Difference between revisions of "Factions"
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These factions can play a role in ongoing Tradelands lore, and can be joined by any player on the official Tradelands Discord server. | These factions can play a role in ongoing Tradelands lore, and can be joined by any player on the official Tradelands Discord server. | ||
− | === [[Kingdom of Whitecrest]] === | + | === [[Kingdom of Whitecrest and Nassau]] === |
− | The oldest faction on the Grand Isles, Whitecrest has a long and storied history. Ruled by a King, the faction was long regarded as hegemon of the | + | The oldest faction on the Grand Isles, Whitecrest has a long and storied history. Ruled by a King, the faction was long regarded as hegemon of the region. It faces external pressures from both the piracy in the region as well as Nova Balreska. In recent times, they have unified with Nassau to form a mighty Kingdom. Their territories include their home port Whitecrest, Nassau, Freeport, Fenwick as well as the Fort of Saint Christopher. |
− | The name | + | The name Kingdom of Whitecrest and Nassau only effects [[Roleplay]]. |
=== [[Nova Balreska]] === | === [[Nova Balreska]] === | ||
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=== [[Blackwind Pirates]] === | === [[Blackwind Pirates]] === | ||
Arrrr! Blackwind is a faction composed of many crews, each seeking their fame and fortune by plundering the navies of the Grand Isles. Throughout history, they have brought great misfortune to the region and its inhabitants. Recognizable crews with enough members gain a seat at the Captain's Table, a hub where Captains discuss their trophies of war and ambitions. They are de-facto ruled by a combat-elected Pirate King, who makes faction-wide decisions, but crews individually are free to act and do on their own accord, choosing to side with anyone they like (or no one at all). They call Blackwind Cove home, using it as a base of operations for their pillaging. | Arrrr! Blackwind is a faction composed of many crews, each seeking their fame and fortune by plundering the navies of the Grand Isles. Throughout history, they have brought great misfortune to the region and its inhabitants. Recognizable crews with enough members gain a seat at the Captain's Table, a hub where Captains discuss their trophies of war and ambitions. They are de-facto ruled by a combat-elected Pirate King, who makes faction-wide decisions, but crews individually are free to act and do on their own accord, choosing to side with anyone they like (or no one at all). They call Blackwind Cove home, using it as a base of operations for their pillaging. | ||
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+ | == Former Factions == | ||
+ | These factions have been discontinued in the ongoing Tradelands lore. Each were formerly playable. | ||
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+ | === [[Verdantine Sovereignty]] === | ||
+ | The Verdantine Sovereignty was a dictatorship situated where [[Nova Balreska]] is today. Its government was displaced by the [[Verner Expedition]] after a failed war of subjugation against them. | ||
=== [[Hallengard]] === | === [[Hallengard]] === | ||
− | The viking chiefdom of Hallengard was dissolved when the warriors of the faction sailed out for new opportunity, leaving the faction behind. With Hallengard's navy disbanded, all that remain are viking remnant on the Isle of Fort Verner, which was reclaimed by Nova Balreska following the chiefdom's disband. | + | The former viking chiefdom of Hallengard was dissolved when the warriors of the faction sailed out for new opportunity, leaving the faction behind. With Hallengard's navy disbanded, all that remain are viking remnant on the Isle of Fort Verner, which was reclaimed by Nova Balreska following the chiefdom's disband. |
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+ | Hallengard is still playable in-game, but has no presence in faction roleplay. | ||
=== [[Republic of Nassau]] === | === [[Republic of Nassau]] === | ||
− | Nassau was a democratic republic centered around the island of Nassau. Initially a territory of Burkeland, the island emerged as its own Republic after its rebellion. The faction would partake in many wars for its survival and to maintain its territories. Following a decisive victory over the Kingdom of Whitecrest, the two factions brokered a merger and unified into the Kingdom of Whitecrest and Nassau, with Whitecrest appointing Nassau’s leader as their own | + | Nassau was a democratic republic centered around the island of Nassau. Initially a territory of Burkeland, the island emerged as its own Republic after its rebellion. The faction would partake in many wars for its survival and to maintain its territories. Following a decisive victory over the Kingdom of Whitecrest, the two factions brokered a merger and unified into the Kingdom of Whitecrest and Nassau, with Whitecrest appointing Nassau’s leader as their own. |
Nassau is still playable in-game, but has no presence in faction roleplay. | Nassau is still playable in-game, but has no presence in faction roleplay. | ||
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=== [[Verner Expedition]] === | === [[Verner Expedition]] === | ||
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A midweight power to the direct north of the Grand Isles. They are known to intervene when the balance of power is disrupted. | A midweight power to the direct north of the Grand Isles. They are known to intervene when the balance of power is disrupted. | ||
− | === [[ | + | === [[The A'u'kai]] === |
− | A | + | A collection of tribes to the far north of the Grand Isles. Many fear them for their combat prowess and powerful longship fleets. |
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{{Factions}} | {{Factions}} | ||
[[Category:Factions]] | [[Category:Factions]] |
Revision as of 12:27, 13 August 2022
Factions are a dynamic part of Tradelands's lore and gameplay. Players must choose a faction every time they enter the game, though their selection is non-binding, and players can select a different faction upon rejoining. Many factions have a lore-significant counterpart, including player-run governments and navy hierarchy.
Playable Factions
These factions can play a role in ongoing Tradelands lore, and can be joined by any player on the official Tradelands Discord server.
Kingdom of Whitecrest and Nassau
The oldest faction on the Grand Isles, Whitecrest has a long and storied history. Ruled by a King, the faction was long regarded as hegemon of the region. It faces external pressures from both the piracy in the region as well as Nova Balreska. In recent times, they have unified with Nassau to form a mighty Kingdom. Their territories include their home port Whitecrest, Nassau, Freeport, Fenwick as well as the Fort of Saint Christopher.
The name Kingdom of Whitecrest and Nassau only effects Roleplay.
Nova Balreska
Nova Balreska has fought throughout its existence with countless invasions, coups, and overthrows. However, like tempered steel, the faction is strong from its experiences. In recent times, warring parties have unified under Nova Balreska to create a powerful navy. Although the faction was formerly ruled by an Admiral Junta, it has currently returned to democracy, electing a Chancellor to serve them. Their territories include their home port, Nova Balreska, as well as the islands of Fort Verner and Salem.
Blackwind Pirates
Arrrr! Blackwind is a faction composed of many crews, each seeking their fame and fortune by plundering the navies of the Grand Isles. Throughout history, they have brought great misfortune to the region and its inhabitants. Recognizable crews with enough members gain a seat at the Captain's Table, a hub where Captains discuss their trophies of war and ambitions. They are de-facto ruled by a combat-elected Pirate King, who makes faction-wide decisions, but crews individually are free to act and do on their own accord, choosing to side with anyone they like (or no one at all). They call Blackwind Cove home, using it as a base of operations for their pillaging.
Former Factions
These factions have been discontinued in the ongoing Tradelands lore. Each were formerly playable.
Verdantine Sovereignty
The Verdantine Sovereignty was a dictatorship situated where Nova Balreska is today. Its government was displaced by the Verner Expedition after a failed war of subjugation against them.
Hallengard
The former viking chiefdom of Hallengard was dissolved when the warriors of the faction sailed out for new opportunity, leaving the faction behind. With Hallengard's navy disbanded, all that remain are viking remnant on the Isle of Fort Verner, which was reclaimed by Nova Balreska following the chiefdom's disband.
Hallengard is still playable in-game, but has no presence in faction roleplay.
Republic of Nassau
Nassau was a democratic republic centered around the island of Nassau. Initially a territory of Burkeland, the island emerged as its own Republic after its rebellion. The faction would partake in many wars for its survival and to maintain its territories. Following a decisive victory over the Kingdom of Whitecrest, the two factions brokered a merger and unified into the Kingdom of Whitecrest and Nassau, with Whitecrest appointing Nassau’s leader as their own.
Nassau is still playable in-game, but has no presence in faction roleplay.
Verner Expedition
The Verner Expedition was a group of expeditionaries displaced when their native Balresk was attacked by an unknown power. After landing on Fort Verner, they were attacked by the Verdantine Sovereignty. They won, and displaced the Verdantines to become Nova Balreska.
Non-Player Character (NPC) Factions
Empire of Inyola
A mysterious superpower to the far east. Fond of junk-rigged sails.
Purshovian Federation
A superpower to the west of the Grand Isles, and known for their ironclad technology.
Kingdom of Burkeland
A midweight power to the direct north of the Grand Isles. They are known to intervene when the balance of power is disrupted.
The A'u'kai
A collection of tribes to the far north of the Grand Isles. Many fear them for their combat prowess and powerful longship fleets.
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