Holy Empire Westelande

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The Nomad’s Resting Place

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.

History

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.

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.

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

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.

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.

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.

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.

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.

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.

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

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.