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Nations of the Late Ages

The Late Ages (also known as the Late Age, or LA) is the Third of Three eras that one can set their Ascension War in. For the most part, the greatness of the Middle Ages has been relegated to history, while the legends of the Early Ages are either fairy tales or completely forgotten. Civilization has continued to progress, and life has materially improved for most people. On the other hand, magic has declined somewhat, and many of the twenty-six nations in this game have taken a darker path, either to try something new or to regain the glory of the past.

Click on the flags to get to the in-depth pages for each nation.

Arcoscephale, Sibylline Guidance

Paths:
astral 33
fire 22water 22earth 22death 22nature 22
holy 22
Gems:
3astralpearl1naturegem
Cheap Labs
Dominion Scouts

Late-Age Arcoscephale is themed after the successor-states of Alexander the Great, such as Antigonid Macedon and the Seleucid Empire. The Arcoscephale of the Middle Ages no longer exists, having declined after the death of its finest leader, the Great Conqueror (Alexander himself). However, the Arcoscephalian culture he spread still remains, with new concepts added to it from the conquered peoples. Among these new things is pantheism; according to the Sibyls and other Mage-Priestesses, all Pretenders are true gods, but they're also meant to serve the Arcoscephalian "Master of All". Thus, foreign Temples can be reworked by a Priestess instead of being razed, saving their Master a pretty penny.


(Try out the summons!)
Almost sacred! Monkey! (Come on, try them!)

Pythium, Serpent Cult

Paths:
nature 33
fire 22water 22astral 22death 22
air 11earth 11blood 11
holy 22
Gems:
1astralpearl3naturegem
Poison Resistance

Late-Age Pythium is modeled after the Late Eastern Roman Empire, partially with its Late Imperial Legions (which were also used by the early Byzantines) but most-definitely with its religious situation. You see, the state religion of the Middle Ages was a glorious, Heaven-focused, Eastern-Orthodox-themed faith; that faith has been sidelined in favor of mystery cults, however, such as the C'tissian-idolizing Serpent Cult. Other cults based on the Mithraic, Eleusinian, Dionysian, and Isis Mysteries can be found in the Empire, but only the Serpent Cult (and the old religion's state Priests) can spread the Pythian God's Dominion. The other cults produce weak-but-useful mystics that have their own disturbingly-effective rituals.

Frontier Plebs Frontier Pros Core Plebs Core Pros
The Serpent Cult The Cult of the Rivers of Death & Rebirth The same Cult as the Jackal-masked guy The Old Faith of the Spheres
The Cult of the Solar Bull Frontier Pros LOVE that Solar Bull The Cult of the Great Mother The Cult of Revelry
All Serpents are Sacred! Even this squirt!

Lemuria, Soul Gates

Paths:
death 44astral 33
air 11water 11
holy 33
Gems:
9deathgem
Popkill

Sceleria is DEAD! At least it out-"lived" Ermor, its parent-state and its undead shame. They didn't beat it themselves, though, and they even repeated its terminal mistake. You see, after Ermor was stopped, Sceleria's commoners got over their fear of skeletons, and the skeleton-reanimating Mage-Priests of the Death Cult were petitioned to till the fields with their puppets. The Mage-Priests had no interest in Death anymore, since their cross to bear (causing Ermor's Undeath) had been lifted, so they ultimately decided to open a Soul Gate to the Underworld. They were hoping that the souls of Ermor & Sceleria's deceased would love to return to work in the land of the living… let's just say they were partially right.

This guy's glad he's dead!
How can they wear armor?
Even ghosts can get scared!

Man, Towers of Chelms

Paths:
air 33
earth 22astral 22
fire 11death 11
holy 22
Gems:
2airgem2naturegem

Man is about as mundane as a high-fantasy Feudal Kingdom can get, especially in Dominions. It wasn't always as mundane as it is now, though; the Kingdom was practically built by a coven of Witches, who discovered the arts of a vanquished race of "elves" and used them to empower their Magic. With the apparent final death of the "elves" (though correlation doesn't necessarily imply causation) came a Curse on this Magic, however, salting the land with Magic and Misfortune wherever it was used. The King forsook his title's original benefactors for the sake of the country, and now sponsors universities in the capital to replace the Old Magic with something safer. Man's army loves ranged weapons, by the way.


Law Major Theology Major Liberal Arts Major Magic Major *w*
Spooky Elf Ghost Friendly Forest Ranger Sweet Old Bishop

Ulm, Black Forest

Paths:
earth 22astral 22
fire 11air 11death 11nature 11blood 11
holy 22
Gems:
1astralpearl2deathgem1naturegem
Bonus Resources

Ulm is a spooky Kingdom, with heavy German-Gothic influences from Bavaria and Prussia. Founded shortly before the Middle Ages, the "Iron" Kingdom hadn't been truly tried-and-tested until near the end of that period, when it was wracked with a series of civil wars. The worst of these ended with the Night of Treason and the Malediction laid on the land in that fateful night, which made many soldiers and nobles thirst for blood. Magic outside of religion was banned the following day, and the last Smiths that could make Ulm's trademark Blacksteel were purged by their inquisitorial rivals. The Kingdom still lacks the power to fully enforce the ban & clean itself up, which is nice if you like Vampire Lords and the Illuminati.


The Illuminati
He doesn't look too healthy... Neither does he! Nor he! She looks fine.

Marignon, Conquerors of the Sea

Paths:
fire 33blood 33
air 22water 22astral 22
earth 11nature 11
holy 33
Gems:
1firegem1airgem2astralpearl
Blood Sacrifice

Marignon is a Spanish-themed Kingdom, and about as close to modern-day technology as it can get (pre-gunpowder). Born from the ashes of Ermor, it accomplished its great crusade for survival at the end of the Middle Ages by destroying the Undead menace. This took everything the Kingdom had, however – well, actually, it took more than the Kingdom had, so now Marignon has a debt that it can never repay. That debt is owed to Hell itself, but the Lords of the Inferno are easier to bargain with than mindless Undead Legions. Even now, Marignon is somewhat-reliant on Devils, since its Knights died fighting Ermor and the urgency for new ones to enlist is gone. It can now pick out weaker foes overseas, however, which is nice.

Marignon's best soldier... unfortunately.

This guy wants to redeem himself!

Mictlan, Blood and Rain

Paths:
water 44blood 33
fire 22astral 22nature 22
holy 33
Gems:
1firegem1watergem1astralpearl1naturegem1bloodslave
Heat 1
Castles

There was a time when this Aztec-themed Empire wasn't a chaotic, Human-sacrificing hellhole. That time has passed, ushered out by Atlantians who fled the collapse of their own Kingdom of Coral. Seeing that the Rain was one aspect of Mictlan's deity, the Atlantian Kings demonstrated their Water Magic to the isolated Empire, and rebranded as Kings of the Rain Priesthood. In the temple they now work at, the "Kings of Rain" have found and reimplemented the practices of the Blood Cult of the Early Ages, regressing the Empire in an effort to gather enough Magic power to retake the seas. They probably didn't understand that Blood Magic is totally unusable underwater, or that Mictlan's deity has a major addiction to Blood.



Underwater Mage-Priestess-Queen

T'ien Ch'i, Barbarian Kings

Paths:
air 22water 22earth 22
astral 22death 22nature 22
holy 11
Gems:
1airgem1earthgem1astralpearl1deathgem

The Celestial Empire, in the Late Ages, has been terrorized by Mongol-themed barbarian nomads. The Imperial Family has been deposed, and the Bureaucracy has crumbled. The invasions appear to have recently ceased, however. The ruling Khans, or "Barbarian Kings", have brought ancestor worship back to the Empire after an entire era of its absence; their Mage-Priests have deduced that the best way to understand the already-dead is to be close to death yourself, so all of them are incredibly old, though terrifyingly-fit for their age. The Barbarians' (and T'ien Ch'i's) best troops are excellent Horse Archers that let the spirits guide all of their attacks.



nations-la.1618516599.txt.gz · Last modified: 2021/04/15 19:56 by fenrir