Tuesday, October 4, 2011

Rings Trail Maiden Post

This is the maiden post of the developer blog for Little Killerz's next game currently code named Rings Trail. Rings Trail is a hybrid of genres, it is an attempt to merge the game play of Oregon Trail with epic quests like Lord of the Rings. Unlike Oregon Trail the game will not include mini-games, and you will not need to follow a single path. The game will be party centric and combat will be a real-time turned based hybrid. The game will track the passage of time and seasons will change. Set on the back drop of  five warring kingdoms your party will maintain a separate reputaion with each kingdom which will change based on the current quest or actions taken.

The game is well under development, the following assets are in various stages of completion.

  • Travel sequences and random events
  • World map interface
  • Combat interface
  • Lore
  • Original music compositions
  • 40 MB of media including locations, landscapes, heroes and enemy portraits.


Exciting Locations

Valiant Heroes

Dangerous Enemies

Animated Panoramic Travel


Future posts will detail the five kingdoms, heroes, enemies, combat, skills, lore and world geography.


Monday, October 3, 2011

The Six Kingdoms

The six kingdoms of XXXXX are in a constant state of bickering and backstabbing. On this post we take a brief  look at each kingdoms history. In future post we will present each kingdom in more detail.

Feylanor
Despite appearances, Feylanor was a Kingdom founded by a woman that claimed the region as her own. She named herself sovereign Queen through orderly and justified acts to ultimately unify the people with the faith that she chose for them. Heirs that followed idealized Her rule and strengthen the concepts of Faith and Law, making themselves viewed similarly. As important as the Church had become, it was still appropriately governed by a single woman, appointed by the King and almost as powerful as him. As best the people can remember, their first ruler shares the name of the Capital City.

Tortha
Tortha was established by the estranged brother of the Second King of Hyspiria. A proud and egotistical man that was named Tortha, managed to convince a fourth of the Kingdom of Hyspiria to join him when he left. As the King of Tortha and its namesake, he fought Hyspiria without success or gain. The Kingdom of Tortha began fighting and conquering settlements and peoples much smaller than them and making slaves to support the Kingdom. Soon Vasena's merchants reached Tortha and trade became profitable to the point of excess. As the First King of Tortha died, his son took rule and found a much more efficient and cruel vision of his father's Kingdom. The New King, Vetalan, pushed Hyspiria's borders away with every prisoner taken as a slave or an executed example. King Vetalan's Rule was ended in an uprising that took his head. The next ruler and most every one after him though, took his example and even made statues of him on palace grounds. It became effective to rule that all people be citizens, slaves, or corpses. Everything else was for the Kingdom of Tortha or against it.

Nycenia
Nycenia broke away from Hyspira because they were persecuted for their ethnicity and Religious Beliefs. Beliefs that Hyspiria later adopted and allowed anyway. Their hate of Hyspiria became direct hate and motivation to stockpile and manufacture weapons. Fighting to maintain their newly founded Kingdom became expensive and an arms race with the Hyspirians to their North. The First King of Nycenia died shortly after their migration to the area. The Second King made a purpose of improved defense. Each ruler after became more dedicate to defending and arming the Kingdom until they had no superior in the field. Their weapons and armor were not enough when their tactics, strategies, soldiers, and leaderships failed on the battlefield. Giving Nycenia a very long history of losing and regaining control of their Kingdom. Nycenia struggles to keep its hatred toward Hyspiria silent so that they may destroy it when the time is right.

Kourmar
The Kourmar have inhabited the same region of the World for as long as they can trace back. They were at first, numerous tribes that lived in the same desolate region. Barely surviving the Winters at war with each other they built what ships they could and sailed up river. Every tribe that had left to settle in warmer regions, had returned to Kourmar with the wealth of the World. The area amassed wealth and arms to the point that the tribes of Kourmar, unified to become the Kingdom of Kourmar. The man that proved himself strongest, Higfal, crowned himself the first of countless Kings. Raiding became the agenda, Boats became faster, soldiers better armed, and Kourmar's enemies quickly became fortified and armed. Society did not advance far after that but their Ships, and ability to strike settlements without warning and take everything only continued to improve. In more recent times, even an alliance with Tortha was forged in blood and tribute and still remained dangerously uncertain. The only Kingdom that the Kourmar showed respect in any form for has been Nycenia. Several unsuccessful attacks against Nycenia finally resulted in enough wonder over the weapons that they used, to begin purchasing them. The two Kingdoms found acceptable terms in exchanging newly developed weapons for gold and a subtle cease fire. A cease fire that the other Kingdoms were largely unaware of.

Vasena
Vasenans were at first a group of nomadic people that wandered the Northern regions of the world. Their beliefs and practices were no different from when they first wandered the deserts, burying their dead at the base of mountains. Overly familiar with the land and now having difficulty with grave robbers, the leaders settled over the graves of their ancestors to remain guard. Settlements were agreed to be temporary among the people until Temples were built by the Shamans of the groups. Tending to the Temples, the Shamans became Priests that the dominant leaders listened well to. Vasena was declared a Kingdom in short time and the people ceased their wandering. More Temples were built by the King's suggestion and the Mining began by accident when new Burial Chambers were being excavated. All Kings and Priests by Law, have descended from Priests and Kings before them.

Hyspiria
Second Oldest Kingdom Next To Vasena. Vasena and Hyspiria were the only civilized Kingdoms for centuries. Tolerances between them ended when Tortha was established and contact became unnecessary. The populations of Tortha and Nycenia trace from Hyspiria though their governing structures and lineages are their own. Hyspiria's control of Nycenia and Tortha was less military and more blood ties as many rulers were from Hyspirian lineage. Feylanor was easily controlled by an overwhelming number of armies at each side of it's borders. By the nature of it's people, society and governing Tortha eventually turned against Hyspiria to gain a 'Caput Mundi' Vetalan City. Nycenia took a more subtle route against it's religious/ethnic oppressions while maintaining alliance with Hypiria, Nycenians took any approach possible to sabotage Hyspiria and strengthen it's enemies. Hyspirians claim to be the first to organize the wandering peoples among the world. Within their organization of wandering tribes or peoples they started to make hierarchies and distinctions of class very soon after. The King simply became the most assertive and aggressive one of the group.

Sunday, October 2, 2011

Kingdom of Hyspiria


Location: Northeast.

Capital: Rudil City.

Natural Resources: Limited Freshwater Rivers, Massive Ocean and Coastal Island Areas, Open Plains and Farmland, Forests Evergreen and Deciduous.

Environment: Cooler Northern Areas, Temperate Southern Areas, Harsh Winters In Northern Islands, Earthquakes and Damaging Weather In Unsettled Areas.

Major Sources of Income: Military Campaigns, Theft and Trade.

Major Expenses: Import of Military Supplies, Naval Fortification, Learning and Baseless Research, Livestock and Byproducts.

Military: Minor Navy With Greater Naval Defenses and Fortifications, Great Ground Military Forces of Mostly Calvary Knights, Few Artillery Units to Army and Usually Contracted When Needed, Any Additional Forces Needed to the Knights and Loyal Warriors of the Kingdom are Hired at Decent Wages, External Mercenary Forces Have Become Necessary With More Conquests Ventured.

Belief System(s): Multiple Differential Religious Beliefs That Segregate To Co-Exist, The Segregation Does Not Work Well For The Minority Religions; 

Monotheism -- Primary Belief System For Hyspiria. (And Nycenia. Though they have a divergent method and system.) Considered to be more refined that Feylanor's Saker Faith yet is essentially the same.
Deity Systems -- Widely practiced here and in other Kingdoms but much less accepted.

Research Based System -- More of a group of people than a religion but they have been grouped accordingly as many devote themselves just as severely. Their pursuits are set towards gaining knowledge, ability, and power to a point through man made means as well as unknown and Arcane methods. All other Kingdoms harbor this group in some capacity and some accept them much more. Vasena's acceptance extends into the 'Magos' category.

Society: Royalty and Nobility have a very hands off approach to governing the Kingdom and will take any excuse possible to delegate responsibility to others. Laws are strict and Punishments are harsh with little room for fair treatment for those that oppose the Kingdom in any form. Small crimes and false accusations are dealt with quickly and efficiently. The people are much more tolerant of fast progressing knowledge and new concepts. This allows for fast progress of new technology and ideas that prove profitable. Trade flows well through the Capital and from all regions. Old ideas and prejudices between the people of Hyspiria and its neighboring Kingdoms do not fade. Oppression, prejudice, racism and hate in general fuel the grudge between Nycenians and Hyspirians. Farmlands are massive and well maintained. Crops are diverse but not enough to supply all of the Kingdom's needs. The farmland is rich enough to grow crops but not suitable enough for the livestock to graze in that are in high demand. As a result meat and fish are imported at a high rate from other areas and much of the land goes without being farmed. The open plains gathers wanderers and vagabonds that are dangerous and difficult to regulate. Hyspiria's coastal islands are used as prisons, trade points, and naval grounds. Commoners do not find many opportunities to reach the islands are fortified and protected. The waterways are made dangerous by underwater chains and obstructions that will sink any ship that passes through them. Hyspirians are all common in Tournament times which can last over a month in ideal conditions. All conflict and crime is dealt with immediately during Tournament so that it may continue without disruption. Nobility and Commoner are very often treated equally during these times and the field has been open to both at the same time in distant past.

Alignments: Alignments are Subject To Constant Change and Opinion But Hold Patterns. The Largest Part of the Kingdom is Very Neutral and Weary Towards the Kourmar (Though Any Would Rather Consider Them Enemies), Northern and Southern Hyspirians Keep Their Disagreements Low Key (For Fear Of Nobles and Ultimately the Armies Taking Part), Neutral Towards Nycenia (Nycenia Keeps Up Appearances With Both Parts of Hyspiria Though Southern Regions Receives Arms and Aid From Them), Neutral Towards Vasena (Vasena Trades With Hyspiria But Generally Avoids the Turbulent Kingdom), Tortha is in Rule of Hyspiria (Some Object to This and Most Hypirians Have Accepted The Rule), Enemies Towards Feylanor By Order Of Tortha.

History: Second Oldest Kingdom Next To Vasena. Vasena and Hyspiria were the only civilized Kingdoms for centuries. Tolerances between them ended when Tortha was established and contact became unnecessary. The populations of Tortha and Nycenia trace from Hyspiria though their governing structures and lineages are their own. Hyspiria's control of Nycenia and Tortha was less military and more blood ties as many rulers were from Hyspirian lineage. Feylanor was easily controlled by an overwhelming number of armies at each side of it's borders. By the nature of it's people, society and governing Tortha eventually turned against Hyspiria to gain a 'Caput Mundi' Vetalan City. Nycenia took a more subtle route against it's religious/ethnic oppressions while maintaining alliance with Hypiria, Nycenians took any approach possible to sabotage Hyspiria and strengthen it's enemies. Hyspirians claim to be the first to organize the wandering peoples among the world. Within their organization of wandering tribes or peoples they started to make hierarchies and distinctions of class very soon after. The King simply became the most assertive and aggressive one of the group. 

Flag/Crest: Dragon. Red and White.

Kingdom of Vasena


Location: Northwest.

Capital: Mesom City.

Natural Resources: Metal Ores (Ore Sands Mined In the Mountain Range Northwest of Their Kingdom), Other Materials For Mining Along Mountain Ranges, Central Rivers, Only Source of Wood Is Past Northwestern Mountain Range, Lots of Sand, Fertile Farmland Along Riverbanks, Limited Fishing, Limited Hunting and Game, Frequent High Winds Power Windmills, Fresh water is not abundant, Rivers supply small amounts, Wells, Gathered rain water, and Mountain Glaciers are required.

Environment: Dry, Hot, High Desert Winds, Fertile River Areas, Extreme Winters In Northern Most Regions, Snowfall Can Occur Lightly In Any Region of the Kingdom.

Major Sources of Income: Sophisticated Trading, Fine Metal Sand, Mining, Primary Glass Export for the World.

Major Expenses: Temple System, Burials, Rites and Rituals, Mining.

Military: The Navy is Large but Limited to Merchant Ships with Light Armor and Fast Movement. Merchants That Sail Ships are Expected to be Capable of Defending Their Own Cargo and Transportation. Vasenan Merchant Ships, and Fishing Boats are the Only Vessels Designed to Sail Through the Shallow Rivers that Pass Through the Kingdom. Infantry and Other Unmounted Soldiers are Lightly Armored to Survive in the Desert Conditions. Calvary Units Know How To Maintain Horses, Camels and Other Transportation in the Desert. Sleds and Carts Carry Military Supplies and Soldiers Across the sand of the Territory. Vasena Teaches Magos Skills To All Ethnic Citizens In Some Form But There Are Other Valued Specializations of Assassins and Desert Rangers Within the Kingdom's Ranks.

Belief System(s): Tradition. The Vasenan people have an absolute imperative in preserving their ways at almost every level and any cost. They believe that their power as a people and as higher existing Wizards (Magos) comes from their rites and rituals that worship, respect, maintain and call upon their dead ancestors. They hold an vast number of dangerous and rich burial sites throughout their deserts, something that they believe is the key to communicating with and influencing the dead. Inside the cities and settlements the highest ranking Priests are the ones that prove their abilities to communicate with the dead and their abilities to influence them over any challengers. The King is regarded as a descendant of the oldest family, with the most ancestors and has yet to be challenged on these grounds of 'superiority'.

Society: Vasena's society is dedicated, almost exclusively, to the preservation of their ancient way of life. Sacrifice, ceremony, pray, rites, are carried out regularly and repetitively. Vasenan's have only one Class of magic users allowed called Magos, and Magas (Female Magos). They are a Class handed down by generations of the longest tradition of magic use in the World, giving them abilities beyond all other Classes and almost making them different creatures. Magos only come from Vasena in part to lineage and in part to rituals within the Kingdom.

Maintaining their traditions despite all outside sources is the general purpose of Vasena.
Standard societal methods are used but not deemed vital. Trade and Economy are deemed vital to maintain Rites and Rituals. Society is based upon the function and governing of its countless Temples. The entire Royal family is a part of the Temple System and Governing and is almost helplessly influenced by those stationed higher in it.

Vasena has an ancient language that like most all other things, has been handed down through the generations. It is hardly spoken outside of the Temples but is a requirement of each Vasenan as a child in addition to the ancient writing system that goes with it. This would make them highly educated as a majority but more modern Writing systems used in other Kingdoms and even Vasena are not required learning.
New practices and ways of life are allowed only if they do not affect the old ones. Decisions as to how dangerous or acceptable new ways can be, are made be the King and a consult of High Priests.

Vasena Lords and Manors are different from all other Kingdoms with Survival and Tradition more important than status and wealth. The Peasants are most often personally concerned with how their fields and livestock may contribute to the Kingdom and are treated well as a result.
Laws and Punishments are the decision of the High Orders of Priests. Small Temples in every settlement have a Priest of a High Order that deals with minor issues. Cities and Castles can be a poor choice of place to commit a crime as several High Priests will take involvement making punishments more severe. The more Priests that talk on a subject, the less lenient they become.

Mines in Vasena are a very well guarded occupation and secret. The money that the mining of fine Metal Ore Sands brings in is at least half of Vasena's income. The people do not make metal goods or arms out of the sand but Nycenia and Tortha buy almost all of it. Other metals and magical components can be mined in the Vasenan region. Miners are usually the citizens that were least adept at Rites, Rituals and general Magos practices.
Glass furnaces are found to the Northwest for Magos that make glass products. Glass manufacture exists nowhere else in the world and these simple items such as windows and containers are almost as expensive as Metal Ore Sands.

Markets in Vasena are very limited and discouraged but rare items at inexpensive rates are common. The people put no emphasis on sales in their daily life unless trading as Merchants outside of the Kingdom.

Alignments: Strategic Enemies Toward Kourmar (Will Participate In Unofficial Trade With), Uneasy Neural With Tortha (To Maintain Trade), Basic Allies With Hyspiria (Good Trade Partners That Are Too Distant To Be Concerned With), Basic Allies With Feylanor (Good Trade Partners That Are Too Distant To Be Concerned With), Basic Allies With Nycenia (Good Trade Partners That Are Too Distant To Be Concerned With).

History: Vasenans were at first a group of nomadic people that wandered the Northern regions of the world. Their beliefs and practices were no different from when they first wandered the deserts, burying their dead at the base of mountains. Overly familiar with the land and now having difficulty with grave robbers, the leaders settled over the graves of their ancestors to remain guard. Settlements were agreed to be temporary among the people until Temples were built by the Shamans of the groups. Tending to the Temples, the Shamans became Priests that the dominant leaders listened well to. Vasena was declared a Kingdom in short time and the people ceased their wandering. More Temples were built by the King's suggestion and the Mining began by accident when new Burial Chambers were being excavated. All Kings and Priests by Law, have descended from Priests and Kings before them.

Flag/Crest: A Jackal. Yellow, Red, and Black.

Kingdom of Kourmar




Location: Southwest.

Capital: Difare City.

Natural Resources: Forests For Building Ships and Firewood, Large Varieties of Fish and Game in All Regions, Fresh Water From Mountain Glaciers, Fortifying Mountain Ranges, River and Ocean Access.

Environment: Light Snowfall Can Be Expected Year Round In the Southern Regions, Northern Regions are Warm Enough to Cultivate Crops But Winter Can Still Kill Growth Before Harvest, Frozen Mountains and Dense Forest Make the Harsh Winters Even More Difficult, Windstorms and Blizzards are Common.

Major Sources of Income: Raiding, Piracy, Trading Acquired Goods, Fur Trade. Slave Trade.

Major Expenses: Military, Naval Fleet, Military Ventures, Imported Food, Production of Alcoholic Drinks.

Military: Kourmar's Naval Fleet Has The Most Advanced and Diverse Group of Ships in The World, All Ships are Capable of At Least Short Range Ocean Travel and Can Run in Shallow Rivers, Their Designs Allow Them To Be Fast Moving and In Some Cases Very Well Armored, Transport Ships Carry At Least Fifty Men and More are Usually Loaded, Army; Most Citizens Are Soldiers That Wish to Fight and Make a Living by Plunder, Unless Directly Employed By a Lord or King the Soldier or Mercenary Supplies Their Own Arms and Armor, Ventures are Frequent So The Individual Raider Does Not Find Cost an Issue For Arms and Armor, There Are Few Calvary and Mounted Units Outside of Kourmar Until a Raider Can Steal a Horse for Themselves, In General Kourmar Raiding Parties Gather More Momentum the Longer They are Unopposed.

Belief System(s): Gods and Goddesses, Asked for Favor When Needed and Given Sacrifice and Honor For Success, Deities Are Used As Examples of Ways to Live By, Their Ancient Ancestors are Considered to Be The Deities The Worship, They are Viewed as Greater Men That Lived In The World and Have Moved to an Even Greater Realm of Existence, Deities that Give Undesirable Examples to the People are Not Worship but Feared, Those That Worship the Unwanted Gods and Goddesses are Considered to be Dangerous, Shrines and Idols are Common in Homes as the Places and Tools of Worship, Idols are Often Taken From the Home When Away to Raid Another Town, All Kourmar Share The Same Faith and Beliefs or There are Quickly Pushed Aside, Some Will Fight Each other Directly In Competition Over the Favor of a God or Goddess that Another Has Claimed. Kourmar do not bury bodies they burn them. They will not perform Pyres on ships or boats unless a member of the Royal Family has died. Vessels are almost Deities themselves.

Society: Kingdom structure makes overuse of the available land until it is depleted and importation is required. With mostly frozen climates the land available for farming is almost non-existent. The northernmost areas of Kourmar allow for some farming in poor soil and warmer temperatures. These crops are used to feed livestock, slaves, supplement food storage, and mostly grow grain and starch to be used in production of the wide array of distilled, fermented and brewed drinks. Most food consumed for anything but survival in Kourmar, is brought in by merchants, that profit well from the business. Livestock and crops stolen from other settlements go a long way in keeping the Kingdom from starvation.

In the Kourmar climate, alcohol is considered a requirement. It is found in every variety and many unique to the region. The natives drink alcohol like water and more often in the cold. Many other Kingdoms seek out the superior quality of drinks made in Kourmar but have difficulty trading with them.
The slave trade of Kourmar is nowhere near the size or organization of Tortha's but useful in the same effect. Conquered areas that are not rich or have little to take have their women, children, and men taken back to Kourmar. The captured men are made not to survive the return trip and if they do, they are made for sport and entertainment. Sometimes worse fates are imagined on purpose. The women belong to the Kourmarian that takes them and the children are sent to perform tedious labor or be raised as warriors depending upon their age.

As a large society of hunters the Kingdom has no particular law or regulations against taking what can be taken. The Fur Trade of Kourmar does well because of the unregulated hunting. The Kourmarian Mountain Range is a vast hunting ground well used by Kourmarian Hunters. No outsider would consider taking camp among the frozen Mountains. Extremely tough creatures of every nature are found throughout them, inviting Kourmarians to use the area as training grounds. The creatures grow tougher and more aggressive with every generation.
Being a Warrior Culture all people of the Kingdom are warriors to some extent.

The nature of the people lends to and encourages the behavior of seeking conquest and opportunistic raiding.
Enemies are robbed of all belongings to contribute to the Kingdoms wealth (largely) as well as the individual Raider's livelihood. Though many warriors are underneath the Kingdom's rule, others make attacks in small groups or on their own accord.
The King is considered to be the strongest in the Kingdom and most worthy of leading the people. Many challenge this and not all challenges are answered honorably. The King's most loyal Guards or the Challenger's rallied supporters tend to join the fight. On rare occasion, Kings have been taken off of their throne in this way and the people have accepted it without issue.

Alignments: Enemies and Allies Made And Abandoned In Order To Expand The Kingdom and It's Wealth.

History: The Kourmar have inhabited the same region of the World for as long as they can trace back. They were at first, numerous tribes that lived in the same desolate region. Barely surviving the Winters at war with each other they built what ships they could and sailed up river. Every tribe that had left to settle in warmer regions, had returned to Kourmar with the wealth of the World. The area amassed wealth and arms to the point that the tribes of Kourmar, unified to become the Kingdom of Kourmar. The man that proved himself strongest, Higfal, crowned himself the first of countless Kings. Raiding became the agenda, Boats became faster, soldiers better armed, and Kourmar's enemies quickly became fortified and armed. Society did not advance far after that but their Ships, and ability to strike settlements without warning and take everything only continued to improve.

In more recent times, even an alliance with Tortha was forged in blood and tribute and still remained dangerously uncertain. The only Kingdom that the Kourmar showed respect in any form for has been Nycenia. Several unsuccessful attacks against Nycenia finally resulted in enough wonder over the weapons that they used, to begin purchasing them. The two Kingdoms found acceptable terms in exchanging newly developed weapons for gold and a subtle cease fire. A cease fire that the other Kingdoms were largely unaware of.

Flag/Crest: An Axe, A Mountain, and The Moon. Blue, Black and White.



Kingdom of Nycenia


Location: Southeast.

Capital: Narcena City.

Natural Resources: Large Open Fields and Farmland, Coal Deposits, Limited Ore Deposits, Evergreen/Deciduous and Small Bamboo Forests for Charcoal and Firewood, Northern River, Large Lakes and Streams, Freshwater Inland Fishing, Ocean and Coastal Fishing.

Environment: Even Climate in Non-Storm Season, Moderate Humidity In Warm Season, Dry Even Temperatures With High Draft Winds to Help Power Furnaces In Winter, Open Plains, Minor Flooding in the Northeast and Southwest, Wide Coastal Region, Southeastern Chain of Islands Receives Light Snow in Winter and Tropical Temperatures in Warm Seasons.

Major Sources of Income: Arms and Armor, Military Technology (Schematics and Consultations), Metal Crafts and Goods.

Major Expenses: Vasenan Ore, Standard Ore Varieties, Research and Development, Arms and Armor Manufacture, Military Defense.

Military: Naval Fleet is Minimal and Comprised Mostly of Well Equipped and Heavily Armed Merchant Ships. A Few Warships are Constructed at Times With Heavy Armaments Used for Escorting More Valuable Shipments. Fishing Vessels are Designed to be Small and Fast With no Fixed Armor or Weapons. 
Land Forces are Mostly Heavy Calvary and Mounted Soldiers with Armor that Becomes Lighter With Each Passing Year. Infantry and Foot Soldiers Tend to Be Bowmen and Moderately Armored Swordsmen. Pike and Spearmen are Reserved for Stationary Defense of the Kingdom. Siege Engines are the Most Advanced and Reliable in the World. Engines are Used in Defense of Land and Sea to Best Effect and Can Be Transported With Ease Due to Designs. Nycenia Has an Effective History of Using Wizards, Monks and Seers on the Battlefield. All of the Units in Nycenia's Military are Essentially Knights and Vast Variations Of Them.

Belief System(s): There are three primary systems of belief in Nycenia.
The first and largest is a milder version of the Saker Faith in Feylanor. A singular God is worshiped with Prayers, Hymns, Creeds, and Incantations part of the people's daily routine. A 'Saker' is appointed as a child to advise the direction of the faith. Unlike Feylanor the Nycenian Saker has no influence over the King and little authority over the Kingdom directly. The Monasteries can only hold law over their resident Monks, learning Scholars, and peasants that work the land of Lords that follow the Saker Faith. Monasteries are not built outside of settled or decently populated areas. Monks of Nycenian Monasteries are very much confined to the compounds by their vows and cannot defend themselves in unsettled and Rural areas. The next system of belief is the Research Based Systems. In Nycenia the educated Scholars, intellectuals, and enlightened individuals use knowledge to supplement their other Faiths and Beliefs. There is no set scientific pursuit as of yet in Nycenia and everything learned is done so to survive and make better arms and armor. Despite better intentions, several Cults have begun appearing along the countryside with dedication to Furnaces, Metalwork, and the processes of Alchemical pursuits. Diety Systems of Belief have made a small yet ever growing presence in the Cities of Nycenia. Individuals fleeing Hyspiria, Tortha and even Kourmar find freedom and safety enough to bring their Faiths with them. Certain groups in the Saker Faith and certain groups of the Deity Systems have been said to wage an underground war for countless years. Each side wishes to claim their Faith as the only one the Kingdom has. It is difficult to find any evidence that such a conflict exists.

Society: Nycenia is a Kingdom of Armorers, developers of Arms and Armor, and intellectuals dedicated to the theories of war. The people either farm, manufacture or contribute to the resources that run the Kingdom and its manufacture. Farming is not exceptional but decent enough use of the land is made to feed the Kingdom with a decent surplus kept in case of famine. Livestock do well but the types that can be raised are limited by the available grazing land and the Nycenian preference to raise Cattle, Sheep, and Goats. Horses from Nycenian stables are bred to be large and resilient animals. Coal mines are used in small numbers but Charcoal and its byproducts are still the primary forge fuels. Nycenia's major smelters, foundries, and furnaces are located in the areas between Hyspira, Feylanor, and Nycenia. Charcoal kilns exist in decent numbers to turn wood into charcoal for the forges and furnaces. Well guarded and hidden Kilns produce an experimental forge fuel that burns longer and hotter. Though other Kingdoms know that Nycenia has some unique fuel process, no one knows what it is or how it works. Several decent metal ores are mined within Nycenian territory but the Armorers prefer to work with the Sand Ores imported from Vasena. Producing a higher strength material with more flexibility, Sand Ore is the obvious and more expensive choice in Nycenia. Vasena ships such large quantities of their finer Sand Ores to Nycenia because they are such a distant and nonthreatening trade partner. The Arms Market of Nycenia is world renowned and a practical competition between vendors to produce the best product. Arms Auctions occur during Festival and Tournament times. The Auctions are open to all and sell items that range from individual works of art, to  surplus and scrapped materials from the Kingdom's military. In Nycenia, there is a long history of Wizards, Monks, Bards, Seers and other non-traditional Classes making arms and armor. Nycenia utilizes all of its people and every talent to make better arms. A long tradition of military specialists and heroes in general is well traced. Hero worship is discouraged and generally not practiced. By tradition the status is sought to be achieved instead of openly worshiped. Nobility and Noble/Royal Bloodlines are respected and revered in Nycenia. The people are often repressed and harmed by the Nobility like any other Kingdom yet the people respect them and count on them for making proper decisions. Since Nycenia is often governed with the people and more so the well-being of the Kingdom in mind, the people have faith in the rulership. Civil disputes can often be solved in the acceptable manner of dueling or Trial by Combat. Duels are expected to be handled by the individuals involved. Trials by Combat involve the authority in the area in which the defendant is put to trial based combat until the are deemed worthy of innocence or they die from the process.

Alignments: Enemies Toward Kourmar (Due to their Attacks on their Shipping Routes), Silent Enemies Toward Northern Hyspiria, Silent Allies Toward Southern Hyspiria, Considers Vasena an Ally (Trade is Excessive and Kingdoms are too Distant to Consider Military Actions), Strategic Enemies to Tortha (Can Maintain Enemies of Tortha With the Distance Between Them), Strategic and Silent Allies Towards Feylanor.

History: Nycenia broke away from Hyspira because they were persecuted for their ethnicity and Religious Beliefs. Beliefs that Hyspiria later adopted and allowed anyway. Their hate of Hyspiria became direct hate and motivation to stockpile and manufacture weapons. Fighting to maintain their newly founded Kingdom became expensive and an arms race with the Hyspirians to their North. The First King of Nycenia died shortly after their migration to the area. The Second King made a purpose of improved defense. Each ruler after became more dedicate to defending and arming the Kingdom until they had no superior in the field. Their weapons and armor were not enough when their tactics, strategies, soldiers, and leaderships failed on the battlefield. Giving Nycenia a very long history of losing and regaining control of their Kingdom. Nycenia struggles to keep its hatred toward Hyspiria silent so that they may destroy it when the time is right.

Flag/Crest: A Raven Watching Over The Ocean. Blue and Orange.

Kingdom of Tortha



Location: North Central.

Capital: Vetalan City.

Natural Resources: Extensive Access and Control to Central Water Routes, Salt Fields To The Northeast, Freshwater Resources, Large Central Forest and Small Kingdom Forests.

Environment: Arid Coastal Regions, Limited Fertile Farm Areas, Dry Plains Next to Mountain Range, Small Forests, Western Vasenan Desert.

Major Sources of Income: Trade of Vasenan Goods (At Premiums), Slave Trade, Salt, Temple Patronage.

Major Expenses: Military, Military Ventures, Fortification, Non-Military Construction.

Military: Large Shallow Water Navy, Merchant Ships Equipped For Ocean Travel Are Re-purposed For Military Use When Needed, Cavalry and Highly Mobile Soldiers are Concentrated to the South and East of the Vasenan Desert in Patrols and Stations, Siege Weaponry and Basic Infantry Guards the Desert Border and Mountain Pass to Vasena, Tortha Holds Highest Value on Any Unit With High Mobility or Long Reaching Weaponry. Military is almost a class to itself. Those whom rank high are not always Nobility and but Nobles can gain no more than they have unless they ascend the ranks of the Military. Commoners and slaves in the Military can rise to a rank almost equal to Nobility and those that leave an impression can reach a Heroic status beyond any Noble. Most Lords of Torthan are given the right to keep private armies that they must maintain and use at the command of the King.

Belief System(s): Most lasting and historical beliefs are in paired Deities and their equally important temples that the two Deities share. Lately the standard ideas have been gradually impeded upon by cults and advanced thinking. This leaves the common class to still lean on the Gods and Deities and the Noble Class to take advantage of the peasants faith in the temples. The cult systems tend to appear without warning and worship singular thoughts and figures, such as Torthan leaders and Heroes. These groups are thought of as harmless until blame needs to be placed for crimes and general misfortune. Since cults often try to invade and share temple areas with other Deities, destroying them can calm peasant rebellions or other unrest. Counter to all these are the skeptics and atheist natured scholarly nobles that are often despised more by their peers than the people. Faith and beliefs, of any kind, in Tortha have become well followed trends.

Society: Torthan society is highly aristocratic and lineage based. Those born into the right families are born into wealth, influence and power. The King holds tightly on to his Nobles and keeps the common class beneath them. Slaves are still somehow beneath the common class.
Unlike the Korumar that they ally with at times, Torthans destroy, conquer, seize, and dominate to make the Vetalan Capital the center of the world and the only Kingdom in it. Their ideas to unify the world are often kept out of daily life but each new territory and person brought in becomes Torthan or slave. There is no other way to survive. As a result the Slave Trade in Tortha is the largest in the World. The supply does not run out as there are new lands to take and no slave can give birth to free men. Birthright is surprisingly second to the ideal that the world cannot exist in pieces, Torthans pity and fear the mindset of outside Kingdoms. Though not so noble in their execution of their unifying ideals, Torthan society is indulgent, ignorant, spectatorial, and separateby class to a point of isolation. Torthan scholars and educated individuals mask and guard their knowledge from all others deliberately and excessively. Order can be expected to the duty of the Military and any Laws will be maintained by them as well. Punishments are often Ordeals and much more dangerous than they are treated. Few survive any Ordeals that the Torthan Military put them through. As a result of good trade and proximity, Vasenan refugees often receive quarter and moderate title for living in Tortha. By no coincidence they are located in Market districts to help with Trade. Torthans are frequently concerned with Vasenan presence but the Vasensians are always more civil than the Torthans themselves. Outsiders entering Tortha will see excessive trade and spending opportunities. Social and service based shops are found in abundance. The higher classes will do their best to remain separate from travelers unless their daily routines, business or rare special occasions require it.

Alignments: Opportunistic Enemies and Allies Towards Kourmar (Tortha Would Prefer to Remain Allies), Rulers of Hyspiria (And Aware That it is a Difficult Rule to Keep), Enemies Towards Nycenia (Next Target of Conquest and a Current Resistance), Enemies Towards Feylanor (Besides a General Disdain For the Feylanor They Are a Target For Conquest),Neutral Towards Vasena To Maintain a High Volume of Trade.

History: Tortha was established by the estranged brother of the Second King of Hyspiria. A proud and egotistical man that was named Tortha, managed to convince a fourth of the Kingdom of Hyspiria to join him when he left. As the King of Tortha and its namesake, he fought Hyspiria without success or gain. The Kingdom of Tortha began fighting and conquering settlements and peoples much smaller than them and making slaves to support the Kingdom. Soon Vasena's merchants reached Tortha and trade became profitable to the point of excess. As the First King of Tortha died, his son took rule and found a much more efficient and cruel vision of his father's Kingdom. The New King, Vetalan, pushed Hyspiria's borders away with every prisoner taken as a slave or an executed example. King Vetalan's Rule was ended in an uprising that took his head. The next ruler and most every one after him though, took his example and even made statues of him on palace grounds. It became effective to rule that all people be citizens, slaves, or corpses. Everything else was for the Kingdom of Tortha or against it.

Flag/Crest: 9 Spears And A Shield. Purple and Gold.

Kingdom of Feylanor


Kingdom: Feylanor Kingdom

Location: South (Central Southern Kingdom)

Capital: Etliy City 

Natural Resources: Grazing Pastures, Forests, Wide Rivers, Salt Water Fishing, Fresh Water Fishing

Environment: Overall Kingdom Terrain is 3 to 1 of Forest to Plains. Livestock tend to be easier to raise than farmland. Even rain through the year and wide variations of snowfall. Temperatures never below -5 at southern most points and never above 90 overall. Mixtures of deciduous and evergreen forests. Subject to moderate weather but high tides can be common as well as dangerous.

Major Sources of Income: Local Trade, Livestock, Money-changing, Skilled Crafts

Major Expenses: Military (Defense and Ventures), Church System

Military: Navy (Trade, Transport and Scout Navy); Large (Relative) Fleet of (Small) Patrol Ships Built to Sail or Row and Keep the Kingdom Informed to Outsiders, Any Other Ships for Combat Purposes are Large Well Built and Re-Purposed Transport Ships From the Kingdom's Trade Fleet, Army; Peasants, Lords (Knights), The Lord's Personal Soldiers, Church Order Knights (No Name For Them Yet), Basic Siege Engines, Preferred Bows to Crossbows, Unofficial Ranger Society as Per Their Military and Forest Tactics, Many of Their 'Knights' are Trained Within the Tactics and Strategies that Can Classify Them as Rangers

Belief System(s): Monotheistic Beliefs, Prayer/Hymn/Creed/Incantation Common In Daily Life, Female Appointed To Dominion of All The Churches At Young Age, The 'Saker' is responsible for acting as an Archbishop by title but the King and people look to Her for all matters of faith, Law Determines that Small (Village, Settlement, Rural, Ect...) Churches Follow the Same Laws As Monastery, Castle, and Manor Churches, Law and Faith Must Coincide, Acts and makers of 'Magics' not under the Monastery/Churches are exiled. Monks are under canon based laws yet many are not restricted by all of the vows of the Monasteries. Monks are expected to serve outside the Monastery as well as inside the compounds.

Society: Games, gambling and competitions are common in everyday life and part of some ceremonies. Barter is the most common method of trade for services and goods but the people know how to use Gold as currency all over. The people understand and utilize the value of livestock in daily life and trade. The aggressive protection of livestock can be expected in Villages and Cities. Fishing and Port cities bring in imported crops from the merchants and supplemental Fish/Seafood from the fishermen. Port Towns and their workers are considered to be in the lower levels of society. Alcohol has a high presence in Mead and Distilled forms. The people are generally well mannered with their intake but can present themselves as extreme cases of drunkards. Though women are regarded in lower status than men in general, they tend to receive a higher level of earned respect and potential elevation in class than other Kingdoms. Within Feylanor there are numerous small settlements that are hardly recognized as Villages that fall under rule of nearby Villages. These settlements are where the outcast, overflow, and other generally undesirable people have to fend for themselves while remaining part of the Kingdom. By tradition the King rules directly over the land by taking frequent and heavily armed patrol of it. The people have often seen and expect to see the King a couple of times in their life. The King is only expected to remain in the Palace during the coldest winter months. Lord's are given and maintained their Manors by paying tributes directly to the King in form of Military Service and/or Coin and trade items. By Law the King decides when tribute is met for the season. Tactics, strategy, arms, and armor of Feylanor are among the most up to date and the least ornate and outwardly impressive. On simple matters of Law there are basic Texts in strict use to enforce Ethical and Moral issues, Faith Based issues, and Class Based issues. The Monasteries handle more than half of the Kingdom's Law with the Nobility and the King's Court handling the rest. Fair and justified law may not be realistic or entirely possible but the people believe in it and strive to reach it. Most all ways of life and activities are acceptable as long as the Saker, the Religious and Faith adviser to the King and the Kingdom, approves. The Saker has authority above the King in the form of advisement. Desecration of their relics, blasphemes, establishment of false relics, and any contradictions to the Feylanor's Saker established Faith is dealt with swiftly. Swiftly often means destructively and violently. These acts are regarded by other Kingdoms as savage and atrocious. This nature is take out of context on purpose and frequently by the storytellers and Bards from any other Kingdom. The forests of Feylanor are hunted by Kingdom employed Rangers. Few dare to tread against them or steal game from them though an illegal hunting trade exists.

Alignments: Ethnic and Kingdom Enemies Toward Kourmar, Ethnic and Kingdom Enemies Toward Hyspiria, Neutral Toward Nycenia; Co-operations Are Secretive Until War Can Be Declared Against Common Enemies, Neutral Toward Vasena, Neutral Towards Tortha; Friendly Towards Their Treatment of Hyspiria not Kourmar.

History: Despite appearances, Feylanor was a Kingdom founded by a woman that claimed the region as her own. She named herself sovereign Queen through orderly and justified acts to ultimately unify the people with the faith that she chose for them. Heirs that followed idealized Her rule and strengthen the concepts of Faith and Law, making themselves viewed similarly. As important as the Church had become, it was still appropriately governed by a single woman, appointed by the King and almost as powerful as him. As best the people can remember, their first ruler shares the name of the Capital City.

Flag/Crest: A Claw. Turquoise and Purple.