Perisno Map:
Kingdom Of Tolrania
Troop Overview: These troops are well balanced, with good infantry and deadly bowman.
The Tolranians have only one mounted troop thus relying on their High-Tier class for Cavalry.
Lore:
The Tolranians escaped from the tyranny of the Old Hakkon Empire years ago. They remained haunted by
their experiences in Hakkon, but the leaders are determined to start a new life in Perisno.
From the journal of Captain Otto Waveshore:
Day 1:
We have fled from Hakkon, deciding that enough is enough. We will start a new life somewhere else, in a
place far from Hakkon. Far enough for them to never be able to find us. We have begun to set sail,
a motley bunch of men leaving on stolen ships, given to us by our good friend Admiral Themistocles.
He will be punished for what he has done, but he knew the risks, as we all did.
As I look upon the endless sea, I fear that most of us will not live to see the mainland again.
Day Unknown:
I have lost track of how many days we have been at sea. It feels like forever since Day 1. Half of our ships
we have already lost, either to marauding pirates or to large sea monsters or to large storms in the ocean.
Every day, our crew pray to Priapus, our God of Sailers.
Day Unknown:
It is unbelievable. We have caught sight of the mainland at last! Our men are settling down in this new, lush
land, which we name the land of Perisno. We have not met any natives and no sign of life is seen at all!
I worry that our generations will not live on. My health is failing, and I think this will be my last entry.
- Captain Otto Waveshore
Tolrania was founded in the year 323. They are a Republic, vowing that they would be different from the
Hakkon Empire. They prospered for seven years in this new land, free of the tyranny of Hakkon and
King Comrey. They made trade with the Maccavians and thrived. The population quadrupled in those years
and soon Tolrania expanded. In year 330, something unexpected happened: the Hakkons followed them
into Perisno.
At first, there was shock from the Tolranians, then there was anger. Then, there was despair as the
Tolranians found out how big the Hakkon fleet was.
Apparently, these were knights and nobles, also dissatisfied with King Comrey, who also had set out to a
new world. Almost every Tolranian there was already second generation and few of the first generation
were still alive. However, their fathers told them of the horrors they had endured in Hakkon.
They decided to turn to the local Elintor Elves for help. The Elven Archers were a mercenary company,
so they were hired by Tolrania to do battle against Hakkon. In a famous battle, the Tolranians routed the
Hakkon army.
Hakkon had not been defeated, but needed time to rebuild her armies. The people of Tolrania rejoiced after
this and they continued to thrive.
Near the woods of Tolrania, an outlaw group began to form. The outlaws called the Tolranian government
corrupt and disorderly. They said that the name "Republic" itself was hypocritical. The government ruled like
a kingdom and the other factions acknowledged this. Tolrania was given the name of The Kingdom of Tolrania
by other factions and soon it was only the Tolranians who called themselves a Republic.
The outlaws, led by an enigmatic man named Nibor Hood, became a large organization that were constantly
a thorn in the Tolranian's side.
Tolranian Government and Info:
Tolrania is ruled by a King, after having abandoned the idea of a republic. They have a strong military, and their
Kingsmen are the envy of the world. Their military is diverse, with horse archers, foot archers, and infantry.
Most of their military are peasants recruited from villages. They rely on their top tier noble troops for heavy cavalry.
Outlaws roam the forests of Tolrania, and their lords are usually too lazy to stop them. It is up to you to either
unite Tolrania or to destroy it.
Troop Tree:
Coat of Arms:
Hakkon Empire
Lore:
Troop Tree:
Drahara
Drahara was founded in 359, uniting the desert tribes of Perisno into one nation.
Troop Overview:
Royal Guards: A pure and simple Cavalry, (However that is their strength). Heavy enough to withstand a spear line but light enough to chase down other cavalry.
The Desert Assassins: Shock infantry that could do extreme damage to the enemy but need to be supplemented with cavalry and/or archers.
Storm Archers: Heavy enough to survive in the melee, these guys should hold their fire until the enemy gets within a certain range then pound them with volley fire.
You should send the RG to take care of enemy cavalry and range units while the archers pound their infantry. Whilst their distraction causes the Desert Assassins
to get a clear path into their lines.
Lore:
Troop Tree
Coat of Arms:
Maccavia
Troop Overview:
Maccavian army is split in divisions.
The sword division is the one the swordsmen and swordmasters are based on.
Swordsmen use throwable knives and longswords. Swordsmasters use two-handed swords as well as
throwable knives and are more skilled with better armor, while swordsmen still use good armor but also shields.
Crossbowmen/Marksmen division uses throwable axes and crossbows but no bows nor longbows.
Marksmen are elite crossbowmen and have better armor representing the status of their elite.
Spear Division uses throwable spears and pikes. Halberdier are elite spearmen. They use halberdiers obviously
and have throwable spears and better armor. These elite armors have Heraldic tabards that represent the Noble
they serve.
Lore:
Troop Tree:
Elintor
The Elintor Elves . The best archers in Perisno, as-well as the fastest horses. The Most powerful faction.
Troop Tree
Reich des Drachen
The Newest faction to Perisno, and also the one that is least known about.
Heavy Cavalry and lancers, possibly the best cavalry in Perisno
Lore:
Troop Tree:
Coat of Arms:
Player Faction (Perisno)
Troop Tree:
Valahir Clan
Lore:
Troop Tree:
Realm Of The Falcon
Lore:
Trooptree:
For detailed info >> http://forums.taleworlds.com/index.php/topic,287568.msg7006080.html#msg7006080
Kaikoth Confederation
Lore:
Zann Empire
Lore:
Major Factions (for minor factions see post 2)
Kingdom Of Tolrania
Troop Overview: These troops are well balanced, with good infantry and deadly bowman.
The Tolranians have only one mounted troop thus relying on their High-Tier class for Cavalry.
Lore:
The Tolranians escaped from the tyranny of the Old Hakkon Empire years ago. They remained haunted by
their experiences in Hakkon, but the leaders are determined to start a new life in Perisno.
From the journal of Captain Otto Waveshore:
Day 1:
We have fled from Hakkon, deciding that enough is enough. We will start a new life somewhere else, in a
place far from Hakkon. Far enough for them to never be able to find us. We have begun to set sail,
a motley bunch of men leaving on stolen ships, given to us by our good friend Admiral Themistocles.
He will be punished for what he has done, but he knew the risks, as we all did.
As I look upon the endless sea, I fear that most of us will not live to see the mainland again.
Day Unknown:
I have lost track of how many days we have been at sea. It feels like forever since Day 1. Half of our ships
we have already lost, either to marauding pirates or to large sea monsters or to large storms in the ocean.
Every day, our crew pray to Priapus, our God of Sailers.
Day Unknown:
It is unbelievable. We have caught sight of the mainland at last! Our men are settling down in this new, lush
land, which we name the land of Perisno. We have not met any natives and no sign of life is seen at all!
I worry that our generations will not live on. My health is failing, and I think this will be my last entry.
- Captain Otto Waveshore
Tolrania was founded in the year 323. They are a Republic, vowing that they would be different from the
Hakkon Empire. They prospered for seven years in this new land, free of the tyranny of Hakkon and
King Comrey. They made trade with the Maccavians and thrived. The population quadrupled in those years
and soon Tolrania expanded. In year 330, something unexpected happened: the Hakkons followed them
into Perisno.
At first, there was shock from the Tolranians, then there was anger. Then, there was despair as the
Tolranians found out how big the Hakkon fleet was.
Apparently, these were knights and nobles, also dissatisfied with King Comrey, who also had set out to a
new world. Almost every Tolranian there was already second generation and few of the first generation
were still alive. However, their fathers told them of the horrors they had endured in Hakkon.
They decided to turn to the local Elintor Elves for help. The Elven Archers were a mercenary company,
so they were hired by Tolrania to do battle against Hakkon. In a famous battle, the Tolranians routed the
Hakkon army.
Hakkon had not been defeated, but needed time to rebuild her armies. The people of Tolrania rejoiced after
this and they continued to thrive.
Near the woods of Tolrania, an outlaw group began to form. The outlaws called the Tolranian government
corrupt and disorderly. They said that the name "Republic" itself was hypocritical. The government ruled like
a kingdom and the other factions acknowledged this. Tolrania was given the name of The Kingdom of Tolrania
by other factions and soon it was only the Tolranians who called themselves a Republic.
The outlaws, led by an enigmatic man named Nibor Hood, became a large organization that were constantly
a thorn in the Tolranian's side.
Tolranian Government and Info:
Tolrania is ruled by a King, after having abandoned the idea of a republic. They have a strong military, and their
Kingsmen are the envy of the world. Their military is diverse, with horse archers, foot archers, and infantry.
Most of their military are peasants recruited from villages. They rely on their top tier noble troops for heavy cavalry.
Outlaws roam the forests of Tolrania, and their lords are usually too lazy to stop them. It is up to you to either
unite Tolrania or to destroy it.
Troop Tree:
Coat of Arms:
Hakkon Empire
Lore:
The people of Hakkon originated from an island far from Perisno.
In the year -542BE (Before the Enlightment), tribesmen and sailors rowed from their mainland to the island
of Hakkon. From then, the road began to pave for a mighty empire, the Hakkon Empire.
In a few centuries, the Hakkons rose from a small island nation to a superpower. They revolutionized sailing
technology and rumor had it that their navy was so great and had such survivability that they could sail the
entire world and not one ship would sink. Hakkon quickly dominated other small island tribes around them
and set about colonizing the mainland. Many of their efforts failed, and around the year 315, Hakkon was on
the verge of collapse. Pestilence, corruption and war had taken its toll on the once great Hakkon Empire.
In the year 322, Emperor Comrey II was crowned Emperor of Hakkon. He was a lazy, indolent man who
cared for nothing but food, wine, and women. He was nothing like his father, Emperor Comrey I, who had been
a great man and had helped to rebuild much of Hakkon after its economic downfall. Emperor Comrey II held
lavish feasts in his palace almost daily, and the only times he didn't hold them were the times he was too drunk
to do anything.
Throughout the kingdom, the people murmured and voiced their disgust of their new creature of a King. In the
year 323, six months after Comrey II was crowned, the people had had enough. Admiral Themistocles, a
powerful and wealthy man arranged the escape of four ships that would sail into a new land to settle. He himself
was a seasoned veteran of many battles, but chose to stay even though his people begged him to go.
He vowed he would continue helping the people against their new tyrant. In the year 323, the men were ready
to sail, and all of them left with high hopes of a new life in a new world.
By the year 329, Emperor Comrey II was still on the throne, but he was so fat and lazy by now that his
ministers had taken over, ruling the kingdom for him until a more suitable heir could be selected. The Hakkon Empire
continued to crumble, and many of their nobles were anxious to leave. A large fleet of Hakkon nobles and soldiers
left the island and went in the footsteps of the Tolranians in search of a new world. By the year 330, they had
arrived in Perisno and immediately began colonizing it. They called themselves the Hakkon Empire, and called the
one they had come from the Old Hakkon Empire.
For many years, the Hakkon Empire grew in size and prosperity. They frequently fought with the Tolranians
and even though they lost many battles, they were powerful and could rebuild quickly and efficiently.
Hakkon Government:
The Hakkon Empire is a monarchy, and their current king is King Hakkon II "The Great," named after the Hakkons of old.
They are an efficient government, having access to many trade routes and natural resources. Their military is
solid all around and fields a variety of units. They have heavy cavalry, heavy infantry, spearmen, and crossbowmen.
In the year 350, trouble arouse after King Hakkon IV's death. He left no successor, and now Hakkon nobles were
fighting each other in a heated civil war. The rest of the world only watched the conflict, no one making a move
to interfere.
The two sides were the Hammeriron family and the Hakkon family. Ultimately, the Hakkon family won after many
bloody battles, and King Hakkon III was crowned. However, the Hammeriron leader, Mjolnir, is still alive and looking
for revenge.
Trouble once again came to the Hakkons in the year 355. New raiders, called the Volheere raiders, migrated to Perisno
near Hakkon lands and began to loot and kill anyone in their way. By the year 362, they became a very large threat.
The Hakkons still have not managed to deal with them yet.
*Note: The Hakkon Empire continues to call themselves an empire even though they are a kingdom because they
feel that it still is their symbolic title and have no wish to discard it for a 'kingdom', even though that is exactly what
they are.
In the year 363, a mysterious group called the Reich des Drachen sailed to Perisno. Now, it is up to you to decide
the fate of the Hakkon Empire. Will you help them become strong, or will you cause them to fall? Will you help the
Hammeriron family to become the true Hakkon rulers? The choice is up to you.
In the year -542BE (Before the Enlightment), tribesmen and sailors rowed from their mainland to the island
of Hakkon. From then, the road began to pave for a mighty empire, the Hakkon Empire.
In a few centuries, the Hakkons rose from a small island nation to a superpower. They revolutionized sailing
technology and rumor had it that their navy was so great and had such survivability that they could sail the
entire world and not one ship would sink. Hakkon quickly dominated other small island tribes around them
and set about colonizing the mainland. Many of their efforts failed, and around the year 315, Hakkon was on
the verge of collapse. Pestilence, corruption and war had taken its toll on the once great Hakkon Empire.
In the year 322, Emperor Comrey II was crowned Emperor of Hakkon. He was a lazy, indolent man who
cared for nothing but food, wine, and women. He was nothing like his father, Emperor Comrey I, who had been
a great man and had helped to rebuild much of Hakkon after its economic downfall. Emperor Comrey II held
lavish feasts in his palace almost daily, and the only times he didn't hold them were the times he was too drunk
to do anything.
Throughout the kingdom, the people murmured and voiced their disgust of their new creature of a King. In the
year 323, six months after Comrey II was crowned, the people had had enough. Admiral Themistocles, a
powerful and wealthy man arranged the escape of four ships that would sail into a new land to settle. He himself
was a seasoned veteran of many battles, but chose to stay even though his people begged him to go.
He vowed he would continue helping the people against their new tyrant. In the year 323, the men were ready
to sail, and all of them left with high hopes of a new life in a new world.
By the year 329, Emperor Comrey II was still on the throne, but he was so fat and lazy by now that his
ministers had taken over, ruling the kingdom for him until a more suitable heir could be selected. The Hakkon Empire
continued to crumble, and many of their nobles were anxious to leave. A large fleet of Hakkon nobles and soldiers
left the island and went in the footsteps of the Tolranians in search of a new world. By the year 330, they had
arrived in Perisno and immediately began colonizing it. They called themselves the Hakkon Empire, and called the
one they had come from the Old Hakkon Empire.
For many years, the Hakkon Empire grew in size and prosperity. They frequently fought with the Tolranians
and even though they lost many battles, they were powerful and could rebuild quickly and efficiently.
Hakkon Government:
The Hakkon Empire is a monarchy, and their current king is King Hakkon II "The Great," named after the Hakkons of old.
They are an efficient government, having access to many trade routes and natural resources. Their military is
solid all around and fields a variety of units. They have heavy cavalry, heavy infantry, spearmen, and crossbowmen.
In the year 350, trouble arouse after King Hakkon IV's death. He left no successor, and now Hakkon nobles were
fighting each other in a heated civil war. The rest of the world only watched the conflict, no one making a move
to interfere.
The two sides were the Hammeriron family and the Hakkon family. Ultimately, the Hakkon family won after many
bloody battles, and King Hakkon III was crowned. However, the Hammeriron leader, Mjolnir, is still alive and looking
for revenge.
Trouble once again came to the Hakkons in the year 355. New raiders, called the Volheere raiders, migrated to Perisno
near Hakkon lands and began to loot and kill anyone in their way. By the year 362, they became a very large threat.
The Hakkons still have not managed to deal with them yet.
*Note: The Hakkon Empire continues to call themselves an empire even though they are a kingdom because they
feel that it still is their symbolic title and have no wish to discard it for a 'kingdom', even though that is exactly what
they are.
In the year 363, a mysterious group called the Reich des Drachen sailed to Perisno. Now, it is up to you to decide
the fate of the Hakkon Empire. Will you help them become strong, or will you cause them to fall? Will you help the
Hammeriron family to become the true Hakkon rulers? The choice is up to you.
Troop Tree:
Drahara
Drahara was founded in 359, uniting the desert tribes of Perisno into one nation.
Troop Overview:
Royal Guards: A pure and simple Cavalry, (However that is their strength). Heavy enough to withstand a spear line but light enough to chase down other cavalry.
The Desert Assassins: Shock infantry that could do extreme damage to the enemy but need to be supplemented with cavalry and/or archers.
Storm Archers: Heavy enough to survive in the melee, these guys should hold their fire until the enemy gets within a certain range then pound them with volley fire.
You should send the RG to take care of enemy cavalry and range units while the archers pound their infantry. Whilst their distraction causes the Desert Assassins
to get a clear path into their lines.
Lore:
The Draharans have always been in Perisno and are a loosely united confederation of desert tribes.
They have never really cared about the western world, which they call the "Ghareeb." They are a reclusive nation, staying
in their deserts, never daring to venture more than a few miles into the lands without desert. They are a hardy people, able
to live in harshest environments.
Most tribes are nomadic, but some of the bigger tribes have settled in cities near water and resources. The Draharans are
also religious, believing in spirits and gods. Throughout the Draharan desert, ancient shrines and majestic temples can be
found, dedicated to their gods. Drahara is a term used for an entire ethnic group of people and many tribesmen find it offensive
to be called Draharan instead of their respective clan or tribe name.
It has been like that for hundreds of years, but around the year 354, everything changed.
A man with no name walked into the capital city of the largest Draharan tribe, and proclaimed himself a man sent by the gods.
He could work wonders and perform miracles, and soon many people followed him. He said that he dreamed of a day when
the Draharans ruled Perisno, when all the unworthy Ghareebians of the West bowed under their rule. He was so mesmerizing
and his voice so powerful that everyone who heard him, believed him and pledged their allegiance to him. Soon, after five years,
all the Draharan tribes had united under this man, and their armies were ready to march.
He immediately ordered the military to wipe out every single bandit party in the desert that could be found. Every desert rat and
vulture that robbed other men were found and executed under this man's order. Drahara soon became free of such men, but it
is rumored they are still hiding in reclusive corners, waiting for revenge.
This unnamed man continued to assert his dominance, and trained an elite guard of camel riders for himself. He had the tribe of
elephant riders pledge their allegiance to him as well, and also the infamous Desert Assassins. By the year 365, the Draharans
were ready to march for war.
The capital of Drahara, Khul Vara is one of the oldest cities in Drahara. The ruins it is built on serves as a reminder to all Drahara people and foreigners that everything has an end.
Draharan government, military, and claimant:
Under their new mysterious ruler, Drahara became a confederation. Every lord had his personal army but all fought for one cause:
The conquest of the west.
However, there were a few people that doubted this mysterious new man, and openly proclaimed it. The strongest man against
this new ruler was named Baibars. He voiced his protests against this new ruler of Drahara, saying that he had no right to rule.
He was cast out and shunned, but remains alive, waiting for someone to help him. He now goes from kingdom to kingdom, trying
to find support.
The Draharan military is simple: they have archers, spearmen, and cavalry. They do not wear very heavy armor, however, because
of the the desert heat. Many of their lords though have household troops that belong to their own clan.
It is the year 365, and things are not looking well for the west. Will you stand with Drahara and conquer the other factions, or will you
oppose them and crush them instead? Or will you help their claimant? The choice is up to you.
They have never really cared about the western world, which they call the "Ghareeb." They are a reclusive nation, staying
in their deserts, never daring to venture more than a few miles into the lands without desert. They are a hardy people, able
to live in harshest environments.
Most tribes are nomadic, but some of the bigger tribes have settled in cities near water and resources. The Draharans are
also religious, believing in spirits and gods. Throughout the Draharan desert, ancient shrines and majestic temples can be
found, dedicated to their gods. Drahara is a term used for an entire ethnic group of people and many tribesmen find it offensive
to be called Draharan instead of their respective clan or tribe name.
It has been like that for hundreds of years, but around the year 354, everything changed.
A man with no name walked into the capital city of the largest Draharan tribe, and proclaimed himself a man sent by the gods.
He could work wonders and perform miracles, and soon many people followed him. He said that he dreamed of a day when
the Draharans ruled Perisno, when all the unworthy Ghareebians of the West bowed under their rule. He was so mesmerizing
and his voice so powerful that everyone who heard him, believed him and pledged their allegiance to him. Soon, after five years,
all the Draharan tribes had united under this man, and their armies were ready to march.
He immediately ordered the military to wipe out every single bandit party in the desert that could be found. Every desert rat and
vulture that robbed other men were found and executed under this man's order. Drahara soon became free of such men, but it
is rumored they are still hiding in reclusive corners, waiting for revenge.
This unnamed man continued to assert his dominance, and trained an elite guard of camel riders for himself. He had the tribe of
elephant riders pledge their allegiance to him as well, and also the infamous Desert Assassins. By the year 365, the Draharans
were ready to march for war.
The capital of Drahara, Khul Vara is one of the oldest cities in Drahara. The ruins it is built on serves as a reminder to all Drahara people and foreigners that everything has an end.
Draharan government, military, and claimant:
Under their new mysterious ruler, Drahara became a confederation. Every lord had his personal army but all fought for one cause:
The conquest of the west.
However, there were a few people that doubted this mysterious new man, and openly proclaimed it. The strongest man against
this new ruler was named Baibars. He voiced his protests against this new ruler of Drahara, saying that he had no right to rule.
He was cast out and shunned, but remains alive, waiting for someone to help him. He now goes from kingdom to kingdom, trying
to find support.
The Draharan military is simple: they have archers, spearmen, and cavalry. They do not wear very heavy armor, however, because
of the the desert heat. Many of their lords though have household troops that belong to their own clan.
It is the year 365, and things are not looking well for the west. Will you stand with Drahara and conquer the other factions, or will you
oppose them and crush them instead? Or will you help their claimant? The choice is up to you.
Troop Tree
Coat of Arms:
Maccavia
Troop Overview:
Maccavian army is split in divisions.
The sword division is the one the swordsmen and swordmasters are based on.
Swordsmen use throwable knives and longswords. Swordsmasters use two-handed swords as well as
throwable knives and are more skilled with better armor, while swordsmen still use good armor but also shields.
Crossbowmen/Marksmen division uses throwable axes and crossbows but no bows nor longbows.
Marksmen are elite crossbowmen and have better armor representing the status of their elite.
Spear Division uses throwable spears and pikes. Halberdier are elite spearmen. They use halberdiers obviously
and have throwable spears and better armor. These elite armors have Heraldic tabards that represent the Noble
they serve.
Lore:
Maccavia is a free cosmopolitan realm, governed by a Dictator Monarch and a Senate of Nobles
and free men. It is a faction of nobles, knights, religious people, diplomats and rich merchants.
Maccavia was once a kingdom of northmen, sailors and pirates, but at a turn of fate, they settled in the winterlands.
They conquered and they had prospered for many years. Each man was the lord of his destiny, free to rule their life
as they would like, as long as they paid taxes, lived orderly, obeyed the laws of the republic and worked towards progress.
Maccavia is split religiously. There are...
The New Gods values: Chivalry, love, duty, benevolence, family, order, grace and kindess.
and
The Old Gods values: War, honor, strength, ambition, domination, secrets and plots.
Many of the Maccavian Republic nobles are religious followers of either the Old or New Gods. Many of the Old Gods'
followers are rather warmongering nobles, bent on raiding, conquering, fighting and demanding strenght from their allies.
They are the loyal hounds of the Maccavian Republic's Dictator. On the other side there are the Noble Knights, followers
of the New Gods. Those prefer to prosper and grow rich, showing kindness and grace.
Most nobles have a strong disregard for followers of a different faith, especially for other such Maccavian Nobles.
New God Nobles see their counterparts as savages in opulent clothing, while the nobles of the Old Gods see their
counterparts as just "weaklings" That brawl has been destroying the Republic for a long time already.
Both evil and good elements mix up the Maccavian society.
The Maccavian Army is yet one of the best armored and armed in Perisno, with curious concraptions and heavy weapon training.
Every citizen of the Maccavian Republic is taught how to use weapons, how to ride a horse and how to read. Their martial
training is without equal.
Many of the Maccavian Soldiers are followers of the Old Gods, but not many of those rise through military ranks, because
most of them die in battle, while followers of the New Gods seem to rise quickly, although not being as strong.
Those who show a promising skill in a certain field of technique go to a respective division.
Those showing aptitude and perception, form the Crossbow Division, while those who show strength go to the Sword- or
Spear Division - or become knights.
The whole Maccavian military is trained in the use of heavy armor.
Marksmen of the Crossbow Division know how to throw an axe and are very skilled at range. They have the iconic axe-crossbow
(Normal variant), that not only shoots bolts with absurd accurancy, pierces through heavy armor like butter, yet it works also as
a heavy melee weapon that can be used to break shields, heads or horses. The Crossbow Division, although having enough training
and skill, is still weak when facing close-combat encounters.
Maccavian Crossbowman can become TOP TIER:
Maccavian Marksmen who are still the best trained crossbows in Perisno, carry the axe-crossbow (siege variant) and thrownable
axes, and they have a better armor, thus making them better at melee.
Swordsmen of the Sword Division are skilled dagger throwers and great at close-combat. They can slice through any unarmored
enemies with ease. They have a round shield for quick movements in battle and their Longsword, but are terribly weak when
combating horsemen. However, you'd better not fall off the horse.
Maccavian Swordsmen with enough training and skill can also become TOP TIER:
Maccavian Swordsmasters who carry a terrible greatword can slice elephants, camels and people. They carry longswords and
throwable daggers for range and close combat.
Spearmen of the Spear Division are exeptional at throwing spears and tactically adaptable. Neither horse nor camel can charge through
the Maccavian Phalanx. Ranged enemy infantry is killed easily as well as infantry. They carry a pike, a shortsword and throwable spears
but no shields, for quick positioning and defence. That, however, causes them disvantage when fighting long-ranged enemies and if they
do not brace their spears for combat, they're easy pickings for mounted troops as well. But do not understimate them. They can still
throw spears and use their shortswords.
Maccavian Spearmen can become TOP-TIER Maccavian Halberdier that can kill anything that is mounted easily. They still carry thrownable
spears and the shortsword, also having much better armor that can protect them from ranged attacks.
All Maccavian TOP TIER units use heraldic heavy plate armors, while the normal tier uses a non-heraldic variant.
And last, there is the Knights of the Maccavian Republic; minor-nobles, with land and titles.
Maccavian Squires are sons of nobles. They are trained since childhood in martial arts. They are very educated and devout followers of
the Faiths and Gods. This results in very expensive units, that, with good training can become Maccavian Knights.
As Maccavia is split religiously, it would have been a shame to just create one branch of Knights, so it has been expanded:
Maccavian Squires of the Old Gods become Maccavian Black Knights, while Maccavian Squires of the New Gods can become Maccavian
Knights of Steel. These are very valorous and powerful units. They use Greatswords as backup, longsword, shield and a lance. They ride
an armored white stallion.
Black Knights then, are very strong and powerful units, not only do they use a Greataxe as backup but they carry the Axe-crossbow
(Normal variant), and a longsword, riding an armored Black Stallion.
Now we go to Politics in the Maccavian Republic:
King Agathor Krex is the dictator of the republic, desiring to have full control over the land and backed by his loyal hound followers of the
Old Gods. The new Gods followers seem to dislike him and try to sabotage every attempt he makes. None of them openly challenges his
rule, but most would certainly follow a New God claimant.
Naming:
Followers of the Old Gods often choose Nordic names such as: Noble Fenris Stone-Heart, Noble Singvar the Gilded, Noble Segrefied
Broken-Shield.
Followers of the New Gods choose more empire/fantasy minded names such as: Noble Falcus Frost, Noble Dracchos Dignity,
Noble Tytus Rex, Noble Benunius Benevolent.
and free men. It is a faction of nobles, knights, religious people, diplomats and rich merchants.
Maccavia was once a kingdom of northmen, sailors and pirates, but at a turn of fate, they settled in the winterlands.
They conquered and they had prospered for many years. Each man was the lord of his destiny, free to rule their life
as they would like, as long as they paid taxes, lived orderly, obeyed the laws of the republic and worked towards progress.
Maccavia is split religiously. There are...
The New Gods values: Chivalry, love, duty, benevolence, family, order, grace and kindess.
and
The Old Gods values: War, honor, strength, ambition, domination, secrets and plots.
Many of the Maccavian Republic nobles are religious followers of either the Old or New Gods. Many of the Old Gods'
followers are rather warmongering nobles, bent on raiding, conquering, fighting and demanding strenght from their allies.
They are the loyal hounds of the Maccavian Republic's Dictator. On the other side there are the Noble Knights, followers
of the New Gods. Those prefer to prosper and grow rich, showing kindness and grace.
Most nobles have a strong disregard for followers of a different faith, especially for other such Maccavian Nobles.
New God Nobles see their counterparts as savages in opulent clothing, while the nobles of the Old Gods see their
counterparts as just "weaklings" That brawl has been destroying the Republic for a long time already.
Both evil and good elements mix up the Maccavian society.
The Maccavian Army is yet one of the best armored and armed in Perisno, with curious concraptions and heavy weapon training.
Every citizen of the Maccavian Republic is taught how to use weapons, how to ride a horse and how to read. Their martial
training is without equal.
Many of the Maccavian Soldiers are followers of the Old Gods, but not many of those rise through military ranks, because
most of them die in battle, while followers of the New Gods seem to rise quickly, although not being as strong.
Those who show a promising skill in a certain field of technique go to a respective division.
Those showing aptitude and perception, form the Crossbow Division, while those who show strength go to the Sword- or
Spear Division - or become knights.
The whole Maccavian military is trained in the use of heavy armor.
Marksmen of the Crossbow Division know how to throw an axe and are very skilled at range. They have the iconic axe-crossbow
(Normal variant), that not only shoots bolts with absurd accurancy, pierces through heavy armor like butter, yet it works also as
a heavy melee weapon that can be used to break shields, heads or horses. The Crossbow Division, although having enough training
and skill, is still weak when facing close-combat encounters.
Maccavian Crossbowman can become TOP TIER:
Maccavian Marksmen who are still the best trained crossbows in Perisno, carry the axe-crossbow (siege variant) and thrownable
axes, and they have a better armor, thus making them better at melee.
Swordsmen of the Sword Division are skilled dagger throwers and great at close-combat. They can slice through any unarmored
enemies with ease. They have a round shield for quick movements in battle and their Longsword, but are terribly weak when
combating horsemen. However, you'd better not fall off the horse.
Maccavian Swordsmen with enough training and skill can also become TOP TIER:
Maccavian Swordsmasters who carry a terrible greatword can slice elephants, camels and people. They carry longswords and
throwable daggers for range and close combat.
Spearmen of the Spear Division are exeptional at throwing spears and tactically adaptable. Neither horse nor camel can charge through
the Maccavian Phalanx. Ranged enemy infantry is killed easily as well as infantry. They carry a pike, a shortsword and throwable spears
but no shields, for quick positioning and defence. That, however, causes them disvantage when fighting long-ranged enemies and if they
do not brace their spears for combat, they're easy pickings for mounted troops as well. But do not understimate them. They can still
throw spears and use their shortswords.
Maccavian Spearmen can become TOP-TIER Maccavian Halberdier that can kill anything that is mounted easily. They still carry thrownable
spears and the shortsword, also having much better armor that can protect them from ranged attacks.
All Maccavian TOP TIER units use heraldic heavy plate armors, while the normal tier uses a non-heraldic variant.
And last, there is the Knights of the Maccavian Republic; minor-nobles, with land and titles.
Maccavian Squires are sons of nobles. They are trained since childhood in martial arts. They are very educated and devout followers of
the Faiths and Gods. This results in very expensive units, that, with good training can become Maccavian Knights.
As Maccavia is split religiously, it would have been a shame to just create one branch of Knights, so it has been expanded:
Maccavian Squires of the Old Gods become Maccavian Black Knights, while Maccavian Squires of the New Gods can become Maccavian
Knights of Steel. These are very valorous and powerful units. They use Greatswords as backup, longsword, shield and a lance. They ride
an armored white stallion.
Black Knights then, are very strong and powerful units, not only do they use a Greataxe as backup but they carry the Axe-crossbow
(Normal variant), and a longsword, riding an armored Black Stallion.
Now we go to Politics in the Maccavian Republic:
King Agathor Krex is the dictator of the republic, desiring to have full control over the land and backed by his loyal hound followers of the
Old Gods. The new Gods followers seem to dislike him and try to sabotage every attempt he makes. None of them openly challenges his
rule, but most would certainly follow a New God claimant.
Naming:
Followers of the Old Gods often choose Nordic names such as: Noble Fenris Stone-Heart, Noble Singvar the Gilded, Noble Segrefied
Broken-Shield.
Followers of the New Gods choose more empire/fantasy minded names such as: Noble Falcus Frost, Noble Dracchos Dignity,
Noble Tytus Rex, Noble Benunius Benevolent.
Troop Tree:
Elintor
The Elintor Elves . The best archers in Perisno, as-well as the fastest horses. The Most powerful faction.
The Elintor Elves have been in Perisno for a long time. Their name comes from the forests they live in,
which have red bark. They are a very mysterious faction and not much is known about them from other Perisnoans.
The closest associations, Perisnoans have had with them are those of the Tolranians, who fought along with the
Elintor Elves to defeat a massive Hakkon army that invaded around the year 332. In a famous battle, called the
Battle of Halfith, a combined Tolranian-Elintor force defeated the Hakkon. At that battle, the Tolranians discovered
exactly how strong the Elven archers were. It was only because of the archers that they managed to defeat the
Hakkon army. The archers fired volley Elintor after volley at the Hakkon Legionnaires and when they tried to send in the
lancers, they were outfought by the Tolranian horse archers. After routing the Hakkon, the Elintorians went back
into a reclusive nation and eventually broke off good relations with the Tolranians. Forty years later has them fighting
a bitter war against each other for reasons that are not clear.
Currently, the Elintor is ruled by the Queen, Arlina. It is not strange for women to have high positions of
power in the Elven hierarchy and some of the most famous Elintor rulers were in fact Queens.
However, times are changing in Elintor and there are some, including the claimant, that believe men
should rule.
The Geldar Elves:
The Geldar Elves are an offshoot of the Elintor Elves that inhabit a small peninsula below the capital, Forniron. They
are a strange group and no one knows exactly the reason of their split. Some say it was because of a civil war, others
say it was because of the Geldar Elves being a completely different species of Elves who felt they were the minority.
Whatever the cause is, the two factions detest each other and to this day, Geldar patrols continue to plague the
Elintor elves near Forniron.
It is rumored that the Queen hates Geldar especially, and one day plan to rid of them once and for all.
*Note: Elintor is the most mysterious faction other than the Reich and the player would have to delve in
game to learn more about their lore.
which have red bark. They are a very mysterious faction and not much is known about them from other Perisnoans.
The closest associations, Perisnoans have had with them are those of the Tolranians, who fought along with the
Elintor Elves to defeat a massive Hakkon army that invaded around the year 332. In a famous battle, called the
Battle of Halfith, a combined Tolranian-Elintor force defeated the Hakkon. At that battle, the Tolranians discovered
exactly how strong the Elven archers were. It was only because of the archers that they managed to defeat the
Hakkon army. The archers fired volley Elintor after volley at the Hakkon Legionnaires and when they tried to send in the
lancers, they were outfought by the Tolranian horse archers. After routing the Hakkon, the Elintorians went back
into a reclusive nation and eventually broke off good relations with the Tolranians. Forty years later has them fighting
a bitter war against each other for reasons that are not clear.
Currently, the Elintor is ruled by the Queen, Arlina. It is not strange for women to have high positions of
power in the Elven hierarchy and some of the most famous Elintor rulers were in fact Queens.
However, times are changing in Elintor and there are some, including the claimant, that believe men
should rule.
The Geldar Elves:
The Geldar Elves are an offshoot of the Elintor Elves that inhabit a small peninsula below the capital, Forniron. They
are a strange group and no one knows exactly the reason of their split. Some say it was because of a civil war, others
say it was because of the Geldar Elves being a completely different species of Elves who felt they were the minority.
Whatever the cause is, the two factions detest each other and to this day, Geldar patrols continue to plague the
Elintor elves near Forniron.
It is rumored that the Queen hates Geldar especially, and one day plan to rid of them once and for all.
*Note: Elintor is the most mysterious faction other than the Reich and the player would have to delve in
game to learn more about their lore.
Troop Tree
Reich des Drachen
The Newest faction to Perisno, and also the one that is least known about.
Heavy Cavalry and lancers, possibly the best cavalry in Perisno
Lore:
The Reich des Drachen came from a land far away from Perisno. It is said that real dragons lived in their homeland,
or used to. Their homeland was called the Isle of the Dragon and reportedly it was a vast continent, where many strange
and exotic creatures lived.
The Reich are a very mysterious group, and almost nothing at all other than where they came from is known about them.
They arrived at Perisno in the year 363, and it was clear that their intentions was not to trade, but to conquer. They brought
a huge armada with them, deploying thousands of soldiers into Perisnoan soil. They quickly colonized some native cities and
changed them into large, industrial metropolises. They also built fortresses and fortifications of tremendous size in what was
soon be considered by themselves "their territory" and soldiers patrolled the borders regularly.
All the other factions were wary of this new threat, and were afraid to act. They had heard reports from their spies that real
dragons accompanied the Reich, although this fact is still disputed, for the Reich have yet to reveal them. The Dragon Priests
of the Reich spread across Perisno, preaching their faith to all. It is said that the leader of the Dragon Priests wants to be king,
although he needs more men to help him.
Drachens Military, Government, and Claimant:
The Reich have a strong military, composed of infantry, spearmen, and heavy cavalry. It is rumored that their noble troops ride
real dragons. They are a disciplined force that will not run, under any circumstances. The government is a monarchy, and their
mysterious emperor rules through divine right. He says that the dragon gods have proclaimed him king, and it is his right to rule
the world under the gods. His right hand man is the mysterious High Priest of the Dragon. It is rumored that the High Priest is
plotting to overthrow the emperor who, he thinks, is unworthy. He is looking for a capable mercenary or adventurer to help him.
or used to. Their homeland was called the Isle of the Dragon and reportedly it was a vast continent, where many strange
and exotic creatures lived.
The Reich are a very mysterious group, and almost nothing at all other than where they came from is known about them.
They arrived at Perisno in the year 363, and it was clear that their intentions was not to trade, but to conquer. They brought
a huge armada with them, deploying thousands of soldiers into Perisnoan soil. They quickly colonized some native cities and
changed them into large, industrial metropolises. They also built fortresses and fortifications of tremendous size in what was
soon be considered by themselves "their territory" and soldiers patrolled the borders regularly.
All the other factions were wary of this new threat, and were afraid to act. They had heard reports from their spies that real
dragons accompanied the Reich, although this fact is still disputed, for the Reich have yet to reveal them. The Dragon Priests
of the Reich spread across Perisno, preaching their faith to all. It is said that the leader of the Dragon Priests wants to be king,
although he needs more men to help him.
Drachens Military, Government, and Claimant:
The Reich have a strong military, composed of infantry, spearmen, and heavy cavalry. It is rumored that their noble troops ride
real dragons. They are a disciplined force that will not run, under any circumstances. The government is a monarchy, and their
mysterious emperor rules through divine right. He says that the dragon gods have proclaimed him king, and it is his right to rule
the world under the gods. His right hand man is the mysterious High Priest of the Dragon. It is rumored that the High Priest is
plotting to overthrow the emperor who, he thinks, is unworthy. He is looking for a capable mercenary or adventurer to help him.
Troop Tree:
Coat of Arms:
Player Faction (Perisno)
Troop Tree:
Valahir Clan
Lore:
The Valahir Clan is a dominant clan from Nisaynia. The Volheere Raiders are only an offshoot of their clan
and even though the Volheeres left the island because of harsh weather and no food, the Valahir clan still rules and
lives by demanding tribute from their conquered tribes.
The Valahir Clan is now eyeing Perisno as well, because of its resources and new places to settle, but many are
reluctant to go.
The Valahir Clan is ruled by Clan Leader Ingveld, and his subjects all have the title of "Aethling."
The troop tree is all infantry and archers but they are very heavy infantry and all of them can match the Maccavian
Northguards.
Should the Valahir clan under Ingveld rally his army together, the Maccavians and possibly the whole of Perisno, will be at risk...
and even though the Volheeres left the island because of harsh weather and no food, the Valahir clan still rules and
lives by demanding tribute from their conquered tribes.
The Valahir Clan is now eyeing Perisno as well, because of its resources and new places to settle, but many are
reluctant to go.
The Valahir Clan is ruled by Clan Leader Ingveld, and his subjects all have the title of "Aethling."
The troop tree is all infantry and archers but they are very heavy infantry and all of them can match the Maccavian
Northguards.
Should the Valahir clan under Ingveld rally his army together, the Maccavians and possibly the whole of Perisno, will be at risk...
Realm Of The Falcon
Lore:
The Realm Of The Falcon split up from Elintor in the early days of the Elvarie's arrival to Perisno. In 323 a few Elintor Nobles decided that endless wars and fruitless negotiations, led only by the intention to continue with the bloodshed "for the sake of honor", could no longer be their way and also couldn't provide the future, they dreamed of, for their people.They decided that it was better to live a rather poor and simple life than being just invaders and power-hungry plunderers to a land that was not their own.
Elintor, being constantly at war with the other kingdoms of Perisno, couldn't prevent them and their followers from leaving Forniron. They quickly disappeared into the great woods, adjoining the territories, later inhabited by the Hakkon, finally settling at the foot of the mountains.
The isolation they chose, protected them as planned from the persecution of Elintor and other Kingdoms and still being considered only another band of outlaws, neither Elintor nor other kingdoms were willing to sacrifice valuable ressources to go after them - they were left in peace.
A peace which allowed them to grow in numbers, using their good relations to some Tolranian lords to establish trade routes. After all, the Tolranians had come to Perisno for the same reason, those nobles and their followers had split up from Elintor and the fact that there were still lords of Tolrania, opposing these endless wars, made them sympathize with -and protect each other.
As they settled down, they quickly found out that there was already someone living in the woods nearby. A group of people with their own rites and believes. They were already followers of the new gods, living in harmony with nature. These people, as well as their believes quickly became part of the Realm's culture and today nobody could tell assuredly who aligned with whom, but something that for sure can be said is, that their believes were very similar to each other and therefore brought no reason for a struggle.
So from the beginning, The Realm Of The Falcon not only respected other folk, but their animals as well and being partly Elvarie still, they used their strong empathy to become friends of the creatures they were depending on, rather than dominating them. They had learned that bonds thus established are alot stronger and more effective. A reason for this as well might have been the ever rising number of refugees from all corners of Perisno, affiliating to their population and knowledge. Desperate people with hopes for a better future for themselves and their children arrived, after rumors of a somehow peaceful life in the Realm Of The Falcon reached their ears. They were Tolranian peasants, Maccavian Smiths and Traders from the Reich, fleeing the tax burdons and inhumane treatment by their lords.
So after a few years, this growing community blossomed into a sovereign State that at last gave itself the Name "Realm Of The Falcon" originating from the falcon that assists their nobles on the hunt. For hunting on horseback with a falcon was a discipline the lords brought from Elintor and the falcon being a symbol for witness, agility and chivalry...
But a community growing bigger also had to be well protected, so in 340, when more and more caravans got raided by the Hakkon Emperor on their no longer secret but rather long routes, the lord's council decided to build up an army, incomparable to others and very hard to defeat. Still lacking the strength in numbers, compared to the other states, they decided that only a strong cavalry could be a big enough deterrent to protect them from being extinguished again in a surprise attack.
Heavy-heartedly they implemented a conscription, knowing that the perspective to get killed in one of their lord's wars, had been the reason for so much folk to join the Realm in the first place. Nevertheless most people understood and in 341 the first recruits mounted their horses; formidable horses, for they were descendants of the Elvarie horses, brought by their owners from Elintor and one of the reasons as well, because of which the caravans had gotten raided so often.
For their horses were the most important trade good of The Realm Of The Falcon and the "Golden Hall" in the center of their only city could never have been constructed if not with the income that horsetrade had generated. This was only possible, because more and more terrain of the great woods had to be cleared with the growing number of people that crops had to be grown for. These grounds were also best suitable for horse-breeding.
From 341 on, there were more and more skirmishes with the Hakkon Empire and fears grew within The Realm Of The Falcon that an open war might become unavoidable and was only postponed by the empire because of continous fights against the other kingdoms...
In 345 then, the war broke out, but it turned out that The Realm's strategy of enhanced cavalry was most effective. The Lords had elected a Marshal that temporarily had the same authorities like a king. Only temporarily though, because those Lords believed in a more democratic way and most of them remembered the consequences in laying too much power into the hands of a single individual.
The man they elected wasn't even a noble, but the oldest son of a Maccavian family that emmigrated to the Realm Of The Falcon in 325. He had shown himself to be very skilled as he had climbed the ranks of the new build army unbelievably fast, showing extraordinary intelligence, tactical intuition as well as courage. His name was Gunnar and after his victory over Emperor Hakkon II in 346 in the Battle of Amarna he was honored with the honorary title "The Falcon" after he had conquered the city.
Amarna was later returned in exchange for recognition and the guaranty of the trade routes. The Hakkon Empire had underestimated the Realm's strength and in particular the determined militancy of its priests, that, fom their appearance alone, can instill terror on someone. They were ignorant enough to take on Gunnars troops in an open-field-battle, which led to their shameful defeat.
After the peace agreement, the army was quickly rebuilt and the Realm Of The Falcon flourished through trade like never before, for the trade routes were then considered save, at least from the Hakkon raids. This, of course, incited desires within the other kingdoms for the wealth thus created and only through means of extremely cautious diplomacy, The Realm Of The Falcon avoided another war until...
In 365 it happened...
Rumors of a new invasion to Perisno reached the Realm. The people shuddered upon the atrocities that were said to be comitted by the unknown foe, much harder to defeat as any other army. And again the Lords decided to send Gunnar to oppose this new great danger that had come over the already war-torn lands of Perisno...
Elintor, being constantly at war with the other kingdoms of Perisno, couldn't prevent them and their followers from leaving Forniron. They quickly disappeared into the great woods, adjoining the territories, later inhabited by the Hakkon, finally settling at the foot of the mountains.
The isolation they chose, protected them as planned from the persecution of Elintor and other Kingdoms and still being considered only another band of outlaws, neither Elintor nor other kingdoms were willing to sacrifice valuable ressources to go after them - they were left in peace.
A peace which allowed them to grow in numbers, using their good relations to some Tolranian lords to establish trade routes. After all, the Tolranians had come to Perisno for the same reason, those nobles and their followers had split up from Elintor and the fact that there were still lords of Tolrania, opposing these endless wars, made them sympathize with -and protect each other.
As they settled down, they quickly found out that there was already someone living in the woods nearby. A group of people with their own rites and believes. They were already followers of the new gods, living in harmony with nature. These people, as well as their believes quickly became part of the Realm's culture and today nobody could tell assuredly who aligned with whom, but something that for sure can be said is, that their believes were very similar to each other and therefore brought no reason for a struggle.
So from the beginning, The Realm Of The Falcon not only respected other folk, but their animals as well and being partly Elvarie still, they used their strong empathy to become friends of the creatures they were depending on, rather than dominating them. They had learned that bonds thus established are alot stronger and more effective. A reason for this as well might have been the ever rising number of refugees from all corners of Perisno, affiliating to their population and knowledge. Desperate people with hopes for a better future for themselves and their children arrived, after rumors of a somehow peaceful life in the Realm Of The Falcon reached their ears. They were Tolranian peasants, Maccavian Smiths and Traders from the Reich, fleeing the tax burdons and inhumane treatment by their lords.
So after a few years, this growing community blossomed into a sovereign State that at last gave itself the Name "Realm Of The Falcon" originating from the falcon that assists their nobles on the hunt. For hunting on horseback with a falcon was a discipline the lords brought from Elintor and the falcon being a symbol for witness, agility and chivalry...
But a community growing bigger also had to be well protected, so in 340, when more and more caravans got raided by the Hakkon Emperor on their no longer secret but rather long routes, the lord's council decided to build up an army, incomparable to others and very hard to defeat. Still lacking the strength in numbers, compared to the other states, they decided that only a strong cavalry could be a big enough deterrent to protect them from being extinguished again in a surprise attack.
Heavy-heartedly they implemented a conscription, knowing that the perspective to get killed in one of their lord's wars, had been the reason for so much folk to join the Realm in the first place. Nevertheless most people understood and in 341 the first recruits mounted their horses; formidable horses, for they were descendants of the Elvarie horses, brought by their owners from Elintor and one of the reasons as well, because of which the caravans had gotten raided so often.
For their horses were the most important trade good of The Realm Of The Falcon and the "Golden Hall" in the center of their only city could never have been constructed if not with the income that horsetrade had generated. This was only possible, because more and more terrain of the great woods had to be cleared with the growing number of people that crops had to be grown for. These grounds were also best suitable for horse-breeding.
From 341 on, there were more and more skirmishes with the Hakkon Empire and fears grew within The Realm Of The Falcon that an open war might become unavoidable and was only postponed by the empire because of continous fights against the other kingdoms...
In 345 then, the war broke out, but it turned out that The Realm's strategy of enhanced cavalry was most effective. The Lords had elected a Marshal that temporarily had the same authorities like a king. Only temporarily though, because those Lords believed in a more democratic way and most of them remembered the consequences in laying too much power into the hands of a single individual.
The man they elected wasn't even a noble, but the oldest son of a Maccavian family that emmigrated to the Realm Of The Falcon in 325. He had shown himself to be very skilled as he had climbed the ranks of the new build army unbelievably fast, showing extraordinary intelligence, tactical intuition as well as courage. His name was Gunnar and after his victory over Emperor Hakkon II in 346 in the Battle of Amarna he was honored with the honorary title "The Falcon" after he had conquered the city.
Amarna was later returned in exchange for recognition and the guaranty of the trade routes. The Hakkon Empire had underestimated the Realm's strength and in particular the determined militancy of its priests, that, fom their appearance alone, can instill terror on someone. They were ignorant enough to take on Gunnars troops in an open-field-battle, which led to their shameful defeat.
After the peace agreement, the army was quickly rebuilt and the Realm Of The Falcon flourished through trade like never before, for the trade routes were then considered save, at least from the Hakkon raids. This, of course, incited desires within the other kingdoms for the wealth thus created and only through means of extremely cautious diplomacy, The Realm Of The Falcon avoided another war until...
In 365 it happened...
Rumors of a new invasion to Perisno reached the Realm. The people shuddered upon the atrocities that were said to be comitted by the unknown foe, much harder to defeat as any other army. And again the Lords decided to send Gunnar to oppose this new great danger that had come over the already war-torn lands of Perisno...
Kaikoth Confederation
Lore:
The Dwarves are inhabitants of Perisno. They used to be an important part of the great Perisno Empire, both by their commerce of metals and jewels, and by their good relations with the Empire's human leaders. They once had twelve great cities, built in the mountain, symbol of their greatness. No blacksmith in the world could even match a dwarf. They created splendid jewels and awesome armour. But, what were once vanished in the darkness. The Old Perisno Empire crumbled and fell. And though the dwarves were not part of this Empire, deep inside their mountains, they felt the consequences of this event. When the invasion began, when the elves first landed on the coast of Perisno, they savagely attacked the dwarves, forcing them to abandon some of their lands and cities. But the dwarves are a proud people, who didn't want to see its enemy plunder their lands and live in their cities. So they burned the lands, and closed the entrance to their cities. For the first time since centuries, the dwarfs decided to elect a king. Actually, each city was independant, but during the dark ages of the dwarf nation, the dwarven Tarhns elected one of them as their King. All of them agreed to elect Bluin, the Tarhn of the town of Nimazar, as their respected leader and King. Bluin the first lead a gigantic army of dwarves to take back their city and kick the elven back into the sea. But the dwarves didn't wage a war for centuries, and even if their warriors were proud, they were too weak. Thousands of dwarves died fighting the elves and they couldn't raise enough warriors to fight the others invaders. When the Tolranians and the Hakkon landed on Perisno, the dwarves were only the shadow of their former glory. Bluin died in a desesperate battle to save the Southern dwarves cities and the once all-mighty twelve dwarven cities were now only three : Nimazar, Anik-dûr and Hornogoth.
Their King was dead, and his son, Tarhn Bruin, reclaimed the throne. When his father died, the dwarven Tarhns were facing a very unlikely situation. A King died without nominating a royal heir. For Tarhn Bruin, it was clear that, if his father had nominated a heir, it would have been him. But the new Tarhn of Nimazar claimed the throne was rightfully his. But according to the law, the Tarhns had to choose the new king. Tarhn Bergnar, Tarhn of Hornogoth, demanded a meeting of the Assembly. He used all his might to persuade the powerful family ruling the now lost city of Anik-dûr to support his claims to the throne. And he was elected to the dismay of Tarhn Bruin.
The New King said only one thing when he took the throne: "I will take back what is ours."
Their King was dead, and his son, Tarhn Bruin, reclaimed the throne. When his father died, the dwarven Tarhns were facing a very unlikely situation. A King died without nominating a royal heir. For Tarhn Bruin, it was clear that, if his father had nominated a heir, it would have been him. But the new Tarhn of Nimazar claimed the throne was rightfully his. But according to the law, the Tarhns had to choose the new king. Tarhn Bergnar, Tarhn of Hornogoth, demanded a meeting of the Assembly. He used all his might to persuade the powerful family ruling the now lost city of Anik-dûr to support his claims to the throne. And he was elected to the dismay of Tarhn Bruin.
The New King said only one thing when he took the throne: "I will take back what is ours."
Zann Empire
Lore:
ZANN DYNASTY Circa 360 Perisno Time...
The Emperor Zann is a bastard child of the god emperor Shang Jin, who had been the uniter and conqueror
of the wild steppes of Khergia, the massive tribes of Sine and the reclusive but powerful island people of Shun-Ha.
The bastard launched a campaign against his father approximately half way into the new era.
Five cycles later has him fighting a losing war against a father he underestimated.
Hearing of the constant infighting of the land over the sea, he decides his last and only option is to retreat into
Perisno, conquering as he goes.
In order to prevent this, Shang Jin sends one of his Black Warriors (his nephew Shi Jin) to warn the Perisnoan
Kingdoms of the threat.
Zann stays behind with a core group of generals to loot what he can from Nadire before departing. He will appear
one month after the rest of the Imperial Army, for surely that is all the time it will take to conquer Perisno, he thinks.
The Jin Empire followed Zann after they invaded Perisno, deciding they needed to rid their enemy once and for all.
This means two invasions, although the Jin Empire is concentrated only on destroying the Zann. They will bring their
war from Khergia, Sine, and Shun-Ha to a new front in Perisno while the other factions, powerless and weak as they
are, can only watch. The player is the only one that can help the Jin stop the Zann, or, if he chooses to, stop both.
The Zann Empire's armies are a hybrid of Mongolian/Japanese/Chinese style troops. They have formidable archers,
strong horse archers and intimidating infantry. They lack very heavy cavalry but that is their only flaw - they are
balanced on all other points. The player will find their style of fighting very different from the average Perisno army
and this may be either a good or a bad thing.
The Emperor Zann is a bastard child of the god emperor Shang Jin, who had been the uniter and conqueror
of the wild steppes of Khergia, the massive tribes of Sine and the reclusive but powerful island people of Shun-Ha.
The bastard launched a campaign against his father approximately half way into the new era.
Five cycles later has him fighting a losing war against a father he underestimated.
Hearing of the constant infighting of the land over the sea, he decides his last and only option is to retreat into
Perisno, conquering as he goes.
In order to prevent this, Shang Jin sends one of his Black Warriors (his nephew Shi Jin) to warn the Perisnoan
Kingdoms of the threat.
Zann stays behind with a core group of generals to loot what he can from Nadire before departing. He will appear
one month after the rest of the Imperial Army, for surely that is all the time it will take to conquer Perisno, he thinks.
The Jin Empire followed Zann after they invaded Perisno, deciding they needed to rid their enemy once and for all.
This means two invasions, although the Jin Empire is concentrated only on destroying the Zann. They will bring their
war from Khergia, Sine, and Shun-Ha to a new front in Perisno while the other factions, powerless and weak as they
are, can only watch. The player is the only one that can help the Jin stop the Zann, or, if he chooses to, stop both.
The Zann Empire's armies are a hybrid of Mongolian/Japanese/Chinese style troops. They have formidable archers,
strong horse archers and intimidating infantry. They lack very heavy cavalry but that is their only flaw - they are
balanced on all other points. The player will find their style of fighting very different from the average Perisno army
and this may be either a good or a bad thing.