SilliNES2: Pure Story and World Building NES Succeeding? PFFFFF, YEAH RIGHT!

The Makeup of the Stafian League





Overview

While much of the nations that make up the Stafian League are splinters of what once existed in the dark ages of man and during the bronze ages through radical and different changes that have taken place since then, they still share the same culture that they once had. The League itself is made up of thirteen different nation states made up of the varied and many cultures that made up most of the Stafian Hegemony before it's collapse in 243 B.C. and the rise and subsequent collapse of the Stafian Empire from 421 A.D. to 890 A.D. The list of nations are made up of independent kingdoms and republics united by the want for prosperity and trade throughout the Stafian Sea and the great ocean to the west.



The Kingdom of Rheinhart

Although miles away from the Rhine itself, the Kingdom once ruled a vast domain stretching across the Germanic countryside and dominating the area in wide swathes. Renowned for military precision and solidarity, Rheinhart is one of the first kingdoms to face any threat to the League from European invasion. A series of bloody wars in the 13'th, 14'th, and 15'th century tore Rheinhart apart as well as a vicious and massive civil war that was quelled only through heavy handed retaliation throughout much of the nation before finally being broken down and destroyed. Today, Rheinhart controls the primary nexuses of trade and Ostgard, Blankersmarsch, and Werstharbor, and is the primary exporter and maker of weapons and munitions for the Stafian League and for sale abroad.



The Juteland Republic

Established seven hundred years ago, the Jutelander Republic is one of the longest lived democracies in Europa, having survived three hundred and seventy years since the last despotic ruler who overthrew the democratic nation was assassinated in a brutal power struggle known as the September Terror which left thousands of civilians and thousands of soldiers dead across the Juteland. The result, however, was the creation of the Juteland Republic, soon allied with the Stafian League to establish peace in the Stafian Sea and unite the previously warring petty kingdoms of Staffa, Sturmland, and Farrbrook under banners of unity. Leading the most powerful navy in northern Europa, the goal of the Republic is simple, and that is to preserve democracy and continue to retain their foothold on the Jutland while fighting their Ostrian rivals. Though peace has cooled over the nations in these years, war threatens to break loose again from Jutelander imperialists, eager to expand south and secure the Ostrian dominions in southern Germania, claiming it as their manifest birthright and what rightfully belongs to them.



Stahlsturm Confederacy

In what was once Prussia, the split of the Germanic kingdom in 1456 A.D. led to the decline of order in the region as seven kingdoms rose up to replace it before being slowly whittled down to four separate ones, who today are united in all but name and in treaty. The Confederacy has long held the belief that a strong and militant army is the surest path to victory at war, and to that end, huge militant programs have been organized throughout the entire nation, striving to make sure that the Confederacy's army remains the most powerful in northern Europa. More isolationist than their neighbors in Rheinhart and in the Juteland, they still trade quite heavily and have swallowed up some of the pettier Baltic Republics and parceled them out to the nations in the Confederacy that have worked together to secure them, and while seemingly divided internally and externally, they have shown a tenacious grasp on power and refuse to let go or know surrender until every man has fallen to sword or steel.



The Kingdom of Ashemarke

One of the relatively newer kingdoms formed barely seventy years ago and scraped together from a slew of petty lesser kingdoms in lower Stafia, the Kingdom of Ashemarke is a bold entity, one which has the blood of the ancient Stafian raiders behind it and with a legacy that is hard to live up to, to put it bluntly. Although the people of Ashemarke have put the brutal legacy of their ancestors to rest and taken up trade with the rest of the Stafian League countries, they are more than prepared to go back to war again and are ready to antagonize in order to do so for the promise of plunder, territory and power. First on their platter is the rogue kingdom of Iceland and of Svalbard to the north above the Rus dominions, which Ashemarke has made plans for; plans that will see fruition and the light of day, or see the nation split asunder for the want of what it must obtain to sustain a legacy of the gods.



The Kaulairn Hegemony

Occupying lower Sturmland, the Hegemony is perhaps one of the richest and most powerful of the nations that are a part of the Stafian League. Unlike their squabbling and divisive neighbors, throughout it's history the lands of the Hegemony have been led by strong authoritarian leaders, but it is only now that they have switched from a powerful monarchy to a council of merchant princes that rule the country and let the trade and wealth of a gold coveting empire flow through the Baltic and out to the rest of Europa. Cohesive and powerful, the chafing binds of unity have slowly frayed and internal turmoil is sure to break loose, with factions inside vying for power and for different governments than the one currently in power, though the Hegemony is more than happy to spend the coin required to keep the revolts down and the people sated on their practice that emulates the ancient Roman bread and circuses practice.



The Tulurian Republic:​

Yet another nation pieced together from squabbling petty states, the Republic was forged out of a brutal war for power during the October Revolt which gradually spread from one kingdom to another as a powerful faction rose to power and gradually overthrew those that stood in their way. Occupying most of the coastline and the riverlands of northern Stafia, Tuluria has the mindset of industry leads to power and has been upgrading and buying machinery for it's cities and for it's towns, eager to spin the wheels of industry together with it's neighbor in Gravemount in order to make the League powerful, not just on the backs of the wealth of the Hegemony and the Farrbrook Monarchy.





More tomorrow, I am busy right now.
 
Is the Kaulairn Hegemony intended to be a successor state for the Kansan Tuhat Saarta? If so, I was hoping to make a successor state for them :derp:

At any rate, Quechua and Amazon stuff incoming shortly
 
Is the Kaulairn Hegemony intended to be a successor state for the Kansan Tuhat Saarta? If so, I was hoping to make a successor state for them :derp:

At any rate, Quechua and Amazon stuff incoming shortly

Not really, I was trying to mix up names without making overtly Scandanavian/Germanic names for the sake of flavoring and trying to be original; feel free to make a successor for them.
 
The Greater Kongo Kingdom
Colour: Dark Green
Area: Modern Equitorial Guniea, Cameroon, Congo, DR Congo, Central African Republic, Uganda and South Sudan, Northern Angola
Cities: Bandulu, Kampala, Loubomo, Luanda (Capitol)
Armies: Though the average soldier is just a cloth wearing individual with a pointy stick, the elite Kongo soldiers are similar to OTL ninjas, called Tushars, with the same stealth abilities. They however, fight primarily with curved machetes called Nimchas. They are an extremely dangerous and feared force, keeping enemies away.
Navy: No technical navy, though massive numbers of privateers patrol the Atlantic in the name of Kongo
Stability: Bloody brilliant.
Economy: The GKK makes the majority of its money from the export of valuable African goods to European and North American states.
Religion: Animism
History: The Greater Kongo Kingdom was formed in the last 30 years by the mighty warlord Odolwa Tabode, who unified thousands of the tribes under his iron fist and his excellently trained Tushars. He has spent the last few years building up the infastructure of the empire, including using the rivers as a water-based boat highway and beginning major trade. He soon plans to industrialize his army.

AND

Jorge Khan
Age: 40
Occupation: Bloodthirsty Warlord, Professional Chef
Political Affiliation: The Great Mongol Empire
Current Residence: Tenochititlan, Aztech Empire
Bio: Jorge Khan is a distant relative of the great Mongol Warlord Genghis Khan, which has caused him to dream of forming his own great Mongol Empire after his ancestor. He is known to brutally murder flies, and has struck fear into the residents of the cobweb outside his restaurant, The Skeletal Remains of a Fear-Stricken Child. He is known locally for also making the best burrito you've ever eaten.
 
The French Empire

Spoiler map of France :


Spoiler flag :



Head of State: Emperor Phillip V
Head of Government: Chancellor Francisque Solomon

Government: Semi-Constitutional Monarchy
Capital: Paris
Religion: mixed, though Catholicism is dominant. Notably there be the Cult of the Emperors which slowly rises.
Culture: patronage of the arts.
Economy: decent.
Stability: shaky due to conflict between those who want a strong single leader and the anti-authoritarian crowds in all their own visions.
Military: very strong and organised.
Navy: neglected in favour of a strong army.
 
Terrance, is my Bhutanese Empire accepted?
 
The Ostrian World Press
What the hell is a Ostrich?

Africa down under:

The Albion Union is one of the trade partners that the Greater Kongo Kingdom has, exchanging the former's cloth and culture for the latter's cotton, creating much wealth and well-being for the both of them. The Albion traders also notes that there are animals called 'Ostriches' in Africa, which causes confusion since there are no Ostrian ruins there.

All at home:

The relationship between Eisen Europa and the Stafian League is much better compared to their historical descents, but this does not mean that peace is the norm, however. The conflict between Europa and the Stahlsturm Confederacy would be one of the earlier examples, as the two decided to sort out their borders by fighting each other for it. Only the freelance traders from the League trade with Europa, and even then, they only do it occasionally.

Due to the changing times, the Albion Union is also a trade partner with some of the members of the Stafian League, along with the Franks to the south. However, the Cult of Emperors is seen by the despot to be something which might cause problems in the future, with it's emphasis on that any religions which is not itself is heretical.
 
The Great Bhutanese Emperor believes that all non Bhutanese are Barbarians. So, the Ostrians are Barbs.
 
So I wrote up a massive thing for Tawantinsuyu (the Inca) but then weirdness with civfanatics deleted it all. I'll be able to rewrite it and also stuff for an Amazonian state and a Kansan Tuhat Saarta successor state this afternoon.
 
I mentioned the Incans in my Aztech post, ork, could we negotiate? :p
 
Perhaps. Do we know if the magitech/advanced steampunk is canon, because I wrote it as an "1800 with basic airships and steam engines" type of thing.
 
Perhaps. Do we know if the magitech/advanced steampunk is canon, because I wrote it as an "1800 with basic airships and steam engines" type of thing.

3 players accepted it so if you accept it, that makes a four and it becomes bona fire canon.
 
Bhutanese empire non canon cuz no one else referred to it yet.

Steam punk non canon or established yet but does have plenty support. It would be fun if the Natives were steam punk while the Europeans aren't. Also, remember, mass production isn't available yet! Most steam punk stuff would be like in real life early steam engines come from clusters of workshops and laboratories.

Going to post a set of canon later on.
 
Mr. Novak needing ingredients for make bread so goto market, but not have tradable currensy so is now look for job.
 
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