[center][img]http://s24.postimg.org/miuean55x/Kneel_Before_Me.jpg[/img][/center] Hello. I've had an idea planted long ago in my mind after a certain lovely nation-roleplay I've had the honour of taking part in. That particular idea is one very similar to that roleplay's context. You lead a medieval kingdom into either prosper or downfall; managing your affairs, interacting with your vassal and other such kings and queens and creating an extremely interesting and gripping story of intrigue and war, diplomacy and peace. There are no 'fantasy' elements of any kind, and in all honesty the setting taking place is certainly brutal and cruel times. There is no advancements in the social system and everything is rather feudal. There's no 'democracy' as well. Of course you can shape up your character to be charitable and all that, but the vassals that I'll generate for you won't necessarily have to share your point of view. In fact, it can turn up completely the opposite. But that's where the fun lies. As was in the roleplay I had been in, there are going to be the Spring, Summer, Autumn, and Winter seasons where I announce events that were either randomly generated or player induced, both in the IC for the most global ones, and the private messages for the ones concerning all the players directly. All outcomes of assassination attempts, battles, sieges, and more will be decided by me, with the last two having a private convo for both sides where maneuvers and moves are done. The Official Map [hider=Map] [img]http://i.imgur.com/qL0CxMj.png[/img] [img]http://i.imgur.com/5yre72c.jpg[/img][/hider] [hider=Kingdom of Arlais] Name of the Kingdom: Kingdom of Arlais Current Ruler: [IMG]http://i61.tinypic.com/t0pwdl.jpg[/IMG] Her Royal Highness, Queen Nadiege I of the Bodou family. Dynasty: Bodou (300 years) Flag: [IMG]http://i58.tinypic.com/2j2uias.png[/IMG] History: Arlais was founded 800 years ago when the rivalling duchies of the land were finally conquered and unified by the first king of Arlais, Séverin I of the Ducross family. The kingdom then enjoyed a generation of relative peace until the vassals of the realm tried to seize power by attempting to murder Séverins heirs as he lay dying. The coup failed and started a bloody civil war which lasted for nearly thirty years, almost tearing the nation apart in the process. As his children were too young to rule, or even defend the throne, his brother Dacard stepped in as royal steward and managed to conquer the rebellion. The house of Ducross endured for a hundred more years, but the dissent of the vassals never dissipated. The line was utterly extinguished when a second coup successfully assassinated or exiled all of the remaining family members of the Ducross house. The mastermind of the coup, duchess Tyrande of the Gironde family, took the throne and declared herself as queen of Arlais. The Gironde dynasty was beloved by the people and endured until three hundred years ago, when duke Duncard of the Bodou family defeated the current queen Luisette II in the second great civil war or Arlais, securing the throne for the Bodous. They have remained in control of Arlais to this day. Kingdom Traits: Beloved by the People, Developed Infrastructure, Wondrous Beauty The Arlaisans are an industrious people fond of beautiful architecture and high art. The great cities of the duchies are a marvel to behold, especially the capital of Onryx with its multitude of monuments and fountains. The crown piece, however, is the great dome of the royal palace in the heart of the city. It was designed and built five hundred years ago by the great architect Leysan, and is rumored to be the biggest building of its kind in the world. The cities are all very well connected, primarily out of strategic necessity; the constant wars of the past made good roads critical to the speed of the armies. While the Bodous aren’t held in high regard by the nobility of the realm, the people adore them. The royal family is very fond of games and artistic performances and sports them whenever the opportunity presents itself. Bread is usually distributed to the masses at these events, for free. Speaking against the royal family in Arlais will furrow more than a few eyebrows. Military Traits: Good Equipment, Jousting Lords, Knowledge of War, Show of War, Trained Troops The Arlaisan armies are and have always been a very well-oiled machine. The kingdom has an ancient military tradition stretching back to even before it was unified, with songs, chants, stories and parades as a part of everyday culture. The nobles of the realm rarely keep soldiers of the civilian population, and instead rely on their elite retainers and the numerous mercenary companies of the realm. Nearly a thousand years of strife has taught the Arlaisans the value of good steel and proper education, and it is with pride that the Arlaisan armies present themselves to the world. Trade Traits: Agriculture, Industry, Ports, Rich with Ores The land of Arlais is rich with golden wheat and sparkling minerals. Everyone but the most poorly wretches has bread and ale on their table, and iron or even steel tools are a common commodity. Constant wars have forced the artisans of the land to excel in order to compete with the rivalling duchies, leading to a well-developed industry. Having an extensive coastline, Arlais sports many coastal cities with big ports. Here they entertain ships from near and far, enjoying the trade they bring. Flaws: Arguable Claims, Corruption, Horrible Vassals, Sellswords As the Bodous came into power during a military coup, the other vassals are of course questioning their right to rule. The fact that Arlais has no ancient royal family or clear line of succession has always made rule hard for the sovereign of the nation. Because of this, vassals sometimes refuse to send troops or aid during a crisis if it doesn’t directly concern their own duchy. The land is officially united, but the truth is that the unification only matters a duchies own interests are on the line. It is also no secret in Arlais that the nobles play favourites with certain individuals of the public, namely the rich ones. Money can get you far in Arlais, especially if you know who to bribe. The lords and ladies of Arlais has always employed mercenary companies to do their bloody business for them, sporting only small bands of loyal retainers for personal protection. The sell swords are extremely effective at what they do, but can be unreliable; they follow their purse and not their heart. [IMG]http://i61.tinypic.com/2n1gznt.png[/IMG] [/hider] [hider=The Northern Reaches] [b]Name of the Kingdom:[/b] The Northern Reaches [b]Current Ruler:[/b] King Eyvindr II [b]Dynasty:[/b] The Ragnvaldr dynasty [b]Flag:[/b][img=http://fc04.deviantart.net/fs71/f/2011/225/9/b/norse_flag_by_fenn_o_manic-d46ehob.png] History: Founded approximately 1000 years ago by the Hrothgar of the Felbjorn dynasty, the Northern Reaches has long established itself as masters of the ocean, conducting vital interkingdom trade through their large number of ships. Exiled with his household and supporters from the region of Chalewiel after an attempted uprising due to cultural differences and Hrothgar's lust for power, the exiles arrived in the lands of Wund. Encountering an apparently bleak land, filled with foreboding at the fact that omens along the voyage had not been king, he nevertheless persevered and began to establish his kingdom where he disembarked (the large claim area), naming the place Valheim. Having arrived just as spring was starting, the populace was fortunate enough to have scavenged seeds before leaving, allowing them to sow the fields with crops that would be ready by the time winter came. To their surprise, the land's fertility surpassed that of their home in Chalewiel despite the apparent barren state of the land. By the time winter came, construction of many buildings approached completion. Desparate, the worked faster, scavenging most of their remaining ships to finish the construction before the snows came. If the decision had gone differently, the exiles would have been claimed by the fierce blizzards that roared constantly during the winter, breaks far between yet of length enough to allow work. Looking longingly back to the sea, construction began once again on the fleet which had been destroyed in their ploy to survive. Slowed by the winter, ships were built slowly, the first few being completed the following autumn. With not enough time left for any journey of length, ships were sent up and down the coast, exploring the land. Villages were founded in fertile areas, spreading the burden of the population. Seasons came and went, and within a hundred years the Northmen had spread through much of the peninsula, even discovering an island off to the northwest. The Felbjorn dynasty grew in power, but as power comes, so do those that covet or despise it. In the Year after Founding 157, a group of nobles banded together and forced the king to abdicate. Despite earlier agreements to form a council of nobles, they fell to fighting amongst each other. While such chaos was occurring on the mainland, one of the nobles on the settled island, Arnnor the Wise of Wodanz, solidified his position, ensuring that those others on the island were behind his lead firmly. Advancing with an army behind him, Arnnor swiftly defeated the remaining nobles, executing them for treason against the king. No member of the Felbjorn dynasty was left alive, leaving the position open. Arnnor claimed it as his own, beginning the rule of the Wodanz dynasty. A fair ruler in most matters, he became beloved by the people for his compassionate nature, yet was hated by the surviving relatives of the rebellious nobles and their allies. Discontent remained in the land as they lived yet the faith of the people was unshakable so long as Arnnor lived. Upon his death, a series of weak kings followed, landing the kingdom in debt and reducing much of the fleet to destitution. At this point, YF 601, another uprising took place once again, this one more covert in nature. Assassinations and bribery became common. a silent war in the midst of the people. The jarl of Valheim, Asmund of Ragnvaldr, maneuvered his way into the graces of many of the noble families, establishing himself as a friend to many, enemy to few. Upon the death of the king, as no viable heir was left, tensions threatened to break into a civil war. Using his strings, Asmund secured the throne for himself through a series of opportune marriages, trade contracts, and bribes of his own. Gaining the throne in YF 609, the Ragnvaldr dynasty worked to become friends of both the people and the nobles so as to ensure the continued support of the entire nation. In the current year, YF 900, Eyvindr II sets his sights on expanding the borders of the Northern Reaches into southern territory, the first proposed large foreign excursion since the inception of the kingdom. Such plans are kept secret among a few people, yet a tension rests in the air that is difficult to ignore if focused on. With the full support of the people behind him, Eyvindr hopes to establish a Northmen hegemony over much of the world. Traits: [list] [*]Beloved by the People: The Ragnvaldr dynasty has long spent building faith with the people through the general abolition of serfdom in favor of paid labor, large festivals and other events, and very low taxes.[/*] [*]Friends with the Nobles: Through dynastic marriages early in the rule of the Ragnvaldr dynasty, along with continued appropriations of land and royal support in times of need, the nobles have come to view the king with respect, in addition to a growing sense of nationalism.[/*] [*]Masters of Ambush: Raiding is a very risky business, depending greatly on being able to come upon the targeted settlement or group without being spotted beforehand. With an extensive raiding history, the Northmen have come to develop stealth to an art, able to come upon villages and towns without having been detected beforehand. Such an element of surprise allows loot to be claimed and defenders to be overwhelmed without great interference. Adding to this is the preference of light armor, allowing ambushes to be set up quickly and without much noise.[/*] [*]Light armor: Ores were difficult to come by in the northern lands and as such had to be prioritized for other purposes. This resulted in lack of armor development. Most armor is usually leather or padded cloth, with only a few of the richer having chain armor. Also, as occasional raiders, it helps to be able to escape from a situation quickly.[/*] [*]Trained Troops: Combat tournaments, along with the experience provided by raiding and training provided by some jarls to their soldiers, has propagated the development of combat readiness among the Northern Reaches. A jarl is looked down upon if they cannot assemble a skilled war band should the need arise, adding social pressure to this fact.[/*] [*]Ships: Separated from other nations and originally a sea-faring group, the Northern Reaches has come to hold the largest fleet of ships in the world in terms of pure numbers.[/*] [*]Riding the Waves: Separated from other nations by large gaps of water and requiring speedy ships to get away after a raid, Reach ships have focused on speed rather than bulk carrying capacity.[/*] [*]Seaworthy: Having mastered the construction of ships over a thousand years, Northern Reach longboats and galleys are made to withstand some of the strongest storms in the world. In addition, their innovative compartmentalization adds to the sturdiness of the boats.[/*] [*]Agriculture: Despite the northerly status of the terrain, old volcanic systems have made the soil fertile, allowing the production of food. In addition, food has become specialized to growing in cold climates. The warmer areas in the south are dedicated to growing massive amounts of wheat for the other areas of the kingdom.[/*] [*]Ports: What good is the largest fleet in the world if you have nowhere to land it. Also serves to make the Northern Reaches a hub of commerce due to the speed of their ships, making them some of the most sought after cargo carriers.[/*][/list] Flaws: [list] [*]Even your horses look weak: When the Northmen were exiled from Chalewiel, no horses were brought with them. Due to the detrimental terrain, cost of purchase, and time spent without them, horses have been generally phased from warfare.[/*] [*]Your arrows fly like dung: Due to the Northmen's reliance on fishing and agriculture rather than hunting to survive, archery was not kept alive by civilians. In addition, many warriors view the bow as an inferior weapon, not worthy of a true fighter.[/*][/list] [img=http://i50.photobucket.com/albums/f307/SirVesuvius/qL0CxMj_zps85e41f6a.png] [/hider] [hider=The Affadyqid Sultanate] [b]Name of the Kingdom:[/b] The Affadyqid Sultanate [b]Current Ruler:[/b] Mehran bin-Laysham al Affadyqid [b]Dynasty:[/b] Affadyqid [b]Flag: [/b] [img=http://upload.wikimedia.org/wikipedia/commons/thumb/c/cd/Seljuqs_Eagle.svg/200px-Seljuqs_Eagle.svg.png] [b]History:[/b] The Affadyqid Sultanate was established some 500 years ago by Beneran "The Lame Mare". Originally the third daughter of Orghan, the chief of a tribe of Kara nomads, she managed to take over by manipulating her older brothers into killing themselves in a duel. Once in charge of the tribe, the ambitious chieftess wasted no time in subjugating the neighboring tribes into her growing domain. And after five years of war, during which she asserted herself as one of the most powerful leaders of the region, Beneran set her eyes on the true prize: The Sestani plain, possibly the most fertile patch of land of the entire northern reach of the continent and the "Promised Land" for the Kara and other desert-dwellers. During that time, the Sestani plain was under the control of the Zurvanid Empire. An ancient realm already in its twilight years, suffering from stagnation, corruption and a intense civil war between the Emperor and a league of rebel city-states. And it was during this time of weakness that Benenan and her army of desert-dwellers barged into the region. Proving once again to be a masterful commander, Benenan easily slaughtered the divided armies of her opponents, burning all cities and villages who dared to resist. It was during this time that she gained the nickname of "Lame Mare", for during a battle she took a wound that soon got infected and forced the doctors to cut off her left leg below the knee. Though that didn't stop her from continuing the campaign, and as soon as a wooden replacement could be arranged Beneraz was back on the saddle. After more four years of intense combat, the old Zurvanid Empire was conquered, save for a few remnants roaming the countryside, and so the victorious chieftess declared herself Sultana and choose the city of Iskenderyah to be the capital of the "Affadyqid Sultanate" (Meaning Blue Eagle in the Kara language). Surprisingly, the Lame Mare proved to be a merciful ruler, restoring the many temples and monuments destroyed by her army and protecting the freedom of religion and respecting the different cultures of her subjects. She died after other 20 years in power. Her son, Muffahar, would rule like his mother, merciful and generous to his allies but ruthlessly cruel to his enemies. As it would soon be discovered by the many rebels who rose up during the early year of his reign. Other than that, his reign would be mostly quiet. Muffahar's son, Zedanyin would take the throne and spend most of his reign warring with the neighboring states and expanding the Sultanate. After him the Affadyqid realm would be wracked by a 9-year long civil war that would end with the nobility ruling the realm and the Sultan reduced to a mere figurehead. This situation would remain for some hundred years. Until the start of the 30-years War. This conflict started rather far away from the borders of the Sultanate, but thanks to a complex web of alliances the Affadyqids found themselves in one of the sides of the war. The conflict, like many others, was bloody and senseless, ending with little more than a white peace and ruining several rulers across Astieb and Chernogavia. Including many of the most powerful lords of the realm, which allowed the reigning Sultan to wrest the control of the nation back into his hands. The next big event would happen some 50 years later with the birth of the Ularid Faith. A militant religion by nature, its followers surged from the deserts and into the settled lands, sparking yet another long and bloody conflict that lasted for some more decades. Fortunately for the Affadyqids, when the Holy Warriors of Ular reached their borders they were already overstretched after years of brutal fighting. This allowed the Affadyqid armies to triumph and beat the fanatics back. Though to this victory did not stop the spread of Ularism through the population of the western regions of the Sultanate. And so we reach the current era. Some 230 years after the first Ularid Wars, and 10 years into the reign of Sultan Mehren. Not a Flawless Family 2: Mehran's was rather fond of the young children of his court. This inappropriate infatuation led to his poisoning by his younger brother, who then took the throne. Only to die of a heart attack decades later while engaging in certain [i] activities[/i] with his daughter. The throne then passed to Mehran's father, who was rumored to take part in ceremonies to consort with demons. Needless to say, the prestige and standing of the Affadyqids was seriously damaged by these events. Terrible boats: Beneran conquered and ruled her realm from atop of a horse and while her sons may have built palaces for themselves, no Affayqid ruler ever paid much attention to building himself a fleet. Agriculture: The Affadyqids rule over fertile the Sestani plain provides them with vast amounts of foodstuff for the realm. Rich with Ores: The Lamani mountains located along the northeastern coast of the nation and the Alberrin on the southern edge of the Sultanate are among the richest of the continent. Industry: The Affadyqids rulers always placed great emphasis on ensuring the productivity and quality of local craftsmen Big Armies: The continent of Astieb is no stranger to conflicts, and the Sultans never forgot how their illustrious ancestor simply took the lands of those unable to resist. And as such maintaining large armies was always a must for the Affadyqid rulers. After all, isn't it the task of every men and women to defend it's liege? Messengers with wings: Communication was and always will be a vital cornerstone of warfare. Trained Troops: Despite it's large size bringing a quality of its own, the Affadyqid Sultans have always maintained a smaller force of very well trained troops under direct control of the crown. Foraging: The sheer size of the Affadyqid armies have forced them to be efficient at foraging when in campaign. Developed Infrastructure: When Beneran took over the old Zurvanid Empire, she ensured that the old roads and monuments survived, and her sons and successors prided themselves in expanding the general infrastructure of the realm Fair Law: In theory, the mandate of the Affadyqids is due to their ability to maintain peace and order. For this reason the Sultans have always worked hard to maintain a strong judicial system Clean streets: The cities are dutifully patrolled by guards day and night. [img=http://i1039.photobucket.com/albums/a474/Patukov/Affadyqids_zps0042bbba.png] [/hider] Thanks in advance.