Eastal Free League

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The Kingdom of Ancients

Codex Entry

A group of territories loosely aligned by treaties. Ruled by the nobility, Eastal ultimately places great value on freedom and democracy, but like any government, those in power wish to remain in power, and the nobility clings to its might indeed. Eastal's primary Wave element is Wind, emphasizing its democratic spirit and dedication to the principles of freedom. Its Root Town is Fort Ouph, the Watchtower. Its color is Green.

Member Concept Potential: Air

History

The Adventurers Arrival

Template:The Eastal Free League/The Adventurers Arrival

The Dark Times

When the Dark Times arrived, the four races of the Eastal Free League had been forced to get enough fighting experience under their belt. A whole new generation of warriors, led by the Four Eastal Heroes, kept Fort Ouph and its bottom Port safe. Thanks to the Eastal Free League having four heroes at hand, meant that they could actually clear some of the monster nests that caused the biggest problems.

Their nature-born cities, commonly found in the largest of trees, kept safe thanks to Gnome contraptions. Nests found before they could become a problem thanks to the Imps. Yet, never did they manage to make any headway into the dark and dangerous depths of the Gnome mines.

Day to day remained a struggle however.

The Return of the Adventurers

When the Adventurers returned, and the world changed once more with the third World Fraction, the Eastal Free League was elated. It was thanks to the Adventurers that this nation had come to be. And now, Adventurers were able to go into the Gnome mines on extremely dangerous missions to retrieve some of the Gnome furnaces and equipment.

The nations began to talk amongst each-other, which was both a blessing and a curse. And old lore started to be recovered from some of the ancient cities - speaking of the Tower that had erected at the center of the Yamato region.

Conditions

Government

The Eastal Free League is run by the League Council - led by one of each of the four races; Imp, Sylph, Gnome, and Pooka. They live in a full mixture of equality, aiding each-other. Each race making up for the others’ shortcomings.

Opinion on Adventurers

The Adventurers are loved by the Eastal Free League public. They were the ones to bring forth this nation, and saved them from the monsters. If it was not for them, they would have all been annihilated. And as such, there’s a sense of absolute reverence. Though this sense is tempered by the leaders of the nation, who learned the tough lessons from the Dark Times that the Adventurers may not be around forever. They speak against codependency.