Difference between revisions of "Holy Empire Westelande"

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= The Nomad’s Resting Place=  
 
= The Nomad’s Resting Place=  
 
== Summary ==
 
== Summary ==
An expansionist and imperialist nation. The Holy Emperor Apeiron rules Westelande with an iron fist, and seeks to spread his domination across the lands of Elder Tale in order to bring law to what he perceives as a lawless world. Westelande’s primary Wave element is Fire, emphasizing its expansionist heart and passionate drive. Its Root Town is Dun Loireag, the Highland City. Its color is Red.
+
An expansionist and imperialist nation. The Flame Lord Eugene rules Westelande with an iron fist, and seeks to spread his domination across the lands of Elder Tale in order to bring law to what he perceives as a lawless world. Westelande’s primary Wave element is Fire, emphasizing its expansionist heart and passionate drive. Its Root Town is Breg Epona, the City of Dragons. Its color is Red.
  
 
== History ==  
 
== History ==  
 
=== The Monsters ===
 
=== The Monsters ===
It was with the First World Fraction and the fall of the Scrapped Princesses that the Holy Empire Westelande was formed. In the name of the [[Salamander]] fallen priest hero, Elgunaha Thrinima, and organized by the surviving Glenn Nestra, the once Nomadic [[Salamanders]] flocked towards the fallen city of the Alvs. Formerly considered a bad place due to the barely understood workings of their magics, it became the foundations upon which the Holy Empire Westelande would come to stand.
+
The Holy Empire Westelande was formed during the First World Fraction, after the fall of the Scrapped Princesses. Upon return of Glenn Nestra from the difficult war, carrying the body of the fallen priest, Elgunaha Thrinima, the Salamanders would be led into the now empty city of Breg Epona; once held by the Alvs - formerly left alone, as the people barely understood workings of the city’s magics. Breg Epona would become the foundations upon which the Holy Empire Westelande would come to stand.
  
And none too soon, for the First World Fraction brought monsters into their lands en-masse. And while the Salamanders are tough, they’d never had to deal with monsters before. And their smaller nomad groups were no longer enough; unlike their combined standing army that had returned victorious from the Scrapped Princess war.
+
This change came none too soon, for the First World Fraction brought monsters into their lands en-masse. While the Salamanders were tough, they had never dealt with monsters before. Their smaller nomadic groups were no match against such creatures. More and more Salamanders flocked to the city, fighting as they fled.
 
 
More and more Salamanders flocked to the city, in what had seemed like a fighting retreat. But once at their walls, the Salamanders showed just how tough they truly were.
 
  
 
=== The Adventurers Arrival ===
 
=== The Adventurers Arrival ===
When the adventurers arrived, they would soon find the region surrounding the Holy Empire Westelande to be extremely dangerous. Monster nests were far more common in that region, and the stature of the monsters rivaled the toughness of the Salamanders themselves. The first arrivals being [[humans]], the Adventurers were welcomed with hesitation and distrust.  
+
When the Adventurers arrived, they found the region surrounding the Holy Empire Westelande to be extremely dangerous. Monster nests were far more common in that region and the might of the monsters rivaled the toughness of the Salamanders themselves. The first Adventurers to arrive were humans and they were met with hesitation and distrust.
  
But as the few Adventurers that made it to this land showed just how powerful they were, and how capable they were at clearing monster nests, the Salamanders soon saw something to aspire to. Where they were tough, the adventurers were /relentless/. No matter how many times they were resurrected, they would return to the same lands, tackle the same monsters with alternate tactics and renewed tenacity. Complex combat formations that the Salamander culture quickly adopted into their own armies.
+
As the new Adventurers showed how powerful they were by clearing nearby monster nests, the Salamanders saw something to aspire to. Where they were tough, the adventurers were /relentless/. No matter how many times they were resurrected, they would return to the same lands, tackle the same monsters with alternate tactics and renewed tenacity. These tactics and complex combat formations were quickly adopted by the Salamanders and used by their own armies.
  
 
=== The Dark Times ===
 
=== The Dark Times ===
When the Adventurers were all uplifted, the Salamanders saw this as a chance to prove themselves capable of standing tall and complete those same difficult tasks on their own with a variety of success. They did not hold the power of resurrection, so raids on monster nests slowed, and the focus fell upon their walls and their nearby army.  
+
When the Adventurers all disappeared, the Salamanders saw this as a chance to prove themselves. They sought to face those same, daunting tasks on their own but saw only varying levels of success. They lacked the Adventurers' power of resurrection, so raids on monster nests slowed and the focus fell upon defending their walls and building their army.
  
Still, due to the alleviation provided by the adventurers in the short time they were present, the next centuries saw outposts spring up all around within their borders. Away from the nests, or at times - looking out over the nests that absolutely had to be watched. They started to see some other races showing up to their doors for protection, though they would never give entry to a [[Spriggan]].
+
Still, the monster numbers had been greatly reduced by the Adventurers during their short time in the Salamander territories. During the next millennia, outposts were erected within their borders. They monitored the most dangerous of monster nests and guarded the trade-ways within the Kingdom. Over time, other races began to seek them out for protection, though they would never offer sanctuary to the Spriggan.
  
Their culture began to shift as well. Battling monsters started to become so ingrained during the Dark TImes, that it became ritualized for army based rites of passage. Ranks in the Army were decided by the biggest monster one managed to eliminate. And to become a part of the King’s advisor ranks, one had to have at least slaine a dangerous unique monster.
+
Soon, the Salamander culture began to change as well. Battling monsters became so ingrained during the Dark Times that it became ritualized and used in many military rites of passage. Ranks in the Army were determined by the largest monster a soldier managed to eliminate. Those who became part of the King's advisors had to prove themselves by slaying dangerous, unique monsters.
  
 
=== The Return of the Adventurers ===
 
=== The Return of the Adventurers ===
The return of the plentiful adventurers, no longer all [[human]], was a shock and surprise to the Salamanders; both pleasant and unpleasant. They now had various races within their outposts, but somehow, some of the Spriggan Adventurers had managed to get registered within their empire. This caused an uproar and shifted the opinions in strange ways. But in the end, they sought out the Adventurers and asked for their aid with the most dangerous monster nests… only to find out that these Adventurers were not as powerful as the once that had come before. And so, the Salamanders began to aid in their training.
+
When the Adventurers returned in great numbers, no longer all human, it was a shock to the Salamanders. They now had many races within their territory. Most shocking of these were Spriggan Adventurers who somehow managed to get registered within their Empire. Largely distrusted, the arrival of Spriggan caused an uproar among the people. Many still carry the old prejudices towards their race.
 +
 
 +
In the end, the Salamanders sought out many of the Adventurers, asking for their aid with the most dangerous of monster nests. They were quick to find out that these new Adventurers were not as powerful as those that had come before. So, the Salamanders took it upon themselves to aid in their training.
  
 
== Conditions ==
 
== Conditions ==
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=== Opinion on Adventurers ===
 
=== Opinion on Adventurers ===
The opinion on adventurers is fairly positive within the Holy Empire Westelande, though tension has been created by the existence of Spriggan Adventurers. The people generally hold them with great suspicion, though the behavior of most Spriggan Adventurers do not match with what they are used to from those ‘thieves’ and ‘mass murderers’ they’ve come to know.
+
Adventurers are seen in a fairly positive light within the Holy Empire of Westelande, though tension lingers due to the existence of Spriggan Adventurers. Westelanders generally treat the Spriggan with great suspicion, though the behavior of those among the Adventurers does not match the well-known stereotype that mark Spriggan as 'thieves' and 'murderers'.
  
 
[[Category:Theme]]
 
[[Category:Theme]]
 
[[Category:Organizations]]
 
[[Category:Organizations]]
 
[[Category:Kingdoms]]
 
[[Category:Kingdoms]]

Revision as of 02:54, 24 August 2020

The Nomad’s Resting Place

Summary

An expansionist and imperialist nation. The Flame Lord Eugene rules Westelande with an iron fist, and seeks to spread his domination across the lands of Elder Tale in order to bring law to what he perceives as a lawless world. Westelande’s primary Wave element is Fire, emphasizing its expansionist heart and passionate drive. Its Root Town is Breg Epona, the City of Dragons. Its color is Red.

History

The Monsters

The Holy Empire Westelande was formed during the First World Fraction, after the fall of the Scrapped Princesses. Upon return of Glenn Nestra from the difficult war, carrying the body of the fallen priest, Elgunaha Thrinima, the Salamanders would be led into the now empty city of Breg Epona; once held by the Alvs - formerly left alone, as the people barely understood workings of the city’s magics. Breg Epona would become the foundations upon which the Holy Empire Westelande would come to stand.

This change came none too soon, for the First World Fraction brought monsters into their lands en-masse. While the Salamanders were tough, they had never dealt with monsters before. Their smaller nomadic groups were no match against such creatures. More and more Salamanders flocked to the city, fighting as they fled.

The Adventurers Arrival

When the Adventurers arrived, they found the region surrounding the Holy Empire Westelande to be extremely dangerous. Monster nests were far more common in that region and the might of the monsters rivaled the toughness of the Salamanders themselves. The first Adventurers to arrive were humans and they were met with hesitation and distrust.

As the new Adventurers showed how powerful they were by clearing nearby monster nests, the Salamanders saw something to aspire to. Where they were tough, the adventurers were /relentless/. No matter how many times they were resurrected, they would return to the same lands, tackle the same monsters with alternate tactics and renewed tenacity. These tactics and complex combat formations were quickly adopted by the Salamanders and used by their own armies.

The Dark Times

When the Adventurers all disappeared, the Salamanders saw this as a chance to prove themselves. They sought to face those same, daunting tasks on their own but saw only varying levels of success. They lacked the Adventurers' power of resurrection, so raids on monster nests slowed and the focus fell upon defending their walls and building their army.

Still, the monster numbers had been greatly reduced by the Adventurers during their short time in the Salamander territories. During the next millennia, outposts were erected within their borders. They monitored the most dangerous of monster nests and guarded the trade-ways within the Kingdom. Over time, other races began to seek them out for protection, though they would never offer sanctuary to the Spriggan.

Soon, the Salamander culture began to change as well. Battling monsters became so ingrained during the Dark Times that it became ritualized and used in many military rites of passage. Ranks in the Army were determined by the largest monster a soldier managed to eliminate. Those who became part of the King's advisors had to prove themselves by slaying dangerous, unique monsters.

The Return of the Adventurers

When the Adventurers returned in great numbers, no longer all human, it was a shock to the Salamanders. They now had many races within their territory. Most shocking of these were Spriggan Adventurers who somehow managed to get registered within their Empire. Largely distrusted, the arrival of Spriggan caused an uproar among the people. Many still carry the old prejudices towards their race.

In the end, the Salamanders sought out many of the Adventurers, asking for their aid with the most dangerous of monster nests. They were quick to find out that these new Adventurers were not as powerful as those that had come before. So, the Salamanders took it upon themselves to aid in their training.

Conditions

Government

The government is run by a single king and his advisors. Those that lead the outposts are Tribe Masters, who report directly to the King. Any outpost is required to have a Tribe Master. As such, it’s a feudalistic nation-state, where the Nobility is required to be prime examples of the warrior class - involving involuntary arena tournaments - and the clergy are bound into military service for a minimum of five years once coming of age.

It is a government with a heavy social hierarchy with the only chance for Serfs to reach a higher place in society, is through joining the clergy, or to rise to the top in one of the state tournaments. Membership of the Kingdom is required to participate in these state tournaments for this very reason; though there is a culture of all-year-round coliseum events.

Opinion on Adventurers

Adventurers are seen in a fairly positive light within the Holy Empire of Westelande, though tension lingers due to the existence of Spriggan Adventurers. Westelanders generally treat the Spriggan with great suspicion, though the behavior of those among the Adventurers does not match the well-known stereotype that mark Spriggan as 'thieves' and 'murderers'.