Posted: 2004-09-30 02:59am
Nectarin Republic
Regional power
(European Turkey, Greek Thrace, Bulgary, Turkish Asian coastline next to the Straits).
Race: Human (68%), Dwarves(21%), Elves (9%), Others (2%).
Capital city: Windward.
Regions:
-Greenshore Lowlands: This fertile flatlands that lie between the Danuv river (the northern border of the Republic) and the Blugar Mountains are the agricultural heartland of the Republic. Winward, the capital city, is a major port in the Inland Sea, in the easternmost extreme of the Lowlands. Villages and towns dot the northern half of this region, in the midst of endless fields of grain and other crops. The shoutern half, in the other hand, is an slightly more agrestial landscape of heavily forested hills inhabited by many of the elves living in the republic and which provide the wood for the dwarven forgues in the nearby Blugar range. The city of Ruse sits next to the only bridge over the Danuv that connects Nectarin territory with that of the WolGar barbarians, and in the west of the region stands the mighty fortress-town of Montana.
-Cattle Triangle: Encompassed by the northern and southern branches of the Blugar range, this triangular depression The Great Road runs the length of the region parallel to the Danuv between Winward and Montana, while the North Road coming from Karsinia goes across the region from south to north crossing the Danuv through Ruse's bridge and stretches to WolGar territory. Both roads cross at the city of Razgrat. -Cattle Triangle: Sorrounded includes the basins of the Yambol and Dimitrov rivers, that pass lands where most of the cattle of the Republic feeds within the states of wealthy land owners. There is also an intense tobacco farming in large explotations that belong to those very land owners and that use a large number of slaves. The main cities of the region Zagora, Plodiv and Simone (that sits at the confluence of the Yambol and the Dimitrov) house endless tanneries and leather working shops that produce goods for international trade that are shipped to either the small harbour of Burgas in the east shore if their destination is one of the countries around the Inland Sea or the city of Alexianburg, which sits at the mouth of the Yambol and is both a major shipyard and the base of those Nectarin trading vessels that sail to lands around the Great Outer Sea.
-Blugar Mountains: Standing as a barrier between the western neighbours of the Republic and the heartlands of the Republic itself, the Blugar range is the home of a large dwarven population. The northern branch of the range houses mines of iron, copper, tin and coal, while the southern has also important lead deposits, although there are no precious metals or gemstones hidden within the mountains. The dwarves make high quality tools and weapons that are shipped overseas in large quantities. Other than the dwarves, in the highlands only live humans shepperds and farmers on the valley around the Lake of Wisdom, where the more beautiful flowers of the whole realm can be found. Fortresses and hidden strongholds protect the mountain passes from foreign enemies and lessen the depredations of the local trolls.
-Eastgate Penninsula: East of the Yambol river basin is this penninsula, once a fertile plain that was lifted two hundreds feet over the sea by an inmensely powerful ground displacement that turned the plain into a plateau. The steep cliffs that are the border between the plateau and the sea offer no haven for sailors or fishermen. Shoals and reefs sorround this coast that has earned its well deserved nickname of Shipwreck Coast. Eastgate and Tekirvag are the only harbours were ships can safely get close to the coast thanks to the beacon towers of both ports. The buildings of both cities are built in small alcoves carved by streams that run from the top of the plateau or do actually hang from the cliff, adding to a most unusual architecture. The interior of the plateau is arid, as the highly porous rock of the plateau prevents the formation of watersheds, and only a few humans live there hunting the local wildlife. A dragon is rumoured to live somewhere in the plateau and the beast has been blamed of some shipwrecks in the past.
Defenses.
All major cities have significative fortifications, including stone walls built by dwarves and magically reinforced. Dwarven mines are too heavily fortified and the Blugar Mountains house a large number of strongholds and castles. Most towns and large villages have some defenses, even if some are just wooden walls.
History.
The Nectarin Republic The Nectarin Republic was born two centuries ago when its three races realized that they could benefit from an understanding among them. With humans providing manpower and food, with dwaves providing technology and minerals and with elves providing magic and timber, the power of this alliance of sorts increased. They soon realized that their production surplus could be used to increase their wealth selling it overseas. The Republic consolidated after some small conflicts with neighbouring powers and after the defeat of the trolls from the Blugar Mountains in a great battle a century ago that broke the troll domain over the southern mountains, Nectarin became what it is now.
While not as powerful as northern Caliphon, Nectarin is a force to be reckoned in trade in the Southern Seas. Nectarinian traders control a trade network with its hub in Winward and threads in every port of the Inland Sea (Black Sea), the Small Outer Sea (Dardanelian Sea) and the Great Outer Sea (Mediterranean Sea). Nectarin's agricultural bounty ensures the prosperity of the country and provides some of its main exports rovides some of its main exports. Dwarven ingenuity, elven wisdom and human curiosity couple to create a thriving culture of well deserved reputation: Nectarinian sciences and arts are probably the most advanced in the region.the most advanced in the region, although this feat has been achieved at the cost of a relative stagnation of the Nectarinian mystical and magical traditions.
As one of the famous Crater Seas, the Dardanelian Sea has been visited many times in the past by scholars of Martre whose presence in Nectarin prompted the creation of research groups with the same objectives within the Republic and even a religion that believes that higher powers caused the Disaster in order to punish the too proud empires from the past. This groups have some contact with the scholars of Martre for an open exchange of theories and information.
Government.
The Republican Conclave is the legislative body of Nectarin consisting of seventy four regional representatives chosen to represent the towns and cities of the Republic. The Conclave members designate one of them as High Lord of the Republic for a period of five years during which the High Lord wields executive power and oversees judicial power. The High Lord appoints tax collectors, judges and army commanders, and his is the responsibility of dealing with foreign powers although the Conclave has the right to reject agreements seen as negative for the Republic. The Conclave also has the power to remove the High Lord from his position if he is found guilty of corruption or incompetence.
Religion.
There is no official religion in the Republic and the law allows any kind of religion unless considered threatening for national security. The Cult of the Ten Queens that the scholars of Martre introduced is perhaps the most popular among the human population of the Republic, although there are also Karsinian-like dragon worshippers, some ancestor worshippers and a lot of smaller religions and sects, as well as many people who just don’t care about the afterlife or higher powers for as long as they don’t meddle in their lives.
The Cult of the Five Pillars of the Alidrial is popular among the elves. However, the main elven religion is a highly personal form of animism of which rituals unknown to non-elves are performed in the deepest parts of the forest in the moonless nights. This religion is believed to be heavily influenced by the teachings of the philosopher Gatama that state that an universal life force links all the living things in the world.
Dwarves are… dwarves. Their religious beliefs are a secret zealously guarded from outsiders, although it is known that they believe that a dwarven clan shares a common soul.
Tech.
Higher than most. Their architectonic and forging techniques are particularly advanced as a result of the dwarves sharing their knowledge with humans and elves. Some rather ingenious defensive technologies can also be found in Nectarinian fortifications (the kind of stuff that Archimedes built for the siege of Siracusa).
Magic.
Dwarves can use runes that enhance the resistance of their constructions and the quality of the weapons and tools that they create. The creation of this runes is a highly taxing process.
Elves tap in the "forces of live" or "natural energies" to boost their power. This means that their magic is stronger in a dense forest than in a barren wasteland. They are accomplished healers and proficient in neutralization of enemy spells, as well as experts in the use of nature to gain an advantage over their enemies. Some elves, the so called Stargazers, are believed to be able to glance things yet to come in the stars of the night sky. The Stargazers' only reply about this is that the future is uncertain at best and that those who believe that they can foresee everything will learn how mistaken they are sooner than later.
There are few magic users among the Nectarinian humans and even fewer of those are powerful enough to deserve particular atention. The few that actually wield considerable power usually are hired by the Conclave to help the military or to conduct alchemical research (as turning the vast deposits of lead in the southern Brugar mountains into gold mines is an old dream of the Conclave).
Nectarinian Air Forces.
Dwarven attempts to build flying machines have failed several times over this century and military commanders believe that the results won't improve in the foreseeable future. As a result of this, they have decided to field an small unit of dragon cavalry in imitation of the Karsinians.
1 Regiment of Dragon Riders. Elite unit of dragon riders with arcane archer riders. 25 dragon/rider pairs with enchanted siege bows (1.5 points)
Nectarinian Navy.
The Republican Navy is probably the strongest in the Eastern Mediterranean area, although by an small margin. The Navy was built to protect the extensive Nectarinian trade network from pirates and foreign aggression and as such most of it is made of light galleys, around a core of heavy warships for the eventuality of large scale conflict. In addition to this, the invasion of Egypt by the horde of the Three Gods was a big blow for Nectarinian trade income and the new and expensive lateen type vessels are being introduced very slowly. Unlike other powers, the Republic doesn't use slaves for its oar rows, but free men as the Conclave doesn't believe slaves to be reliable in warships.
The navy is divided in two fleets. The first fleet operates from the very capital, Windward, and patrols the Black Sea, while the second fleet has its base in Alexianburg and controls hostile activities in Mediterranean waters.
Al least one elven elementalist with weather control abilities is on each ship, using magic to improve its perfomance and protect the vessel from enemy sorcery. Snakehuntes have also human wizards trained in combat magic.
30 Galleys. With ballistae and small contingent of boarding marines (10 ships per point, 3 points total).
12 Snakehunters. Heavy warships with greek fire mangonels and very large marine contingents. Because of their lateen sails they can catch the wind better than most ships, which makes them slightly faster and far more maneuverable in deep waters than normal heavy warships. Having been recently built using hard woods for their hulls, they have also excellent damage resistance (4 ships per point, 3 points total).
Nectarinian Army.
4 Regiments of Republican light infantry. 1000 light infantry with leather armor, wooden shields, crossbows and handweapons. Trained, but without combat experience. Each regiment is supported by a single combat wizard and a healer. (0.75 points each, 3 points total)
1 Regiment of Legionaries. Elite heavy infantry in chain mail with tower shields, pikes, and seige bows. They have a small contingent of fairly powerful combat wizards and healers for support. (2 points total)
1 Regiment of Elite Cavalry. Light cavalry, 250 men with horse-bows, small shields, and handweapons. They know how to fight from horseback (2 points)
Nectarinian Intelligence Operatives.
The Republic has a large trade network and a large number of secret operatives that make their best to ensure the success of the Nectarinian merchants that pay their sustenance. They are slightly better than the average intelligence operatives as a result of their vast experience (0.5 points).
Exports: Foodstuffs. Timber. Finished products made of leather. Parchment. Quality weapons and tools. Lead. Fabrics.
Imports: Magical resources. Precious metals. Wine. Wool. Linen. Cotton.
Figures of note.
Gariani Trollslayer, Inmortal Protector of the Republic. Gariani is a man old both in years and in spirit, if not in appearance. For in spite of having a young body, the Protector is one of the few remaining representatives in the world of the lineage of the Inmortals, beings imbued with magic energies that allow them to heal even the most grievous wounds and even return from the dead. Only beheading or the complete destruction of their bodies is enough to permanently kill them. Since the death of the mage Valan, Gariani is the last of his kind in the lands of Europe, although other Inmortals still live in the remote lands of Asia and Africa. While he is sure of having lived for millenia before the Disaster, he has only extremely vague and blurry memories of the world before the disaster.
The Inmortal is an extremely skilled swordsman that can't remember a single defeat in a fair fight, although among his lost memories are the recollection of two defeats in the past: one at the hands of an old Inmortal called Methos who spared his life and another time when he was defeated by the Forsaken Be'lal, whose ignorance of Gariani's inmortality saved the Protector from true death. Since the Disaster, Gariani has learned ways to manipulate his Quickening (the magic energy that makes him Inmortal) in order to create Illusions, influence others through the use of his Voice and throw Balls of Energy from his hands.
His nickname "Trollslayer" comes from his intervention a century ago in the Battle of the Four Springs, final confrontation in the war between the trolls of the mountains and the forces of the young Nectarin Republic. To cut short a long story, when the Republican army was in the verge of being utterly defeated, Gariani used his Voice to give courage to the demoralized soldiers of his regiment and with his Illusions he made the trolls believe that a new and fresh Republican army had arrived at the battlefield. His regiment charged against the center of the troll army, breaking its lines and engaging the personal guard of Burglan, the troll king, who was killed by Gariani himself.
Gariani had entered in battle as a hired mercenary, but after the victory he was acclaimed as hero and saviour of the Republic. Gariani came to like the Nectarinians and their way of life and for a time he commanded the armies of the Republic, proving his great worth as military commander and tactical genius. However, all good things must come to an end. After thirty years, rumouring about his ethernal youth started to draw a lot of unwanted attention and he resigned from his position. He has spent the last seventy years visiting all the countries of Europe, finding a clue to unveil the mistery that sorrounds his own past, without success. However, before leaving Winward he promised that he would return to help the Republic in its hour of need and as his memory became legend, the people twisted the promise into a prophecy. Now, with the Jihad getting closer and closer to the Republic, many believe that he will appear soon to guide the armies of the Republic to the victory against the barbarians.
His favoured weapon is an ancient blade that he carries always and that was created before the Disaster. He calls it Birdie, for an small heron can be seen carved in the blade of the sword, and it is a magical weapon created with the One Power that will never dull or be destroyed by anything but a power bigger than the one which created it.
The Protector is an extremely courageous, intelligent and cunning man that knows the ways of the nobility and the commoners, having been both things during his long live. He can be diplomatic if he needs to be so, but in his dealing he is like his sword: always sharp and deadly. His appearance is, as has been said before, that of a man in his early twenties of fair features with deep green eyes and brown hair. Neither tall, nor short, neither fat, nor musculous, his vigorous body hides inmense stamina and great speed that he uses with great effect in combat.
Misinos Ferilian, First of the Stargazers. He is the Eldest of the Nectarinian elves and is supposed to have a wisdom gained over the years, as well as great magical power and the ability to foresee the future with far bigger preciseness than any other Stargazer. Unfortunately, he is also senile and when asked about the future he will sometimes give excellent advice and enigmatic clues about what is yet to come, but he can just as easily start to rave without answering the question at all.
He walks aided by a magical staff called Oakbranch that he stole in his youth from the lair of the red dragon Kalfyra. Oakbranch is sentient and moderately intelligent and with time has befriended the elf that stole him from his former owner, but unknown to either staff or elf, Oakbranch carries a curse casted by the dragon that dooms those who use it to insanity. Misinos' power has shielded him for centuries from the curse, but its effects increased while the Stargazer started to age and lose the strengths of his youth.
Now, when Misinos is over six hundred years old, he has lost the graceful appearance of the elves. He moves slowly and is now completely bald, has lost several teeth making his smile unnerving and his skin is wrinkled and of an unpleasant yellowish colour. Only his green eyes are still full of life, showing the energy of the spirit that keeps alive this carcass.
Obsidian Blackwing, Father of Dragons. When the ancient Darkness was banned from the world, the Drak-kin created seven seals to keep him and his minions forever away. The seven most powerful beings in the army that had defeated the Dark One were appointed as protectors of the seals. Obsidian is the last of those original protectors and he knows that some of the seals have been lost or destroyed over the years. He fears that soon the minions of Darkness will be free from their prison again and that a world weaker than the one that faced the first attack of the Dark One will be defeated in such an instance.
Old and very powerful, the Black Dragon has his lair in the Eastgate Plateau that he leaves in few instances. He is more or less benevolent towards the lesser beings of the Republic and if he sometimes attacks a ship is for sport and to ensure that a correct level of fear is present when his name is said, but he has nothing but scorn for the younglings that being little more than overgrown lizards dare to call themselves dragons, without memories of the glory of the dragon realms of old and believing the great rulers of those realms to be gods.
Edit 1. Added Religion and Government.
Edit 2. Added Military.
Edit 3. Removed upon suggestion the BoP considering how high above the tech level are those things and that SirNitram has no magic at all in exchange for his advanced technology.
Edit 4. Added tech, brief magic explanation and modified the army.
Edit 5. Added heroes.
Edit 6. Added some details about fortifications.
Regional power
(European Turkey, Greek Thrace, Bulgary, Turkish Asian coastline next to the Straits).
Race: Human (68%), Dwarves(21%), Elves (9%), Others (2%).
Capital city: Windward.
Regions:
-Greenshore Lowlands: This fertile flatlands that lie between the Danuv river (the northern border of the Republic) and the Blugar Mountains are the agricultural heartland of the Republic. Winward, the capital city, is a major port in the Inland Sea, in the easternmost extreme of the Lowlands. Villages and towns dot the northern half of this region, in the midst of endless fields of grain and other crops. The shoutern half, in the other hand, is an slightly more agrestial landscape of heavily forested hills inhabited by many of the elves living in the republic and which provide the wood for the dwarven forgues in the nearby Blugar range. The city of Ruse sits next to the only bridge over the Danuv that connects Nectarin territory with that of the WolGar barbarians, and in the west of the region stands the mighty fortress-town of Montana.
-Cattle Triangle: Encompassed by the northern and southern branches of the Blugar range, this triangular depression The Great Road runs the length of the region parallel to the Danuv between Winward and Montana, while the North Road coming from Karsinia goes across the region from south to north crossing the Danuv through Ruse's bridge and stretches to WolGar territory. Both roads cross at the city of Razgrat. -Cattle Triangle: Sorrounded includes the basins of the Yambol and Dimitrov rivers, that pass lands where most of the cattle of the Republic feeds within the states of wealthy land owners. There is also an intense tobacco farming in large explotations that belong to those very land owners and that use a large number of slaves. The main cities of the region Zagora, Plodiv and Simone (that sits at the confluence of the Yambol and the Dimitrov) house endless tanneries and leather working shops that produce goods for international trade that are shipped to either the small harbour of Burgas in the east shore if their destination is one of the countries around the Inland Sea or the city of Alexianburg, which sits at the mouth of the Yambol and is both a major shipyard and the base of those Nectarin trading vessels that sail to lands around the Great Outer Sea.
-Blugar Mountains: Standing as a barrier between the western neighbours of the Republic and the heartlands of the Republic itself, the Blugar range is the home of a large dwarven population. The northern branch of the range houses mines of iron, copper, tin and coal, while the southern has also important lead deposits, although there are no precious metals or gemstones hidden within the mountains. The dwarves make high quality tools and weapons that are shipped overseas in large quantities. Other than the dwarves, in the highlands only live humans shepperds and farmers on the valley around the Lake of Wisdom, where the more beautiful flowers of the whole realm can be found. Fortresses and hidden strongholds protect the mountain passes from foreign enemies and lessen the depredations of the local trolls.
-Eastgate Penninsula: East of the Yambol river basin is this penninsula, once a fertile plain that was lifted two hundreds feet over the sea by an inmensely powerful ground displacement that turned the plain into a plateau. The steep cliffs that are the border between the plateau and the sea offer no haven for sailors or fishermen. Shoals and reefs sorround this coast that has earned its well deserved nickname of Shipwreck Coast. Eastgate and Tekirvag are the only harbours were ships can safely get close to the coast thanks to the beacon towers of both ports. The buildings of both cities are built in small alcoves carved by streams that run from the top of the plateau or do actually hang from the cliff, adding to a most unusual architecture. The interior of the plateau is arid, as the highly porous rock of the plateau prevents the formation of watersheds, and only a few humans live there hunting the local wildlife. A dragon is rumoured to live somewhere in the plateau and the beast has been blamed of some shipwrecks in the past.
Defenses.
All major cities have significative fortifications, including stone walls built by dwarves and magically reinforced. Dwarven mines are too heavily fortified and the Blugar Mountains house a large number of strongholds and castles. Most towns and large villages have some defenses, even if some are just wooden walls.
History.
The Nectarin Republic The Nectarin Republic was born two centuries ago when its three races realized that they could benefit from an understanding among them. With humans providing manpower and food, with dwaves providing technology and minerals and with elves providing magic and timber, the power of this alliance of sorts increased. They soon realized that their production surplus could be used to increase their wealth selling it overseas. The Republic consolidated after some small conflicts with neighbouring powers and after the defeat of the trolls from the Blugar Mountains in a great battle a century ago that broke the troll domain over the southern mountains, Nectarin became what it is now.
While not as powerful as northern Caliphon, Nectarin is a force to be reckoned in trade in the Southern Seas. Nectarinian traders control a trade network with its hub in Winward and threads in every port of the Inland Sea (Black Sea), the Small Outer Sea (Dardanelian Sea) and the Great Outer Sea (Mediterranean Sea). Nectarin's agricultural bounty ensures the prosperity of the country and provides some of its main exports rovides some of its main exports. Dwarven ingenuity, elven wisdom and human curiosity couple to create a thriving culture of well deserved reputation: Nectarinian sciences and arts are probably the most advanced in the region.the most advanced in the region, although this feat has been achieved at the cost of a relative stagnation of the Nectarinian mystical and magical traditions.
As one of the famous Crater Seas, the Dardanelian Sea has been visited many times in the past by scholars of Martre whose presence in Nectarin prompted the creation of research groups with the same objectives within the Republic and even a religion that believes that higher powers caused the Disaster in order to punish the too proud empires from the past. This groups have some contact with the scholars of Martre for an open exchange of theories and information.
Government.
The Republican Conclave is the legislative body of Nectarin consisting of seventy four regional representatives chosen to represent the towns and cities of the Republic. The Conclave members designate one of them as High Lord of the Republic for a period of five years during which the High Lord wields executive power and oversees judicial power. The High Lord appoints tax collectors, judges and army commanders, and his is the responsibility of dealing with foreign powers although the Conclave has the right to reject agreements seen as negative for the Republic. The Conclave also has the power to remove the High Lord from his position if he is found guilty of corruption or incompetence.
Religion.
There is no official religion in the Republic and the law allows any kind of religion unless considered threatening for national security. The Cult of the Ten Queens that the scholars of Martre introduced is perhaps the most popular among the human population of the Republic, although there are also Karsinian-like dragon worshippers, some ancestor worshippers and a lot of smaller religions and sects, as well as many people who just don’t care about the afterlife or higher powers for as long as they don’t meddle in their lives.
The Cult of the Five Pillars of the Alidrial is popular among the elves. However, the main elven religion is a highly personal form of animism of which rituals unknown to non-elves are performed in the deepest parts of the forest in the moonless nights. This religion is believed to be heavily influenced by the teachings of the philosopher Gatama that state that an universal life force links all the living things in the world.
Dwarves are… dwarves. Their religious beliefs are a secret zealously guarded from outsiders, although it is known that they believe that a dwarven clan shares a common soul.
Tech.
Higher than most. Their architectonic and forging techniques are particularly advanced as a result of the dwarves sharing their knowledge with humans and elves. Some rather ingenious defensive technologies can also be found in Nectarinian fortifications (the kind of stuff that Archimedes built for the siege of Siracusa).
Magic.
Dwarves can use runes that enhance the resistance of their constructions and the quality of the weapons and tools that they create. The creation of this runes is a highly taxing process.
Elves tap in the "forces of live" or "natural energies" to boost their power. This means that their magic is stronger in a dense forest than in a barren wasteland. They are accomplished healers and proficient in neutralization of enemy spells, as well as experts in the use of nature to gain an advantage over their enemies. Some elves, the so called Stargazers, are believed to be able to glance things yet to come in the stars of the night sky. The Stargazers' only reply about this is that the future is uncertain at best and that those who believe that they can foresee everything will learn how mistaken they are sooner than later.
There are few magic users among the Nectarinian humans and even fewer of those are powerful enough to deserve particular atention. The few that actually wield considerable power usually are hired by the Conclave to help the military or to conduct alchemical research (as turning the vast deposits of lead in the southern Brugar mountains into gold mines is an old dream of the Conclave).
Nectarinian Air Forces.
Dwarven attempts to build flying machines have failed several times over this century and military commanders believe that the results won't improve in the foreseeable future. As a result of this, they have decided to field an small unit of dragon cavalry in imitation of the Karsinians.
1 Regiment of Dragon Riders. Elite unit of dragon riders with arcane archer riders. 25 dragon/rider pairs with enchanted siege bows (1.5 points)
Nectarinian Navy.
The Republican Navy is probably the strongest in the Eastern Mediterranean area, although by an small margin. The Navy was built to protect the extensive Nectarinian trade network from pirates and foreign aggression and as such most of it is made of light galleys, around a core of heavy warships for the eventuality of large scale conflict. In addition to this, the invasion of Egypt by the horde of the Three Gods was a big blow for Nectarinian trade income and the new and expensive lateen type vessels are being introduced very slowly. Unlike other powers, the Republic doesn't use slaves for its oar rows, but free men as the Conclave doesn't believe slaves to be reliable in warships.
The navy is divided in two fleets. The first fleet operates from the very capital, Windward, and patrols the Black Sea, while the second fleet has its base in Alexianburg and controls hostile activities in Mediterranean waters.
Al least one elven elementalist with weather control abilities is on each ship, using magic to improve its perfomance and protect the vessel from enemy sorcery. Snakehuntes have also human wizards trained in combat magic.
30 Galleys. With ballistae and small contingent of boarding marines (10 ships per point, 3 points total).
12 Snakehunters. Heavy warships with greek fire mangonels and very large marine contingents. Because of their lateen sails they can catch the wind better than most ships, which makes them slightly faster and far more maneuverable in deep waters than normal heavy warships. Having been recently built using hard woods for their hulls, they have also excellent damage resistance (4 ships per point, 3 points total).
Nectarinian Army.
4 Regiments of Republican light infantry. 1000 light infantry with leather armor, wooden shields, crossbows and handweapons. Trained, but without combat experience. Each regiment is supported by a single combat wizard and a healer. (0.75 points each, 3 points total)
1 Regiment of Legionaries. Elite heavy infantry in chain mail with tower shields, pikes, and seige bows. They have a small contingent of fairly powerful combat wizards and healers for support. (2 points total)
1 Regiment of Elite Cavalry. Light cavalry, 250 men with horse-bows, small shields, and handweapons. They know how to fight from horseback (2 points)
Nectarinian Intelligence Operatives.
The Republic has a large trade network and a large number of secret operatives that make their best to ensure the success of the Nectarinian merchants that pay their sustenance. They are slightly better than the average intelligence operatives as a result of their vast experience (0.5 points).
Exports: Foodstuffs. Timber. Finished products made of leather. Parchment. Quality weapons and tools. Lead. Fabrics.
Imports: Magical resources. Precious metals. Wine. Wool. Linen. Cotton.
Figures of note.
Gariani Trollslayer, Inmortal Protector of the Republic. Gariani is a man old both in years and in spirit, if not in appearance. For in spite of having a young body, the Protector is one of the few remaining representatives in the world of the lineage of the Inmortals, beings imbued with magic energies that allow them to heal even the most grievous wounds and even return from the dead. Only beheading or the complete destruction of their bodies is enough to permanently kill them. Since the death of the mage Valan, Gariani is the last of his kind in the lands of Europe, although other Inmortals still live in the remote lands of Asia and Africa. While he is sure of having lived for millenia before the Disaster, he has only extremely vague and blurry memories of the world before the disaster.
The Inmortal is an extremely skilled swordsman that can't remember a single defeat in a fair fight, although among his lost memories are the recollection of two defeats in the past: one at the hands of an old Inmortal called Methos who spared his life and another time when he was defeated by the Forsaken Be'lal, whose ignorance of Gariani's inmortality saved the Protector from true death. Since the Disaster, Gariani has learned ways to manipulate his Quickening (the magic energy that makes him Inmortal) in order to create Illusions, influence others through the use of his Voice and throw Balls of Energy from his hands.
His nickname "Trollslayer" comes from his intervention a century ago in the Battle of the Four Springs, final confrontation in the war between the trolls of the mountains and the forces of the young Nectarin Republic. To cut short a long story, when the Republican army was in the verge of being utterly defeated, Gariani used his Voice to give courage to the demoralized soldiers of his regiment and with his Illusions he made the trolls believe that a new and fresh Republican army had arrived at the battlefield. His regiment charged against the center of the troll army, breaking its lines and engaging the personal guard of Burglan, the troll king, who was killed by Gariani himself.
Gariani had entered in battle as a hired mercenary, but after the victory he was acclaimed as hero and saviour of the Republic. Gariani came to like the Nectarinians and their way of life and for a time he commanded the armies of the Republic, proving his great worth as military commander and tactical genius. However, all good things must come to an end. After thirty years, rumouring about his ethernal youth started to draw a lot of unwanted attention and he resigned from his position. He has spent the last seventy years visiting all the countries of Europe, finding a clue to unveil the mistery that sorrounds his own past, without success. However, before leaving Winward he promised that he would return to help the Republic in its hour of need and as his memory became legend, the people twisted the promise into a prophecy. Now, with the Jihad getting closer and closer to the Republic, many believe that he will appear soon to guide the armies of the Republic to the victory against the barbarians.
His favoured weapon is an ancient blade that he carries always and that was created before the Disaster. He calls it Birdie, for an small heron can be seen carved in the blade of the sword, and it is a magical weapon created with the One Power that will never dull or be destroyed by anything but a power bigger than the one which created it.
The Protector is an extremely courageous, intelligent and cunning man that knows the ways of the nobility and the commoners, having been both things during his long live. He can be diplomatic if he needs to be so, but in his dealing he is like his sword: always sharp and deadly. His appearance is, as has been said before, that of a man in his early twenties of fair features with deep green eyes and brown hair. Neither tall, nor short, neither fat, nor musculous, his vigorous body hides inmense stamina and great speed that he uses with great effect in combat.
Misinos Ferilian, First of the Stargazers. He is the Eldest of the Nectarinian elves and is supposed to have a wisdom gained over the years, as well as great magical power and the ability to foresee the future with far bigger preciseness than any other Stargazer. Unfortunately, he is also senile and when asked about the future he will sometimes give excellent advice and enigmatic clues about what is yet to come, but he can just as easily start to rave without answering the question at all.
He walks aided by a magical staff called Oakbranch that he stole in his youth from the lair of the red dragon Kalfyra. Oakbranch is sentient and moderately intelligent and with time has befriended the elf that stole him from his former owner, but unknown to either staff or elf, Oakbranch carries a curse casted by the dragon that dooms those who use it to insanity. Misinos' power has shielded him for centuries from the curse, but its effects increased while the Stargazer started to age and lose the strengths of his youth.
Now, when Misinos is over six hundred years old, he has lost the graceful appearance of the elves. He moves slowly and is now completely bald, has lost several teeth making his smile unnerving and his skin is wrinkled and of an unpleasant yellowish colour. Only his green eyes are still full of life, showing the energy of the spirit that keeps alive this carcass.
Obsidian Blackwing, Father of Dragons. When the ancient Darkness was banned from the world, the Drak-kin created seven seals to keep him and his minions forever away. The seven most powerful beings in the army that had defeated the Dark One were appointed as protectors of the seals. Obsidian is the last of those original protectors and he knows that some of the seals have been lost or destroyed over the years. He fears that soon the minions of Darkness will be free from their prison again and that a world weaker than the one that faced the first attack of the Dark One will be defeated in such an instance.
Old and very powerful, the Black Dragon has his lair in the Eastgate Plateau that he leaves in few instances. He is more or less benevolent towards the lesser beings of the Republic and if he sometimes attacks a ship is for sport and to ensure that a correct level of fear is present when his name is said, but he has nothing but scorn for the younglings that being little more than overgrown lizards dare to call themselves dragons, without memories of the glory of the dragon realms of old and believing the great rulers of those realms to be gods.
Edit 1. Added Religion and Government.
Edit 2. Added Military.
Edit 3. Removed upon suggestion the BoP considering how high above the tech level are those things and that SirNitram has no magic at all in exchange for his advanced technology.
Edit 4. Added tech, brief magic explanation and modified the army.
Edit 5. Added heroes.
Edit 6. Added some details about fortifications.