhacht believe that might, or strength, gives you the right to rule those that are weak. To them, force is justice in itself. On the other hand, those in support of Ceart believe that force, or violence, is only justified when used in self-defense. To them, the right thing to do is to avoid violence whenever possible and seek a path preferable to all parties involved.
Most people in Baile are simple, however, and are as such uninterested in the principles of power. Getting through the day and enjoying life for what it is takes precedence.
The Bailish are a religious and superstitious lot. They worship a pantheon of angels, who are depicted as winged humans. These angels are believed to have superhuman powers and sometimes visit the mundane world to answer prayers or perform miracles. Great victories in battles are always attributed to a particular angel or other.
The Daoine, elves native to the lands of Baile, live secluded from the humans and have a completely different culture. They are highly territorial, aggressive almost, and will only rarely interact with other peoples. They live in the forests of Baile and are largely left alone despite the demand for lumber. Not much is known about their religious beliefs other than that they seem to worship the stars.
Crimes Murder, theft, assault, rape, destruction of property… all of the usual crimes of violence are punishable by fines, jail or, sometimes, death. Lying is also seen as a crime in Baile, but only if you are stupid enough to be exposed. Getting away with a clever ruse is even seen as admirable.
Government type: Feudal Monarchy
People in power
Queen Cliodhna, first of her name, a fierce warrior-queen of only 25 years of age. She is a firm supporter of Cumhacht.
Draoi Ceallach, first of the Magi and court wizard of Queen Cliodhna.
Tiarna Faolan, lord of Cnoc Adhmad and the chief contender to the crown.
Tiarna Emer, lady of Beal Abhann and rumored to be the wealthiest woman in the land.
Tiarna Aodh, lord of Loch Dubh and a general of great renown.
Industry Baile is an industrious nation. The north mines for ores and metals, producing iron tools and weapons. In the heartlands farmers grow wheat, baking bread and brewing ales. The people of the south chop trees for lumber, producing ships of great quality. The easterners and westerners herd sheep and cows, producing wool and dairy products. It is a stable country, not really rich but definitely not poor. Most people have proper housing and food on the table every day, but luxury is rare even among the nobles.
Military Baile has no real standing army. In times of war the lords and ladies of the land are charged with drafting recruits for the defense of the nation, but most of these soldiers receive no training in peacetime. One exception is the many orders of errant knights employed by the nobles of Baile. They serve as peacekeepers is peacetime and elite warriors in war. The errant knights are experts at martial arts and are a fearsome force to meet on the battlefield. Another exception is the world-famous Bailish longbow archers, used as the general defensive force of the keeps and castles of the realm.
Landscape/Terrain Dry highlands in the north, rolling meadows in the heartland and wet, rocky lowlands along the coast. Leaf trees are the norm, with pines growing exclusively in the north. The Bailish get apples, pears, strawberries, blueberries and other sweet fruits during the summer months. The climate is mild and wet, with a bit of snow during the winter months. Sheep, wolves, deer, elks, bears and other such animals are common. The Daoine harvest, dry and smoke a kind of mushroom called Gneas, which causes intoxication and hallucinations.
History A thousand years ago the land known today as Baile was occupied by several smaller kingdoms rivalling for power. Humans were still relatively new to the region, having migrated there only three hundred years prior, and had not yet managed to unite. It was around that time when the man known as Aonghus was first mentioned. He was the first son to a queen in the north of the land and had not become anything special, had it not been for the interference of Draoi Sionnach, a wizard who became a mentor to the young man. It was Sionnach who first mentioned the principle of Ceart, Right, and Aonghus was brought up with its ideals. He didn't fully accept them, however, until much later. When his mother the queen died the crown passed to Aonghus, and he immediately set to work. During a period of twenty years the young king conquered every other kingdom in the land, and finally founded his capital of Rithebaile as a gesture or victory. In the autumn years of Aonghus' life when he had begun to fully understand and accept the ideals of Ceart he wrote the first Book of Law, a text that made all inhabitants of Baile, noble or not, subject to a governing code of conduct. The Book of Law is still used in Baile today, and although nothing in it has been changed a lot has been added.
The centuries following Aonghus' death have been filled with both war and strife as well as peace and prosperity. Baile has been in wars with other nations, has endured civil wars, has conquered or succumbed to rebellions and much, much more. Many trials and obstacles have been put before the Bailish, but they have ultimately conquered them all.
Name - Daoine (elves) Appearance - Mostly human, but smaller and lighter. They have pointed ears and cat-like pupils. Natural abilities - Sharp senses. The Daoine senses of hearing and smell is comparable to that of dogs or wolves. They can also see perfectly in the dark thanks to their eyes, which can register heat down to a tenth of a degree. Lifespan - 300 years Homeland – Baile (but they exist in forests around most of the northern continent)
On the second thought I feel while the map is nice thi game might need a setting which is more than just a large supercontinent. This is nice for an RPG where you control a band of adventurers but for NRPs I feel it's a bit too simple. Let me elaborate on this with pictures:
This is our continent for the game. It's a single huge landmass thus the dominant form of travel is via land. Nations can only really interact and trade with their direct neighbors or the few that have territory bordering the beaches. They might try to pass other countries but doing so could mean other nations you pass through can block your route or just ask for tariff.
See? So man more access points. And if anything the number of points we can interact is a good thing, IMO. You can be still an isolated country if you want but in case you wish to make relations with lots of other nations, this setup is preferable.
I've got a question: mainly regarding the religious section of which was rather prevalent during the medievals and this time and age- will we be able to use deities and if so; what will their limits be and so on.
Since it's a fantasy roleplay.
Nvm, I'll just exclude that for now.
The use of deities should be subtle, and not distinctly divine. For example, having a physical avatar of your chosen god storm across the battlefield is not okay, but a fluky shot with an arrow that kills the enemy general is. Of course, you'll need to discuss this with the other party to make sure it's okay first.
I'll be working on my CS; I personally am not fond of gunpowder era days that aren't modern or futuristic, so I will most likely be omitting gunpowder mostly if not entirely in portions, and favoring magic.
I do have one question... dragons. Those allowed?
As animals, yes, as sentient beings, no. That means they'll be limited to particular animal behaviours, like establishing dens and territories, having to be trained carefully, possibly causing havoc, etc.
However, lizardmen and draconic-like sentient beings are okay, as long as they don't breathe fire