Post by aspenivan on Nov 12, 2015 8:20:24 GMT
The North is free of Southern rule, but that doesn't mean the Southerners have disappeared. Beyond its religion and cultural influence, the South continues to send merchants and dignitaries North. With the Grand Survaek Empire now splintered, the various successor states look to Northern Aedakom for trade, legitimacy, and support.
Southern Factions can offer a realm powerful economic and military boons, including unique materials and technologies through the Southern Trade District construct. They may also ask for special agreements and services from their Northern trade partners. Except for very rare exceptions, Southern realms will only ever trade with Aedakom realms. Some are even more restrictive, only trading with Orthodox Aedakom.
THE THREE KINGDOMS: The true successor-states of the Grand Survaek Empire, either competing to restore the Empire under their own suzerainty or working to prevent the Empire from returning at all.
The Khaitis Domain
Emperor Vokoryn II Khaitis was defeated in the Fifteen Years' War, but he is neither dead nor deposed. Instead, he now rules over the Khaitis-lands and the Southern Tribes, a much smaller realm than he once commanded. He is known to those outside his lands as the King or Grand Chief of the Khaitis Domain, but he continues to claim the titles Grand Survaek Emperor and Sword of Aed. The state religion of the Khaitis Domain is Raegar-Aedak, formerly known as the Cult of Raegar heresy, which preaches the supremacy of the Khaitis line over the Vaekirate. According to the doctrine of this particular form of Aedak, every Emperor carries the semi-divine Aspect of Raegar, and because Raegar founded the Vaekirate it should always be subordinate to the Sword of Aed.
The Khaitis Domain is essentially half-settled, half-nomadic. Fertile lands in the North can only provide so much, so pastoral herding remains crucial to the realm. Thus, the old ways of Raegar's people survive as much out of necessity as tradition. Yet, although it lacks in agricultural wealth, the realm's forests and mountains are perhaps the richest on the continent. And naturally, the Khaitis Domain is home to the best horses and riders of the South.
– Religion: Aedakom Heresy (Raegar-Aedak)
– Trade District Bonus: Imperial Industry – +3 Iron Slots, +1 Wood/turn, +1 Stone/turn
– Unique Weapon: Gun-howitzer – Howitzers and Cannons become Gun-Howitzers: Slow / Adjustable Firing Arc / Explosive / Range 800m. Requires Manufactoria.
– Unique Unit: Reformed Khaitis Knights (200 riders / Gunpowder): Elite shock cavalry without compare, armed and trained with lances longer than most pikes. They also carry swords and multiple pistols apiece. Powerful Charge / Bonus vs. Pikes / Effective in Melee / Excellent Morale / Excellent Cohesion / Heavy Armor (2 Iron Slots)
– Unique Resource: Southern Steppe Stallions – Luxury, all professional cavalry have improved speed and fatigue resistance
The Kingdom of Byrnia
As the oldest civilization in the history of the South, Byrnia has always held a powerful cultural sway over the continent. Even as subjects of the Grand Survaek Empire, the Great Houses of Byrnis continued to dominate politics in their region and held significant influence as high as the Imperial Court. When the conditions of protracted war and religious strife pushed too hard on Byrnia, it was not difficult for the region to politically reorganize into an independent kingdom. The Nayani Dynasty, ruler of Byrnia from before Raegar until the consolidation of the Second Survaek, has re-assumed its monarchical position once again. However, they are checked in Byrnis by the other Great Houses, and in the countryside by Byrnia's traditionally strong self-governing villages and towns. In resuming what the Byrnian elite considers their traditional role, they have opted to maintain their loyalty to the Messaran Vaekir but neglected to oppose all but the most extreme unorthodoxy in the realm. Byrnia was always known for a high degree of tolerance and local religious autonomy, after all.
The Kingdom of Byrnia is something of a political and economic balancing act. On the one hand, the realm's nobility and cultural markers are almost exclusively centered in Byrnis, the largest and wealthiest city of the South (and perhaps the entire world). On the other hand, the capital depends heavily on the loyalty of towns and villages to tend to the fertile Reed River valley, and these settlements have always wielded very well-organized political and military institutions to enforce a royal policy of high autonomy and low taxes. Byrnia is two realms at once, both a confederacy of self-governing settlements and a Kingdom almost entirely defined by its capital.
– Religion: Orthodox Aedak (tolerates heresy)
– Trade District Bonus: Commercial Powerhouse – Trade route with faction gives double income (after counting luxuries) and resistant to blockade.
– Unique Weapons: Gunlock – Improved accuracy and rate of fire for naval guns. Requires Modern Gunsmiths' Workshop.
– Unique Unit: Byrnom Foot Guards (500 soldiers / Gunpowder): Formerly the crack troops of the Khaitis Emperor, now they fight for their own kingdom. They are armed with muskets, bardiches, and grenades. Inspires Allies / Resistant to Fatigue / Powerful Charge / Effective in Melee / Excellent Morale / Excellent Cohesion / High Rate of Fire / Can Throw Grenades / Medium Armor (1 Iron Slot)
– Unique Resource: Spices – Counts as 2 Luxuries
The Raethonite Commonwealth
The largest of the Southern realms, the Raethonite commonwealth controls what was the breadbasket of the Grand Survaek Empire, a number of regions so fertile they could support large populations some distance away. Now, of course, the Raethonites use their bountiful surplus harvests as they wish, whether for export or for ample storage in the realm's countless granaries. However, to the frustration of many would-be invaders, these regions are guarded by treacherous mountains to the North and desert to the West, making the Yldrim River crossings of the Southwest the only "easy" path into the realm. This geographical variety is matched by a variety of cultures, from the Akir of the deserts to the Kafuans of the Northeastern shores to the Reyirirkite farmer-folk around the ancient capital of Raethon.
Before the time of Raegar, almost a millenium ago, Raethon was united only by the Vayadu religion. Now thoroughly Aedakom, the Raethonites are united under a Council of Lords representing the many peoples among them. The Council elects from its members a King to rule the realm, but power rests more heavily in the hands of the Electors than the Elected. The ruling dynasty of Raethon changes with almost every succession, essentially rotating among powerful families each representing a region or people. The religious policy of these families is mixed, and though Raethon is largely Orthodox there are many heretic strongholds protected if not endorsed by their lieges.
– Religion: Mixed (Orthodox and Heresies)
– Trade District Bonus: Fertile Land – +8 Food Slots
– Unique Weapon: Long Rifle – All Sharpshooter Range troops and Sharpshooter Levy slightly slower to load and much more accurate.
– Unique Unit: Raethonite Hill Warriors (500 soldiers / Gunpowder): Extremely versatile soldiers who fight with rifles, bows, pistols, and axes. They make for incredibly durable skirmishers that can function well in melee. Fast / Resistant to Fatigue / Effective in Melee / Very Accurate / Excellent Morale / Light Armor
– Unique Resource: Reyirirk Redstone – Luxury, all stone walls/constructs have improved durability
THE VAEKIRATE: The religious hierarchy and holy orders that together inform and enforce Aedakom orthodoxy. With the fall of the Grand Survaek Empire, the Vaekirate is very much its own independent political power. In the South, it can be divided into roughly two polities.
The Feymoure Clans
Some two-hundred years ago, the first Sylphs entered the world. Yet, instead of landing in the North where their elven kin dwelt, they invaded the (up until then) almost entirely-human South. Over decades they carved a kingdom of sorts from the former mountain territories of the old Kingdom of Byrnia, but rather than keep fighting them the Vaekirate saw fit to pacify the invaders through faith. The Saighdeoir Order would answer the call most devotedly, zealously promoting the Word of Aed and in the process asserting their political dominance over the Clans.
Some fifty years ago, a period of plague and famine saw the Messaran Vaekirate govern the Feymoure more directly, and the Saighdeoir Order began to crumble apart. Now the Feymoure have returned to self-governance, but under a looser system. Though still nominally subject to the Order, which survives as a weaker shadow of its old self, the Clans are mostly autonomous, and the only central institution that holds any real sway is the yearly Convocation that brings clan leaders together. The true legacy of the Saighdeoir is in the dozens if not hundreds of monastic military orders that exist alongside the clans, not claiming significant political authority but beyond zealous in their quest to enforce True Aedak.
– Religion: Orthodox Aedak (persecutes heretics)
– Trade District Bonus: The Faith's Militants – All Zealots and Zealot Knights have improved cohesion and combat ability. +1 Warrior-Monk Retinue. This district can be mobilized and gives +3 Zealot Knight Levies (Sylph).
– Unique Weapon: Sylvan Warbow – Longbow and Horse Archer units have improved range and are no longer Weak Against Armor.
– Unique Unit: Saighdeoir Order Elites (500 soldiers): Winged warriors of the famed Saighdeoir tradition, armed with powerful longbows aided by the soldiers' natural wind magic. Fast / Resistant to Fatigue / Can Fly Long Distances / Very Accurate / High Rate of Fire / Excellent Morale / Medium Armor
– Unique Resource: Levistone Ore – Luxury, Medium and Heavy Armor no longer prevents Sylphs from flying
The Holy City of Messara
Messara is not only the center of the Vaekirate hierarchy, but also the center of the entire Aedakom faith. It draws pilgrims from both North and South, and no Aedakom lord of repute would dare neglect to make the voyage early in their reign. The Holy City, and to some extent the surrounding area, is a marvel of architecture and engineering, thanks to the Vaekirate's exclusive authority over magic in the Aedakom world. All magically-inclined Aedakom children, of any race or status, are brought to the Holy City to be trained as honored Tovenaar, the faithful scholar-magicians of Aed.
So much respect does the Messaran Vaekirate command, that even in times of tension or conflict with neighboring kingdoms and even in heretic communities, clergy everywhere remain part of the structure and pilgrimage is never interrupted. Yet, this does not prevent conflict from arising. The relations between the Holy City and the Khaitis Domain in particular are checkered at best; even after the end of the Fifteen Years' War in the South, skirmishes have broken out between nomadic warriors and Messaran garrisons in the outer territories around the city.
– Religion: Orthodox Aedak (persecutes heretics)
– Trade District Bonus: Center of Aedak – +4 Piety, +1 Chief Priest Retinue, all religious retinues twice as effective at Teaching and Missions.
– Unique Weapon: Enchanted Blades – All professional melee troops do extra damage and frighten enemies.
– Unique Unit: Hierschaarom Square (250 musket, 250 halberd / Gunpowder): The Vaekirate Guard infantry, orphans taken in by Messara and trained as soldiers since childhood. They are not especially unique in their tactics or armaments, but their loyalty and discipline are beyond compare. Inspires Allies / Resistant to Fatigue / Unbreakable Morale / Excellent Cohesion / High Rate of Fire / Medium Armor (1 Iron Slot)
– Unique Resource: Holy Texts – Every Trade Route grants +2 Piety towards Orthodox Aedak in BOTH realms
Southern Factions can offer a realm powerful economic and military boons, including unique materials and technologies through the Southern Trade District construct. They may also ask for special agreements and services from their Northern trade partners. Except for very rare exceptions, Southern realms will only ever trade with Aedakom realms. Some are even more restrictive, only trading with Orthodox Aedakom.
THE THREE KINGDOMS: The true successor-states of the Grand Survaek Empire, either competing to restore the Empire under their own suzerainty or working to prevent the Empire from returning at all.
The Khaitis Domain
Emperor Vokoryn II Khaitis was defeated in the Fifteen Years' War, but he is neither dead nor deposed. Instead, he now rules over the Khaitis-lands and the Southern Tribes, a much smaller realm than he once commanded. He is known to those outside his lands as the King or Grand Chief of the Khaitis Domain, but he continues to claim the titles Grand Survaek Emperor and Sword of Aed. The state religion of the Khaitis Domain is Raegar-Aedak, formerly known as the Cult of Raegar heresy, which preaches the supremacy of the Khaitis line over the Vaekirate. According to the doctrine of this particular form of Aedak, every Emperor carries the semi-divine Aspect of Raegar, and because Raegar founded the Vaekirate it should always be subordinate to the Sword of Aed.
The Khaitis Domain is essentially half-settled, half-nomadic. Fertile lands in the North can only provide so much, so pastoral herding remains crucial to the realm. Thus, the old ways of Raegar's people survive as much out of necessity as tradition. Yet, although it lacks in agricultural wealth, the realm's forests and mountains are perhaps the richest on the continent. And naturally, the Khaitis Domain is home to the best horses and riders of the South.
– Religion: Aedakom Heresy (Raegar-Aedak)
– Trade District Bonus: Imperial Industry – +3 Iron Slots, +1 Wood/turn, +1 Stone/turn
– Unique Weapon: Gun-howitzer – Howitzers and Cannons become Gun-Howitzers: Slow / Adjustable Firing Arc / Explosive / Range 800m. Requires Manufactoria.
– Unique Unit: Reformed Khaitis Knights (200 riders / Gunpowder): Elite shock cavalry without compare, armed and trained with lances longer than most pikes. They also carry swords and multiple pistols apiece. Powerful Charge / Bonus vs. Pikes / Effective in Melee / Excellent Morale / Excellent Cohesion / Heavy Armor (2 Iron Slots)
– Unique Resource: Southern Steppe Stallions – Luxury, all professional cavalry have improved speed and fatigue resistance
The Kingdom of Byrnia
As the oldest civilization in the history of the South, Byrnia has always held a powerful cultural sway over the continent. Even as subjects of the Grand Survaek Empire, the Great Houses of Byrnis continued to dominate politics in their region and held significant influence as high as the Imperial Court. When the conditions of protracted war and religious strife pushed too hard on Byrnia, it was not difficult for the region to politically reorganize into an independent kingdom. The Nayani Dynasty, ruler of Byrnia from before Raegar until the consolidation of the Second Survaek, has re-assumed its monarchical position once again. However, they are checked in Byrnis by the other Great Houses, and in the countryside by Byrnia's traditionally strong self-governing villages and towns. In resuming what the Byrnian elite considers their traditional role, they have opted to maintain their loyalty to the Messaran Vaekir but neglected to oppose all but the most extreme unorthodoxy in the realm. Byrnia was always known for a high degree of tolerance and local religious autonomy, after all.
The Kingdom of Byrnia is something of a political and economic balancing act. On the one hand, the realm's nobility and cultural markers are almost exclusively centered in Byrnis, the largest and wealthiest city of the South (and perhaps the entire world). On the other hand, the capital depends heavily on the loyalty of towns and villages to tend to the fertile Reed River valley, and these settlements have always wielded very well-organized political and military institutions to enforce a royal policy of high autonomy and low taxes. Byrnia is two realms at once, both a confederacy of self-governing settlements and a Kingdom almost entirely defined by its capital.
– Religion: Orthodox Aedak (tolerates heresy)
– Trade District Bonus: Commercial Powerhouse – Trade route with faction gives double income (after counting luxuries) and resistant to blockade.
– Unique Weapons: Gunlock – Improved accuracy and rate of fire for naval guns. Requires Modern Gunsmiths' Workshop.
– Unique Unit: Byrnom Foot Guards (500 soldiers / Gunpowder): Formerly the crack troops of the Khaitis Emperor, now they fight for their own kingdom. They are armed with muskets, bardiches, and grenades. Inspires Allies / Resistant to Fatigue / Powerful Charge / Effective in Melee / Excellent Morale / Excellent Cohesion / High Rate of Fire / Can Throw Grenades / Medium Armor (1 Iron Slot)
– Unique Resource: Spices – Counts as 2 Luxuries
The Raethonite Commonwealth
The largest of the Southern realms, the Raethonite commonwealth controls what was the breadbasket of the Grand Survaek Empire, a number of regions so fertile they could support large populations some distance away. Now, of course, the Raethonites use their bountiful surplus harvests as they wish, whether for export or for ample storage in the realm's countless granaries. However, to the frustration of many would-be invaders, these regions are guarded by treacherous mountains to the North and desert to the West, making the Yldrim River crossings of the Southwest the only "easy" path into the realm. This geographical variety is matched by a variety of cultures, from the Akir of the deserts to the Kafuans of the Northeastern shores to the Reyirirkite farmer-folk around the ancient capital of Raethon.
Before the time of Raegar, almost a millenium ago, Raethon was united only by the Vayadu religion. Now thoroughly Aedakom, the Raethonites are united under a Council of Lords representing the many peoples among them. The Council elects from its members a King to rule the realm, but power rests more heavily in the hands of the Electors than the Elected. The ruling dynasty of Raethon changes with almost every succession, essentially rotating among powerful families each representing a region or people. The religious policy of these families is mixed, and though Raethon is largely Orthodox there are many heretic strongholds protected if not endorsed by their lieges.
– Religion: Mixed (Orthodox and Heresies)
– Trade District Bonus: Fertile Land – +8 Food Slots
– Unique Weapon: Long Rifle – All Sharpshooter Range troops and Sharpshooter Levy slightly slower to load and much more accurate.
– Unique Unit: Raethonite Hill Warriors (500 soldiers / Gunpowder): Extremely versatile soldiers who fight with rifles, bows, pistols, and axes. They make for incredibly durable skirmishers that can function well in melee. Fast / Resistant to Fatigue / Effective in Melee / Very Accurate / Excellent Morale / Light Armor
– Unique Resource: Reyirirk Redstone – Luxury, all stone walls/constructs have improved durability
THE VAEKIRATE: The religious hierarchy and holy orders that together inform and enforce Aedakom orthodoxy. With the fall of the Grand Survaek Empire, the Vaekirate is very much its own independent political power. In the South, it can be divided into roughly two polities.
The Feymoure Clans
Some two-hundred years ago, the first Sylphs entered the world. Yet, instead of landing in the North where their elven kin dwelt, they invaded the (up until then) almost entirely-human South. Over decades they carved a kingdom of sorts from the former mountain territories of the old Kingdom of Byrnia, but rather than keep fighting them the Vaekirate saw fit to pacify the invaders through faith. The Saighdeoir Order would answer the call most devotedly, zealously promoting the Word of Aed and in the process asserting their political dominance over the Clans.
Some fifty years ago, a period of plague and famine saw the Messaran Vaekirate govern the Feymoure more directly, and the Saighdeoir Order began to crumble apart. Now the Feymoure have returned to self-governance, but under a looser system. Though still nominally subject to the Order, which survives as a weaker shadow of its old self, the Clans are mostly autonomous, and the only central institution that holds any real sway is the yearly Convocation that brings clan leaders together. The true legacy of the Saighdeoir is in the dozens if not hundreds of monastic military orders that exist alongside the clans, not claiming significant political authority but beyond zealous in their quest to enforce True Aedak.
– Religion: Orthodox Aedak (persecutes heretics)
– Trade District Bonus: The Faith's Militants – All Zealots and Zealot Knights have improved cohesion and combat ability. +1 Warrior-Monk Retinue. This district can be mobilized and gives +3 Zealot Knight Levies (Sylph).
– Unique Weapon: Sylvan Warbow – Longbow and Horse Archer units have improved range and are no longer Weak Against Armor.
– Unique Unit: Saighdeoir Order Elites (500 soldiers): Winged warriors of the famed Saighdeoir tradition, armed with powerful longbows aided by the soldiers' natural wind magic. Fast / Resistant to Fatigue / Can Fly Long Distances / Very Accurate / High Rate of Fire / Excellent Morale / Medium Armor
– Unique Resource: Levistone Ore – Luxury, Medium and Heavy Armor no longer prevents Sylphs from flying
The Holy City of Messara
Messara is not only the center of the Vaekirate hierarchy, but also the center of the entire Aedakom faith. It draws pilgrims from both North and South, and no Aedakom lord of repute would dare neglect to make the voyage early in their reign. The Holy City, and to some extent the surrounding area, is a marvel of architecture and engineering, thanks to the Vaekirate's exclusive authority over magic in the Aedakom world. All magically-inclined Aedakom children, of any race or status, are brought to the Holy City to be trained as honored Tovenaar, the faithful scholar-magicians of Aed.
So much respect does the Messaran Vaekirate command, that even in times of tension or conflict with neighboring kingdoms and even in heretic communities, clergy everywhere remain part of the structure and pilgrimage is never interrupted. Yet, this does not prevent conflict from arising. The relations between the Holy City and the Khaitis Domain in particular are checkered at best; even after the end of the Fifteen Years' War in the South, skirmishes have broken out between nomadic warriors and Messaran garrisons in the outer territories around the city.
– Religion: Orthodox Aedak (persecutes heretics)
– Trade District Bonus: Center of Aedak – +4 Piety, +1 Chief Priest Retinue, all religious retinues twice as effective at Teaching and Missions.
– Unique Weapon: Enchanted Blades – All professional melee troops do extra damage and frighten enemies.
– Unique Unit: Hierschaarom Square (250 musket, 250 halberd / Gunpowder): The Vaekirate Guard infantry, orphans taken in by Messara and trained as soldiers since childhood. They are not especially unique in their tactics or armaments, but their loyalty and discipline are beyond compare. Inspires Allies / Resistant to Fatigue / Unbreakable Morale / Excellent Cohesion / High Rate of Fire / Medium Armor (1 Iron Slot)
– Unique Resource: Holy Texts – Every Trade Route grants +2 Piety towards Orthodox Aedak in BOTH realms