NA_PW_4 Persistant Faction: Kingdom of Cerantia

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Cerantia has returned!
Recently, it has been confirmed in-character by Cerce and a number of his followers that it would be beneficial to all peoples for Cerantia to return.  It is still under debate as to what server we will play on, and what event we will be hosting - or even if an event will be hosted at all.  Please, vote - I value your input on every aspect of what I do.  The original post is still spoilered for those wishing to view it.​

Event Ideas:

Generic Return of Cerantia
Pretty basic.  Just get a castle, hopefully peacefully, and roleplay the day away, most likely with mini-events to be planned that day.  This would occur on a regular PW map; not a shield wall event.

Necromancer Nuisance
Pretty generic at first, but develops some of my signature roleplay twists that changes this moderate threat into something far more involving.  I'm choosing my words carefully to avoid any spoilers.  This would most likely be the most true to Cerantian lore, and would incorporate some familiar names and faces for those of you who have read up on the history and the few tidbits I have released in game.  Cerantia would return to Calradia in Cerce's personal vendetta against necromancers.  It would involve a fine mix of battle and roleplay, although roleplay will still be valued very highly.  This would take place in a regular PW map; not a shield wall event.

Sarkomic Invasion
These barbaric slavers and miners from the Northeastern Barbarian Isles have turned to Calradia to replenish their supply of manual labor workers.  This could be either a shield wall event, or a roleplay.  I would very much like to see how the roleplay would unfold, seeing as how Sarkom would have to secure and hold a city, plus keep any slaves in line.

Brief Summary:​
The Kingdom of Cerantia is, in brief, a collection of dedicated roleplayers intent on providing an environment where stories can unfold and where characters can build themselves up, both economically and in roleplay experience.  The ruler of Cerantia is Cerce_Tentones.  Cerantia has no standing army and relies mostly on guards and militia for defencive purposes, and would rather keep peace through diplomacy.

Allies:
Cerantia has no registered full alliances.  Alliances are generally frowned upon within Cerantia, as it often draws the nation into wars and circumstances it would otherwise do best to stay out of.

Mutual Defence Pacts:  The Noble House of Tidwell is a registered mutual defender of Cerantia.  This means that, should Cerantia come under attack from another nation, House Tidwell will come to the defence of Cerantia, and vice versa, unless it is determined that Cerantia or Tidwell attacked first, and not in an act of defence.

Trade Agreements: The Noble House of Tidwell is a registered trade ally of Cerantia.  This means that Cerantia and House Tidwell do not pay taxes upon entering each others lands, and receive discounts on any goods sold directly by a trader.  Members of a trade agreement may also post an embargo on a nation, which means that no trade will be done in any way with said nation, so as to starve them monetarily.

Non-Aggression Pacts: The Noble House of Tidwell is a registered non-aggressor to Cerantia.  This means that it has been agreed that Cerantia and House Tidwell will not attack one another without first trying to settle the matters diplomatically by any means necessary.

Should anyone wish to become an ally, mutual defender, trade ally, or non-aggressor of Cerantia, simply write a letter to Cerce Tentones, or talk to him in-game.

Lineage
Cerce's lineage is not one of nobility; if anything, the closest to it would be the clan leaders.  They are marked with an *.  Cerce Eugene Tentones, born of Lena Merkenly and Darthaniel Hawtorne Tentones, born of Eugene Charles Tentones, born of Hawthorne Nobdy Tentones, born of Charles Taloran Tentones*, born of Nobdy of Tentones, born of Taloran of Tentones*, born of Kubrick of Blackrock, born of Jorah of Blackrock*, born of Sakora of Sarkom*, said to be made by God.

Political Configuration
The Cerantian political system is simple enough to understand, and complex enough to protect against blatant misuse.

King: The defacto ruler of Cerantia, Cerce_Tentones.  Other known rulers of Cerantia are Laurel_The_Exiled, as she is betrothed to Cerce and therefore a potential leader.  The King/Queen is in Charge of foreign relations, wartime policies, and establishing royal laws.  If only one town is controlled, he/she makes the majority of decisions regarding the nation, and replaces the Senate.  The King/Queen may raise a collection of wartime servicemen to be paid directly by the King/Queen, but must disband the army and suspend all payment after the war closes, so as to avoid abuse of such powers.  Kings and Queens must pay said servicemen before disbandment, with the exception of those dishonorably discharged from service.

Senate: Assembled representatives from the estates ruled by Cerantia to speak for their city-states.  Senators generally rule their own 'fief' as they wish, and convene with the King or Queen to update them on their goings.  Senators must adhere to Cerantian law, but may detach themselves from Cerantia if it is agreed upon by at least two other Senators.  Senators also make decisions regarding the nation's monetary affairs, such as paying for a standing army, setting importation taxes (money to be paid for entering Cerantian lands), and any other matters regarding national monetary assets.

Current Persistent Senators: Thoirdhealbhach o'Jarlath

Families/Clans
The known Families and Clans affiliated with Cerantia are: Tentones (Members: Cerce); Merkenly (Members: Boarus, Maria), Glendor (Members: Legolan).  To join a clan or family, contact them in-game or send them a 'letter' here.  To establish a clan or family, or affiliate an existing one with Cerantia, contact me here or in game.  If you want to post it here, fill out this:
Name:
Leader:
Background and other info:
Members:

Citizenship
  To become a Cerantian citizen, you must first realize that Cerantia does not see much military combat, so do not come seeking glory in that way.  Instead, come looking for a great story, an awesome roleplaying experience, and possibly (under some circumstances) an occasional battle.  All you need to do to join is simply ask the acting leader of Cerantia if you can join, be it in-character or here.  Citizens are required to roleplay, respect others, follow Cerantian laws, and listen to those above you and follow their commands in times of crisis or war.  Should you wish to be a permanent member, fill this out:
Name:
Age:
Profession:
Home Faction:
Reason for joining:
Are you interested in joining the Cerantian Guard or Militia?

Military
  The Cerantian Army is non-standing and is only formed in times of crisis or war.  All other information regarding the wartime forces of Cerantia is classified.

The Cerantian Guard is comprised of Cerantian citizens that have expressed interest in protecting Cerantia full-time.  Guards are focused mainly with defence, oftentimes carrying two shields.  Depending on the preference of the user, a one-handed weapon and a pike/two handed weapon is used in conjunction with the shields.  Some guards choose another weapon in lieu of one of the shields.  Heater shields and board shields are the most commonly used, as coverage is valued higher over strength.  Crossbows are often used as ranged weapons instead of bows, as archers tend to be unable to equip more defensive armor; however, this is not to say that archers do not exist within the guard.  Formations such as the shield wall, phalanx, and the 'Turtle' have been used effectively to defend the kingdom.

The Cerantian Militia is simply an armed peasantry that defends the people.  The militia rarely defends castles, and instead defends citizens being evacuated from war zones.  Militia carry a shield at all times, and regularly carry a short sword, but otherwise behave as any other citizen would.



For history, click below - it's a bit lengthy.
History:
A vast number of years ago, on a secluded archipelago far from civilized lands, men roamed. This particular collection of islands, named the Barbarian Isles by most outside of them, followed the set pattern of most early and barbaric civilizations, where the strong ruled over the weak. Eventually, tribes and nations were established, which in turn led to great wars, strife, and tribulations. In particular, the nation of Sarkom was the greatest in causing said wars.

Now; Sarkom was established some time before recorded history, and somehow managed to last into the age of history that we now find ourselves in. It was founded by a man named Sarkora, a great warrior and clan leader of the Blackrock clan, which controlled the major supply of coal in the region, and were great miners and smiths. Sarkora set up this nation based on the strong minority ruling over the weak majority, using slave labor to fuel his forges and expand his kingdom.

To the south of Sarkom, on another nearby island, lay the nation of Teevahna, which was comprised of demon-worshiping bands of brigands. Events occurred where Sarkom and Teevahna eventually began to wage an endless war on each other; however, as time and war waged forever onward, both sides began to dwindle in number. As a result, both nations attempted to counteract this problem with slave soldiers fighting for their cause.

Maria Merkenly was one such slave for Sarkom. This woman was a rather attractive maid for the Blackrock clan of Sarkom that I mentioned earlier. She had become betrothed to a soldier in Teevahna before she was taken prisoner, and was with child. The soldier in question, Daniel Tentones, attempted to free her in one of the great many raids of the ongoing war... but died in the process. Eventually, Maria gave birth to a child whom she named Cerce Tentones, and then later died due to the childbirth. Cerce was taken in by the higher class of Blackrock and, while still considered a slave, was taught and treated like a son of the aristocracy - if indeed a high-class barbarian can be considered as such.

Years passed, and Cerce was well educated in the matters of politics, sciences, language, and some forms of architectural design. One day, however, something quite sinister happened. A man by the name of Nomanic Caver had, within the past months, achieved the status of adviser to the Kind Sarkora. As Cerce was performing his house laboring duties, he heard a loud 'thump' from the King's chambers. As he was just about to open the door, he overheard strange mutterings from inside the room, and he thought better of checking in on the King.

The event was forgotten of for a matter of weeks, but it soon became clear that the King had changed. Cerce eventually decided that something was wrong, and returned that night to the hallway outside the King's chambers. The same thump and incantation was heard for a second time. The next night, Cerce alerted the royal guards and laid in wait for sounds. Once he heard them; the guards broke in through the door. The site that met them was as follows.

The King lay on the floor, blood coming out of his mouth. Nomanic stood above him, reading from a scroll. A strange symbol had been drawn on the ground around Sarkora. Immediately, Nomanic shouted something, and the guards held their heads, screaming. Cerce quickly picked up a bow that one of the guards had dropped and promptly shot Nomanic in the skull; however, he fell strangely, and looked far too white to be normal upon his death. Cerce later concurred that this was a Necromancer, and that he most likely had not see the last of him.

A dear friend of Cerce woke him up in the middle of the night - his name was Boarus Merkenly, a fellow slave and nephew to his mother. Boarus informed Cerce that he had been branded a traitor to the King for some reason, and that he needed to leave that night. And so Cerce took his friend's advice and left by boat, not quite sure as to where he was going.

A great storm took him and the little ship into itself, tossing and turning him about until he was unsure of which way he had come. By the end of the fourth day of such a storm, he found himself upon a great new land, called Kiwike by the inhabitants there.  He began to start a new life, and to warn the inhabitants of the pending necromancer threat.  Only too late.  The undead had already begun to rise, and Cerce established a large castle to house himself and his friends, as well as stand against the evil hoard of former living beings.  After half a year of battle, and war with some of Kiwike's other political powers, Cerce left to what he calls the "New World" ((which is the NA_PW_4 server)).

After he arrived, Cerce joined up with numerous factions, performing both menial tasks of manual labor and valorous acts of heroism on the field of battle.  In House Whiteoak, he donated 40,000g to the war effort, and single-handedly captured the town of Perdisett from the 61st during the 61st Regimental War.  While serving the Knights of Iorn(aka Iron), he functioned as a bottleneck, building various defensive structures and siege ladders.  All of this, however, paled in comparison to his later acts while serving under the Guild of Sword.

After the fall of the Knights of Iorn at Bernstead (before they came back), Cerce joined a local guild of mercenaries so as to gain himself some gold.  He thought it would be a simple temporary thing, but as he worked to gather resources for the guild, a strong bond was formed between the other members of the Sword and Cerce himself.  They looked upon each other as brothers in arms.  They fought together, talked together, bled together, ate together.  But then came the Desert Imperium.

The Imperium War of 12 ACK (After Cerantia-Kiwike) started out as a brief disagreement regarding a loosely tied alliance between the Desert Imperium, formerly known as the Desert Warlords, and the Guild of Sword.  The Imperium sought to expand it's ties and solidify it's power, and saw the vast resources of the Guild and wished them to defend each other mutually.  The Guild of Sword, however, wished to remain neutral, so as to leave the ability to be higherd out against any party for any party open.  The Desert Imperium did not like this, and continued to try the Guild's diplomatic patience.  Eventually, the Guild Master got so exasperated that he threw them out, and stated that no alliance would be made.

In an attempt to force an alliance, the Imperium then laid wait outside of the castle walls and demanded the terms be met.  The guild responded with a simple 'No'.  As a result, the Desert Imperium declared war to capture the resources they once wished to share, now only wishing to take for themselves.  Cerce, along with his fellow guild members (including the future leader of the Kingdom of Netharia and it's Crusaders, plus the second-in-command Varthaer), prepared a defense.  They all put away their peasant tools of peace and harvesting prosperity, and picked up apparel of war and defense.  The entire guild as a whole moved into Osvirklif castle to defend the only Guild property remaining.

Then something terrible happened.  Enemies suddenly appeared seemingly out of nowhere on top of the outer gates.  The guild watched in horror as they opened up the doors allowing more enemies to pour in.  Cerce ran down to the village, bought some last-minute gear, and hurried back up to the castle.  There, the entire guild waited for days on end (half an hour IRL) for the Imperial Legionares to reach the main gates.

Finally, the opposing engineers and their supporting troops reached the weakest spot in the walls, and built a ladder to climb through it.  The battle was long and hard, and just when the tide was about to turn, divine intervention stepped in and stopped the massacre.  Cerce was happy that the death had stopped; but not happy about the side effects.  For peace comes with a price.  And this time; the price was Osvirklif Castle.

Later that very day, the Norse Warlords, led by a man named Goregrim, began laying siege to various Imperium castles.  Cerce was approached by a former member of the Guild of Sword, Varthaer, and informed of this.  They both decided to form up yet again and reclaim the Guild's home back.  With the help from the Norse, the loose band of former guild members overran the Imperium, and took what was rightfully theirs.

A period of peace then settled in.  The guild was re-branded as the Kingdom of Netharia by the then current Lord, Varthaer.  Cerce was appointed Lord of the castle shortly after peace was declared because Varthaer abdicated.  Netharia was then renamed Cerantia.  Cerce made it clear that he would keep peace and serve the people at all costs.  However; the people did not want to be served peace.  They wanted to be served revenge.

The Norse War of 15 ACK began as a great usurpation and overthrow took place in the Norse Warlords.  Soon, Goregrim had been forced to give up his throne, and fled the country.  The new despot, whose name remains a mystery ((I honestly can't remember it xD)), began to tax the people copiously.  A group of peasants at arms, known as the Freedom Fighters, soon sprung up to fight for the people.

Cerce had sympathy on the serfs of the Norse, but still wished for a peaceful resolution.  He informed the head Warlord of the people's unrest, and advised a lessening of the taxes to operate within a castle.  In response, the Warlord declared Cerce a vial heathen, and ordered him out.  So, Cerce then went to the people, to plead that they try to shed as little blood as possible, and offered his hand in alliance, for he thought that should Cerantia join, it might scare the Norse into submission, thereby lessening the bloodshed.

The multiple advisers to Cerce told him against this course of action, because the Norse were simply too large, and to think that one more nation against them would scare them off would be a childlike notion.  "The world needs to have more childlike faith; there is too much doubt in simplicity." responded Cerce.  To the surprise of all, including Cerce himself, as soon as Cerantia joined the uprising, the entire Norse kingdom ran in fear ((they all logged off very quickly)).

The Cerantian-Roman War of 17 ACK took place due to a land dispute between the Kingdom of Cerantia and the Roman Imperium.  As the Cerantian defensive troops were away, the Roman Imperium took the castle by force.  Cerce and what few followers he had left then returned to see their homeland under a tyrannical rule.  Former free-serfs were now used as slaves, not even keeping a fourth of their haul in ore.  It was also known that the Roman Imperium used the slaves as the front-line in most wars. 

Cerce looked upon this harsh treatment in disgust, yet loathed fighting his own people to reclaim his land.  He turned to his friends, looking for another way.  None had an alternative.  As a result, Cerce then crossed the river in front of Osvirklif Castle, saying to have uttered 'The Die is Cast' while doing so.  The reclamation of Osvirklif had begun.

Former free-Cerantians rose up against their masters, and opened the front gates to the castle, being slain shortly afterwards by their despotic masters.  A fierce battle ensued, costing the Cerantians but one man, and the Romans four.  Cerantia now had control of the front gates.  Cerce then marched strait into the central village that was the basis of Osvirklif production, and freed all the slaves that still lived after the purge that the slave masters enacted after their betrayal.

With new support at his disposal, the former servants of the Imperium, Cerce, and what remained of the army marched up to the castle gates.  A whole of seven legions (seven characters) defended the castle; Cerce had but five.  Regardless, the siege was a major success, starving out three of the seven legions that were held up within the fortress, turning the odds into the Cerantian's favor.  Once this news had reached Cerce's ears, he signaled for a charge.

The assent up the war ladders was quick and easy; but what awaited the forces on top of those battlements surprised them all.  There were no standard guards or militia men - it was a group of well-trained and well-equiped knights, of all things.  The skirmish started quickly, but lasted for what seemed like a thousand years.  Eventually, all but Cerce and one of the free slaves remained standing, with Emperor Kaiden Tremble standing in defiance.  A quick duel ensued, with Cerce emerging the victor.  It is said that the last words heard by Kaiden was yelled by Cerce in an ironic display of victory: "Veni, Vidi, Vici!"

Then came a period of great mishap.  Cerce vanished to lands unknown, leaving his country behind with no solid leader.  The country fell into disrepair and mayhem.  This could be considered the 'Dark Age' of Cerantia.  Not many reccords survive this event.  (This took place roughly between 10/4/11 and 12/26/11, IRL time).

I WILL UPDATE THIS POST MORE AS MORE INFORMATION IS COMPILED
 
Laws of Cerantia

Murder
Should a Cerantian be killed outside of the due process of law and not as an act of self defence, the killer shall be detained and must either pay compensation to the next of kin and be detained for three years (30 minutes), or be put to death.

Assault
Should a Cerantian be attacked physically and not as an act of self defence, compensation must be made by the offender, and the assaulter must be detained for one year (10 minutes).

Theft
Should a Cerantian be stolen from in any way, shape, or form, payment must be made by the thief for twice the price of whatever was stolen, or be pressed into hard labor untill the money can be repaid.

Sexual Acts Without Mutual Consent
Any and all found guilty of sexual actions without the consent of the partner(s) that took place in said action will be placed in jail for life (one hour or untill they log out), after paying compensation to those offended, and after being made no longer to do such actions again, if at all possible.

Treason
Any found guilty of attempting an unsanctioned movement against the Cerantian government will be removed from the kingdom and will be killed on sight should they return to Cerantia at any time.

Slander and Blasphemy
Any found guilty of falsifying a statement, providing false information, lying, blaspheming, or otherwise slanderous statements, shall be detained six months (5 minutes) or must pay each at least 100 gold and at most 400 gold to the offended.

Slavery
All sentient life of all races and sexes are hereby proclaimed free in every instance, save that of convicted slaves and war-time slaves.  Any found in posetion of a slave must free the said slave and pay 10,000 gold in compensation for their time and their losses, or serve the slave for the ammount of the time that the slave has served the master.  Any found attempting to capture someone as a slave or attempting to sell a slave or refusing to give up a slave will be put to death, and the entirety of their posesions given to the slave(s) that they may have owned.

Repeated Offences
Those known for repeated breakage of Cerantian Law may be liable to deportation, exile, and possibly a 'kill on sight' order if the acts are sufficiently heinous.

Acts and Rights

Religion
The Kingdom of Cerantia may not impose any religion on it's people at any time for any reason whatsoever, nor may they ban or impede any religius happenings.  Religions entailing human sacrifice or mutilation, or any other acts deemed detrimental to the people as a whole, are not allowed in practice within the kingdom.

Due Procedure for Criminals
Criminals can have no sentence passed upon them without the acting Lord hearing their side of the story.  They may be detained for up to 6 months (5 minutes) to wait for the acting Lord to come to them to hear said story.  Should the criminal not state their story, they may be detained indefinately.  Criminals may work hard labor to pay off any charges, or to pass the time during their imprisonment.  The Lord of the faction has the final say in matters of law; a mutual concensus of those present may make a decision of law, and enact it, but the acting leader of Cerantia has the final say.

Frequently Asked Questions

Q: Does Cerantia have scheduled events?
A: Yes, but very rarely.  I do this to avoid real-life conflicts.  Besides, impromptu roleplay can be so much more fun.

Q: Is there an heir to the throne?
A: No, as Cerce has neither a wife nor a child.

Q: I am owner of faction X; would Cerantia like to be a sub-faction?
A: No; for it is better to starve free, then be a fat slave.  Cerce as a character would rather die than become a protectorate of someone else, for reasons you should find out in character.

Q: I've heard of Cerantia somewhere else... Is this your original idea?
A: Yes, it is my idea, and you may have heard of it in other places.  Cerantia and Cerce have been on NationStates, WarcraftIII, City Empires, Kiwike, Cyber Nations, Guild Wars, eRepublic, and probobly a few others that I forget.

Q: Why doesn't Cerce dress in regal atire?
A: It's his personality - ask him in game, don't metagame and look for answeres elsewhere :razz:

Q: Does Cerantia have a custom flag?
A: No, but I do have some pictures (hand drawn) that I'd like to somehow make into a banner.  Untill then, a native flag will be used.

Q: What would you consider roleplay?
A: Anything involving the player acting a role apropriate to that of the setting and circumstances thereof.

Q: What do I get if I join a clan or family?
A: You get a name.  It's generally just for roleplay.
 
History of the Imperium War entered - I KNOW, I'm missing some names, such as Aeth-something, who leads Netharia and is a good friend IC of mine... I just fail at spelling from memory.
 
I don't lead Netharia. xD. Netharia was a old army on a title Second Life, that Varthaer and myself led for many years (actually named Netharian). We are now roleplaying that after the events of the Guild of Swords being overtaken.. then him making his Kingdom.. then you making Cerantia.. we then left the lands and somehow (we haven't came up with the story yet) came back as Crusaders for the Pope.
 
Keep it up. I enjoyed reading the story of our events on Norse. When we sieged Port Town from them with 3 people was epic (even know I got faceshot from being stunned by a horse ram).
 
Very impressive, though I should think you're so -specific- if you play with us for long you'll of cataloged dozens upon dozens of wars!!
 
Yep.  I'll most likely keep a more extensive reccord of these dozens of wars.  Right now, I have them all recorded due to the fact that they shaped what Cerantia currently is.
 
I'd definitly want to join this :razz: I'm Corryn, and I was present at the battle when we lost our castle - due to the highly skilled ninjas of the desert warlords, offcourse.
 
WOW - SO MUCH ROLEPLAY!

Cerantia is off to a great start and it's only one week in!  This can only get better.  So far we've had a half man half spider fall in love with a sarcastic peasant-guard, two nomadic tribesmen (with their own RP-related language), an exhiled Knight with a language from another 'realm', a Prince who was exhiled and dishoned from his family, two Nobles with a long history of noble family members, and a meeting with Templars sent from the Pope himself.  IN ONE WEEK!

Exelent impromptu roleplay all around.  I knew we had good roleplayers in NA_PW_4 - we just needed a common place to meet, it seems.

Now, if only Hilda would visit...
 
Gado said:
I'd definitly want to join this :razz: I'm Corryn, and I was present at the battle when we lost our castle - due to the highly skilled ninjas of the desert warlords, offcourse.

Or due to the high amount of cheat. I'm getting at the exploiting over the hill and opening the gates to zerg rush a 6v12.
 
Cerce Tentones said:
Now, if only Hilda would visit...

Then you'd have a lack of roleplay. Hilda is amusing. I love her die hard attitude in both IC and OOC. Not to mention her slave who loves to randomly point bows at people.
 
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