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Alright, here's a modified version assuming I counted correctly.

http://imgur.com/znZMACi

Basic lore I was envisioning was the polity would be formed from refugees fleeing from the British Isles, with a new culture, combining elements of both English and French culture, forming around the area.
 
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Areas controlled by the Rasthukrati dynasty
Realm Name: Ksthur of Rasthukrati

Strength: Kalifynths. The Kalifynths is a subspecies of the family of Elephantidae who the first pirates brought with them from India. They have four tusk and is generally the size of an Asian elephant. They use them for war and sometimes for heavy labour if they have the money to own one that is. (Bonus to cavalry)

Weakness: Mediterranean infamy. Due to the extensive raiding the dynasty has ordered over the years in the eastern and sometimes western Mediterraneanhas has given them quite some infamy with the lords who have been subjects of their raids. (Minus to income due to lack of extensive trade)

Realm Description: The Rasthukrati dynasty descendts from the hindu pirate lord Kanhoji who with his fleet of ships sailed out to raid and plunder. They had for a long time have a base near Sinai where they planned out their raids on the towns of the Empire lying on the banks of the Nile. When the empire fell however, the pirate lord set sail once more, but this time he wanted a place to call his. At the shores of Qubiat (a city built after the flooding at the banks of the Nile) his ships landed and brought out their many troops with an "advanced" form of sort, that was almost black and was sharper than normal (Indian steel). The city fell quick and it was his. People were however not so fond of his foreign culture and religion so him and his men began mixing in with the locals, learning their language and the culture of the lands owned by the dynasty is a mixture of those two cultures. The pirate lord who now called himself Raja started to consolidate his power by building the first part of his castle, the Citadel of Qubiat. Whilst it was being build, he started expanding, and expansion his son would continue and his son after that.
Even though there are freedom of religion in the kingdom, many have joined the Hunshism which is a mixture of Indian beliefs and shia islam. There is one god, but this god have many helpers or demi-gods.
The Maharaja is supposed to be a benevolent ruler who answers to god and his people.
Many in the kingdom get paid in grain and other foodstuffs instead of coins as only few are minted and they are expensive.

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Character’s Name: Maharaja Ashoika Rasthukrati

Age: 16

Biography: Ashoika was the son of the crown prince and was but a boy when his father drowned in a raid. So he was raised to inherit and when his grandfather (the Maharaja) died, he became Maharaja at the age of 14. Per tradition, he married his sister whilst taking a number of concubines. His rule saw quite a lot of change. First of all, he reformed the army to make it more efficient as it was still organized in a pirat way in how many men you could fill in your ship, which was pretty different from ship to ship. He also made his new army swear loyalty to him and him only. The nobles were outraged an demanded the reform declared null and void. When Ashoika refused, they rose up in revolt which the Maharaja personally crushed with his own and loyalist armies. The nobles (who revolted) were stripped of their power and the loyalist nobles were from that day unable to raise their own armies, centralizing the power of the monarch.
 
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Realm Name: Tha Kangdam af tha Heelends.

Location: The North Half of Scotland and the surrounding isles. Estimate ~18 provinces. (Out of a rolled 40)

Strength; Men of the Isles: These are the men North of the Great Glen, they are born with salt in their blood and splinters in their fingers. Their towns smell of fish and the courts have busts of Whales & Sharks, Not deer or boar. "A ship is only as sturdy as the people who make them" it is said, and they are a renowned for their strength. Whether for fishing, trading or warfare, they are the best this side of the Suez Sea: even if they tend to use their vast wealth of ships mostly for peaceful purposes. (Stronger Ships and Higher skilled warriors)

Weakness; Population Sparsity: Due to its small size and not massively hospitable terrain, the population of the Heelends is rather small, and often clustered on the coast. This means they cannot field any large standing army, and must rely on their navy for defense of their Kingdom. This is caused not only by the lack of main agricultural land, but also by the risk of having entire communities depend on fish stocks: where with one storm, many of the males in a village can be lost. (Low manpower for warfare, slightly lower production of non naval goods)

Realm Description: North of the Great Glen; the local's name for the Sea that exists where the "belt" of Scotland once did, lies Tha Kangdam af tha Heelands. It is a maritime nation, with its capital in the city of Doondie Tún, on an Island just east of the Southern Coast, on the former city of Dundee. Its language is one spoken from the throat, and has grown in isolation into it's own distinct language; rich in a strong oral tradition of "Cooulies" (common folk songs), epic poems and oral storytelling. Religiously, they follow what could best be described as "Polyprotestantism": born from the highly diverse religious history of the area. While in the upper classes are mostly catholic, most churches are protestant and run by local priests, which include women in their number. This and various other technical changes (although not necessarily any major theological ones, apart from the nature of the eucharist) separate it from the Catholicism of the south. The King (or rarely Queen)'s succession operates on the old system of Tanistry: where the various clan leaders vote whom of the King's family will succeed him upon death. The clandom itself follows the regular feudal model, with many differences. For starters, the land that the chieftains of the clans own is technically communal for all those who use it, which the clan lords defend and ensure they use. In exchange for this, they tenants are used as a corvée for their liege lord, be it for miscellaneous work or warfare. It is not neccicarily a better system than being taxed on goods produced, but during times of peace it is a very advantageous one. The kingdom has fallen into somewhat of a rut however, with many looking to the south for new grounds to raid, conquer or even settle.
 
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After giving it some thought, given the role that the pope plays in the empire I've decided that it should probably be an NPC based just in the single province of Roma. Sorry to those who wanted to play as the pope.

Also, small islands with less than 4 white pixels won't be counted as provinces, so if there are islands like that off the coast of your provinces feel free to claim them for free.
 
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Realm Name: Tavrída Xandığı (Khanate of Taurida)

Location: Crimea and its surrounding Black Sea territories. 44 provinces.

Strengths (Thalassocracy):
The realm of Taurida has not always been in a position of dominance over the Black Sea, long before Taurida grew to control a vast overseas dominion, it was primarily confined to the island of Taurida, from which the Khanate inherits its name. While initially a nation of traders and fishermen, the ascension of the current Azadid dynasty to the Tauridan throne heralded a change towards a new direction for the realm, and the construction of fishing and trade ships made way for ships of war. Since then, the art of shipbuilding flourished within the Khanate, and alongside it that of naval strategy and warfare, both of which significantly aided the realm in reaching the point it has now. (Ships perform better in battle)

Weaknesses (Qurultay): Although the entirety of the island of Taurida is held directly by the crown, the vast majority of the realm is overseas from the kingdom capital of Azaq, and is populated by people who speak languages other than the language of court, and profess creeds other than those practised by the Tauridan nobility. Naturally, because of this the Tauridans have opted to adapt existing leadership structures when expanding into new territories rather than attempting to take direct control of newly conquered land. On one hand, this has its benefits, since the local populace are allowed to continue governing themselves and old laws from before the conquest stay in effect, the peasantry are unlikely to object too strongly to their new overlords. On the other hand, it creates very powerful, highly autonomous vassals, many of whom have a significant say in affairs of the state and who are in a position of power to make demands of their sovereign. As such, all royal edicts and decisions must be voted in by the Qurultay, a sort of council containing all the most important subjects of the Khanate, in order to pass. Acting against their vote is likely to displease them. (GM may determine if a decision made by the realm, anything from edicts to army orders, is against the interests of the Qurultay. If so, the GM may override submitted orders, cancelling royal edicts and forcing armies to stand instead of moving. If the ruler has acted benevolently towards their vassals, then they are more likely to do as they say, if the ruler has acted indifferently or even malevolently towards the Qurultay, they are more likely to vote down royal decisions. A ruler may attempt to overrule the decision of the Qurultay, but doing so provokes significant ire from their subjects, and may cause negative effects such as refusal to pay royal taxes, refusal to participate in wars and in some cases outright rebellion.)

Realm Description: As mentioned previously, the Khanate of Taurida was initially confined to its namesake island of Taurida, the remnant of the long forgotten Crimean Peninsula. Its people were primarily traders and fisherman, and the island had even managed to become a commercial hub of sorts, an important stopping-off point for all trade going into and out of the Black Sea. These were peaceful and prosperous times for the Khanate.

It did not last, however. As the nations around them in wealth and power also, they adopted ever more aggressive trade strategies that diverted trade ships away from the once popular trade hub, while Taurida, an island kingdom that produced no highly valuable trade goods of its own, had failed to adept to the increased determination of their rivals. As their formerly accumulated wealth had begun to dwindle and goods that they had once taken for granted had become scarce, many of the people of Taurida became increasingly restless. Many did not understand why this was happening, although some were ready to accept that Taurida's golden days were over, many more were angered at their leaders' perceived failure to react to changing circumstances. It was under these circumstances that a young peasant man named Azad was raised to the status of Khan by a peasant revolt for whom he was a kind of spiritual leader. His fiery determination and readiness to act were seen as positive qualities as compared to the former Khan's meekness and lethargy, and indeed, his words and deeds shaped the future of the Khanate for many years to come.

Although former rulers were content to do nothing, Azad declared that if his rivals were so keen to deprive his people of their wealth, he would do the same to them, and if it took steel to return Taurida to its former glory, then so be it. The people had beaten their ploughshares to swords and readied themselves for war. Although the first warships that sailed off that day were nothing more than fishing ships and trade ships, the success they saw in faraway lands had convinced them of the need to build proper warships to withstand the slings and arrows of their foes, and in time they had become quite adept in the art.

As for that fateful day when the people of Taurida first went forth to conquer distant lands, their foes were not people to whom war was unfamiliar, but the sheer ferocity and determination of the Tauridan invaders overwhelmed them completely, and is still talked about today. This historic event marked only the beginning of Taurida's conquests, and over many years they have come to establish a hegemony over the various states on the Black Sea, and a definite military dominance over the whole region. Now, wealth flows once more through the harbours of Taurida.

Though the kingdom has once more entered a period of peace and prosperity, many are more wary of the realm's rivals this time, having learned from historical mistakes, and urge the young Khan to act while the nation is strong and ready, lest the initiative be passed to the enemy.

The people of the island of Taurida primarily practice Sunni Islam as their religion, however, as the vast majority of the realm's populace live outside of the isle, the actual predominant faith of the Khanate is Christian Orthodoxy, of which a state-supported Patriarch is considered the spiritual leader of. Other minor religions practised within the border of Taurida include Judaism, Vajrayana Buddhism and various local shamanistic beliefs. A similar situation is true of the state language, Tauridan, which while being the primary language of the Khan's court is spoken only by a minority of people, and other, local languages are often used both by commoners and nobles outside of the island of Taurida for both official and everyday purposes.

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Character's Name: Batırxan (of the Azadid Dynasty)

Age: 27

Bio: Chosen by the Qurultay to succeed his late uncle, Íldar, Batır is a young man who is more comfortable leading an army than he is tending to matters of the state, which is largely why he was chosen over his older brother, Aynur. Although many have been enjoying the period of peace brough on by Íldar's reign, many others were concerned that it only gave Taurida's foes time to re-organise and strike back, and that only by continually harassing their foes can they be secure. Though the vote went largely in Batır's favour, the choice of successor was not universally well-received within the Khanate, as Aynur was expected to succeed Íldar instead and was thus groomed to rule since childhood, whereas Batır was taught in the art of strategy and warfare, and many within the Khanate still consider Batır to be the mistaken choice of a misguided realm. Time will tell, however, whether Batır may overcome his lack of stately knowledge and be a good Khan yet.
 
a rough nation sheet pending a look into Broken Empire lore...

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The Hades Protectorate

Name: Hades Protectorate

Strength: Protectorate Mindset - Mainly based on the Peloponnesus Island, the peoples of the protectorate are proficient sailors and ship builders. Though the waters around Peloponnesus are largely tainted and polluted, this drove the isle's inhabitants to build ships and strike out in search of clean waters, and eventually establish a stronghold on mainland Greece. Over time, strong fortifications and keen knowledge of the land grew, along with military strategies that have allowed the Protectorate to excel at defensive wars. (Bonus to Defense)

Weakness: Elusive Cult - The protectorate is ruled by a mysterious cult, whose exact workings are kept from the ignorant masses. This makes the protectorate unpopular with foreigners and conquered peoples harder to control. (Malice to Offense)

Realm Description: On the surface, the Athena Protecterate is a defensive, feudal kingdom preoccupied with establishing a strong defense to safeguard the Peloponnesus Island and their colonies on mainland Greece. The people of the Protectorate are beholden to their regional governors who lord over the provinces of the Protectorate like kings unto themselves, all of which answer to the Archon-General, the face of power of the Protectorate. However, a deeper look into the realm reveals a shadowy cult that pulls the strings from behind the curtain, one which greedily hordes Builder technology, wield strange arcane arts, and have established a religion to keep the masses ignorant and ensure power for the cult's leaders.

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The shadowy priests that rule the Protectorate from behind the scenes.

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Soldier of the Cerberus Order, the elite troops that force compliance to the ruling cult.

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The Archon-General, military leader and the face of power to the people of the Protectorate.

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The standard Protectorate soldier, commonly known as a hoplite. Armed with a rounded shield, a large spear and a short sword for close combat.​
 
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I am interested in joining.
 
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Pink Areas in Southeast
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The Serene Maritime Republic of Consotania

Strength: Maritime Empire and Navy: The Consotanian Navy is unparalleled and it controls a thriving trade Empire. It holds a series of coastal territories spread throughout- thriving and vital trade posts. It's Navy is the most powerful in the world, it has the ability to protect its trade. Each province has its own navy and army; though they sometimes combine. The Consotanian navy is the largest of the seven provinces, and the smallest state, Lawrencia, has the weakest.

Weakness: Weak Land army: However on the flip side, while the Navy can protect the trade, the land forces can do little more than defend the holdings. Each territory has its own little individual army. The army is enough to keep order and defend the cities from most attacks. To make up for this lack of solid land military the Republic instead tries to focus on building good relations and trade agreements with other nations to protect itself.

Realm Description: The main center of the Republic is the Consotanian peninsula near the sunken Constantinople, of which the new city was named after in a different dialect. Founded as a small Kingdom in The center of power is the Doge, and elected leader of the Republic while each provincial governor is elected by the people(except for the Duke of Nikodemus, an ancient Dukedom who joined the Republic but kept its hereditary roots), Each governor has great amounts of autonomy, making it sort of like a confederations and every year the leaders meet to discuss the state of the realm. However the Doge has significant influence over his vassals, but most learn to create a degree of respect between the two. The Republic, holding several territories in different parts of the Mediterranean, feature different cultures and is very diverse- though neo-Greek culture and the Catholic Faith the most prominent, with the state being firmly Catholic. Following a policy of foreign friendship and neutrality, for many years the Empire has sought to maintain its position. And few would dare attack, as the fall would disrupt severely the trade in the region. The Republic is divided into seven provinces:

Consotanian: Doge Joseph Nikodemos, age 25
Josephus Pathos is a man from the upper class of Consotanian, and the nephew of the current Duke of Nikodemos, Alexander III. Very wealthy, he proved to be exceptionally talented as a boy at handling crises among friends and managing his allowance, making a profit off it. He learned much of the world, of history, of state running, and was educated in Roma. He finished his studies at 20 and by 23 was managing the territory of his father, the current Doge, who was ailing. During the year his father was sick his administration brought a period of prosperity to the Republic, and after his father passed he was elected the youngest Doge ever at age 24.
Nikodemios: Duke Alexander III of Nikodemos, age 67
Cyprosca: Governor Demus Arann, age 45
Agenosika(Agean Islands): Governor Tulus Valt, age 29
Lawrencia(Israel Coast): Archbishop Cyprian Valens, age 39
Seusa(Suez): Governor Folkon Frisk, age 51
Saracosen(Syracuse): Governor Nolan Heliog, age 40
 
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Feast your eyes upon the 20 province Grand Kingdom of Wayland (in Red).



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Realm Name: Grand Kingdom of Wayland
Strength: Efficient Shipwrights – The shipwrights of the kingdom are capable of making ships faster and with less material than shipwrights from other kingdoms [Ships are cheaper to build/maintain and faster to be built].


Weakness: Church Dogma of the Builders – Keeping in line with the Church’s stance regarding builder technology, the Kingdom is unlikely to appreciate and use Builder tech [Less likely to use Builder tech].

Realm Description: WIP

Character’s Name: Heilyn III Griffiths

Age: 25

Biography: WIP
 
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Ironhide, the islands that used to be the Crimean peninsula have already been claimed. The other's are open however. You still can claim four more provinces if you'd like, otherwise I can just give you Constantinople, the Aegean islands, and Cyprus
I apologize. How about: The two little top slivers on the Suez Cnal area, the Island in the Middle of the Bay of Israel(on the Levant) and if possible the Southeastern tip of Sicily.
 
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The Cerberus Cult

The Cerberus Cult is a religion pushed on the masses focused on the worship of death and their primary deity; Hades. The principal philosophy of the cult is that mankind lives upon a doomed realm, in an underworld of the damned, and only Hades has the keys to give transcendence into the realm beyond, into paradise. In order to ascend, mortals must live a worthy life, and upon death be put out to sea, along with their possessions, to drift to the River Styx and stand judgement before Hades.
The Builders are looked upon with reverence, their mastery of technology earning them transcendence on a wide scale. All Builder artifacts are greedily hoarded by the cult. The radiation that laid waste to the world viewed as a cleansing fire, to purge the world of impurity.
Taking the three headed hound Cerberus as their sigil, the hound is the guardian of Hades, or more accurately, guards escape from the realm by the unworthy. This could be viewed as a metaphor, the Cerberus Cult guarding the knowledge they hold from the uninitiated.
In actuality, the priesthood of the Cerberus Cult view themselves as gods - Hades merely being an embodiment of their godly will over the people. The underworld is the landscape of ignorance the uninitiated revel in, the priests’ plain of knowledge being paradise. Using secretive knowledge acquired by old Builder ruins and tech, the cult is able to predict weather, celestial events, and even geopolitical shifts with a large degree of accuracy. This has given them great power over the masses, and though the priesthood claims to be subservient to the Archon, it is actually the Archon that serves them.
Like the mythical creature from which their named, the Cerberus Cult can be viewed as having three heads. There is the Priesthood that oversees the sect as a whole, extending to the Protectorate itself. They are the keepers of old knowledge and ordain themselves gods among men. There is the Order, the military arm of the priesthood, that maintains conformity and subservience to the priesthood among the Protectorate. Finally there is the Archon and his regional governors who are the face of power on the common people.
 
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Realm Name: The Confederation of the Eternal Light

Strength:

The clans have a holy goal in mind, one they have been spreading and pursuing for centuries, one that shall lead to bloodshed like never before, one that is ordered by God himself and as such they shall not stop. The men and woman of the clans train since young age to fight in the harsh desert, in the mountains, in the islands for the holy mission is more important than all that exist or ever will exist, as such is a heavily militarized people, who train for war and fight since young age. ( The militarization and devoting to the one cause of the people in the clans is unmatched, devoting much more population to achieve it, meaning much higher levies, as well stronger soldiers)

Weakness:

The unrelenting advance of the clans however haven't make them adapt to some new ways,, especially since how the clans themselves were just formed recently, one area where they have found this is in the complicated ways of naval warfare, accustom to fight on the land the clan naval fighting is lacking. (weaker navy on battles)

Realm Description:

The Confederation of the Eternal Light came to be some 150 years ago formed by the followers of the Prophetess and angelic messenger of the Creator himself: Verls Alers. As the writings go, the Angel Verls was sent directly from the creator to the Pope, the man who called himself the representative of God on earth. The Pope did not wanted to give his false ways as the angel and attempted to destroy her with the artifacts of the builders, artifacts left behind by god to humanity after he cleansed the builders so we could rebuild in his image. Verls , was instructed by god to not destroy the unrepentant man instead she preached the true ways to the people as a human, converting thousands. They fled south to avoid the wrath of the heretic pope and his artifacts.

In the South they found the men and woman of the holy book of Islam , whom were receptive to the message of god, and out of true faith converted to the true ways. In this way the people were united and the message spread. Conflict was generated with nearby people whom were unrepentant yet the clans prospered in the true ways teach by the Angel.

When they were ready the mission from the creator was revealed as well the ways to achieve and the soon to be clans were named the chosen people of god to bring the true kingdom of heaven to earth. When all was ready the angel ascended to heaven to continue to serve the creator and her people organized how they were instructed, as the world of his prophetess is right and undisturbed.
The ten unchanging truths left behind are:


  • Men and Women are equal and unequal at the same time for such is the ways of the Creator.
  • To worship and spread the message of God is the way for females not males.
  • To bleed in the name of God is to be blessed, both must sacrifice their live in the altar of god to be welcome in heaven.
  • To extract the metals, work the metals and build are the ways of men, for they shape the world in the image of God.
  • To work the land is the ways of all the true followers for nature is a gift of the creator.
  • To trade and bring the wealth of all to the people are the ways of the women, whom have been blessed by the Creator for this task.
  • The Ways of humans are a mistake, that shall lead to destruction if unrepentant.
  • The builders, were once blessed by the creators yet they became arrogant and were stricken down.
  • The relics of the builders were left by the creator to save his chosen people and must not be hoarded by the greedy, the corrupt and the unrepentant.
  • The Kingdom of the Creator shall come once the holy places have repented.