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Introduction

The Empire is divided into ten nations, which forms the basis for the primary identity for characters. Nations camp together and banners, sects and covens (which the PCs use to perform rituals) can only include members of the same nation. We are keen to avoid the formation of plot teams for specific nations, so all plot plot teams can write plot aimed at any nation.

There are a number of elements about each nation that can provide inspiration or hooks for creating plot, but more importantly each nation has a particular style. While it is not essential to run plot in the national style, it it is useful to reflect it where possible and to take it into account when creating plot.

Egregores

Each nation has a single [egregore] - a magical spirit that represents the heart and soul of the nation. The egregore spirit resides inside a mortal being - this is an NPC who plays a character that acts as a willing host for the egregore spirit. The egregore's first loyalty is to their nation and although they are not part of the leadership of a nation - that is done by PCs - they are able to introduce plot elements to a nation and can work to involve characters from their nation in a plot. In addition, the egregores have a pair of minor powers which may be directly useful to plot writers - and are likely to influence other plots.

The egregore is our primary eyes and ears in a nation - and should be your first contact point for information about the nation, what those players are trying to do and what they are interested in. They can provide you with valuable feedback on the progress of a plot in their camp.

Getting players involved in plot - especially new players - is a key part of their remit, so don't be shy of writing plot that incorporates them. The egregore is not a natural antagonist for the players, but it can be used in several ways to deliver plot, passing on information and warnings, being influenced by mystical events or simply looking to help a character, group or the nation as a whole.

Bear in mind that egregores do not have mystical powers of survival. They are as easy to kill as a civil servant or any other Anvil NPC. Please do not write plot that places the egregore in situations of high danger.

Scrying

Egregores are able to spend a few minutes roleplaying to scry on an area or region inside their nation to get a sense of what is going on there. The core function for this power is to prevent players needing to leave the field or go OOC to confirm plot inferences - if an NPC tells the PCs that Sarvos is burning, they don't need to travel to Sarvos to confirm that - the egregore would be able to confirm the information by scrying (during which they would use their radio to check with the plot team).

Although the power exists for this reason, it is not limited to this purpose, so plot writers should bear in mind the existence of this power when creating plots.

Well-being

Egregores are able to check if a character from their nation is dead. Like scrying this takes a few minutes roleplaying, during which the egregore can check with GOD if that character has been registered as dead on the database. The core function for this power is to avoid players having to roleplay in situations where one of their number has gone missing - and everyone knows OOC that the character is dead for whatever reason (for example the player is playing something new), but must continue to roleplay that they don't know. Instead they can check on the health of their lost comrade with the egregore.

The power is intended to be limited to confirming if a character has died, but don't assume that the players won't find other clever uses for the power. And along with scrying it can also be used as a way to introduce players to plot.

Bards

Some of the nations include bards, NPCs whose primary remit is to encourage music and performance in the camps. Bards play a similar role to the egregores although they lack their mystical abilities and background and do not have a radio. Like egregores their goal is to encourage national identity and they can be used to deliver plot, feedback on the progress of plot in a camp and to help get new players involved.

We are still trying to recruit some bards - at present we do not have a full team of at least one bard for each nation. Mark Chilvers, the chief bard, is particularly keen to work with plot writers to get more involved in delivering plot at events.

Relevant NPCs

  • Mark Chilvers is playing the chief bard

Territories

Every nation is divided into three or four territories, each with their own geography and background, defined on the public wiki. Most nations are geographically contiguous, but there is no requirement for this and the cities of the League and the forests of Navarr are spread around the map. The description of each territory on the Empire wiki includes a number of features of interest about them. These existing features are intended to be used by plot teams to develop plot ideas.

Territories are important as both structural and campaign elements. The character of a territory can provide hooks or ideas for plot, but territories can also be used as game mechanisms to deliver plot. Every resource owned. A ritual that produces a powerful curse can be easily reflected in the downtime system so that it affects every character who possesses a resource in that territory. This means that a danger that threatens a territory should be of immediate interest to every character who is based in that territory.

Territories are also emotionally important to the players. The most obvious example is the League, where the identity of the territories is very strong. League characters from the city of Holberg consider themselves to be Holbergers just as much as they are League or Imperial characters. A plot that is based around Holberg - which affects Holberg or draws on it's shared identity will resonate very strong with these players.

The Brass Coast

The Brass Coast is in the south west of the Empire. It shares a small border with the Jotun, as well as borders with the orcs of the Lasombran Hills and a number of foreign human nations. The Brass Coast are among the more outward looking of the Imperial nations in the setting and there has been some trade with this foreign nations in the past, before the territory of Segura was lost.

The style for the Brass Coast is one of dashing adventure and daring-do. The nation are very commerce and trade minded, but they are more about the fun of doing crazy deals than about the joy of piling up large amounts of money. The tales of Sinbad and the thousand and one nights of Scheherazade are the perfect approach for plot aimed at the Brass Coast.

Territories

There are four Imperial territories that are part of the Brass Coast - or linked to it

Relevant NPCs

  • Linette Withers is playing the Brass Coast egregore.

Dawn

Dawn is in the east of the Empire, between Varushka in the north and Highguard to the south. It shares a border with the Druj, the two have fought for centuries over the contested territory of the Barrens. It also has history with the League, an ancient conflict over the territory of Holberg which borders Dawn.

The style for Dawn is a mix of doomed romance, grand quests, and mystical dangers. In particular most of the classic Arthurian tales and poems like The Green Knight are perfect for Dawn. Mystical characters like Morgan Le Fey or the Lady of the Lake are best replicated using eternals while a mystical location like Avalon would be a regio.

It is important not to run plot that introduces the gender assumptions of chivalry into Dawn. We meticulously excised the word chivalry - and the gender values linked to it from the Dawn brief but despite this we still get players who are confused about the role of gender in Dawn. The simple answer is that there is no role for gender in Dawn, knights can be men or women, witches can be men or women. There is a very small element in the brief of protecting the weak - but it is played down and the weak are identified as Yeomen - who are men or women in equal numbers. Plot with Dawn links should imitate the style of Arthurian legends, but must avoid content based involving rescuing damsels in distress.

Territories

Relevant NPCs

  • Keeley Knight is playing the current Dawn egregore. The previous egregore was played by Kat Quatermass.

Highguard

Highguard is in the South-east of the Empire, and incorporates the territory of Casinea, where Anvil the site of all Profound Decisions Empire events is located. Highguard shares a border with the Druj who have recently completed the conquest of the territory of Reikos as well as a coastline on the Bay of Catazar. The Highborn are a people with a manifest destiny, they are literally fated to conquer the world.

The style for Highguard is a mix of old testament bible stories with any of the tales of the Numenoreans in the second and third age from Tolkien's Lord of the Rings settings. They are also highly religious in nature with an obsession with history and the past - any plot that involves moral beliefs, Imperial dogma, or just recovering lost tomes is a good fit for Highguard.

Territories

Relevant NPCs

  • Matt Heath is playing the Highguard egregore.

Imperial Orcs

The Imperial Orcs are unique in that they do not presently have any territory. They have two large armies (equivalent to three normal armies in total), but no territory to defend. This gives them a unique ability to commit their entire force to military aggression and to be involved and interested in any border conflict. Thus far they have proved popular with other players (prejudice against them is practically non-existent) although they have fallen out badly with the Varushkans.

There is no clear plot style for the Imperial Orcs, but they do have a clear plot narrative. The briefing material for the orcs describes a national goal for them - to gain their own lands, to win one or more territories. Their is also a subtext that their nation is short of people, and bringing more orcs into their nation would be beneficial. Any plot that even hints at these goals should interest the Imperial Orcs. There is also a second story arc for the orc players involving reconciling their ancestors with the Empire and the creation of new Imperial Orc ancestors.

Although many of the orc players love a good fight, care should be taken not to run plot that presents that as all these is to being an Imperial Orc. Plot should represent the Imperial Orcs as martial, not brutal, as soldiers, not savages. They love battle, but so do Dawn and Wintermark, and like those nations they are not defined solely by that. They may lack the trappings of high civilisation as embodied by nations like Highguard and the League, but they have a deep appreciation of literacy, loyalty, family, and history.

Territories

At present the Imperial Orcs have no territories. Their nation is conceptually divided by their allegiance to one of the two Imperial Orc Armies, with this loyalty replacing the territory division in a character's identity. The two armies have a distinct flavour and background that can be used to create plot.

Relevant NPCs

  • Dave McKenna is playing the Imperial orc egregore.

The League

The cities of The League are spread around the Empire, giving them an interest in what happens anywhere in the world. They have an ancient feud with Dawn over the territory of Holberg, which is also under a long standing threat from the Druj. Although League territories include lands around their cities, the focus is overwhelmingly on the great settlements - there are a handful of other cities in the Empire but not that rival the size and power of the League.

The League is the most overtly PvP of all the Imperial nations, their highly mercantile culture is underscored by their openly competitive nature. The style for the nation is one of urban sophistication, intrigue, and, politics. Tales like The Lies of Locke Lamora with its gritty urban setting and the ideas of clever cons, layers of deception, and, smug self-interest are perfect for The League.

Territories

Relevant NPCs

  • Rick Jackson and Liza Shepherd are playing the League egregore.

The Marches

The Marches is located in the west of the Empire, between Wintermark in the north and the Brass Coast in the south. Like Wintermark is shares a border with the Jotun who have conquered the Mourne and signed a ceasefire with the Empire over the current territorial borders. The eastern Marches was once part of Dawn and the nation nurses historical resentment from that time, this has been picked up and is being played by many players in the field.

The Marches is the most low fantasy of all the nations in Empire. The ideal plot for the Marches should be gritty, low-fantasy and based around human failings. Plot should still respect the fantasy elements of the setting but emphasize human agency and human outcomes. Game of Thrones and Joe Abercrombie's The First Law books are great examples of what should work well in the Marches.

Territories

Relevant NPCs

  • Ritch Keeling is playing the Marcher egregore.

Navarr

The Navarr territories are vast forests scatted around the Empire, giving them an interest in almost any border conflict. Most of the land they claim is heavily forested, surrounding the ruins of one of more ancient Navarr settlements from the time of the Terunael Empire. The Navarr are one of the fore-runner civilizations, the survivors of the magical catastrophe that destroyed Terunael. The catastrophe released the Vallorn into the world and defeating that enemy is the defining goals of the Navarr.

There is no particular style of plot that is perfect for the Navarr, but anything that plays to their role as the protectors of civilisation is ideal. An easy start for understanding the Navarr is to imagine Aragon's Rangers and the Rangers of Ithilien from Lord of the Rings. Most Navarr will show a strong interest in any plot that involves the Vallorn or other historical elements about Terunael but bear in mind that the story of the final defeat of the Vallorn is a campaign arc that should last for decades, individual plots should revolve around battles that can be won and territory reclaimed from the Vallorn.

It is important not to run plot that mistakes the Navarr for animists or nature worshippers. This is colloquially known as the "Do the Navarr shit in the woods?" question. The point is that the Navarr are part of the Empire, they appreciate and value civilisation - and they use a toilet when one is on offer like everyone else. They roam the wilds so that they can fight nature (in its guise as the Vallorn), not to preserve it. It is important for any plot we run to present a clear line on this, to remain consistent with the published background.

Vallorn

It is important to appreciate that the Vallorn is not 'a Navarr plot', it is a threat that affects everyone in the Empire and plot involving the Vallorn should emphasize that. Navarr are likely to dominate any plot that involves the Vallorn, so Vallorn plot should never be aimed solely at them.

Relevant NPCs

  • Liz Duggan is playing the Navarr egregore.

Urizen

Urizen is a nation of mages, historians, seers and philosophers. The nation mixes inspirations drawn from Tolkien's Nolder with Classical and Eastern philosophy. The nation has by far the smallest population in the Empire (except Imperial Orcs) as they live on dwellings fashioned on mountain-tops. Their lands are in the south-east of the Empire, beyond Sarvos and the League and south of Highguard. Like the Navarr, they are a fore-runner people, a remnant of the destroyed empire of Terunael, although they are not defined by that loss.

The ideal plot style for Urizen is plot that involves mystery and discovery. Plot that is esoteric or occult in nature is well suited to the player-base, but historical plots as well as plots that involve magic and the eternals are also good. Part of the psyche of the nation is about influencing and manipulating others - albeit for their own good - and plot that implies or offers methods to extend subtle control or influence over others are great. Urizen thought is highly philosophical in nature and plot that involves logic, abstract ideas, ethics and real world philosophies are perfect, provided the writer is confident with the material they are using.

Territories

Relevant NPCs

  • Toni Badnall is playing the Urizen egregore.

Varushka

Varushka is a dangerous land where the people are constantly faced with hard choices. It is located in the north east of the Empire, north of Dawn and east of their cousins in Wintermark. The city of Temeschwar was once part of Varushka, but joined the League when that nation was formed. The nation shares a long border with the Thule in the North but also suffers from the presence of many powerful internal threats - the sovereigns and their minions.

The style for Varushka is overwhelmingly one of dark fantasy. It draws stylistic inspiration from Grimm's Fairy Tales and Russian fairy tales, but also from the setting and style of gothic horror like Bram Stoker's Dracula. The tone of the nation is dour and serious, there is great wealth in Varushka, but the price to be paid for it is one of constant danger. Any plot that offers the players bleak moral situations where they must choose between two evils is great for Varushka.

It is remarkably difficult to frighten a hundred and fifty players in a field in a fest - and the setting was not written with the intention that we should try. It is great if the players emphasize the superstitious character of Varushka and we should encourage them to do so, but the place to emphasize the dark nature of Varushka is on any quests and expeditions that take place in the nation. Once you can control the environment, it becomes much easier to play to the Varushkan themes. It is important to note however that the Varushka brief repeatedly stresses that it is too dangerous to go out after dark in Varushka - so the best time to run plot set in Varushka is at dusk, not once the sun has set. The former gives a sense of urgency as the light fades, the latter demands the players violate the spirit of the brief - it should be reserved for the most dire of situations at most.

Territories

Relevant NPCs

  • Dave Kibblewhite is playing the Varushkan egregore.

Wintermark

Wintermark lies in the north, to the west of Varushka and north of The Marches. The nation shares a border with the Thule to the north and the Jotun to the west. The land was once part of an ancient troll kingdom, but that nation was destroyed when three people, the Steinr, the Suaq and the Kallavesi united against them. The human kingdom of Wintermark was formed in the ruins of the troll kingdom. Trolls are now rarely seen in Wintermark, although they remain significant in legends and tales.

Wintermark inspirations include the heroic takes of Saxon, Viking and Finnish mythology. Although the Winterfolk share a common ancestry with Varushka, the nation is something of a mirror to that dark land. Although much of the land is cold and covered in snow; Wintermark is a land infused with the Realm of Summer that leads them to tell boastful sagas of bold warriors who attempt mighty deeds. Where Varushkans are careful not to draw the ire of the powers that lurk in the dark, Winterfolk like to meet danger head on. The style of the nation suits anything that presents opportunities for dramatic heroics and legendary tales.

Heroics need not be purely martial however, it is a mistake to think Wintermark is all about fighting. There is a mystical element to the nation - that is particularly strong with the Kallevesi - and plots and ideas that link to themes of fate and predestination are great. The Suaq in particular prize cunning, even simple plots involving riddles are fine, but plots that offer opportunities for the players to trick their enemies - and vice-versa - are all ideal for Wintermark.

Territories

Relevant NPCs

  • Andrew Dudgeon, Charlotte Barratt, and Al Bevan are playing the Wintermark egregore.

Further Reading