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« on: February 19, 2011, 03:21:19 AM »
[big]Dictionary:[/big]
1. Reconquista, The Reconquista (a Spanish and Portuguese word for "Reconquest" or "Recapturing") was a period of about 700 years in the Middle Ages during which several Christian kingdoms of the Iberian Peninsula succeeded in retaking and repopulating the Iberian Peninsula from the Muslim Al-Andalus Province.
2. Vantah cycle, The Vantah cycle is a 9 day week period, much like we have 7 days in a week but with 2 extra days. There are also 28 hours each day and 40-42 days in a month
[big]Faction Information[/big]
Much like the actual medieval period, Calradia in is in a time of religious turmoil. The main religion is Aaralianism (pronounced Ah-rah-lee-an-ism), but this is split into the titanic, extremely powerful sects of the Varalites and Orinites, as well as the smaller Conirile church. Various tribal religions and pagan cults still exist, as well as the eastern religions which various countries beyond the Lands of Aarin follow and the old Cult of Nardan which is still commonly practiced across the Empire of Gorinia. The Southern Realms are the lands to the south of Calradia. Calradia is the centre of all trade and is well known around all of the factions that make up the southern realms. It is made up of six factions, but a long time ago there were only five factions, the Nords, the Swadians, the Vaegirs, the Khergit Khanate and the Rhodoks. Now the Kingdom of Alania has joined the lands of Calradia and has taken most of the Nordish settlements. But there is one more. The County of Zendar is a small faction at that and is only made up of one village and a city but it is probably the most important faction of Calradia. The stories behind these factions are:
[big]Calradia[/big]
The Kingdom of Nords
Their leader is King Ragnar. The Nords have a strong Viking culture. The Nords, pagans one and all, don’t hold large chunks of western Calradia. They control the port of Wercheg, and their homelands in the far North, which form a solid power-base for them. In addition, they have a few isolated colonies across the coastlines of the Great Sea. They, usually, only use foot soldiers, in battle.
Kingdom of Swadia
Their leader is King Harlaus. Their basis is in the medieval German and French states. The Swadians occupy the centre of Calradia. The Swadians are a powerful faction, with good crossbowmen and cavalry as well as fairly strong infantry. The differences between the Swadians and Vaegirs are somewhat visual; while each have there own individual strengths (Vaegir Archers are much faster at firing than the Swadians Crossbowmen) there are also some weaknesses that balance this out.
Kingdom of Vaegirs
Their leader is King Yaroglek. The Vaegirs occupy Northwest of Calradia. With a Russian basis, their armies are quite balanced between tough footmen, reasonable knights, and very powerful archers which make them extremely hard to assault, and their claimant to the throne is Prince Valdym, the bastard. The Vaegirs aren't as powerful as the Swadians for heavy armour. However, many Vaegir troops carry axes or variants of axes (Such as the Voulge [The Voulge is a large blade consisting solely of a cutting edge, but in time voulges often had a 'pointed-top' blade for stabbing. Hooks are also incorporated into the back side of the blade]) and pack a massive punch, so en masse, Vaegirs are also quite hard to defeat in battle. Vaegir archers are also incredibly deadly as they fire a lot more frequently and a lot more experienced than Swadians or Rhodoks, so they take down troops like flies with blow torch.
Khergit Khanate
They are led by Sanjar Khan. The Khergit have been crusading in the east a lot and for that reason the Khergit have benefited from a large land expansion, turning them into a major Empire and one of the biggest powers in Calradia. The Khergit are based on the historical Mongols. They occupy a lot of land now, but it is quite sparsely populated and few new cities have been built. The Khergit do not really see religion as much other than a source of wealth from burning temples, and worship whatever gods they please. Their army is based entirely around cavalry, particularly Horse Archers, making them very powerful in open battle but weaker in sieges or forested terrain. They are also fairly good at defending castles. However, the Khergits lack of infantry and apparently light armor compared to other factions means that they are quite weak when besieging.
Kingdom of Rhodoks
Their leader is King Graveth. In the south-west of Calradia lie the cities, towns and villages of the Rhodoks, based on the medieval Swiss and Italians. Their armies rely on tough spear-armed infantry with large 'board shields' to beat back enemy attacks and stop cavalry charges while the crossbowmen shoot down the enemy's armoured troops. Rhodok troops bulk and strong compared with equivalent troops from other factions; they also wear more armour than most other soldiers of other factions, which means that they are harder to take down. The heavy infantry also have good armour and spears, which means they can do quite a bit of damage to other troops while remaining at a distance. The trouble is magnified in sieges, and even big armies will struggle against the crossbowmen.
Kingdom of Alania
Their leader is King Rufund. Alania is an important trade faction, holding Tihr and Sargoth as their main cities. Their forces have excellent longbow men and tough, diverse infantry, as well as a top tier of knights. Their leader, King Rufund, drove the Nord invaders out and rules from Sargoth, he took most of the Nordish settlements and used them for him self forcing them to the coast which they now retain. The Alanians have a good navy, based at Tihr, one of the coastal cities that they managed to take, and are just as dangerous on land. The Alanians are Orinites, and famous for their Crusading zeal, but rifts have begun to show between Rufund and the Elector Bishop, particularly over control of the small crusading states around far-off Irinalla and the Lands of Aarin.
Country of Zendar
Zendar hasn't been annexed because it's the mercenary capital of the WORLD. It's also so rich that it can build a faction of its own and still have enough money for an army; essentially if anyone attacks it Zendar will suddenly hire large mercenary armies at dirt-cheap prices to attack you at any moment. Basically, attack Zendar and they'll turn up at your base pointing out that the risk of a full-out attack was the worst you could have done. That said they're not immune to attack, and at the time of SR they are looking to expand their power beyond the merely financial; this leaves them more open than ever before to conquest.
[big]Southern and Eastern Realms[/big]
Note: There are a few more factions that I didn't get around to completing.
Empire of Gorinia
The Goriniae are led by Commander Varmuna. The Empire of Gorinia is very similar to the Roman Empire. The Goriniae are perhaps the most iconic faction in the Southern Realms, holding a vast empire in the south. Their main weakness is a general lack of long-range shooting, but they nevertheless have very tough troops. Their heavy cavalry are not on a par, perhaps, with Swadian Knights, but are still never to be underestimated, and their skirmishing auxiliary troops are quite effective in support. However, the real power of the Goriniae Imperial armies lies in the heavy infantryman. Equipped in chainmail, plate coats or even full plate, these combat monsters will advance in formation and proceed to turn all opponents into mincemeat unless either very badly outnumbered or faced with a very impressive opponent. The Gorinian frontier is very much a current one, hence the fact that the Goriniae have wooden forts along it (wooden so they can be demolished and moved in the future). Maris is a recent acquisition (prior to that it was briefly independent, although it's often been batted around between the Tenthalese looking for a handy seaport to the west and Lacontia in its more aggressive phases).
Republic of Geroia
The Geroians occupy the north of the Lacadonian peninsula. Their bustling merchant cities have led to an oligarchic republic of citizens from the biggest city-states creating a major regional power. Their troops are pike-armed, backed up by light lance-bearing cavalry. They have a more potent navy than land power, holding the major ports of Calamantia and Eulalia, but on both fronts they should not be overlooked. Their pretender to the throne is Count Helion, elder son of the last, deposed Count of Geroia (the younger son was Lezalit). The Geroians are very consciously Varalite, although this will never get between them and their coin purses.
Realm of Lexandia
Lexandia is something of an oddity; sheltered beneath its mountains, it is the only (nominally) Orinite faction south of the great mountains that is at all sizeable. It is thus religion that gives it its state; by leaving it alone the Goriniae (though nominally Varalite) can play the clever game of playing the Swadians and Alanians (always a game for a Crusader) off against the heretics of the south. It is also a great economic and naval powerhouse, and its navy (much stronger than the weak Gorin fleets) is valued by the Empire as a power balance to the strong Commagene fleets that can often threaten their merchant shipping. Finally, it is a major stopping point for Crusaders. Despite the fact that the Infidel is beyond Irinalla, Crusaders tend to prefer a longer southern route - with Leona as the last Orinite stop-off point - rather than the greater dangers of traversing the Khergit lands or the treacherous crossing of the great mountains. The Leonese will, of course, happily use their strong fleets to transport the Crusaders... for a price.
Duchy of Mallardia
Mallardia is probably a crusader state, founded as part of the reconquista [1] of the southern Gorin peninsula. The only thing they are famous for is having a surprisingly tough fleet of privateers; essentially an unpaid navy liable to prey on both enemies and merchants. The whole country is also kind of a running joke, as everything they have is named after a type of duck; Mallard for the state, Gadwall is their leader, Pochard is the castle and Teal their village. Mallardia's reason is less obvious due to that peninsula being unfinished; two other factions are planning to build a small settlement there as well. The long-fought and bitter wars between old rulers, new Empires, and invading Emirates mean that the peninsula is a constant shifting mass of cultures and warfare that the Goriniae tend to leave alone; the Mallardians are a convenient buffer and are often batted around as a minor ally between states. No power is likely to capture enough of the land there to threaten Gorinia, so the Empire leaves them be to go in search of richer and less ravaged targets for conquest.
Duchy of Rhonewar
Rhonewar has more of an independent history; even before the Gorin Empire expanded, the barbarians and woodsmen of this little area lived undisturbed as the "civilized" folk further south could not see the benefit in battling their way through the thick forests and rolling hills that lay in the shadow of the great mountains for no real prize. The Goriniae, too, ignored it at first; the discovery of rich copper deposits changed their attitude rather. A scholar from Rhodok was at that time in the region, also looking for wealth in the mountains and hoping to profit by leading the newcomers to good mines. However, impressed by the hardy folk he encountered, he found himself advising villages on how to defend themselves against the enslavement that would befall them if the enemy came. Eventually he - barely willingly - led a militia force against the Goriniae. His mastery of forest tactics led to total success, and while his foes were in disarray, he quickly took charge of building defenses, eventually culminating in Rhonewar's vast ducal castle. Crowned Duke by the villagers, the unwilling hero has become a figurehead and legend for the people of Rhonewar, who enjoy more freedom than serfs in most other countries.
So, onto why they haven't been annexed... Rhonewar has the most obvious reason; terrain. The Goriniae are masters of open field warfare; their maneuverable but well-armoured infantry and medium cavalry are more than a match for most "civilized" foes such as the Commagene or Geroian armies. In the woods and hills of Rhonewar, they have far more of a problem (an equivalent would be why the Romans never conquered Scotland).
County of Thuralia
Thuralia was originally a loyal part of a kingdom long since swallowed up by the advance of the Goriniae; a mercenary captain serving with the Goriniae took the relatively protected enclave for his own, building a strong castle to guard it from invasion. Although not originally exceptional at all, long years of beating back their powerful northern neighbor; they have bred a hardy, militarist and suspicious people adept as raiders and in demand as mercenaries. Thuralia's independence probably seems least reasonable, but is rooted in the turbulent formation of the country. The Goriniae essentially failed to realize how determined their former vassal was to keep hold of his land, and so twice sent small forces that were beaten back by the skilled command of the mercenary captain called Count Ialon the first. The repeated sight of aggressive enemy forces hardened the population against the attackers and led to a violently anti-Gorin sentiment that drives the nation to this day.