Varica: In Haeka's Name

Fulton

King
Joined
Mar 5, 2007
Messages
935

Introduction
A hundred and twenty years ago the great warlord Hroth united the disparate Haecomus of the central jungles. He built cities, cleared land, ordered that for the time his language be written down, and drove the Fulanti from our homelands.

Hroth gave us a century of peace. Now, that peace is gone. The last of his line has died and Hroth’s peace died with her. Today, we are a people divided. A new Emperor sits on the throne of Varica, but he is a shell, a shadow of the greatness of Hroth. The network of traders and messengers has broken down, our neighbours covet our lands and the Fulanti lie in wait in the darkness, eager to strike at weakness.

Your father was strong. Strong enough to hold our people together in this dark time. But he lacked vision. You, you have the vision to see us through to the light of the future. You have the acumen to fine outlets for our products. You have the charisma to find us friends amongst the other kings and thanes. You have the strength to enforce our will. Our people are strong. The thanes bow to your might. Together, we will weld the tribes together into a new empire.


In this game you will take control of a tribal confederacy in an alien world. The Haecomus are, for all intents and purposes, human, and Valdis is in many ways similar to Earth. You take control of a king commanding a group of 3-6 tribes. There is no such this as victory. You decide what ‘victory’ means. It may mean having the largest richest cities. Perhaps you will be satisified the have the happiest people on the continent. Maybe you will be happy when you dominate Valdian trade. Some might not rest until the last wretched Fulanti has been purged from this world. Maybe, just maybe, your sword won’t be sated until it has tasted the blood of the false Emperor himself….

In the Beginning...
Spoiler :

In the beginning, there were only stars. Each star had a name and each was granted the power to bring about life and happiness. But the stars were jealous of their light, and kept it all to themselves. They built homes in the sky, keeping their light in their hearths. What we see in the night sky are merely tiny specks of light escaping from the chimneys of the cruel homes of the stars.

One star grew cold and alone in his home. This star was called Haeka. Haeka lived in his star-home for untold eons. The light he had been granted kept him alive, brought what he thought was happiness to him. Like all of his star brothers, he spent his time gazing into his light, but it brought him no happiness. He had never known any different, so he assumed that what he did feel was happiness, but he never knew real joy.

That is, until one day, when there came a knocking at his door. Somehow, he could not know how, three star-children lay at his doorstep. Haeka was shocked. If no star ever left the light of their home, then how could two have joined themselves to produce these star children? A new emotion struck Haeka. One he had never known before. He could not abandon the foundlings to their doom, so he brought them into his home, to be warmed by his light.

Haeka gave unto the three children of his light selflessly, giving all that he had. New emotion swelled over him, and for the first time in his life, he felt true happiness. Haeka had discovered the secret of light. The joy that it could bring could not be found by keeping the light to himself, but by using it to nurture others. Haeka adopted the three as his own daughters. He gave them the names of Ptolos, Thea, and Sara. In the language of the Haecomus, these names mean radiance, starlight, and sunshine.

In time Haeka’s daughters grew and became to shine with their own light, a light that grew from within themselves. Haeka was filled with great joy, as were his daughters, and they lived for a long time together in their house.

But eventually the sisters grew restless. Out of the windows of Haeka’s home they had spied a home that had no light. They asked their father what it was, and he said unto them, “That is a land of darkness. There dwell many lesser peoples there, who should be spared from the light. They are not deserving of our love.”

The sisters were horrified at their father’s words, “Aren’t they all creatures of life and death, as we are? How are they less deserving of us, just because we have light and they have only darkness?” cried sweet, little, Thea. “How can you deny them love, father?” demanded the strong-willed Ptolos, “Have you learned nothing since the day we came to you?” Haeka was angry with his children, and scolded Thea and Ptolos.

Sara held her tongue, but not because she disagreed with her sisters.

“Come my sisters,” she urged, “We cannot deny these people the light we love, let us go alone, and breathe life into their home.” So the sisters left alone, while Haeka was asleep. They left for our world, Valdis. The three stood in a circle around Valdis, and with all of their power, gave their light to Valdis. This light gave birth to the races of Valdis. From the radiance of Ptolos was born the Sargothi, who, taking after her, were smart and proud and brave. From Thea were born the Haecomus who were as graceful and creative and kind as their mother. And from Sara came the Thune, who were great builders and scholars and craftsman, which their mother gave unto them specially, to keep them through darkness.

But there were many Sargothi and Haecomus and Thune, yet only three sisters. The Haecomus and Thune took gently of their power, taking it only for half of the day. The Sargothi however, craved more and more light. They took and took and took, until the three sisters were exhausted. Still the Sargothi took, until the sisters lay dying in the skies above Valdis.

It was then that Haeka woke from his slumber. He could find no sign of his daughters. He searched, and searched, and searched, but could find no trace. Desperate, he threw himself out of his home, and saw the horrible sight of his dying daughters.

At first Haeka was angry, and blamed all of his daughter’s creations for their doom, and an age of darkness befell the world. In that time the Sargothi fell upon their brother species, and stole their life force from them. Ages went by, for a millennium for us is but a split-second for a star. Haeka was quick to realize his mistake, and blasted the Sargothi from the land, leveling their cities and scouring the countryside of their villages. The world suffered for the sins of the Sargothi.

Then Haeka held each of his daughters, and wept deeply for each one of them. Some days he still weeps, remembering his lost children. On those days his tears rain down upon Valdis, purifying the earth and bringing life to the creatures his daughters made.

Haeka looked upon the world as he wept. At last, too late, he saw the error of his ways. He returned to his home, and took his light from out of his hearth. He set fire to his home, and wandered into the darkness, his light banishing the darkness. He shared his light with the surviving children of our world. Though his children might be dead, their memories would live on in their children. He built three mausoleums in the sky, and put in each a portion of his light, so that, even at night, when Haeka’s wanderings take him far from our sight, we would remember the sacrifices of his children.



The History of Valdis
Spoiler :

The Real History:
(This is out of character knowledge. You don’t know this and neither does anyone else in the game world.)

Four sentient races have existed on the planet of Valdis, but only two of them are natural. Eight thousand years ago, the Sargothi, huge amphibious creatures, dominated the planet. Their great sprawling cities dominated vast tracts of land. Their interstellar empire spread for thousands of light years.

The Sargothi raped worlds and devastated any other cultures they came across. They took slaves from the worlds they conquered and brought them back to Valdis for experimentation. It was from these experiments that the Haecomus and the Fulanti were born. Like a dozen other slave races across the Sargothi Empire, they were created deliberately to serve the Sargothi. Each race was specially created to fulfil certain tasks, but only the Haecomus and Fulanti served in great numbers on Valdis.

The Sargothi were not kind masters. Fulanti and Haecomus killed each other for the entertainment of the Sargothi. Others were forced into sex slavery or the backbreaking labour. As the Sargothi grew lazier and more decadent, they began to raise the cleverest of their slaves to positions of authority. Eventually, most of the day to day running of the Sargothi homeworld was done by slave races.

But the Sargothi could not rule forever. After two thousand years the Sargothi destroyed themselves in a vicious civil war. They may still survive elsewhere in the remnants of their shattered colonies, but none remained alive on Valdis.

Their cities were nothing but empty husks, where anything remained at all. The ruins were quickly overgrown by the rainforests of the south. In the north, and on the continent of Karagarada, the devastation of the war left nothing but vast deserts. Half of all life on the planet died, including most of their slave races.

Those who did survive fell into barbarism as they picked clean the bones of Sargothi civilization. After centuries of death, only two species remained: The Haecomus, based on primitive creatures taken from the Sol system, and the Fulanti, based on animals from the Juliaka system.

Just before the war, a species the Sargothi had ignored had just begun to use tools and develop a rudimentary language. They were the Thune, large rodents who lived in the vast savannah of the Karagaradan continent. The war ravaged their homeland and the newly developing Thune had to adapt to the vast deserts.

Known History:
(This is the history you know)

In the dark times before Haeka brought us light, the world was ruled by the Sargothi. They were giant demons who rode across the world in giant iron steeds and who built towers as high as the mountains.

They were cruel lords who knew only the darkness. In those days, the Haecomus hid. We hid in the jungles and the caves and the mountains. We hid from the darkness and from what the Sargothi would do to us if they caught us. Even the mighty Thune hid for fear of the Sargothi. We were lost and alone, not knowing Haeka’s light. The Sargothi set upon us lesser demons of darkness. The Fulanti. They hunted us and killed us for sport, for fun.

But Haeka’s judgement came. He came to free his grandchildren from the darkness. The towers of the Sargothi were destroyed by great balls of light. Soon, days would dawn and the Haecomus would stumble into the light.

The Fulanti were leaderless and the Sargothi destroyed. The time had come for the Haecomus to claim their birthright and purge the jungles.

It was also in this time that the Thune empires rose. They claim to come from the far east, from a land no Haecomus has set foot on. They built great cities on the coast and spread westward. Villages grew in the north as the Thune continued to migrate. But as the jungles and forests of the south grow northwards, the Thune begin to return to their homes. The days of the old empires are numbered. The grasslands to the north will be ours, just as the jungles are, and just as the whole world is meant to be.

Recent History:

The Haecomus were little more than barbarian tribes, warring with each other and living off the land. Some developed agriculture, but farms are difficult to carve out of the rainforests. Some went north to the grasslands to live amongst the Thune villages where farmland was good. South went south across the great mountains. Most remained in their homelands.

A hundred years ago a man rose who would change all of that. His name was Hroth. Hroth united the Varican tribes and drove the Fulanti once and for all from our lands. With peace established, he held onto power and set his great army to work on clearing land. He founded a mighty city at the confluence of the two greatest rivers: Varica. From Varica, he built more cities and cleared more land. He granted this land to his veterans whose ancestors still farm it today.

His most loyal supporters were put in charge of the lesser tribes. They would rule provinces in his empire for him, and bow only to he, the mighty Varican Emperor, and his heirs. These provincial lords were known as Kings. The lesser tribal chiefs would be known as Thanes.

Mines were built, trade routes established, and trade encouraged. The Haecomus had finally begun to produce at a level slightly higher than subsistence. An agricultural revolution was at hand. Along with it came the beginnings of a cultural transformation, from migratory to sedentary life.

Hroth’s children ruled for three generations until Hrothiya, pregnant with the last heir in Hroth’s line, died in childbed and took the children with her.

Twenty years of chaos resulted. Hroth’s empire fractured. A dozen-sided civil war ensued that broke apart much that Hroth had done. In the end, one man stood victorious, a wily politician who had renamed himself Hroth, the fourth by that name to rule. But the Empire he ruled was a shadow of its former self.

During the twenty years of war, some of Hroth’s provincial kings joined in the civil war, but none could seize the capital. Whether they fought or not, all began to consolidate power within their provinces. Soon, provincial cities grew to rival Varica.

Meanwhile, other powerful tribes began to weld together their own confederations on par with the provincial Kings. These wild kings made attacks on their provincial neighbours and eventually, forced each king to build his own armies to protect their homelands.

Today, most kings acknowledge Hroth IV as the Varican emperor. They pay lipservice to being his vassals. In truth, few would come to his aid if he needed it, and many more would prefer to see him dead, or to take great city of Varica for themselves…



The Races of Valdis
Spoiler :

The Haecomus
The Haecomus are the dominant species of Valdis, so far as they know. There is great variation between Haecomus depending on how they have adapted to their homelands. Varicans are known for their size, usually standing between 5’2” and 6’, several inches taller than most other Haecomus. Varicans have a wide range of hair colours, mostly commonly a shade of brown or brown-red, but also blacks, blondes, and reds of all shades. Eye colours tend to be brown, but also blue, green, grey, and even the rare black or yellow are possible. Varican skin tone is usually a lighter shade of brown, though in some tribes a lighter skin tone is dominant.

Haecomus are in appearance very similar to humans, leading some future scholars to guess that the Haecomus were modelled off of captured humans. The most notable differences are found on the female of the species. The female Haecomus has a special organ known as the ‘lover’s pouch’ similar to what some reptiles on Earth and mammals on Valdis possess. It allows the female to store sperm for several months, only allowing it to escape the pouch and fertilize her egg when she chooes. It gives the female Haecomus complete control over reproduction, which has created some interested gender dynamics in Haecomus society. Also notable, Haecomus children are born in litters of 2-4. Single births are uncommon but not unknown, as are births of 5, 6, or even 7 children.

Haecomus in general, and Varicans especially, are known for their passion. They are passionate warriors, lovers, and explorers. They often do not think before they act and are quick to rise to something they see as a challenge.

Varicans have a strong oral culture. Only recently has a written form of language been developed, and fewer than 1% of the population can read or write it. Their history is passed down orally through stories and song. Some are simple folktales passed down from grandparents to grandchildren, some are epics that take months to tell and are sung by the songweavers and are never the same twice. It is through these stories that social rules, tribal law, religion, history, current events, and more are passed on. This is slowly changing as writing, both the written Varican form and imported Thune writing systems and texts, becomes more widespread.

In most tribes, Varican society is relatively egalitarian. Unlike the Thune, gender roles are not absolute. Women are considered equal but different and have a strong voice in politics. It is not uncommon to see some female Haecomus march with their menfolk to war. This number is however, still small. Men are still the dominant force in most tribes, though the odd tribe is matriarchal and some tribes have allowed a powerful female leader to rule. Hrothiya, the last ruler before the fall of the Varican Empire ruled for six months before dying in childbed.

All players are Haecomus.

The Thune
In reality, the Thune are the most powerful species on Valdis. Almost as numerous as the Haecomus, they come from the arid plains to the north of the Varican rainforests and the Pythian mountains. They migrated to the smaller continent due to population pressures and the effects of drastic climate change as the world cooled as a result of healing from the Sargothi’s destruction. The majority of the Thune now live either in the smaller continent, or in the equatorial grasslands on the eastern coast.

It is the Thune of this east coast that have the most contact with the Haecomus. The Thune city-states are constantly vying with each other for power. Many cities dwarf even mighty Varica. Karski, traditionally the most powerful city, is said to have a population of over 150,000, making it the largest city outside of the fabled Karagarada, a legend of the Thune continent. Some Thune continue to live in small communities to the north, though they now face pressures from migrating Haecomus and refugee Fulanti.

The Thune are descended from rodents and have a hunched posture. They can travel on all fours, but prefer their hind paws for upright walking. They average 4’ tall, though they would stand taller if not hunched. Their fur varies in colour but is often sparse and a light brown or grey colour for those living in the equatorial zone. Northern Thune have much thicker fur that tends to be a dark brown or black.

Thune are matrinlineal society, with children taking the given name of their mother as their surname. They are also strictly patriarchal. Women have their place, and they are expected to stay out of men’s work. However, the chief female of the household has complete authority over the home and family matters.

Thune have a strong sense of community and a great appreciation for education. They are often great traders, scholars, and innovators. Thune are not averse to warfare, but try to avoid it if they can gain a diplomatic victory.

Players cannot play Thune.

The Fulanti
The Fulanti vary greatly if their appearance. They are usually large creatures, growing up to seven feet tall but averaging six feet. They have fur all over their bodies usually in some sort of pattern or colour blend. They are bestial in appearance, sometimes with long snouts and sometimes with shorter ones. They usually have an upright posture but some run on all fours. They almost always have sharp teeth and powerful jaws and long, rending claws. Unlike the omnivorous Haecomus and Thune, the Fulanti are dedicated carnivores.

Fulanti organize themselves into bands and tribes, much as the Haecomus used to and to an extent still do. Their culture is in most cases very basic. The only clothing they wear are trophies and religious artefacts made from the skins and bones of their defeated prey or enemies. In most Fulanti bands, strength alone determines who leads.

A rare few Fulanti bands have begun to organize in the way the Haecomus have. Some have developed very complex rituals and societies, but they are very rare.

It is generally believed, even among the Fulanti, that their days are numbered. It is estimated that the Fulanti are outnumbered more than 10:1 by the Haecomus in their own homeland. It is not known whether Fulanti still survive outside of the rainforests.

Players cannot be Fulanti.


Geography
Spoiler :

Known Valdis can be divided into five major regions. Each of these regions has a wide range of physical features, but as a general rule, they tend to conform to similar patterns. In addition to the main continent, there are many legendary lands across the seas.

The Homelands
The Homeland region of Valdis is dominated by vast rainforests. Criss-crossing these rainforests are hundreds of rivers. Almost all of them eventually drain into the mighty Dhun River that leads to the Great Eastern Sea. The rainforests eventually give way to mountains in the north and south. Along the coast between these mountains lies great hilly grasslands which are home to many pastoral Haecomus. The rainforests eventually give way to drier forests when the hit the mountains to the north and south. These forests thin out the further north one travels. The Varican Empire is centred in this region.

The Northern Reaches
Several tribes headed north, out of the rainforests. They found thin woods and expansive prairies between them and the frigid north. This excellent farmland is also home to Thune freeholds, smaller independent settlements that lack the population or technology of their brothers to the East. It is said the further north you go, the colder it gets, but the better the farmland. It is also said that if you go far enough north, another mountain range exists, populated by fell beasts and degenerate tribes of monsters.

The Land of Fish and Wheat
It is said that some Haecomus have braved the southern mountains. Those few that manage to survive a return crossing tell stories of Haecomus city states to rival those of the Thune. They speak of expansive plains of golden grains, fish so thick they jump into your boat, and animals twice the size of regular animals that have no fear of Haecomus.

Dracmoor
Dracmoor means ‘beyond the mountains’. In this case, beyond the northern mountains. The journey through the mountain passes are treacherous, largely due to the presence of the fierce Gamar tribe, but also due to the weather and the monsters that dwell beyond, eager to repel any who would invade their territory. The most frightening legend is that the Fulanti there have built their own city, a mirror image of Varica, and are building their own empire.

The Thune Cities
The Thune control the savannah between the rainforests, the northern reaches, and the Straits of Karano. Here the Thune struggle over each other’s riches. It is said that the savannah continues on the other side of the Straits, but no Haecomus has been allowed passage.

The Endless Desert
Beyond the Straits of Karano is said to be a vast, endless desert bordered by mountains. It is rumoured that beyond these mountains lies the edge of the world and that to climb these mountains will mean an infinite fall. Somehow, this desert supports the great Thune Empires with their fabled capitals. Most notbale is the legendary city of Karagarada, the city of knowledge. Here Thune have learned to tame the elements of wind, water, fire, and earth and record every word said throughout the world.

The Lost Continent
The lost continent is the name for the last Sargothi holdout on Valdis. When Haeka destroyed the Sargothi, his light failed to find this island, as the Sargothi dwelt in deep pits beneath the ground there, working their slaves to death in the depths working on unfathomable projects. Some say this island lies to the north, as only the Sargothi could live in the frozen pole. Other say the island moves and can appear anywhere with Sargothi loaded in ships ready to take entire villages captive.

Bahmal
The Fortress-island of Bahmal is scarcely believed to exist even by most Haecomus. It is said that the noble races of Thune and Haecomus were reduced to this one mighty but beleaguered fortress during the endless dark. It was during the last siege on Bahmal that the Sargothi and Fulanti were driven back by Haeka’s light. It is said the Haecomus and Thune spread out from this island. Only a few Haecomus stayed behind, vowing to keep the eternal flame at the centre of the keep burning for all time in remembrance.

Castles
Every Emperor, King, and Thane has a home. This home contains, at the very least, a great drinking hall where the lord and his people gather. These halls can be located in towns, villages, or even on their own. Ditches, hills, walls, and even gates often protect them. In rich kingdoms, even powerful local Aikings and high ranking Raeka may be given control of small border posts of village halls from which the local defence may be co-ordinated. As the game progresses, advances in castles will allow you to build larger and more advanced castles.

You should not where your king’s own hall is located. While you technically have a ‘capital’, in reality, this was merely the provincial capital of the former Varican province. Your ‘capital’ is wherever your king decides to hold court.

Ruins
Sargothi ruins overgrown, battered shells. They are dangerous and ill-omened, but they are also the bases for many provincial cities. They are well positioned, often in good harbours or at river forks or in areas with strategic value. They also provide a good base to build from as some have surviving canals, roads, or foundations. They are also a valuable source of metal. There are legends of what evils lurk in some of these cities, from enormous monsters to Sargothi remnants to Fulanti and degenerate Haecomus.

You may find Sargothi ruins as you explore Valdis. At your option, your starting city may be built on a Sargothi ruin. Otherwise, you may have one ruin somewhere in your starting territory.

A note on Valdis’ lack of metals
The Sargothi’s rape of Valdis left little in the way of natural resources. Trees grew back, ecosystems changed and recovered, and animals multiplied, but non-renewable resources like metals and fossil fuels were severely depleted. Mines are rare, as it is hard to fine useful deposits of metals. It is even more rare that the Haecomus, or even the Thune, have the technology to be able to access these deposits. As a result, the only major source of metals are Sargothi ruins or bog iron. Owning metal objects, especially metal weapons or armor, is a common way of displaying your status on Valdis.
 
Basics of Nationhood
Spoiler :

Income:
Spoiler :

Income comes from four sources: Agriculture, Settlements, Tribute, and Trade.

Agriculture: Every year at harvest time your loyal subjects turn in a portion of their crop to you, their lord and protector. Droughts are rare in Varica, but natural disasters like floods, earthquakes, or pest infestations can hurt agricultural production. In times of war enemy armies may raze your people’s fields and slay their livestock. Your income for that year may be affected by this plundering.

Settlements: Settlements of significant size are rare in Varica. Even the great city of Varica itself boasted a mere 60,000 souls at its height. Most settlements will contain between 5-25,000 people. For every 1,000 citizens, you will gain 2 EP. These EPs come in the form of taxes on your townsmen. Settlements are subject to the same natural disasters as agricultural land. The ravages of war can take a grater toll on cities, but settlements will have a wooden wall and hopefully a garrison to better protect from marauding enemies. A prosperous city untouched by hardship on the other hand can quickly become the heart and soul of your kingdom.

Trade: See Trade section below.

Tribute: Every vassal tribe pays 20 EP as default in tribute. Kings can demand a higher tribute, but this will hurt their relations with the tribes whose taxes are increased and may also harm the tribe. Likewise, a lower tribute will lead to friendlier relationships and stronger vassals. If a tribe has been called to war, then it does not pay tribute for that year.

You will receive income every year. You can find your Agriculture, Settlement, and Trade income in your profile. Your tribute can be set by you and should be included in your budget.


Vassal Tribes:
Spoiler :

You are the ruler of a tribal confederacy. Though they acknowledge you as their liege lord and protector, this is largely because you lead the strongest tribe, not because they believe in you.

Some tribes will be ancient allies, while others have been beaten into submission. Some thanes may genuinely believe in you, but most would gladly take your place if you prove to be weak or incompetent.

Every king has vassals. These vassals make up the bulk of the land and people he rules. Any king could be easily overthrown by his vassals combined might, but such an alliance is rare. Thanes are as antagonistic to each other as they are to you.

Powerful thanes may attempt a coup or rebellion against you either on their own or as a group.

Vassals present a dilemma. When they are strong, they are a challenge to your authority. When weak, they can contribute little to your realm’s defence. There are several ways you can manage your vassals.

The first is story posting. Unless specifically noted otherwise by the moderator, tribal thanes can be created and directed by the player. Don’t abuse this. Thanes are not mindlessly loyal sycophants. They are usually brave (and sometimes stupid) warrior lords with their own agendas, ambitions, and interpretations of honour and duty.

The second is through tribute. A light tribute helps a tribe grow and makes them more loyal, a high tribute does the opposite.

Warfare is another method. Getting a disloyal tribe’s warriors killed in battle is a good way to prevent a rebellion (or to start one if their thane finds out). When all else fails, using force to bust a few heads and install a new thane can solve some problems. Successful wars and generous distributions of lands and plunder will increase the confidence and loyalty of your vassals. Successful wars also increase the loyalty of your army and general populace. Losing wars does the opposite.

If you wish to engage in diplomacy with your vassal tribes, go through the same methods are other NPC diplomacy either message me or make a diplomatic post. If you decide to call upon a tribe’s warband, include it in your yearly orders.


The Life of the Nomad:
Spoiler :

Sometimes, it is in a tribe’s best interest to pack up their belongings and find a new home. They may be forced from their homes by a conqueror, flee a disaster or an overwhelming enemy, or simply seek greener pastures.

If you wish to do this, then all of your settlements, agriculture, and trade routes disappear. If your vassals are loyal, then their tribes will join you in your exodus and their warbands will automatically be raised. The moderator will assign you an income, which will be low.

Once you are on the march, the rest is up to you. If you wish to move to new lands, simply order your tribe to explore. You may find a paradise, or die in some Haeka-forsaken wasteland. Alternatively, you always invade a neighbouring tribe and take their land…

Upkeep for your military does not need to be paid when a tribe is on the move.



The Military:
Spoiler :

Spoiler :

Background
The army is divided into two categories. The first is the your king’s personal forces. These are professional soldiers maintained by your king. It is your responsibility to protect your people and subject tribes. If you fail to protect them, then your vassals will find someone else who can.

Professional forces are often inherited from the professional garrisons left behind when the Varican Empire collapsed, but not always.

1 EP buys a set number of soldiers of a certain type. These soldiers will then have an upkeep cost. Every year, you add up your upkeep, round up to the nearest whole number, and pay that number of EPs to maintain your professional military force.

There is no penalty for using these forces, other than the cost of replacing soldiers.

The second element in your army is the tribal warband. These are part-time warriors who lack the discipline and loyalty of professional forces. However, these forces don’t cost you anything. All you have to do is call upon your subject tribes to raise their warband, and they will fight for you. The more powerful and loyal the tribe is, the larger and more loyal the warband. You can call upon your own King’s tribal warband as well.

Treating warbands like arrow fodder is a good way to weaken a subject tribe or earn their hatred.

As a general rule, warbands are better suited to fighting in the rainforests of Varica. Professional soldiers are better at fighting in the more settled regions of Varica such as land cleared for agricultural use or cities.


Military Orders:
Spoiler :

Usually you should include your military orders with your budget and political/economic orders. However, sometimes a player might want to wait until later in the year to make his or her moves. In that case, feel free to send military orders later.

Usually, only a sketch warplan is needed. X army made up of Q soldiers under the command of Y move to Z, at the most basic. Feel free to add a few details, but don’t go on for too long. A paragraph or two is ideal.

War plans against enemy tribes (even barbarian tribes) should also include your overall plan for the territory in question. The five main possibilities include:
Vassalization – The tribe becomes another vassal tribe.
Partition – A portion of the tribe/kingdom’s land is directly ruled by your king. The rest remains the demesne of a weakened vassal tribe.
Conquest – You take direct control of the entire tribal land and people.
Drive off – You take the tribe’s lands for yourself and bring in your own people as settlers. The current tribe is exiled and has to find a new home.
Annihilation – You take the tribe’s lands for yourself and show no mercy to its previous owners.

All of these outcomes have benefits and risks. It is a good idea to give some land or plunder to any vassal tribes that helped you in the war.


Units:
Spoiler :

Levies
Type: Professional
Recruitment Cost: 1EP/20
Upkeep: 1EP/60
Description: Levies are townsmen and farmers inexperienced in the ways of war. They are rounded up and thrown into battle with what weapons they can afford, often farming implements, simple spears, family heirlooms or wood axes.

Archers
Type: Professional
Recruitment Cost: 1EP/10
Upkeep: 1EP/40
Description: It is said that archery is in the blood of Varicans. Recruited from hunters and woodsmen, it was archers who turned the tide against the Fulanti. Today they are a mainstay in organized armies.

Spearmen
Type: Professional
Recruitment Cost: 1EP/10
Upkeep: 1EP/40
Description: Spearmen are armed, unsurprisingly, with spears. They have long spears for keeping enemies at a distance and short spears for stabbing over their wall of shields. Spearmen are a disciplined anchor whose main goal is to resist the efforts of their opponents to break through their formation. Once they have blunted the enemy’s charge, other units move in to finish the job. Spearmen are usually protected by leather armour.

Tiaka
Type: Professional
Recruitment Cost: 1EP/8
Upkeep: 1EP/32
Description: The Tiaka were developed by the northern tribes in response to Hroth’s shield walls. Their name translates to mean ‘tip’, as in the tip or head of a spear. This symbolises their role on the battlefield: To punch a hole in their opponent’s shield wall. They are armed with great two-handed weapons to break the spears of their enemies, and pilums reminiscent of Rome’s to render enemy shields useless. Tiaka are elite soldiers meant to break through enemy lines and wreak havoc. They wear light armour made of lacquered rattan over padded cloth or studded leather armour.

Raeka
Type: Professional
Recruitment Cost: 1EP/5
Upkeep: 1EP/20
Description: Chosen from the most skilled and disciplined spearmen, the Raeka are the elite of the elite. Raeka are well trained in the use of spear, sword and bow and carry all three into battle. They are trained in the most difficult of formations and manoeuvres. They wear chainmail jackets over leather armour in richer kingdoms, and lacquered rattan over padded cloth in poorer ones.

Skirmishers
Type: Warband
Recruitment Cost: None
Upkeep: None
Description: Skirmishers comes in two varieties. The first are the young, untested youth of a tribe out to make names for themselves. The second are the hunters and woodsmen (and arguably, smarter) of the tribe. They pepper the flanks of their enemies with arrows, throwing axes, and javelins. When attacked, they often flee, though the bravest among them will call out specific opponents for single combat.

Warriors
Type: Warband
Recruitment Cost: None
Upkeep: None
Description: Armed with the best they and their thanes can afford, these are the strongest, bravest, and more foolhardy of a tribe’s men. Warriors charge into battle in one great mass, hoping to break their foe in a single vicious charge. When it works, the enemy can do little to stop a rout, but once they lose their momentum, they become confused and often lose heart.

Aikings
Type: Warband
Recruitment Cost: None
Upkeep: None
Description: These are the lesser nobility and their chosen bodyguards. Veteran soldiers armed with the best weaponry available. Some even wear precious metal armour. They are the best warriors available short of the legendary Raeka.

Wildmen
Type: Special
Recruitment Cost: Special
Upkeep: None
Description: In every realm there remain small tribes that resist the settled life. They deny modern culture and live the life of their ancestors. These tribes are wild savages little better than Fulanti and outside of the governance of the kings and thanes. In desperate times, a lord can attempt to call upon these wild men with promises of wealth and other plunder. They are experts at guerrilla warfare and raiding deep into enemy territory. They cannot be easily controlled.

Fulanti Warbands:
There is no love lost between Fulanti and Haecomus. Despite their natural weaponry and fierce nature, Hroth and the armies of the Varican Empire have driven the Fulanti into the most marginal of lands. Today, the last Fulanti tribes fight for survival. Internal rivalries prevent them from uniting as the Haecomus once did, but occasionally, a stronger tribe will beat the others into submission and lead them to reclaim Varica for the true heirs of the Sargothi. Fulanti are experts at ambushes and hit-and-run tactics, even better than wild Haecomus. They fight with their natural weapons, six-inch retractable claws and weaponry stolen from dead Haecomus.

Thune Armies:
The Thune armies are not to be trifled with. While the Thune may slowly be pulling back from their southernmost outposts, it is not because they fear the Haecomus. Thune may be small and physically weak, but they make up for it in ingenuity, advanced weaponry and tenacity. Legends drift south of Thune devices that can shoot a dozen arrows in a minute, or of incredible machines large enough to launch boulders! Most strange are the Thune who ride Iyikich, the spirited desert creatures the Thune have somehow tamed.

Unique Units:
Send me a description of unique units you wish to create and I will create stats for them. Attempts to raise new unique units may fail, or may be wildly successful. New units will appear as new ideas and technologies filter in.

Ships and Boats:
When enough settlements have been built on coastlines, ships will be added into the game. As for river borne boats, the Haecomus have not yet developed specifically military vessels. River based battles are little more than archery contests punctuated with brutal and decisive boarding actions.



Running Your Faction
Spoiler :

Settlements:
Spoiler :

Varicans are a predominantly rural civilization. Less than one in twenty live in settlements larger than a thousand people. Many tribes are, in fact, still nomadic, though this is becoming increasingly rare. Settled life has its benefits however. Towns become the nexuses for trade networks. They serve as centres of defence and administration.

Some settlements will form on their own, often as the result of story posting and peaceful economic development. Most of the time, however, you will need to attract settlers and pay for the construction of new settlements. Attracting settlers (or forcibly relocating members of yours and vassal tribes) is automatically assumed unless your tribe has suffered from significant depopulation or has already built several settlements in a short period of time.

A settlement of 2,500 people costs 60EP. A settlement of 5,000 costs 160EP, but will be large enough to produce income next year. Population increases or decreases over time through moderator discretion. Peace and prosperity will encourage growth.

Strong vassals may develop settlements of their own.


Realm Improvement and Cultural Development:
Spoiler :

Unlike some other NESes, you cannot directly improve things like education. Other than establishing trade routes and building new settlements, there are two main ways of improving your realm.

The first and most method important is the writing of stories. Traditional stories, told fro the perspective of your royal family or other citizens in your confederacy, are encouraged. These allow you to explore your people’s culture and highlight the glories of your realm and your King’s nation-building initiatives.

Don’t be afraid to get creative. Look at stories from the 7th – 12th centuries as good examples. Norse sagas are good inspiration, as are myths and legends of all sorts. Write in period, write an epic poem, or record the law as laid down by your King, or write a biography in the style of medieval writers. The sky is the limit

The second is to throw money at the problem. This also requires some creativity. Rather than spend 30EP on advancing your Education level from ‘Stupid->Slightly less stupid’, you have to give concrete examples of what you are doing.

Likewise, if you want to strengthen your culture or increase the confidence of your tribe, then you might add this to your orders: 4 EP to commission a bard to write an epic poem to be performed every winter in my King’s great hall.

Spending money on road-building might lead to better trade opportunities, while building mines might provide large metal reserves to give you an edge on the battlefield, and land clearance or irrigation might lead to greater agricultural income.

It is important to keep in mind that you are playing as a collection of savages who have only known widespread agriculture and written language for about a hundred years, if not less.

For best results, combine both methods. Spend some money and write a sentence description of your King’s latest improvement in your budget, then write a story about it for public posting.


Religion:
Spoiler :

All Varican tribes worship he sun god, Haeka, and his three daughters, the moons Sara, Thea and Ptolos. How devout your people are and what your king’s relationship with Haeka is is up to you. Hroth claimed to be directly descended from Haeka through his daughter Thea, but few accepted his claim.

If you wish to start a new religion, or a radical reinterpretation, you may. This is done through informing the moderator and following up with appropriate posting.


Confidence, Military Morale, and Culture
Spoiler :

The overall health of your empire, it’s people, and their culture, will be summed up in two to five sentence summary at the bottom of your stats. These are not easily quantifiable and are often measured in relation to the tribes around you. These are affected mainly by posting, but things such are trade routes or a wave of immigrants may significantly change culture. Likewise, factors such as huge festivals paid for by your liege, military defeats or victories, or natural disasters will affect how your people or military think of you.


Vassal Contentment:
Spoiler :

Your vassal’s relationship to you is represented in a single word. This is done on a ‘slider’ style. A movement to the right puts you in a more favourable category while a move to the left does the opposite. The factors that affect this relationship are listed in the ‘Vassals’ section. The default is ‘Apathetic’.

Rebellious—Angry—Belligerent—Resentful—Distrustful—Apathetic—Content—Friendly—Brotherhood—Loyalty unto Death


Nation Stats:
Spoiler :

Name of empire
Ruler: Your king’s name/Your name
Ruling Tribe: Your king’s tribe/its strength
Cities: Name (Approx. Population)
Income: Agriculture/Settlements/Trade
Trade Routes: Your trade routes and their worth
Vassal Tribes:
Tribe name – Power, relationship to liege
Military: The number and type of soldiers you control.
Summary: A few short sentences describing the health of your people and their culture.


Example:
The Varican Empire
Ruler: Emperor Hroth IV/NPC
Cities: Varica (35,000), Juki (5,000)
Ruling Tribe: Hrothani/10
Income: 200/80/
Trade Routes: Varica to Dracci
Trade Goods: 12 Grain, 4 Timber, 6 Clay, 3 Honey, 2 Kibal, 4 Pottery, 1 Metal
Vassal Tribes:
Vocci – 5, Good
Araman – 6, Poor
Maiahia – 7, Good
Ferra – 5, Rebellious
Military: 400 Archers, 600 Spearmen, 240 Tiaka, 300 Raeka
Summary:


Budgets:
Spoiler :

Budgets are to be submitted every year. They are to be submitted via private message and are to be submitted before the deadline. Budgets that come in after the deadline but before I begin my work on the moderation/update will be grudgingly accepted. Budgets and orders than come in once I have begun moderating any part of the world or even a single player’s orders will be ignored. It isn’t fair to players who get their orders in on time if I accept late orders from others. I will give a 24 hour warning before orders are due.

In your budget, you will include your national statistics with the following changes. Firstly, After every vassal tribe, indicate what you demand as tribute. Secondly, add that tribute together with the three numbers included under ‘Income’ and subtract the number from ‘Upkeep’, this becomes your total income.

Now it is time to spend your EPs. Simply add new entries into the budget as your require them. Remember to elaborate on your plans in your orders and back them up with story posting.

You can include your military orders with your budget or anytime afterwards before the deadline for orders.

Areas that require your attention have been put in bold.

uler: Emperor Hroth IV/NPC
Cities: Varica (35,000), Juki (5,000)
Ruling Tribe: Hrothani/10
Income: 200/80/10
Trade Routes: Varica to Dracci
Trade Goods: 12 Grain, 4 Timber, 6 Clay, 3 Honey, 2 Kibal, 4 Pottery, 1 Metal
Stockpile: 4 Grain, 2 Metal
Vassal Tribes:
Vocci – 5, Good, 20EP
Araman – 6, Poor, 20EP
Maiahia – 7, Good, Raise warband
Ferra – 5, Rebellious, 10EP
Military: 400 Archers, 600 Spearmen, 240 Tiaka, 300 Raeka
Upkeep: 60 EP
Saved from last year’s budget: 0EP
Total Income: 300EP


Military Spending: 200 new Raeka for 40EP, 2 Metal
Road Building Program: 60EP
New settlement named ‘Riatchi’ of 10,000 at the confluence X and Y rivers: 160EP
Savings for next year’s budget:
40EP



Creating your Confederacy:
Spoiler :

All player start off with the following stats:
Your Empire’s name
Ruler: Your King’s name/Your name
Cities: Your Capital (7,500)
Ruling Tribe: You king’s tribe/7
Income: 40/10/0
Trade Routes: None
Vassal Tribes:
Vassal #1’s name – 4, Apathetic
Vassal #2’s name – 4, Apathetic
Military: 100 Archers, 100 Spearmen
Summary: You get to write the initial summary.

You have 12 creation points to spend. They can be spent as follows:
1 point = 10EP worth of warriors
1 point = an additional 500 population to any city you control
1 point = +1 to a vassal tribe’s power
2 points= +1 to your king’s tribe’s power
2 points= 1 slide to the right for one of your vassal’s loyalty
4 points= 1 additional vassal tribe with a power of 4 and a loyalty of Apathetic
5 points= A settlement of 2,500 people

When creating vassals, you can adjust their power. Their power will be an average of 4 before extra power ratings bought by your creation points are applied.

Vassal loyalty follows a similar method. One vassal’s loyalty can be moved one space to the right, so long as another’s is moved one space to the left.

Post this information in this thread for approval. Also point out a space on the map you would like to inhabit. Every starting confederacy is a former province of the Varican empire and will border on at least one other province.

Please do a write-up of your confederacy’s culture, history, important people, etc. Have fun with this. It will form the basis of your stories and your playing style from here on out, so take your time and enjoy it.

New Players:
New players can enter the game at any time. They can either choose to play an existing NPC, or create a new confederacy. These new empires have equal stats but are not former Varican provinces. This has advantages and disadvantages that can be explored by the player. For example, they do not technically owe loyalty to the Varican Emperor, and they can start in a more isolated spot on the map. This can be both positive and negative.
 
Player Faction Stats:

Gibraly Empire

Ruler: Lord Thomas II/thomas.berubeg
Cities: Gibral (7,677), Morc (2,693), Adrit, (2,693)
Ruling Tribe: Gibral/7
Income: 5/1/0.5
Trade Routes: Gibral to Cradu to Nakari 0 EP (due to warfare), Gibral to Varica to Telius 3 EP (due to warfare)
Vassal Tribes:
Purgal – 4, Content
Terca – 4, Apathetic
Military: 660 Archers, 400 Spearmen, 80 Tiaka
Banked EP: 0
Summary:
Spoiler :

By the will of Lord Haeka and lord Hroth, the Followers of the Prophet Gibral set out into the wilderness 120 years ago. Through thier faith in Lord Haeka, they were privileged to establish a City, named after thier King, Lord Gibral. Lord Gibral was a wise and loyal ruler, a favorite of Lord Hroth. Under his rule, the Gibral people, as they became known, prospered, and, though the strength and will of Lord Haeka, brought The native people of Purgal and Terca to the light. over the generations, the Tribe grew, and settlers founded two new cities, rivals to Gibral in greatness and Splendor...


Teraldur
Ruler: Tyrion Warrior King/Tyrion
Cities: Aster (4,310)
Ruling Tribe: Tera/7
Income: 4/0/.5
Trade Routes: Teral to Hanni 1EP
Vassal Tribes:
Heras – 4, Apathetic
Islar – 4, Apathetic
Angster – 4, Apathetic
Angaladan – 1, Content
Military: 315 Archers, 315 Spearmen, 120 Tiaka, 155 Raeka, 100 Levies (former Suntan slaves)
Banked EP: 0
Summary:
Spoiler :

The Empire of Teraldur was formed shortly after Tyrion ascended the throne within his own tribe. After forming a coalition with his uncle’s tribe of Angter, Tyrion led the tribes in the subjugation of Heras, Tera's closest neighbour. Upon hearing of the subjugation of their most feared enemy, Heras, the Islar approached Tyrion with an offer of their loyalty in exchange for a worthy position in his empire and protection from the threats surrounding them.


Assfell
Ruler: Adalbrandr/The Strategos
Cities: Assfell (8,077)
Ruling Tribe: Hrafn/9
Income: 4/1/0
Trade Routes: None
Vassal Tribes:
Sterkveggr– 3, Apathetic
Gullholt– 2, Distrustful
Gnott-7, Loyalty unto Death
Military: 310 Archers, 440 Spearmen, 210 Tiaka, 140 Raeka
Banked EP: 5
Summary:
Spoiler :

The Hrafn tribe descended from some loyal veterans of Hroth I who were given land for their service. Proud of their martial heritage, their descendents continued supplying the Varican Emperor with troops until the death of Hrothiya. At first, Hrafn remained neutral in the following civil war, believing that it would soon end. After five years of civil war, however, their neutrality was shattered as one of the claimants to the throne invaded Hrafn, intending to make them his vassals so that he would have access to their feared troops. Outnumbered, the Hrafn had no choice but to ask for help from another one of the claimants to the throne. With his help, the Hrafn were able to defeat their enemy. In exchange, the Hrafn agreed to support their benefactor in his wider war. The Hrafn fought under their new liege for five years, during which time their claimant appeared close to seizing the capital and bringing the civil war to an end.

At the critical point, however, the Hrafn king died mysteriously, probably poisoned. Two of Hrafn’s vassals, the Sterkveggr and Gullholt took this opportunity to rebel, no doubt encouraged by the gold from people who did not want to see Hrafn’s powerful warriors supporting their rival. However, the weakest of the Hrafn vassals, the Gnott tribe, remained loyal. It was a hard time for the Hrafn tribe. Their new king was Adalbrandr, a youth who had previously been a skirmisher in the battles outside of Varica, looking to finally become bloodied and become a real man. He was forced to grow up quickly, however, in the brutal war of hate and revenge that burned for six blood soaked years. In retribution for their rebellion, the Sterkveggr and Gullholt tribes were greatly reduced to the benefit of the loyal Gnott and Hrafn itself. During this time, the Hrafn’s claimant to the throne of the Empire, bereft of Hrafn’s warriors, was defeated outside of the capital. During the retreat that followed, he was killed as another claimant took the opportunity to ambush his shattered army.

After this experience, with their claimant dead, the Hrafn remained aloof from the rest of the war, concentrating instead on rebuilding their warbands which had been shattered from the long years of war. This does not, however, mean that they were peaceful years. The lawlessness of the land bred from a power vacuum ensured that there were always raids to conduct and wars to fight. But compared to the vast wars around the capital, these were merely glorified barroom brawls. After the civil war finally ended and Hroth IV became Hroth IV, an uneasy absence of war descended. But, of course, an absence of war does not mean the presence of peace. While it might be too much of an exaggeration to say that Hroth IV feared the Hrafn warriors, it was undeniably true that he wouldn’t mind seeing the tribe weaker than its present state. On the other hand, King Adalbrandr, now a seasoned, if still relatively young, veteran of countless battles and skirmishes, distrusted the wily Hroth.


Dolu
Ruler: King Veli/Lord_Iggy
Cities: Nomadic
Ruling Tribe: Vona-Dolu/6
Income: 4/1/0
Trade Routes: None
Vassal Tribes:
Tendorl – 4, Friendly
Military: 320 Archers, 100 Spearmen
Summary:
Spoiler :

Lightly-toned in skin, hair and eyes, the Dolu are a powerful tribe originating in the Northern Reaches. Forsaking their bonds of vassalage with the fall of Varican rule, King Belu called upon the loyalty of all his clansmen fighting in Varican armies, and used this new strength to secure his own lands, then start to conquer others. Following Belu's death, there were several decades of power struggles, allowing several conquered tribes to break free. However, with the recent ascension of the wily King Veli, often referred to as 'Yelloweyes' or 'The Fox', two of the rebellious groups have been brought back into the fold, and the Dolu Tribe's dominance is once again established.

The Tendorl tribe are a stout and noble people who have had the bad luck of being on the wrong side of numerous wars. Their Chief, Dugel, is a man of renowned strength and a steady mind. He serves Veli dutifully, though it is clear that, if given the chance, he would lead his people to victory over his oppressors.

The Syven are a brother tribe of the Dolu, though that does not increase their friendship significantly. In a chaotic series of wars after the death of King Belu, the Syven rose up and overthrew the Dolu, temporarily establishing themselves as a powerful kingdom. The chiefs of the fragmented Dolu fought the Syven over the course of one and a half decades, before overthrowing their onetime rulers. Many of the Syven were exiled or killed in the war, reducing them to their present-day strength. Today, they are led by Chief Heren, the son of the man who was made chief of the Syven following their defeat. Heren is reasonably loyal to the Dolu, though he must compromise somewhat to keep on both good terms with his own people and his overlords.


Validira
Ruler: King Matteo/alex994
Cities: Telius (8,116), Krias (5,410)
Ruling Tribe: Xanfa/8
Income: 5/2/2.5
Trade Routes: Telius to Varica to Gibral 3 EP, Telius to Green Turtle 0.5 EP, Telius to Brunica 1 EP
Vassal Tribes:
Karghta – 4, Distrustful
Andala – 4, Content
Rendor - 3, Content
Military: 275 Archers, 290 Spearmen, 155 Tiaka, 75 Raeka
Banked EP: 1
Summary:
Spoiler :

The House of Valdira was once nothing more but the most minor of thanes in the days of the First Hroth and most of the Second. It was during the reign of the Second that Validira began her ascent to Kingship; dabbling in trade and commerce, the Thane Tausis bought his son a Kingship through an arranged marriage with his King in exchange for a massive sum of money. Perhaps scandalously, his son, King Vasarm continued his father’s trend and fully embraced commerce, personally involved himself with commerce earning for himself disrepute throughout the Empire but with financial success.

Validira prospered along nicely under later Kings until the last of Hroth’s line died in childbirth; for the most part of that devastating Civil War, Validira remained untouched simply because the King at the time, Leuta (father of the present King Matteo) either bribed off any of the claimants or bribed rivals to the claimant threatening the Kingdom. Because of those actions, Validira was able to remain relatively unscathed in comparison to the neighboring Kingdoms around her. And when the present Emperor Hroth ascended the Throne at Varica, King Matteo firmly and loudly announced his loyalty.

The affairs with the vassals are however not as pleasant. In his youth, Prince Matteo fell in love with the beautiful Diane, daughter of Thane Zergyte of Andala, however what made it an unpleasant affair was that the son of the Thane of Karghta, and now Thane, Pinto was also in love with Diane. Both Matteo and Pinto struggled for the hand of Diane, but in the end, Matteo won her hand. Now that Pinto is Thane of Karghta, the relations between the two men are not exactly well though Matteo’s friendship with his father-in-law, Zergyte, is strong.


Rhenican Empire
Ruler: King Deiwar/a_propagandist
Cities: Brunica (8,065), Fynnica (2,706)
Ruling Tribe: Rheni/9
Income: 5/1/0.5
Trade Routes: Telius to Brunica 1 EP
Vassal Tribes:
Dresnen – 6, Brotherhood
Tanguric – 2, Resentful
Voth - 4, Distrustful
Military: 320 Levis, 180 Archers, 175 Spearmen, 130 Tiaka
Summary:
Spoiler :

Berkenis' birth had occurred during one of the cruelest, coldest winters. Numerous babies were abandoned. Only through sheer luck did his survival come about: a nearby tribe, thinking of the children as possible food, had saved, temporarily, the children. By chance was Berkenis the Bastard not eaten in the wake of the harsh, biting frost of that winter. In turn, in spite of his name, Berkenis grew to prominence, fighting his way up, fighting his name until he rose to leadership.

When first Hroth led Haecomus against the legions of wild Fulanti, amongst his lieutenants stood Berkenis, predecessor of the Rheni. Recruited by the charismatic Hroth, Berkenis possessed a charm and strength that clashed with Hroth's own savage power. Nonetheless, in the fire and storm of battle, the name of Berkenis the Bastard died, he saved Hroth's life, and his title was redacted as Berkenis the Berserker. His fire and command aura in battle flushed his men with a sense of immortality.

In return for his loyalty, Berkenis received the fangs of the Fulanti warlord he decapitated in his service to Hroth. Also, Berk's tribe grew to prominence, receiving much added land when the reforms came.

In the maelstrom of succession, this tribe parried and riposted its way to a sovereignty.


Werhold
Ruler: King Haecadem II/Thane Haeroph (regent)/das
Cities: Werhold (8,931)
Ruling Tribe: Werar/9
Income: 5/1/0
Trade Routes: None
Vassal Tribes:
Kaldar – 3, Resentful
Bealdar – 3, Content
Torica – 4, Content
Military: 510 Archers, 530 Spearmen, 250 Tiaka
Banked EP: 1
Summary:
Spoiler :

The Werar were a minor and indistinct nomadic tribe in the eastern Homelands prior to the coming of Hroth I; but they were the first tribe to join Hroth outside of his native area, and their young chieftain Haepherth had distinguished himself on many occassions during the war against the Fulanti. The Werar had thus gained Hroth's favour, and were granted the best of the eastern lands. In his old age, Haepherth founded the city of Werhold at the Sargothi site called "Sargotbak" by the native tribes with which the Werar intermixed. Through assimilating local tribes and engaging in agriculture in some of the most fertile lands in the known world, the Werar had grown wealthy and mighty over the decades. Numerous lesser tribes were forced to swear fealty under Haepherth's grandson Cuphric, who dedicated his life to keeping the Werar military traditions alive, adapting the Tiaka tactics from the northerners and launching extensive raids against all that could be classed as enemies beyond the Varican Empire. Werhold had by then become an empire in its own right. Sadly, its fortunes took a sharp turn under the reign of King Haecadem I; that king had neglected domestic matters and instead dedicated himself to senseless warring against traditional allies and trading partners at the outset of the Varican civil war. Those wars had antagonised even the most steadfast vassals, but they were kept in check by crippling decimations; they also made Werhold completely isolated diplomatically. The failed campaigns against Assfell and later against Varica itself had further undermined Werhold's power base, though after the latter campaign the end of the civil war had won Haecadem some breathing space that allowed him to restore some semblance of order. Werhold's intrinsic advantages still were intimidating, and they allowed it to remain a regional power despite all setbacks; but, in the wake of Haecadem's death and the rise to power of his six-years-old son, the kingdom seems less stable than ever. The priesthood, slowly reviving after Haecadem's purges, plots to regain its power and influence, factions led by Thane Haeroph and Queen-Mother Eothea (the latter being supported by the Kaldar tribe from which she originates) respectively clash at the court and vassal tribes wait hopefully for the downfall of the Werar. Yet those hopes may be poorly founded, as the people of Werhold might still rebound...


Oerdon
Ruler: Haergar II/Fuschia
Cities: Ernica (8,615), Paredor (5,384)
Ruling Tribe: Oerdan/7
Income: 4/2/1
Trade Routes: Ernica to Tessilki 2 EP
Vassal Tribes:
Paredor – 4, Friendly
Tarssee – 3, Distrustful
Military: 260 Archers, 355 Spearmen, 155 Tiaka, 135 Raeka
Banked EP: 2
Summary:
Spoiler :

The Oerdon were, before the coming of Hroth, a small tribe to the east of the current location of Varica. When Hroth arrived in the area, they fought hard to prevent his advancement into the area. They failed, as all others did. Being prone to rebellion and relatively close to Varica, an important lieutenant of Hroth's, Iaern, was made their Thane.

Throughout the reign of Hroth, the Oerdon rebelled no less than three times under different rulers. Iaern was killed during the second rebellion and another Thane replaced him, even less competent. The death of Hrothiya was seen as a blessing by the Oerdon, who rebelled nearly immediately and gained temporary, but complete, independence from Varica under Haergar, the father of the current King.

During the rather large civil war, the Oerdon fought on their own, albeit small, side, remaining relatively untouched as others decided the war through their own blood. Paredor was brought into the fold at this time as well, whose allegiance they still hold today. Ernica was built in an attempt to outshine Varica which still has not come to fruition.

When Hroth IV ascended the throne in Varica, Haergar the First attempted to hold his independence as many of the older Oerdon Kings had done. When faced with Varica, however, he could not stand. Yielding, Hroth IV had him killed to make an example to others eager to rebel and Haergar II, the current King, was placed upon the throne, who had more patience than his father. Haergar II now sits the throne and spends his time plotting against Varica and studying the ways of the Thunes.


Kingdom of Darium:
Ruler: Farvus/Neverwonagame3
Cities: Darium (7,524), Cradu (5,250)
Ruling Tribe: Darium/7
Income: 4/2/0.5
Trade Routes: Nakari to Darium, 1 EP
Vassal Tribes:
Chemenids – 3, Apathetic
Chekrids - 4, Apathetic
Fominids - 4, Resentful
Jarids - 4, Apathetic
Syven – 3, Apathetic, Puli (2,500)
Dolu – 4, Angry
Military: 275 Archers, 255 Spearmen
Summary:
Spoiler :

A large, loose, largely nomadic group who have done their best to be isolationist. They were conquered by an ambitious Thane who was hoping to plot a usurpation. It was found out, and a new Thane ascended the throne. He originally wanted to keep the Empire together, constantly supporting whoever he saw as the strongest candidate. But his son disagreed with this policy- and upon his death, the new King looked elsewhere...


Huroto
Ruler: Cul Funkard/HunterG24
Cities: Skav (8,615), Skad (2,500)
Ruling Tribe: Huroto/8
Income: 5/1/.75
Trade Routes: Skav to Hanni 1.5EP
Vassal Tribes:
Rugasa – 3, Resentful
Loupor – 3, Resentful
Gorka - 5, Friendly
Oortan - 5, Friendly
Lokvar – 5, Distrustful
Banked EP: .75
Military: 260 Archers, 300 Spearmen, 225 Tiaka, 135 Raeka
Summary:
Spoiler :
Pending


Nimosa
Ruler: Rhakim Mizrahi/Labrat13
Cities: Hanni (8,200)
Ruling Tribe: Nimosa/10
Income: 5/1/1.25
Trade Routes: Hanni to Teral 1EP, Hanni to Skav 1.5EP
Vassal Tribes:
Limos– 4, Content
Nikoma– 4, Content
Military: 200 Slingers, 320 Phalanx, 100 Dervishes, 50 immortals
Summary:
Spoiler :

The desert is a harsh land, as one can imagine. The people whom called it home had spent most of their time, up until now, roving the sands as nomads, occasionally fighting with similar bands over the few sources of water and food available. That is until recently, when a tribe managed to do what none of the others could, and settled the region between two of the rivers that snake their way through the heat blasted lands. Who they are, and what their intentions will be for the region however is anyone’s guess.


The Nakar
Ruler: Kalan/Vertinari118
Cities: Nakari (10,768)
Ruling Tribe: Nakar/7
Income: 4/2/0.5
Trade Routes: Nakari to Cradu 0 EP (due to warfare), Nakari to Darium, 1 EP
Vassals:
Vorthai - 4, Content
Silan - 4, Distrustful
Vinii – 4, Distrustful
Army: 380 Archers, 190 Spearmen, 95 Reaka, 95 Falkans
Summmary:
Spoiler :

The Nakar are not ruled by a monarchy but by a man or woman who is chosen by the council of elders to take part in the Trials. Narkar means death and Nakari City of Death. The Nakar bear this name because they live Sargothi ruins, not due to military prowess, though they are expert warriors. They worship the Savanna Sun and the Falkans (Falcons) of the Plains. They were a powerful empire but famine struck and almost all their vassals died out. The famine was created during the as warriors fled across the plains, burning and pillaging all in their path. The Nakar were left with one city Narkari. Now they seek to rebuild and once again rule the plains. (They have long forgotten Varica and they appear very different to most Varicans) Appearance: Very dark skin and hair, normally black or dark brown though red is sometimes seen and blond never. They are tall at 6'2'' and strong. They are an intelligent people though rash.
 
NPCs:
Spoiler :

NPCs are a fact of life. When players drop out, I take over until new players join. The Thune city states, Fulanti warbands, and lesser tribes outside of Varica are all NPCs, as is the Varican Empire itself and a couple of other tribes. These NPCs may all eventually be released for players to use, but for now, they are not available.

The Varican Empire
Ruler: Emperor Hroth IV/NPC
Cities: Varica (36,772), Juki (5,253)
Ruling Tribe: Hrothani/10
Income: 20/8/1
Trade Routes: Telius to Varica 2 EP
Vassal Tribes:
Vocci – 5, Good
Araman – 6, Poor
Maiahia – 7, Good
Ferra – 5, Rebellious
Military: 400 Archers, 600 Spearmen, 240 Tiaka, 300 Raeka
Summary: See history

Northern Tribes
Ruler: King Luci I/NPC
Cities: None
Ruling Tribe: Snerkitta/7
Income: 9/0/0
Trade Routes: None
Vassal Tribes:
Margrethe– 5, Friendly
Trakana – 4 Apathetic
Pythians – 4, Friendly
Military: 300 Archers, 280 Spearmen, 440 Tiaka
Summary: In days long past the Snerkitta were the equals of the Hrothnani. Centuries of warfare between the two great central tribes has created an emnity that binds the two together to this very day. Alone of the tribes in Hroth’s domain, the Snerkitta and their vassals were never completely conquered. Today, the war continues between Varican and Snerkit. The Tiaka were invented here to counter the Varican Raeka with mixed success. The constant warfare has held back most other roads of development however, and many among the tribes tire of the endless conflict.

Gamars
Ruler: King Vagram I/NPC
Cities: None
Ruling Tribe: West Gamars/10
Income: 6/0/0
Trade Routes: None
Vassal Tribes:
East Gamars – 7, Brotherhood
Ogloids – 4, Distrustful
Military: 200 Archers, 300 Spearmen, 280 Tiaka
Summary: The Gamars are a brave and proud people. Even the smallest Gamar village boasts a storyteller who can weave the epic poems of their ancestor’s triumphs. But they are also a pragmatic people. Unlike the Varicans or the Snerkitta, they know when to fight and when to withdraw. In every campaign between Varican and Snerkitta, they marched beside one of the great tribes, often changing every campaign season. They were the first to join Hroth in his campaigns against the Fulanti, but they were also the first to invade the land of his descendants. Today, most Varicans have tired of the shifting loyalty of the Gamars. They stand between the forbidding northern mountains and the fearsome, and angry, Snerkitta. They may yet be the first to make the journey Dracmoor….

Yumin Confederacy
Ruler: High Lord Ondara III/NPC
Cities: Silica (9,455)
Ruling Tribe: Agra-Yumin/6
Income: 6/1/.5
Trade Routes: Silica to Cirici 1EP
Vassal Tribes:
Vonta-Yumin – 5, Friendly
Ionti – 4, Apathetic
Yamana – 3, Resentful
Military: 350 Archers, 450 Spearmen
Summary: The Yumin control some of the best farmland in all of Varica. Even before the Hrothnani began large-scale agriculture, the Yumin had developed an agrarian society. They acted as middle men funneling goods from their barbarian neighbours to the Thune cities of the East. Backed by Thune money and overflowing granaries, the Yumin resisted Varican domination until the reign of Hroth II. They were the first to throw off the yoke of Varican domination during the civil war and have forsaken the Varican way of life to pursue their own unique, Thune influenced culture.

The Sunta
Ruler: Warmaster Kraal/NPC
Cities: Sunta (2,625)
Ruling Tribe: Sunta/12
Income: 8/0/0
Trade Routes: None
Vassal Tribes:
Terasu – 2, Resentful
Welaku – 1, Resentful
Yolo – 1, Resentful
Military: 450 Levis, 330 Archers, 300 Spearmen, 445 Berserkers, 240 Tiaka
Summary: From beyond the mountains they came. No one knows what drove them out of the land of wheat and fish. Some say they are crazed Varicans, driven mad by some strange malady of the south. Others claim they are a confederacy of wildmen banding together to purge the Varicans of their new, civilized ways. Some claim they the last great Fulanti tribe, clad in Haecomus skins to deceive the Varicans. The only thing we know for sure is that they are here and we have to deal with them. The Sunta are born warriors. What little is known about their culture points to a warrior society where a man is measured by his martial prowess alone. The Sunta charge recklessly into to combat led by naked berserkers clad only in glyphs and sigils in body paint. They have stormed through the southern reaches of homelands destroying one tribe after another. Those few found worthy are allowed to survive as slaves or bonded warriors. Those who are found wanting are not so lucky…


Known Thune states:

The City-State of Karski:

The Thune City-State of Karski is a legend of the continent. The few Haecomus who have had the honour of gazing upon the City of the Light come back forever changed. They speak of a teeming mass of Thune that make Varica seem like a backwards, squalid hamlet. The city earned its nickname because of the Seven Temples, the seven great shrines to Haeka representing all major sects among the Thune, the only city in the known world that all seven can co-exist peacefully. The Karskian Thune are reknowned for their skills in carpentry and stonework. Every building is embellished with elegant carvings. The central plazas are paved with breathtaking mosaics and the Palace of the Grand Duke is said to be second only to the fabled Library of Karagarada in its splendor. If the Karskians ever turned their talents to warfare, there is little question of their ability to dominate the region.

The City-State of Tessilki:
Unlike the more insular City-States, the Thune of Tessilki keep their eyes open to the wider world. It has been said the Tessil Republic is governed by wonder. One only has to talk to the Tessil to understand this statement. The Tessil are constantly pushing the boundaries of knowledge. Rather than invest in scrollwork and art like Karski, the Tessil fill their public spaces with their inventions. Many of the Tessil’s inventions will never see a practical use, but some have revolutionized life in the city and beyond. When Haecomus meet Thune travelers, they are usually Tessil. Beyond the main rivers of the central homelands, only the Tessil are brave enough to tread. The Tessil do not enjoy war, but when they are forced into it, the Tessil Host is the best armed force all Valdis.

The City-State of Cirici:
The Cirici are reknowned amongst the Thune as warriors without peer. Disciplined ranks of Cirican pikemen are a feared sight on any battlefield. They have only recently met their match; few Thune can stand up to Haecomus one-to-one. Incursions by the Yumin confederacy have brought the great City-State its first defeats in recorded memory. Unlike most Thune states, the Cirici do not have a highly developed culture. Their architecture is utilitarian and their art simple, though still strikingly beautiful. Their society is based on the concept of strength, mostly military, but also economic, political, and sexual. This philosophy makes it dangerous to be a neighbor of Cirici. In fact, they are eager to prove their strength after their recent defeats. The Ciricans now march to war against their own species, accompanied by the same fierce tribal warriors who defeated them…

The City-State of Risano:
Risano means “Eastern Voyage” claims to be the sister city of Karano or “Western Voyage”, the legendary entrepot to the Thune Continent. Indeed, the few Haecomus who have journeyed this far to the East speak of the hundreds of massive oceangoing vessels that enter and leave the port on any given day. Risano has made a fortune in trade between the two continents which it uses to beautiful the city, keep her people well looked after, and to pay the salaries of foreign mercenaries that make up the military of the City-State. It is said that in Risano, even the lowliest peasant can afford to buy his own home.

The City-State of Tarnee:
The City-State of Tarnee once rivaled Karski for dominance of the Eastern lands. The government is in theory ruled by an elected council of thirteen. In reality, power is held by a small handful of families who monopolize wealth, power, and council seats. Tarnee reached its zenith after destroying its longtime rival, the city of Rikir eighty years ago. After vanquishing Rikir, Tarnee turned its attention to bullying the minor cities to the north and Tessilki to the west. Complacent and corrupt, the Tarnee state began to decay. After the breakaway of Tikeecee, Tarnee was thrown out of balance. It has taken a long time for Tarnee to sort out its internal problems. It has emerged in the last decade as a power once more, eager to regain its lost glory.

The Independent Republic of Tikeecee:
The Independent Republic of Tikeecee was formed only forty years ago as a loose federation of smaller City-States, free settlements, and Thune rebelling against Tarnee rule. Supported by Tessil weapons and Karskian gold, the Tikeecee fought ferociously for their independence against the Tarnee. After winning their freedom, they had to fight again, this time against their former allies eager to turn the Republic into a puppet state. Their unpleasant history has helped to breed a siege mentality into the Republicans. The Republicans are an individualistic society. The government only interferes when the security of the Republic is at stake. It is almost impossible for the government to agree on anything else, so they took the pragmatic approach of decentralization. Each settlement makes and enforces its own laws.


Known Fulanti Tribes:

Seven-Star Fulanti:
Strength: ~8
The Seven-Star thought they were wise. They ignored the cries for help of their brethren as Hroth and his warriors slaughtered them. By staying aloof, they would survive and endure. Now, the Seven-Star elders see the mistake they have made. Yes, they have endured, but they alone have prospered. Now, outnumbered beyond reckoning, they stand alone against the Haecomus. Perhaps this was how the others felt when the Seven-Star did not answer their call..?

Sargothi’s Eye Fulanti:
Strength: ~6
While few Fulanti ever actually worshipped the Sargothi, the Fulanti of the Sargothi’s Eye are the only tribe to do so openly. During the dark days of Hroth, the Lord of Murder, the Sargothi’s Eye were known as the Twelve-Sepak Fulanti. When all seemed lost, they turned to the dark lords for salvation. Somehow, the Sargothi’s Eye survived. They have never given up the fight against the Varicans, swearing not to rest until every last Haecomus has had their blood spilt in the name of the dark lords.

Eleven Turtle Fulanti:
Strength: ~0
The Eleven Turtle’s tale is a tragic one. After the destruction wrought by Hroth, the Eleven Turtle begged for peace. Only Hroth’s death brought about that mercy, as his successor was more interested in pacifying the Snerkitta. Since then, Haecomus and Thune have encroached on the ever-shrinking Eleven Turtle homeland. Today, they are few, far too weak to stand up to outside invaders. It is only a matter of time before their light is extinguished.

Kilma Fulanti:
Strength: ~4
During Hroth’s purge, the Kilma fled southwards from the homelands. They tore their way through the tribes of the south on a long death march. Only after a long, painful, four year journey did the Kilma find their safehaven. Today, the Kilma wish to simply be left alone. Whether the Haecomus of the valleys below will accommodate their simply request remains to be seem.

Five Yomba Fulanti:
Strength: ~3
The Five Yomba struggled their hardest against Hroth, but it was all for not. His descendants hunted them until they abandoned the river system altogether. Finally, they found safety in the empty wilderness. They recovered their strength and returned to normal lives. That was, until the Sunta arrived… As fierce as the Fulanti themselves they were, but there were so many of them… The Five Yomba could not stand against them. Now, the Five Yomba are lost again, searching once more for a home.

Green Turtle Fulanti:
Strength: ~3
Alone amongst the Fulanti, the Green Turtle preached peace. They alone had walked the first steps on the path to civilization. But their peaceful ways did not save them from Hroth’s wrath. They too were cast out of their homes. Now they exist on the very edge of the rainforest, hoping that their neighbours will grant them the peace they yearn for.
 
The Map

Tribal control zones are labelled by the tribe’s name in italics. The larger the tribe name, the more powerful the tribe. For now, all Kingly tribes are in 5 pt font and all Thanely tribes in 3 pt font. The names of Thune city states and the city of Varica are in bold 8 pt font. Small cities have a small dot representing them and large cities (more than 5,000 people) are represented by a larger dot.

You will have noticed there are no borders. Your confederations do not have the ability or organization to delineate and enforce borders. Even if you could, many of your people would ignore them. These are rough zones of control only. If we really need borders, I will add them in at a later date.

Update 1:


Update 0:
 
Time, Orders, and Deadlines

Updates take up two Valdian years. Each Valdian year is divided into four months of 100 days. These months are each divided into weeks of 10 days. Each day is 26 earth hours long.

The game will run on a two week schedule. With every update, I will post a schedule. From the posting of the update, players will have seven days to create and send offensive military orders. After the seventh day, I will inform players who are the victims of invasions with sketchy information on their invaders. As the turns are two years long, it only makes sense that the defenders will be able to muster an organized defence.

All players will then have three days to submit defensive orders and finally budgets. Players can submit orders or budgets at any time up until the deadline. Newer orders and budgets supercede older ones.

I will have four days after each order cycle to process the update. Hopefully this is enough time to do so.

Timeline for Update 3
Offensive Orders due Tuesday, June 17.
Defensive Orders and Budgets due Friday, June 20.
Update due Wednesday, June 25.

Timeline for Update 2
Offensive Orders due Friday May 23.
Defensive Orders and Budgets due Monday May 26.
Update due Friday May 30.

Timeline for Update 1
Orders Phase begins: May 1st
Offensive Orders Due: May 7th
Budgets and Defensive Orders Due: May 10th
Update Due: May 14th
 
You may all post. No OOC/IC thread divide this time, though that may change. A friend is helping me with a map. It will be posted when finished.

If you want to play a different kind of faction, ask me and we'll see if we can work something out.
 
.~/\~.
Snatches first post!



For Glory, for Users, for Avatars and Signatures!



Reading through it all and looking forwards to it :D


.
 
Im up for this, have written out my stats and things, says to post in OOC thread, is that this or another one yet to be made?
 
Fulton said:
No OOC/IC thread divide this time, though that may change.

Tyrion said:
Im up for this, have written out my stats and things, says to post in OOC thread, is that this or another one yet to be made?

I'm really not sure. ;)

Nice setting you've got here, Fulton. Reminds me of Tekumel. Anyway, I'm going to express my tentative interest.
 
Im up for this, have written out my stats and things, says to post in OOC thread, is that this or another one yet to be made?

Ignore that bit, I decided to have just one thread for now. Feel free to post here.
 
I have edited the population figures to make them more reasonable. All population figures have been halved. I also plan to add short backgrounds for each NPC faction today. Other than the map and setting up players, there is nothing else in the way of beginning the game.
 
Will we use this thread for the game itself?
 
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