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Elostirion

Jameis Farstrider's Guide to Halos

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The purpose of this guide is to provide an overview and introduction to all non-player nations in Brethren of the Brick Seas. For the player nations please see their respective topics (Corrington, Eslandola, Oleon, Sea Rats).
The information posted mainly describes history and background of these nations. The included images of buildings, troops and flags shall serve as general inspiration - feel free to develop all nations in your unique way, and feel free to adapt your MOCs to your personal collections as well. BoBS is a world for the players to develop.

Please post any suggestions, feedback and questions in the Intro Thread.

 


Altonia
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Carno
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Garvey
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Located on the southern coast of the Madrice peninsula, Garvians have always been a people of tough seafarers, making their fortune on the oceans. In 363 AE the "Garvian League" of trading towns, declared their independence from Mardier. Since then the sturdy Garvians have won three major wars against Mardier and one against Eslandola. The Garvians have been a very active colonial nation, both by claiming three islands and founding settlements, as well as by making their fortune as traders and smugglers.
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Great Alliance States
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Mardier
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For many years Mardier has been the leading nation, on the Madrice Peninsula as well as in Colonialisation. They had long held the island of Terraversa, the island furthest to the east in the Sea of Storms. When other nations discovered new land east of Nelissa in 616 AE and 617 AE, the Mardierians had already established major settlements. In 617 AE, when in the time of civil war they were also at war with Eslandola and Garvey, the Mardierian Empire lost most of their colonial posessions and power, which they are now trying to recover from.
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Middle Kingdoms
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Mokolei
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Namere
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Pan
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Pontilla
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Prio
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Salleek
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Tellvok
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Terraversa
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The island of Terraversa, discovered in 508 AE by Mardier, lies more than a thousand miles east of all islands that were known before, and as such is the central intersection between old and new world. The nation is a melting pot of many cultures and races, including the island's native Atwi tribe. Terraversa stayed a Mardierian colony until 617 AE, when the finally gained their independence through war. The young nation has yet to establish itself as an influential colonial power.
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Varcoast
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Edited by Elostirion

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Mardier

Flag:

MAR-350px.png

Primary Colour: Yellow

Secondary Colours: Orange and White

Demonym: Mardierians

Nickname 'The Old Empire'

Primary Real World Influences: A Spanish/Portuguese sized empire with a Spanish/Italian/Portuguese like culture and Byzantine politics.

Ruler: King Alphonse XIII

Capital: Londa

People

The majority of Mardierians are ethnic Madrician and share a similar culture to other nations in the 'Golden Triangle' of the North Eastern Madrice Peninsular. An extensive aristocracy exists, although many of the great noble houses have been destroyed in the recent civil war and new blood is rising to fill the void. Most Mardierians still follow the Faith, although there is a large degree of separation of Church and State.

History

Situated to in the north of the 'Golden Triangle' of the Eastern Madrice peninsular, the 'Old Empire' was once the largest and most powerful nation of the whole peninsular. Mardier was the first nation to breakaway from the short lived Madrice Empire around the year 103AE, followed shortly after by Corrington, Oleon, Varcoast and Pontilla. After costly victory in the 'war that time forgot' in 352, high taxes caused  large scale revolts, fracturing Mardier with the creation of the nations of Namere, Carno, Garvey, Baldondia, and Eslandola.

In the period to follow, the new nation of Eslandola eclipsed Mardier as the power broker of the Great Triangle region. This was to somewhat change with the discovery of the Basker Islands and Terraversa in 511, allowing Mardier to regain some of its former glory. Terraversa was a rich island, having both moderate mineral wealth and the capability to grow both Tobacco and Sugar, but more importantly it's strategic location meant that only the Mardierians could venture to the fabled New Terra. For almost the next 80 years Mardier jealously controlled a monopoly in New Terra, establishing further colonies such as the Isla de Medio in the Prio Seas. Then in 595 the death of King Harln of Mardier resulted in a descent into a bitter civil war as rival factions fought for the throne. The Mardierian monopoly on New Terra was broken when the Viceroy of Terraversa sold berthing rights to the highest bidders, opening the way for other nations to explore the region. For over twenty years civil war continued to weaken the once great nation, however now it appears that King Alphonse has largely managed to unite many of the warring parties and subdue or subjugate the others. This came too late for the colony of the Isla de Medio (renamed the Isla de Victoria by Eslandola), though, as Mardier lost their jewel in the Prio Seas to Eslandola in the Eslandolan/Garvey war of 616-17, and the colony of Terraversa declaring independence in early 617.

Mardier, while weakened, is far from weak. Much wealth still remains from almost century of unopposed dominance of New Terra, and the army is filled with soldiers with over twenty years experience of conflict, the best of which form the elite 'Death Guard' of King Alphonse. While to outsiders it would appear King's Island and the settlement of Calisto in the Azure Sea is Mardier's only remaining colony in New Terra, it is unknown for sure as the very existence of the Isla de Medio was only revealed in late 616.

Mardierian Cities and Towns of note

Londa

Dortanis

Mardierian Settlements in New Terra

Calisto, King's Island

Diplomatic Relations: 

Relations

Diplomatic relations are rated on a scale of 1-5 (1=Hostile, 2=Unfriendly, 3=Indifferent, 4=Friendly, 5=Very Friendly)

Corrington: 3 Indifferent

Eslandola: 1 Hostile

Oleon: 4 Friendly

Sea Rats: 2 Unfriendly

Garvey: 1 Hostile

Terraversa: 1 Hostile

Prio: 1 Hostile

Diplomatic alliances and pacts: None known

Mardierian Characteristics

Each NPC nation has values for eight primary characteristics set by leadership for the purposes understanding the powers of NPC nations. These values are dynamic and may change periodically in response to events in the Brick Seas.  

Naval Power: 6

Once the dominant naval power in the Brick Seas, decades of civil war have eroded the ships and capabilities of the Mardierian Navy. The Mardierian Navy is mainly comprised of ageing capital ships and large frigates. Their shipbuilders tend to prioritise size and gun deck capacity over speed and manoeuvrability.

Military Power: 7

Despite a shortage of manpower due to years of civil war, Mardier maintains a large army utilising a mixture of equipment, technology and tactics. Most of their soldiers are veterans of numerous campaigns. Military focus for now tends to be on the consolidation of Royal power although action in New Terra should not be ruled out.

Scientific Advancement: 4

The civil war has all but stalled scientific advancement in Mardier across all fields except military.

Political/Diplomatic Influence: 7

Known colloquially as the ‘Old Empire’ Mardierian influence has always spread far and wide. Mardierian diplomacy tends to centre on the belief that Mardier is the premier nation of the Madrice Peninsular, and all other nations are inferior.  

Inner Stability: 4

While the civil war appears to have been concluded, King Alphonse’s rule is far from stable. Opposition within the nobility could reignite with little provocation. Other Mardierian colonies and territories may be encouraged to follow the example of Prio and Terraversa in declaring independence from Londa.

Treasury/Coffers: 6

Although largely exhausted by 20 years of civil war, Mardierian coffers are starting to fill up with efforts by King Alphonse to consolidate his rule. Estates of Nobles who opposed the King are being sold to the highest bidders and money hidden away during the war is starting to re-appear.

Exploration: 10

Mardierian explorers discovered New Terra and charted much of the region before other nations were even present in the area. Mardierian knowledge of New Terra probably exceeds that of all other nations of the Madrice peninsular.

Cultural Advancement: 7

Mardierian culture is the root culture for most of the nations of the ‘Golden Triangle’ of the North Eastern Madrice Peninsular and continues to be influential in the region.

Known Mardierian Personalities and Organisations

King Alphonse’s Death Guard, A unit of elite soldiers that are the personal guard of King Alphonse.

Bumble Tuna Trading Company, A powerful trade company that once controlled the lucrative tuna fish market in the Prio Sea.

Admiral Armentura Cadiz, A commander in the Royal Mardierian Navy, he oversaw the purge of Charlatan Bay in 617.

Examples of Mardierian builds

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Londa, Capital of Mardier by @Elostirion

Courtroom in Mardier by @Kai NRG

The Riverside Palace in Londa by @Kolonialbeamter

Examples of Mardierian Troops

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Garvey

Flag:

GAR-350px.png

Primary Colour: Dark Orange

Secondary Colours: Dark Red

Demonym: Garvian

Nickname: ‘The Fence of Madrice’

Primary Real World Influences: Coastal trade and fishing cities in the North Sea. Larger cities tend to be more like historical examples of Flensburg, Oslo or Dunkirk while smaller ones tend to be more like Trondheim or Tórshavn. Colonial settlements have a Danish Antilles feel. Landscape is generally that of coastal Norway or the Orkney Islands.

Ruler: King Leopaldis IV

Capital: Kieg

People and History

The south eastern coast of the ‘Golden Triangle’ of the Madrice peninsula is known for its rugged, wind swept terrain dotted with small deep water harbours. This terrain shaped a tough, seafaring people who have long been known as avid seafarers whose living is made on the Brick Seas. As such the culture and traditions of the region developed significantly differently from the main areas of the ‘Golden Triangle’.

Towns and cities developed largely around the natural harbours on the coast. These population centres, being somewhat isolated from each other, often developed quite different cultures and traditions, and fostered a large degree of independence.

Although part of Mardier, the isolation of these cities, together with the differences in traditions and culture,these differences promoted a large degree of independence and the people of these cities collectively became known as the Garvians. Just before the Mardierian war against Corrington in the ‘War that Time Forgot’, these Garvian cities  formed a trade league led by the largest of the cities, Kieg. When Mardier fractured in 363AE, The Garvian League declared their independence from Mardier and thus the nation of Garvey was born. Ever since, Garvey has a reputation for successfully standing up to her larger neighbours. Garvey has won three major wars against Mardier, including the war for their own independence, and one major war against Eslandola in 470AE.

With the Mardierian discovery of New Terra, naturally the Garvians soon became involved. Although largely locked out of the region by the Mardierian Navy, Garvian smugglers soon developed a roaring trade facilitating the distribution of goods smuggled out of Mardierian colonies. From this their nickname ‘The Fence of Madrice’ was born. Despite their reputation as being merely traders and smugglers, it has to be noted that they have already claimed and settled three islands in the new world, making Garvey one of the leading nations in lasting colonial expansion. Their settlements of Prinport, Leopaldis and Freeport have all become vivid and influential trading hubs in the eastern seas.

When in 616 AE the conflicts between the at the time two leading colonial nations, Mardier and Eslandola, started to escalate and eventually turned into open war in 617 AE, Garvey sided with the Eslandolans. In large parts due to Garvey's unrelenting navy, they won and ended Mardier's dominance in the new world.

Garvian Cities and Towns of note

Kieg

Garvian Settlements in New Terra

Prinport, Holder’s Rock, Sea of Storms

Leopaldis, Longjaw, Sea of Thieves

Freeport, Rum Isles, Prio Sea

Diplomatic Relations: 

Relations

Diplomatic relations are rated on a scale of 1-5 (1=Very Friendly, 2=Friendly, 3=Indifferent, 4=Unfriendly, 5=Very Unfriendly/Hostile. A rating of 5 doesn't necessarily mean the nations are at war and conversely a rating of 1 doesn't mean the nations have an alliance.)

Corrington: 3 Indifferent

Eslandola: 1 Very Friendly

Oleon: 3 Indifferent

Sea Rats: 2 Friendly

Mardier: 4 Unfriendly

Diplomatic alliances and pacts: None known

Garvian Characteristics

Each NPC nation has values for eight primary characteristics set by leadership for the purposes of understanding the powers of NPC nations. These values are dynamic and may change periodically in response to events in the Brick Seas.  

Naval Power: 6

Garvians are proud to be known as a seafaring people and their naval prowess reflects this. The Garvian navy mostly operate smaller vessels with an emphasis on speed and agility which, when combined with their superior seamanship, makes them a formidable foe.

Military Power: 4

As their military priorities focus more on their navy, Garvey only maintains a small, yet well trained and professional army. Large citizen militias can be called upon in times of national crisis, and Garvians have a reputation as tough fighters, especially stubborn in defence.

Scientific Advancement: 4

Little emphasis is placed on scientific advancement. The Garvians tend to be a more practical, utilitarian people. They are, however, really good at being the first to copy and adapt scientific advancements from other nations.

Political/Diplomatic Influence: 5

Garvians tend to go about their own business with little concern for the affairs of others, however are not afraid to challenge more powerful nations when they threaten Garvian commercial interests. Their strong economy and tradition of trade, further solidified by their colonial possessions, does tend to boost their standing and influence with the major nations.

Inner Stability: 9

Each region of Garvey have a Jarl, local men of stature within their society, who represents their city or province in the Parliament. The Parliament is headed by the King, however the King does not hold absolute power, and will usually defer to his parliament. The system serves Garvey well. King Leopaldis IV is a popular monarch who is supported by the parliament and has no known opposition.

Treasury/Coffers: 6

Garvey is relatively wealthy from the volume of trade that is conducted in her territories, although low regulatory rules and no trade tariffs limit the amount of wealth collected by the central government.

Exploration: 7

Avid seamen, the Garvians roam far and wide on the Brick Seas. Their understanding of New Terra is on par with the major nations and their ships are actively exploring the region. As such it does not surprise much that they have successfully claimed and colonized three islands in New Terra.

Cultural Advancement: 4

As with science, Garvians tend to emphasis the practical and utilitarian. Their national culture is rather limited, as most traditions can be found within individuals and smaller organisations.

Known Garvian Personalities and Organisations

King Leopaldis IV - born in 558 AE in Kieg, Leopaldis was crowned king at the age of 45 after his father Jardis II had died of old age in 603. While the handsome young man had always been a popular prince, his degree of esteem rose further when he finally put his father's plans into practice and started expanding Garvey's territories in New Terra.

Lord Maximilian Damaximus To honour his actions in the Eslando-Mardierian war of 616-7, this Eslandolan noble was made an honorary Prince of Garvey @Maxim I

Hendrick Janszoon (deceased) - Captain of the Garvian Privateer Black Oak – Captured by Corrington in 616 @Ayrlego

Major Jan Nieuwenaar (deceased) – Commander of a Garvian artillery battery during the siege of a Mardierian Royal Fortress on the Isle de Medio (Victoria). @Ayrlego

Examples of Garvian builds

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Examples of Garvian Troops

...

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The Mokolei Empire and Allied States

Flag:

MOK-350px.png   MOK-Alt-350px.png

Primary Colour: No single colour defines the Mokolei. Each satrap (administrative region) will use unique (generally bright) colours.

Secondary Colours: The Emperor generally uses green and dark red and most Mokolei armies will have green and dark red banners spread through their ranks.

Demonym: Mokolei

Nickname: ‘The Southern Empire’

Primary Real World Influences: A vast Mughal (Indo-Persian) style empire whose territories span from Arabic type culture in the north-east through to a more Persian type culture in the centre and around the capital before moving down to more Indian/Pakistani style cultures in the south.

Ruler: Emperor Jawed III

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Capital: Mokolei

People and History

Very little is known among the nations of the Madrice peninsula concerning the history of the Mokolei Empire. Madrician scholars generally agree the empire was formed sometime towards the end of the Great Empire that once united most of the known lands of Halos and that the rise of the Mokolei coincided with the decline of the Great Empire. While still strong, the empire has not undergone any major expansion in the last 300 years and culturally and scientifically has begun to decline. The current Emperor, Jawed III, is in his 70’s and has pursued an inward focus for his reign. His son, Jawed IV is expected to ascend the throne on the death of his father and is rumoured to have more interest in external affairs than the last several Emperors.

The Mokolei Empire is made up of many different cultures over its vast expanse of territory that are ruled by a central dynasty. The core regions of the Empire are the lands around the capital from which the Mokolei people originate. As Mokolei power spread and new territories were absorbed, the Mokolei developed a method of minimal intervention in the local societies that they ruled. With local cultures and traditions left largely intact, the Mokolei administrated their new and diverse territories by infiltrating the local ruling class through marriage alliances or substitution while at the same time introducing a common bureaucratic method to support the local rulers and ensure taxes were paid and levies supplied to the central government. Each administrative area is known as a satrapy and is ruled by a satrap. The system has worked well for the Mokolei who have held together their vast empire for hundreds of years now.

The Empire is famous both it's trade in rare spices and the more basic commodity of salt. Salt production is centred around the large inland lakes found in the core region of the Mokolei and the salt trade was the cornerstone of which Mokolei power was originally founded.

While there are several main religions practised throughout the empire, ‘The Faith’ as practised by nations of the Madrice peninsular is not among them.

Mokolei Cities and Towns of note

Mokolei (Imperial Capital)

Tazelft

Morghun

Kahnabad

Malarpura

Mokolei Settlements in New Terra

None known

Diplomatic Relations: 

Relations

Diplomatic relations are rated on a scale of 1-5 (1=Very Friendly, 2=Friendly, 3=Indifferent, 4=Unfriendly, 5=Very Unfriendly/Hostile. A rating of 5 doesn't necessarily mean the nations are at war and conversely a rating of 1 doesn't mean the nations have an alliance.)

Corrington: 3 Indifferent

Eslandola: 3 Indifferent

Oleon: 3 Indifferent

Sea Rats: 3 Indifferent

Tellvolk: 5 Hostile

Selleek: 5 Hostile

War: While an official state of war between the Empire and the smaller states of Tellvolk and Selleek does not exist, an almost constant state of cross border raids and skirmishes is currently occurring.

Diplomatic alliances and pacts: None known

Mokolei Characteristics

Each NPC nation has values for eight primary characteristics set by leadership for the purposes understanding the powers of NPC nations. These values are dynamic and may change periodically in response to events in the Brick Seas.  

Naval Power: 2

Mokolei power is largely land based and little attention is paid to the Navy. Coastal satrapies may raise small naval forces mainly for combating piracy. Galleys, xebecs and dhows are common. Larger Mokolei vessels have been seen in New Terra, but these are generally thought to be either trading vessels or pirates.

Military Power: 9

The huge land armies for which the Mokolei are famous are mainly made up of levies raised and commanded by each satrap and as such equipment, uniforms and training vary greatly. The Emperor does maintain a relatively small (still bigger than most of the minor nations of Madrice) professional army that are better trained and equipped than most of the levies. Most local satraps also maintain small professional units that fight alongside the local levies. Artillery is very important to Mokolei armies and is used in most engagements. Artillery pieces range from huge siege guns that are hauled into place with elephants to smaller more mobile cannon. Cavalry also make up a large proportion of most Mokolei armies, both horse and camel mounted.

Scientific Advancement: 4

Mokolei scientists once led the field in advances ranging from military technology to medicine and agriculture. Indeed Madrician scholars believe gunpowder to have possibly been invented in the Empire, although rumours are that it actually originated in an unknown land to the south. Regardless Mokolei advances in science have been in decline for at least the last 200 years.

Political/Diplomatic Influence: 5

The sheer size of the Empire is enough to provoke either respect or fear from neighbouring nations. The Empire has however had an inward focus for the past hundred years or so. Cross border raiding and skirmishes are common in some areas, although these are almost always the result of local disputes and not Imperially instigated.

Inner Stability: 5

The satrapy system with its large degree of local autonomy has been mostly successful in unifying the vast empire. However infighting between neighbouring satrapies is common and can consist of anything from raiding up to full scale battles that require Imperial intervention. In most cases the Emperor’s decrees are obeyed and major civil war is usually avoided although wars of succession have become more frequent in the last couple of centuries.

Treasury/Coffers: 7

The vast empire may have many poor subjects, but trade and a system of tributes from the satrapies has made both many satraps and the Emperor himself immensely rich. Bribes and corruption are also widespread, leading to further concentration of riches. The populace is rather poor, though, meaning there is a limited potential for further taxation, should a long period of war, famine, or disaster hit the empire.

Exploration: 4

The Mokolei are aware of the existence of New Terra and Mokolei ships have occasionally been spotted in the Brick Seas, however no Imperial effort has been made to explore or settle New Terra to date. Mokolei knowledge of the old world, especially to the south and west is however probably far superior to that of most nations of the Madrice peninsular.

Cultural Advancement: 7

The Mokolei were for hundreds of years known throughout Halos for their art and culture. Of particular note are textiles, especially carpets and rugs, and poetry. Cultural advancement has slowed in the last couple of hundred years, although a strong legacy remains.  

Known Mokolei Personalities and Organisations

Emperor Jawed III, Well into his 70's, Jawed III is a shrewd and cunning political operator who has successfully managed to hold together the many satrapies of the Empire throughout his long reign. This inward focus was inherited from his father, and his father before him as the dynasty struggles to hold the Empire together. His son, also Jawed, is rumoured to be just as ruthless but have a much keener interest in the world outside of the Empire.

Examples of Mokolei builds

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An example of North-Eastern Mokolei architecture

Examples of Mokolei troops

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Varcoast

Flag:

37111462383_058d5f860c.jpg

Primary Colour: Light/Medium Blue

Secondary Colours: Dark Blue, Grey

Demonym: Varcosian

Nickname: The Land of 1000 forests

Primary Real World Influences: Climate and geography similar the western Balkans (eg. Croatia) but with more forests and significant marshes/bogs. Culture has characteristics  of Celtic/Druidic cultures of western Europe, Ireland and Brittany in particular.

Ruler: King Friedrich

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Capital: Lisreagh

People and History

Varcoast was founded from break up of the short lived Madrice Empire in 106AE at the same time as Oleon, Corrington and Pontilla. Varcoast is located at the far south western end of the Madrice peninsula where the peninsula meets continental Halos. Varcoast's often rainy landscape is covered in dense forests and rocky ranges with peat bogs common in the lowlands. Agriculture and forestry dominate Varcosian industry with the majority of people living in small scattered villages working the land.

It has been a poor country for centuries, although a small nobility and mercantile class thrive in the few larger cities. When the times are tough, and times are often tough, the people do what they have to survive. Most have little interest in politics or events outside their village or district. Banditry is common in the dense forests of the interior and some piracy occurs on the coast. The inhospitable landscape has forged a stubborn and tough people who are strongly guided by tradition and the old ways. While they are welcoming and hospitable to peaceful travellers, most are happy to keep to themselves and not travel beyond the next village. Varcosians will never submit to foreign rule and their stubbornness is reflected in the way they fight, using their terrain to it's best advantage and defending their homeland fanatically, as shown in the few historic attempts by neighbouring nations to conquer them.

Varcoast's aging King Friedrich is without a direct heir and over the last several years has entrusted his court, led by his most trusted advisor, Ludwig von Altenburg, with greater responsibility in running the nation. His cousin Wilhelm will inherit the crown, although this worries most of the conservative court as it is widely believed that Wilhelm harbours very radical views on foreign policy.

Varcosian Cities and Towns of note

Lisreagh

Bellmond

Varcosian Settlements in New Terra

None known

Diplomatic Relations: 

Relations

Diplomatic relations are rated on a scale of 1-5 (1=Very Friendly, 2=Friendly, 3=Indifferent, 4=Unfriendly, 5=Very Unfriendly/Hostile. A rating of 5 doesn't necessarily mean the nations are at war and conversely a rating of 1 doesn't mean the nations have an alliance.)

Corrington: 3 Indifferent

Eslandola: 3 Indifferent

Oleon: 4 Unfriendly

Sea Rats: 3 Indifferent

Mokolei: 4 Unfriendly

Pontilla: 2 Friendly

The Great Alliance States: Unfriendly

War: None at currently, although occasionally they face raids on their western borders.

Diplomatic alliances and pacts: Defensive Alliance with Pontilla

Varcosian Characteristics

Each NPC nation has values for eight primary characteristics set by leadership for the purposes understanding the powers of NPC nations. These values are dynamic and may change periodically in response to events in the Brick Seas.  

Naval Power: 3

Varcoast only has a small navy mostly consisting of older models of ships that are smaller, slower and not very manoeuvrable. Cogs are used a lot. The navy generally operates in the coastal waters and is adequate to transport men and materials up and down the coast.

Military Power: 4

The King maintains a small professional army that has successfully integrated new innovations such as muskets and cannon into older style formations of armoured pikemen. Formations combining musketeers and pikemen have proved effective in engagements against the mainly mounted armies of their western neighbours. Despite some initial resistance to the introduction of gunpowder, Varcosians have become renown for their marksmanship.

Scientific Advancement: 2

Generally anything new that threatens the old ways is initially viewed with much suspicion. For example the introduction of gunpowder into the army only around 50 years ago initially met stiff resistance.

Political/Diplomatic Influence: 3

Varcosians mostly have little interest in expansion or even contact with other nations. In general they prefer to keep their borders as closed as possible and have minimal contact with the outside world. They have however, successfully worked together with Pontilla in the past which led to a defensive alliance that stands today.

Inner Stability: 7

Varcoast is stable and calm and has been ruled by King Friedrich for decades. King Friedrich has the support of his court and nobles, but his power is more of the symbolic type. Rumours of a hidden plot have spread lately, causing a little uncertainty among the few that care about such things. 

Treasury/Coffers: 4

Although they are poor, they are a proud people. The majority of the population are tied to the land they work and generate little wealth, although a significant trade in timber, especially to the Molokei to the south brings in a steady income for the crown.

Exploration: 1

Most Varcosians are content never to leave their village or district, let alone leave the country. This attitude does not nurture a desire for exploration and while they are aware of New Terra, there are no plans to explore or colonise at this stage. This may change if Wilhelm ever ascends the throne.

Cultural Advancement: 4

The mainly agrarian culture works hard and has little time for refined things. They do however have a lively tradition of song and dance, and villages will usually hold several major festivals a year such as at Harvest time. The Truachesh religion has taken hold among many commoners, especially in remote regions, although the majority of people and almost all the nobility adhere to the 'Faith'. Some Mokolei beliefs are practised in the Southern border regions.

Known Varcosian Personalities and Organisations

King Friedrich

Wilhelm - Cousin to King Friedrich and heir to the throne

Ludwig von Altenburg - Prime Minister

Alexander Braun - Commander of Varcosian forces

Examples of Varcosian builds

Coming soon!

Examples of Varcosian troops

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Terraversa

Flag: 

37749205066_db1a590e1e_n.jpg

Primary Colours: Yellow and blue, most often in combination.

Secondary Colours: Black and orange, the latter mostly as a relict of Mardierian rule.

Demonym: Terraversan

Nickname: 'The Gateway to the New World', 'The Line'

Primary Real World InfluencesMardier, which had colonized and owned Terraversa until recently, still hast the most significant influence on the island. In the real world the Spanish Colonies, mostly Puerto Rico, fit the young nation very well. For landscape Madeira is a great inspiration, and Byzantine Constantinople best represents the atmosphere of importance and pride of the Terraversans.

Ruler: Miro Oldis, Archduke of Terraversa (formerly Viscount of Mardier)

38114018766_61708096f9_n.jpg 38138095782_0f8a2e79f9_n.jpg

Capital: Kings Port

People and History

In 508 AE Mardierian explorer Ardmond Basker discovered the island of Terraversa, almost a thousand miles further east than any other island that had previously been discovered in the Sea of Storms. Since then Terraversa has been the most crucial gateway to the new world. For many years the Mardierians held all other nations locked out from Terraversa, so noone was able to voyage beyond.

This all changed with the death of King Harln of Mardier, and the vast civil war that began in the country in 595 AE. Instead of looking to gain territory from Mardier’s mainland, the Eslandolans approached the Carlo Oldis, the Viceroy of Terraversa and paid him handsomely for permission to trade at the island. The Viscount took it further and allowed all nations to pay for the privilege to visit his island. Since then the Terraversans, mostly Carlo Oldis and his son Miro after him, had struggled to loosen its Mardier control over the island. After more than twenty years of fighting, the civil war has finally ended in early March 617 AE, and Terraversa has gained its independence from Mardier.

Terraversa inhabits the Atwi tribe, the first natives that the Halosians have found in the east. In more than a hundred years after Basker's discovery of Terraversa, the Atwi have mingled with the Mardierians and other Halosian inhabitants of the newly founded settlements, with some children already being in their fourth or even fifth generation of mixed races. The Terraversans have grown to be a self-aware people with a strong national pride, which some may even consider arrogant. They open their doors to foreigners, yet hold their possessions dearly and don't make any donations.

Over the last years the war for independence has tied the Terraversans together. It has yet to be seen how they will fare as an independent nation - whether they will fill their coffers further, become a naval power and discover new islands in the far east, south or north - or fail and break apart.

Terraversan Cities and Towns of note

Kings Port, on the island of Terraversa

Westface, on the island of Terraversa

Minor settlements on the island of Terraversa: Pamu, Tanari, Pilnton, Tarlo, Sillitholina, Nola Mar

Diplomatic Relations: 

Relations

Diplomatic relations are rated on a scale of 1-5 (1=Very Friendly, 2=Friendly, 3=Indifferent, 4=Unfriendly, 5=Very Unfriendly/Hostile. A rating of 5 doesn't necessarily mean the nations are at war and conversely a rating of 1 doesn't mean the nations have an alliance.)

Corrington: 3 Indifferent

Eslandola: 3 Indifferent

Oleon: 3 Indifferent

Sea Rats: 3 Indifferent

Garvey: 3 Indifferent

Mardier: 4 Unfriendly, although many individual relationships to members of the former mother-nation rate at either 1 or 5.

Prio: 2 Friendly

War: None, after the Terraversan war of independence from Mardier has officially ended.

Diplomatic alliances and pacts: Brothers in Arms with Prio, supporting them in their struggle against Mardier (link).

Terraversan Characteristics

Each NPC nation has values for eight primary characteristics set by leadership for the purposes understanding the powers of NPC nations. These values are dynamic and may change periodically in response to events in the Brick Seas.  

Naval Power: 4

L'Olius is probably the most famous captain alive in the Brick Seas, and many say it is only a matter of time until he will be named Grand Admiral of Terraversa - while others say that the Archduke will never give his political rival an important title. His personal fleet is decent, however aside from it the Terraversans only have a minor assembly of some smaller vessels operating along their shores. It has yet to be seen how much emphasis Miro Oldis will put on his naval strength, and which role L'Olius will play. 

Military Power: 4

The lengthy war of independence has created many militias and small troops, often under the command of one nobleman or another, or even a self-elected leader. Almost every soldier has been decorated with medals of honour from someone, and wears his self-created epaulettes and other enblembs with pride (which may often lead to odd-looking uniforms for militias). Many Atwi have fought alongside the Halosian Terraversans, and formed squads of their own. For now the feeling of unison still holds strong within the young nation, but establishing a real military organisation, with uniforms, ranks and common strategies will be one of the key tasks the government will have to tackle. The fact that many have gained power, and few are willing to give it away, will not make this an easy challenge.

Scientific Advancement: 3

Mardier has never been a nation of scientists, and it never had to. Useful new technologies have always been brought to the island, both from east and west - and the Terraversans took them, adapted and used. With their past focus on being Mardier's gateway to the New World and then switching focus to the war of independence, they still massively lack in any kind of educational system. So while their general technological standard is rather high, they are far from achieving any progress themselves.

Political/Diplomatic Influence: 4

A thousand miles to west, east, north and south Terraversa is the only island in the vast ocean, the turning point for all adventures into and from the east, to the Sea of Thieves and beyond. What may seem like isolation at first glance makes Terraversa the single most important island in the Colonial Era. However the young nation has yet to prove itself as a formidable partner as well as threat to other nations, else all its perfect location will bring is money.

Inner Stability: 5

Miro Oldis, succeeding his father as Terraversan governor, has led the troops to their final victory over King Alphonse of Mardier's Death Guard, declaring independence on the battlefield himself! Oldis has brought wealth and independence to the nation, and soldiers, nobility and the upper classes of the urban population strongly support him. But what kind of ruler will Oldis become? Especially among the lower classes of the population many consider L'Olius as the true national hero, the one who fought and won the war of independence for them - and the one who they think should rule Terraversa. Rumours say that L'Olius has little respect for Oldis, and that Oldis fears the influence of L'Olius among the sailors and common people. And besides this personal rivalry, there are still many influential personalities in Terraversa who secretly support Mardier, and others who seek their chance for power, be it with Oldis, for L'Olius or just for themselves. How will Oldis or even L'Olius deal with potential insurgents - and might it even unit the two after all?

Treasury/Coffers: 4

More than twenty years of constant fighting for independence have emptied the governmental coffers. The location of Terraversa, however, bears the potential to fill them within months, with all tradeships halting and trading at the island. The success of these efforts will strongly depend on the adequate use of trade and tax politics. On top much of the newly gained money will have to be re-invested immediately, to setup the infrastructure Terraversa needs to prevail as a nation of its own.

Exploration: 7

Some Terraversans may know places in the east that no other nation knows about, still from their time under Mardierian rule when they were the greatest explorers of the known world and beyond. As most ships make a stop in Terraversa during their voyage between old and new world, the taverns of Kings Port are the central spot for news and rumours. However independent Terraversa still has to prove its determination to sail beyond the boundaries of the known world and claim new territories as they did under Mardierian rule.

Cultural Advancement: 5

The Mardierian cultural influence in Terraversa is still strong, and the Atwi tribe has enriched traditions even further. With sailors from all nations halting on the island, Terraversa has long been a melting pot of all variations of the most different cultures. The nation will have to pick the best aspects to form a cultural identity of its own, which is currently little less than the pride of being "The Gateway" between the worlds.

Known Terraversan Personalities and Organisations

Miro Oldis, current ruler of Terraversa, who has to prove his skills as a ruler to lay the foundations of a solid and long-lasting nation and fight his political rivals like L'Olius.

L'Olius, descendant of the Atwi tribe, Terraversan maritime hero. Once one of the Mardierian Royal Family's favourite captains, he sided with his homeland Terraversa in the Civil War. He fought glorious battles at Sea, raided the Eslandolan Town of Fuerte Unido and by many is said to have invoked the Eslando-Mardierian war. He may have ambitions to become Terraversan Grand Admiral or even challenge the rule of Miro Oldis. (for more see The L'Olius Case1 - 2 - 3 - 4 - 5 - 6; also see revenge on L'Olius).

Ardmond Basker (Mardierian), discovered Terraversa in 508 AE, died in 533 AE in Kings Port.

The Terraversa Rebels, a soccer team, reached the quarter finals in the Trador Soccer Cup of 617 AE (see here).

AMCRAs covering Terraversa

OleonTravels to Terraversa

Examples of Terraversan builds

32290558603_7ac1a73d61.jpg   

terr_coll.jpg

MOCs in Terraversa: 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 11 - 12 - 13 - 14 - 15 - 16 - 17 - 18 - 19

Examples of Terraversan troops

37448896384_ab19a195bd_z.jpg
Prima Compañía, the first official Terraversan miltary unit.

24306519468_0b5a8bb115_m.jpg37448896554_1fe8ca7ce9_m.jpg38126891142_c518d78993_m.jpg
Various Terraversan soldiers, marines and Atwi warriors.

terraversa_soccercup_faladrin.jpg

The "Terraversa Rebels", a soccer team.

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Jameis Farstrider's Guide to the Guelph Peninsula

Geography

The Guelph peninsula is situated in the 'midlands' of Halos and is the second largest peninsula on the west coast after the Madrice. Generally the climate is hot and dry in the interior and humid along the coast. Rugged and rocky mountain ranges span some regions while large tracks of both sand and gravel desert dominate the majority of the landscape. The region has few lakes or permanent rivers. Most areas are drained by ephemeral watercourses called wadis, which are dry except during the rainy season. These wadis are dotted by vibrant oases, fed from plentiful underground aquifers. Goats and sheep are farmed in fertile valleys that dot the mountainous regions while fish is a staple in the coastal areas. Grains are farmed in the few areas suitable for crops, mainly in terraces around the mountains. The peninsula is famous for its date production and dates are eaten with most meals. Other common crops include apricots, peaches, figs, and olives.

History

A great civilisation known as Pyros once flourished on the peninsula, however little is known about it except for the fact that it fell long before the time of the 'Great Empire'. All that is left are remains of great buildings, the most famous of which are the Great Pyramids of Ma'din in Tellvok, referred to locally as the 'Tombs of the Ancients'. Although officially a part of the Great Empire, Imperial presence on the peninsula was mainly concentrated in Guelph, and thus had only a minor influence on the development of the region outside the main cities.

With the fall of the Great Empire came the rise of the Mokolei to the South. As the Mokolei swept north, they managed to take some of the west-most regions, but the inhospitable terrain and fierce resistance kept them from occupying the majority of the peninsula.

By this stage four main nations had been established, Guelph, Pan, Salleek and Tellvok. In 459AE the largest and most westerly of these nations, Guelph, came under the control of Oleon. With the death of the King without a clear heir,  Oleon claimed a personal union through the son of one of his wives who was linked to the Oleon Royal House. A small civil war ensued, with some tribes supporting the union and others rejecting it. The Oleon faction was victorious and the two kingdoms merged, with Guelph becoming known as New Oleon. Thus began two centuries of the 'Oleonisation' of Guelph and today the region is a loyal part of the Empire of Oleon, although occasionally some of the more remote desert tribes revolt. 

The caravan cultures of Tellvok, Pan and Salleek continued much unchanged. As the nations of the Madrice peninsular developed and the Mokolei satrapies became more chaotic, Tellvok began to foster greater trade, focusing on connecting the goods of Southern Halos with those of the Madrice Peninsular. Meanwhile, the more rugged southern coastlines of Pan and Salleek become a safe haven for corsairs preying on the increased coastal trade, further encouraging the movement of goods across the desert by caravan.

People

The desolate and isolated nature of the peninsula has nurtured a tough and resilient people. Caravan routes flourish across the deserts, with goods flowing from the coastal cities into the interior. Pearls, dates, dried fish and fish paste are all valuable commodities. Societies tend to be tribal and divided between nomadic and agricultural. Coastal tribes are usually excellent seafarers who tend to confine themselves to coastal routes, although ocean-going vessels are not unknown.

With the exception of New Oleon, the majority of the people of the region are followers of the Sun God Ra. The region is an ancient one, thought to date back to the time of the pyramids. This religion spreads into the North Eastern Mokolei states and is characterised by gods that have the bodies of humans with the heads of animals (members of the Order commonly refer to them as 'beast gods'). 

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Tellvok

Flag:

24502471388_a7004a68db_z.jpg

Primary Colour: Black

Secondary Colours: Dark Red, Grey/Silver

Demonym: Tellvoki

Nickname: Home of the Pyramids'The Scorpion Sultanate' 'Gateway to the South'

Primary Real World Influences: Ottoman Egypt. Ancient remains resemble ancient Egyptian structures like the Pyramids. 

Ruler: Sultan Haran Scorpi

Capital: A'Anbaal

People and History

See Jameis Farstrider's Guide to the Guelph Peninsula for background on the Guelph States.

In contrast to other peoples of the Guelph Peninsula, Tellvoki are a more urbanised, open society and fiercely prides itself as descendants of the ancient Pyros Empire. Tellvok is ruled from A'Anbaal in the west, though most foreign trade flows through Ma'din. In the rest of the country, pastoral nomads roam, returning to the two cities to sell their livestock once a year. Border skirmishes with the Mokolei are limited to tribal warfare between clans on the border.

Trade is extremely important to the Tellvoki, and caravan routes across the harsh interior carry goods from the northern Tellvoki cities to the nations of the south.   

Tellvoki Cities and Towns of note

A'Anbaal

Ma'din

Tellvoki Settlements in New Terra

None known

Diplomatic Relations: 

Relations

Diplomatic relations are rated on a scale of 1-5 (1=Very Friendly, 2=Friendly, 3=Indifferent, 4=Unfriendly, 5=Very Unfriendly/Hostile. A rating of 5 doesn't necessarily mean the nations are at war and conversely a rating of 1 doesn't mean the nations have an alliance.)

Corrington: 3 Indifferent

Eslandola: 2 Friendly

Oleon: 3 Indifferent

Sea Rats: 3 Indifferent

Mokolei: 5 Very Unfriendly

War: While an official state of war between Tellvolk and Selleek and the Mokolei Empire does not exist, an almost constant state of cross-border raids and skirmishes is currently occurring.

Diplomatic alliances and pacts: A loose, informal Defensive Alliance with Salleek and Pan. Recent overtures from Eslandola have left a favourable impression on the Sultan

Tellvoki Characteristics

Each NPC nation has values for eight primary characteristics set by leadership for the purposes understanding the powers of NPC nations. These values are dynamic and may change periodically in response to events in the Brick Seas.  

Naval Power: 3

Tellvok possesses a number of merchant trading vessels, but they are often poorly armed or privately owned. Most of these ships are not designed for deep water travel, rather they are designed for the coastal trade up and down the coast of Halos. A small number of ocean-going vessels are thought to be maintained by private merchants and the Sultan.

Military Power: 3

A small Royal Guard is maintained by the sultan and is concentrated around the cities of A'Anbaal and Ma'din, both of which also have urban militias. Outside of the cities, the main tribes maintain their own forces which can be called upon by the Sultan in times of need.

Scientific Advancement: 3

Although mostly a conservative society, the amount of trade that flows through Tellvok means that they are exposed to more technological advances than some of their neighbours. Despite a traditional resistance to change, some of these new ideas are slowly being adapted.

Political/Diplomatic Influence: 4

While Tellvok has little influence outside of the region, it's extensive network of merchants up and down the Halosian coast are known to make lasting, informal relationships. Tellvoki merchants have a reputation for driving a hard bargain but are generally seen as reliable. 

Inner Stability: 6

Although Tellvok has a largely decentralised structure of governance, the relative wealth of the small nation ensures loyalty to the Sultan, who is a popular ruler.

Treasury/Coffers: 6

Taxes on merchant goods generates the majority of wealth for the Sultanate. Taxes are kept at a reasonable level, and much of the revenue is reinvested into the community and cultural projects.

Exploration: 3

Tellvok is aware of the new world, and the nation's merchants are keen to exploit new markets to the east. However little-coordinated effort has been made to actually do so to date.

Cultural Advancement: 7

The Tellvoki are incredibly proud of their rich heritage and culture and the Sultanate actively invests in cultural projects.

Known Tellvoki Personalities and Organisations

Sultan Haran Scorpi

Prince Soufian Scorpi, 5th Son of the Sultan

Seif Calli, a MAESTRO trader with Tellvoki origins.

Examples of Tellvoki builds

Coming soon!

Examples of Tellvoki troops

Coming Soon!

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Salleek

Flag: No centralised flag is recognised, although the below flag (or variations of) is common.

saleek_01_300.png

Primary Colour: No centralised colour is recognised, although Yellow and Red are common.

Secondary Colours: None known

Demonym: Salleeki

Nickname 'The Corsair Coast'

Primary Real World Influences: A decentralised federation of tribes similar to the Barbary States of North-Western Africa. Terrain similar to the Horn of Africa region of Somalia - desolate coastline sprinkled with many small fishing villages and corsair settlements.

Ruler: Salaad ibn Hassan 

Capital: Gan

People and History

See Jameis Farstrider's Guide to the Guelph Peninsula for background on the Guelph States.

The most conservative and traditional people of the Guelph peninsula, the Salleeki are segmented into a number of clan or tribal groupings. The leader of the Hasan clan that controls the largest city Gan is usually recognised with the title of Sultan of all the Salleeki, although in reality this title usually wields little influence outside their own territory.

Unlike their Tellvolki and Paniote neighbours, the Salleeki remain extremely resistant to outside influence or advancements and the majority live life much as their ancestors did during previous centuries. Caravans travel the north/south routes through the desert, although in smaller numbers than neighbouring Pan, and external trade is not as prevalent. 

Corsairs are prolific along the coastline and provide a major source of income for coastal tribes.

Salleeki Cities and Towns of note

Gan

Salleeki Settlements in New Terra

None known

Diplomatic Relations: 

Relations

Diplomatic relations are rated on a scale of 1-5 (1=Very Friendly, 2=Friendly, 3=Indifferent, 4=Unfriendly, 5=Very Unfriendly/Hostile. A rating of 5 doesn't necessarily mean the nations are at war and conversely a rating of 1 doesn't mean the nations have an alliance.)

Corrington: 4 Unfriendly

Eslandola: 4 Unfriendly

Oleon: 4 Unfriendly

Sea Rats: 4 Unfriendly

Mokolei: 5 Very Unfriendly

War: While an official state of war between Tellvolk and Selleek and the Mokolei Empire does not exist, an almost constant state of cross border raids and skirmishes is currently occurring.

Diplomatic alliances and pacts: A loose, informal Defensive Alliance with Tellvok and Pan.

Salleeki Characteristics

Each NPC nation has values for eight primary characteristics set by leadership for the purposes understanding the powers of NPC nations. These values are dynamic and may change periodically in response to events in the Brick Seas.  

Naval Power: 4

The coastal villages and towns of Salleek host large numbers of skilled seafarers, who are notorious corsairs and pirates. Like Pan, the Salleeki favour ocean going galleys and xebecs. Although each group are as likely to raid each other as well as outsiders, in times of great threat they have been known to come together and fight as a unified fleet.

Military Power: 2

The Salleeki field no unified army. Rather each tribal chief usually maintains a number of household warriors and can call on levies in times of need. Warriors are mostly mounted on horse or camel, firearms have become common, although are often antiquated compared with Madrician weapons.

Scientific Advancement: 2

The deeply conservative tribal culture of Salleek does not encourage scientific development. The majority of the Salleeki live much the same as their ancestors. 

Political/Diplomatic Influence: 2

The loosely based tribal system does not lend itself to outside political or diplomatic influence. The Sultan wields little influence outside of Gan.

Inner Stability: 5

Although there is no central government, the patrilineal clan families remain relatively stable. Inter-clan skirmishes are common, although they are usually short-lived and limited in nature.

Treasury/Coffers: 3

No central treasury is maintained, individual chieftains retain differing amounts of wealth.

Exploration: 2

Mostly a closed society, their conservative culture does not encourage outside exploration, foreigners are generally mistrusted, especially those from the Madrice Peninsula who are mostly equated to the Oleon 'invaders' of Guelph.

Cultural Advancement: 3

The tribes of Salleek remain deeply conservative and resistant to anything that threatens the established status quo. The clans use deeply ingrained customary law to govern their communities with complete independence.

Known Saleeki Personalities and Organisations

None known

Examples of Saleeki builds

Coming soon!

Examples of Saleeki troops

Coming soon!

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Pan

Flag:

38343312172_6998945474_z.jpg

Primary Colour: Gold

Secondary Colours: Brown

Demonym: Paniotes

Nickname 'Pearl of Guelphia"

Primary Real World Influences: Hassana is a large, well-protected port on a rocky coastline, not unlike Muscat, Oman. Interior of the nation is largely arid with a landscape similar to Oman or Yemen on the Southern end of the Arabian peninsula.

Ruler: Sultan Tariq III

Capital: Hassana

People and History

See Jameis Farstrider's Guide to the Guelph Peninsula for the History and Geography of the Guelph States.

Pan is the smallest nation of the Guelph Peninsula and is based around the heavily fortified coastal city of Hassana. Hassana's excellent natural harbour is encompassed by a series of rugged rocky peaks. A series of strong fortresses take advantage of this terrain to make Hassana virtually impregnable. There are few other substantial settlements, although none come close to Hassana in size and population. Small settlements can be found along the coast and around oases or other permanent water sources inland. The coast around Hassana is famous for the pearl industry, giving the nation its nickname 'the Pearl of the Guelphia'. As with much of the Guelph peninsula, dates are the primary crop grown in areas around permanent water, with only enough grain production to just sustain the population. Fishing is the main source of protein for most Paniotes and goat is the most common livestock. Corsairs are present along the coastline of Pan, although not in the large numbers experienced in Salleek to the west and not so overt. The Sultan's fleet is known to periodically crack down on corsairs, although it is common knowledge that the Sutlan's officials can usually be paid off. Fleet captains themselves are not unknown to engage in piracy occasionally. 

During the short civil war that preceded the Oleon union with Guelph, Pan sided with Guelphi nationalists and this has produced a historic enmity with Oleon, who even after 150 years most Paniotes consider foreign occupiers of their northern neighbour.

Paniote Cities and Towns of note

Hassana

Paniote Settlements in New Terra

None known

Diplomatic Relations: 

Relations

Diplomatic relations are rated on a scale of 1-5 (1=Very Friendly, 2=Friendly, 3=Indifferent, 4=Unfriendly, 5=Very Unfriendly/Hostile. A rating of 5 doesn't necessarily mean the nations are at war and conversely a rating of 1 doesn't mean the nations have an alliance.)

Corrington: 3 Indifferent

Eslandola: 3 Indifferent

Oleon: 4 Unfriendly

Sea Rats: 3 Indifferent

Mokolei: 4 Unfriendly

War: None known

Diplomatic alliances and pacts: A loose, informal Defensive Alliance with Salleek and Tellvok.

Paniote Characteristics

Each NPC nation has values for eight primary characteristics set by leadership for the purposes understanding the powers of NPC nations. These values are dynamic and may change periodically in response to events in the Brick Seas.  

Naval Power: 5

Natural seafarers, Pan boasts a relatively large fleet of galleys and xebecs which are mostly under control of the Sultan. Larger trade ships are also common, with some occasionally being sighted in the waters of New Terra.

Military Power: 3

The Sultan maintains a small elite Royal Guard based in Hassana. The guard is well trained and motivated and is tasked with protecting the Sultan, keeping order in Hassana and manning the fortresses protecting the harbour. These forts are well designed, made of stone and contain large numbers of cannon.

Scientific Advancement: 3

Mostly a conservative society, Pan is slow to adopt technology, mostly viewing it as foreign corruption, especially anything originating from the Madrice Peninsula who they generally equate with Oleon. They have however embraced some technology, especially when it aids the defence of the nation. A notable example is the adaptation of (mostly Mokolei) artillery in both fortifications and ships.

Political/Diplomatic Influence: 3

This small but relatively rich nation wields little influence outside its immediate neighbours, although it's relativity powerful fleet commands regional respect.

Inner Stability: 8

The Sultan's dynasty has ruled Pan for a long time and Tariq III is a widely popular ruler in his prime. Some more progressive elements are rumoured to oppose his rule, although there is no serious opposition at this time.

Treasury/Coffers: 5

Considering its small size and limited population, Pan is relatively wealthy. Much of this wealth is derived from the pearl industry and some silver mines in the interior. The ruling family is rich and a significant merchant class exist who are currently actively expanding trade.

Exploration: 3

Their conservative culture does not generally encourage exploration, although the developing merchant class are rumoured to look eastward for new opportunities.

Cultural Advancement: 4

A deeply conservative culture where old religious ideals and moralities hold great influence although these are starting to struggle with new ideas being introduced by trade. Public gardens are a sign of the Sultan's wealth and are spread through Hassana and common arts include jewellery and pottery.

Known Paniote Personalities and Organisations

Sultan Tariq III

Examples of Paniote builds

Coming soon!

Examples of Paniote troops

26620000439_3917e480b5.jpg

 

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Altonia

Flag:

 

41709168810_32cdf2763c_o.png

Primary Colour: Green/Bright Green

Secondary Colours: White

Demonym: Altonian

Nickname: "The land of the Windmills"

Primary Real World Influences: A mixture of Dutch in the coastal lowland areas and Swiss in the highland regions and political system.

Ruler: Queen Briggette III

Capital: Ulric

People and History

The Kingdom of Altonia occupies an isolated area at the North eastern tip of the Madrice peninsula that is dominated by high mountain ranges and harsh winters.

The mountainous landscape makes arable land for large scale agriculture scarce. Farming is centred in the lowlands around the north-western coast where all the Kingdom’s large cities can be found. To extend the amount of arable land, large scale land reclamation is practiced in this area with a large system of polders and levies present. The nickname 'Kingdom of Windmills' comes from the large amount of windmills used for pumping the reclaimed land in these areas. Outside of the north-western lowlands, the majority of the population are rural. They dwell in permanent towns and villages nestled in deep valleys; however, every spring large portions of the population will migrate with their livestock to summer pastures and temporary stone summer houses higher in the mountains. This bi-annual migration, known as transhumance, allows the communities to sustain much larger herds than the lowland areas could sustain alone.  

Rural or urban, the people of Altonia are famed for their friendly hospitality, honesty and openness to accept others.

Altonian Cities and Towns of note

Ulric

Altonian Settlements in New Terra

None known

Diplomatic Relations: 

Relations

Diplomatic relations are rated on a scale of 1-5 (1=Hostile, 2=Unfriendly, 3=Indifferent, 4=Friendly, 5=Very Friendly)

Corrington: 4 Friendly

Eslandola: 4 Friendly

Oleon: 4 Friendly

Sea Rats: 4 Friendly

Namere: 3 Indifferent

Diplomatic alliances and pacts: None known

Altonian Characteristics

Each NPC nation has values for eight primary characteristics set by leadership for the purposes understanding the powers of NPC nations. These values are dynamic and may change periodically in response to events in the Brick Seas.  

Naval Power: 3

Altonia maintains a small, mainly coastal, fleet whose main purpose is the defence of Altonian ports and coastal shipping.

Military Power: 4

A small, well-armed and professional army is maintained mostly in the main cities; however, a large well trained citizen militia can be raised to defend the realm if necessary. In all her history Altonia has never fought an offensive war and her armies train to fight purely in defence of their hearths and homes. Despite this; for centuries young Altonians looking for adventure have fought as mercenaries in foreign conflicts; especially in neighbouring Namere, where they have gained a fearsome reputation and are highly sought after.

Scientific Advancement: 5

The open nature of the Altonian people means they are quick to welcome new ideas and customs which in turn promotes scientific research and advancement. Basic education is common even in rural areas with one of the highest rates of literacy on the Madrice peninsula.

Political/Diplomatic Influence: 4

The Altonians are known and respected for their long tradition of peaceful neutrality and are often called on to help arbitrate disputes and conflicts amongst other Madrican nations. Their fierce neutrality and steadfast refusal to become involved in foreign conflicts has; however, limited their influence somewhat.

Inner Stability: 10

Altonia has one of the oldest constitutional monarchies on the Madrice Peninsula. The royal family, while very popular, has little influence in government. Rather, a large parliament made up of members from the lesser nobility from the many regions (or cantons) of Altonia determines state policy. Most cantons have a large degree of autonomy although maintain a very strong unified Altonian identity. Altonia is considered one of the most stable nations of Halos.

Treasury/Coffers: 5

Peace and stability combined with their habitual honesty have brought modest wealth from trade, although this is becoming more limited by the lack of overseas colonies.

Exploration: 3

Altonia is aware of the new lands to the east; however, despite extensive debate in parliament has yet to attempt any voyages of discovery or colonisation. An influential league of merchants continues to push for a colony, mainly to open new markets from tropical cash crops such as sugar and spices.  

Cultural Advancement: 4

Strong traditions prevail in Altonia, although the bi-annual migration in rural areas generally prevents the large scale building of monuments or cultural buildings outside the major cities.  

Known Altonian Personalities and Organisations

None yet

Examples of Altonian builds

None yet

ALL PLEASE DO NOT POST IN THIS THREAD. WE WILL CONTINUE TO MAKE ADDITIONS. PLEASE POST ANY COMMENTS/QUESTIONS IN THE INTRO THREAD HERE.

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