Difference between revisions of "Lanreath"

From Sphere
Jump to navigation Jump to search
m
 
(31 intermediate revisions by the same user not shown)
Line 39: Line 39:
 
|-
 
|-
 
! style="text-align: left;" | Tax Revenue:  
 
! style="text-align: left;" | Tax Revenue:  
|5000
+
|4150 shillings
 
|  
 
|  
 
|-
 
|-
 
! style="text-align: left" | Resources:  
 
! style="text-align: left" | Resources:  
|Mana 750<br> Food (total) 18<br> Food (net) 2<br> Levistone 20<br> Books 100<br> Common Draft 47<br> Noble Draft 3<br>
+
|Mana 1000<br> Food (total) 17<br> Food (net) 1<br> Horses 30<br> Levistone 10<br> Books 90<br> Common Draft 33<br> Noble Draft 3<br>
 
|  
 
|  
 
|}
 
|}
 
|}
 
|}
  
Although the city of Lanreath itself has an extensive history, the League of Lanreath is a construct born of the Necromantic Wars. By the end of the conflict, Lanreath had gone from a city state to ruling an entire archipelago, and is now a prosperous trade centre.  
+
Domains: 280 SP<br>
 +
Race: 5 SP (Beastfolk- Celerity)<br>
 +
Military: 28,727/ 28,750 gold.<br>
  
Domains: 315 SP<br>
+
==Budgets==
Race: 20 SP (Beastfolk- Celerity, Crushing Strength, Why Won't You Die?!)<br>
+
 
Military: 15,849/ 16,250 gold.<br>  
+
[[5300 Quarter 1]]<br>
 +
[[5300 Quarter 2]]<br>
 +
[[5300 Quarter 3]]<br>
 +
 
 +
==Expeditions==
 +
 
 +
[[Cedfer of Cilwan's army]]
  
 
==History==
 
==History==
  
The Valdaire Archipelago has been inhabited since well before recorded history. Evidence suggests that the current inhabitants, a cat-like race of beastfolk known now as Pliunis, conquered the islands and drove out the original human occupants at roughly the same time as the Alfar Empire was beginning it's expansion into Lemuria, likely driven into migration from the inland plains of Lemuria by the advancing Imperial armies and their desire to put a stop to the nomadic raiding lifestyle of pre-Imperial Pliuni culture.<br>
+
The race of beastfolk known as Pliunis settled the area now known as the League of Lanreath concurrently with the Alfar expansion into Lemuria. Formerly a nomadic plains folk, the Alfar campaign against their raiding lifestyle and the increasingly tight Imperial grip over the Western plains of Lemuria drove the Pliunis eastwards, until they encountered the Canavan River and the future inhabitants of the Canavan Heptarchy, who proved too tough to displace. By the time the Alfar conquered the area, the Pliunis had settled themselves into the start of three major cities, and were aggressively trading with the inhabitants of the peninsular to the south east. Occasionally aggressive to the point of burning coastal towns and selling the inhabitants as slaves, something that made the conquest of considerable relief to the Pliuni 'trade partners'.<br>
 
 
When the Alfar reached the coast, the Pliunis had nowhere to retreat further. Despite their diminutive size, their impressive physical strength and speed delayed outright conquest for a time, but eventually, the Empire prevailed. With a small population and limited entirely to a single island chain, the Pliunis were easy to pacify, despite their position at the outside edge of the Empire. Until the Late Imperial period, the archipelago remained a backwater, little more than a source of manpower for frontier garrisons. When the Alfar began sending expeditions to Thule, this changed somewhat, as the islands were well placed for trade with the frigid continent, and trade that had previously been a tiny trickle became more substantial.<br>
 
  
Even so, the islands were far from the centre of power and not fantastically rich compared to many other provinces, and their more accessible gold, silver, wax, salt, timber, tin, copper, wheat and rye. Apart from being noted as a source of very high quality amber and resins, almost unmatched in the Empire, the Valdaires languished in obscurity. Accordingly, when Imperial influence began to retreat from the periphery of the Empire, the Valdaires were some of the first territories to go.<br>
+
The Imperial Period was a time of prosperity; the dyes, spices, ivory and other exotic goods traded through Lanreath, Cilwan and Fallo were in high demand amongst the upper tiers of Alfar society, and the province was remote enough that the Imperial touch was never strongly felt. Consequently, when the edges of the Empire began to slip away, no armies arrived to reassert control of the province, possibly something to do with Imperial eyes being fixed on the Andrynian Empire to the East. Unfortunately, the Pliunis made up for the lack of fighting provided by the Alfar by fighting amongst themselves.<br>
  
During the Succession Wars, the islands did not have a single government; individual settlements went their own way, and Pliuni raiders were almost as common as those from Thule. The islands did not escape the depredations of their northern trade partners unscathed, but the inhabitants cheerfully returned the favour, pillaging and burning Thulian coastal settlements as often as those on Lemuria. It was in this period that the prolonged and permanent interest in trade with Thule became immovably rooted in the economy of the archipelago; Lemurian cloth, glass, spices and other goods, as well as slaves seized in raids, were bartered for Thulian resources which had suddenly become much more desirable on the mainland as the Imperial roads and trade network began to break down.<br>
+
Although the three city states Imperial Lanreath split into squabbled amongst themselves almost nonstop from the dissolution of the Imperial Province until the area was first raided during the Necromantic War, the actual scale of destruction was not as great as elsewhere in the succession war. The fighting was over trade routes, tolls and which state owned which road. A significant percentage of the fighting took place in the wild lands over the sky to the south east, trying to oust one city's traders from this town or that, boot out non-Pliuni merchants or skirmish with Andrynian expeditions.<br>
  
As the Succession Wars died down and continental realms became more able to protect themselves, the Pliunis shifted from a mixture of raiding and trading to trading exclusively, although the various islands and cities of the archipelago continued to raid and war amongst themselves. This continued until the Necromantic War. Under pressure from the Necromancers who had set up domains on Thule and on the mainland on one hand, and the Alliance of Light on the other, the various petty states that controlled the islands met together in the Congress of Fallo and agreed to unite their realms into a single kingdom. After much debate, the city of Lanreath was selected as a capital, and the first King of Lanreath installed in the ancient residence that had originally belonged to the Alfar governor of the province.<br>
+
Only as the Necromantic War moved into full swing did it become obvious that none of the city states could stand alone. None of the three were delighted with the prospect of playing host to a necromancer overlord, nor of becoming part of any of the surrounding nations during the chaos of the conflict. The result was the League of Lanreath, a union of the three city states initially intended simply to keep the necromancers out, then to drive them from their trade routes, and finally, in large part at the behest of the anti-necromancy Death Cult, providing troops to armies fighting under the banner of the Alliance of Light. Although suffering somewhat in the war, the League avoided the devastation that befell realms like Carinthia, and succeeded in maintaining it's lucrative trade routes.<br>
  
Although officially part of the Alliance of Light after that point, and contributing a limited number of pike colonelcies- the forerunner of the modern pike square- the League was a minor and reluctant player in the Necromantic War and emerged mostly unscathed. In the immediate aftermath, they were one of few states willing to continue normal trade with the new rulers of Thule, a policy that granted a significant advantage once other nations overcame their distaste for the Necromancers and began their own trading schemes.
+
Inevitably, the concerns of the League in the present are similar to those of the city states that preceded it; chiefly, to ensure that the League secures dominance over trade in the region.<br>   
  
 
==Politics==
 
==Politics==
Line 78: Line 84:
 
Actual governance of the League is carried out through Royal Governors, who are responsible for administrative tasks inside their area of control, appoint local judges, collect taxes, command the local milita- although not League Army units, which remain under the direct command of the king- maintain roads and harbours, enforce laws and generally keep the country functioning,<br>
 
Actual governance of the League is carried out through Royal Governors, who are responsible for administrative tasks inside their area of control, appoint local judges, collect taxes, command the local milita- although not League Army units, which remain under the direct command of the king- maintain roads and harbours, enforce laws and generally keep the country functioning,<br>
  
For most of the time since the Necromantic War, Lanreath has been politically isolationist. The merchant-dominated Chamber of Competencies has always been in favour of a more aggressive foreign policy in order to further the interests of the trade guilds, while the nobles, fearing that the material costs of such a war might well fall on them and standing to gain  little, if anything, from a war for the merchants, have favoured a more peaceful approach. The last three rulers of Lanreath were elected from noble houses, and all espoused the philosophy of the Noble Faction.<br>
+
Traditionally, the League has been politically isolationist after the end of the Necromantic Wars; the landed nobility were worse than decimated in the Thule campaign, and unwilling to support another costly adventure in which they would pay most of the costs, and the merchants would receive most of any profits that might result. Historically, the landed nobility has voted as a single bloc, while the various guilds and independant traders formed their own smaller factions, allowing the Noble Faction to dictate who the next rule of the League might be. The recent emergence of a unified bloc of guild-sanctioned voters- a 'Guild Facton'- however, allowed the election of a Guild Faction aligned monarch, one Sofi Gannarion, and could well indicate the start of a more assertive foreign policy in support of Lanreathan trade interests.<br>
  
The mot recent election, however, placed a former trader firmly on the throne, much to the delight of the guilds. Although possessing only a peacetime army, all indications are that Sofi Gannarion intends to prosecute a policy of aggressive intervention to secure his former colleagues the trade monopolies they desire.
+
==Religion and Magic==
  
==The Pliunis==
+
Pliuni religion is, effectively, a blend of Soreism and the worship of the Old Gods. According to Pliuni teachings, the physical world is governed by a complex hierarchy of gods that have dominion over various aspects of the natural world, from Camwyn, the God of the Sun, to Alyanya, the Goddess of the Harvests and Torre, the Mistress of Winds. Although offerings are made to many of these gods and goddesses, the prevailing view is that most of them are uninterested in most worldly affairs, or rather, pay no specific attention to Pliunis (or Humans, Elves or anybody else) over other life.<br>
  
The Pliunis themselves are physically powerful creatures, significantly stronger, faster and tougher than a human or an elf. Despite this, they are generally rather small in stature; tall members of the species might reach five feet. The exact origin of this seemingly paradoxical set of traits is unclear; some scholars believe that they are the product of an ancient wizardly experiment to produce bodyguards that were effective but apparently nonthreatening, while others suggest that the low height allowed ancient Pliuni hunters to remain concealed in the grass of the central Lemurian plains that were their range before the Alfar drove them to migrate to their current island homes. Others subscribe to different theories altogether. The vast majority of these suggest some sort of artificial origin, based on the ridiculously dense and protective skeleton, semi-redundant organs and because, in the words of one scholar: 'There's just no way something that small can be so bloody strong and hard to kill without somebody playing silly buggers somewhere'.<br>
+
The major exception to this rule is the God of Death, Sennet, and his three daughters, Effa, Canna and Fennet. Sennet himself is responsible for organising the reincarnation of every soul that enters his domain- although, it should be said, that he is not ''responsible'' for said entry- and his assistants for watching over and protecting the souls as they await their next chance at life. Inevitably, the four deities come into prolonged and constant exposure to spirits who are still interested in the goings on in the land of the living, and are thus considerably more interested in mortal goings on than most gods. They tend to be rather more sympathetic as well; indeed, the most common portrayal of Sennet in Pliuni religious art is as a kindly old man providing shelter in his own home to lost travelers, and he is usually referred to as 'Grandfather Sennet'.<br>
  
In appearance, Pliunis resemble humans, with catlike ears, eyes and tails. As a result of significantly denser and more powerful muscles, they posses a higher metabolic rate than humans, and it is very rare to see an overweight Pliuni; such a thing is indicative of illness. Despite this, and their small size, and an adult Pliuni is often as heavy or heavier than a fully grown human male, in part because of their dense muscles and bones. In terms of sexual dimorphism, differences between genders are much less pronounced than in humans; while both genders exhibit similar characteristics as humans, Pliuni kits are much smaller than human children at birth, allowing narrower, more efficient hips as opposed to human women. Likewise, Pliuni females are superior to their human counterparts (and, in fact, human males as well) in blood volume, heart size, muscle density, lung capacity and VO2max. While not as physically capable as males, the upshot of this is that female Pliunis are fully capable of fighting effectively on the battlefield. Indeed, evidence suggests that prehistoric Pliuni hunting parties were evenly proportioned in gender.<br>
+
Like other void magic, Pliuni 'spells' rely on allowing possession of the caster's body by a spirit or spirits that have the ability to do what the summoner asks them to. In this case, the most common spirit summoned is that of an ancestor or ancestors; something that requires the consent of Grandfather Sennet or, for smaller workings, one of his daughters. As a result, most Pliuni mages are members of the Death Cult, something that can be rather disturbing to those not familiar with Pliuni religious practices. Extremely high level spells in contrast, usually involve possession by a powerful nature spirit, or even a god, and are considerably more dangerous; a man possessed by the God of the Sun might well have his soul seared clean in the process, being reduced to a drooling vegetable. This is a risk inherent to all spells, and as a result, Pliuni mages are generally adorned with paper wards and prayer beads designed to protect them against accidental damage caused by enthusiastic spirits... or to banish a spirit that turns out to be hostile or rampages out of control. Many of these are effective against other implementations of mana, and it is not uncommon to see a Pliuni adept carrying sacks full of wards into battle to counter enemy magic users without having to put themselves through the stress of possession to counter every spell.<br>
  
Hair colours range over a wide spectrum, most of which are not found in humans. The same is true for eye colour, Pliuni eyes themselves are nearly 40% larger than those of a human. Combined with short stature, generally delicate features and an overall non-threatening appearance, the image presented by a calm, unarmoured or armed Pliuni is almost comically cute and cuddly.<br>
+
==Military==
  
==Military==
+
The Lanreathan military is heavily based upon the martial traditions and lessons learned from the city state period following the withdrawal of the Alfar Empire, and later the Necromantic Wars. With limited access to high quality horses or large adamantium deposits, Lanreath is forced to rely on high quality infantry, rather than expensive magical equipment or a powerful cavalry arm. Membership in the League's standing army is voluntary, with a minimum service time of ten years, after which most soldiers are pensioned off with either land or a lump sum of cash with which to start off a buisness; something that guarantees recruits. In addition to providing a motivated body of troops, pensioned off soldiers are liable to be recalled to service at any time up to thirty years after 'leaving' the army, ensuring the maintainance of a pool of capable manpower to draw on in times of need.<br>
 +
 
 +
The core of the army consists of pike squares, the modern successor to the Succession War era pike/sword/shot Colonelcy. On paper, each square consists of three thousand men, divided roughly equally between pikes and arquebuses, plus a number of falconet batteries to ward off striders and large beasts that neither pike or arquebus can defeat. Due to the expense of maintaining a large number of active soldiers, squares are rarely maintained at full strength outside of war. Supporting this core are specialist troop types; harquebusier cavalry and a handful of cuirassier heavy cavalry, mages, heavier artillery and skirmshers. On top of that, militia units, fighting in the traditional Pliuni sword-and-javelin style, can be assembled to fill any gaps in numbers.<br>
  
Total Military: 15,849 gold<br>
+
Total Military: 28,737<br>
Upkeep: 964 gold + 176 mana<br>
+
Upkeep: 1,411 (1,201) gold, 543 mana<br>
  
 +
===Army===
  
 
====Squares====
 
====Squares====
  
6 Half-Strength Squares<br>
+
8x Half Strength pike squares.<br>
 +
Cost: 17,488<br>
 +
Upkeep: 728<br>
 
<br>
 
<br>
Total Cost: 8706 gold<br>
+
'''Lanreathan pike square'''<br>
Upkeep: 582 gold<br>
+
Total Cost: 3,622 gold<br>
 +
Upkeep: 182 gold<br>
 
<br>
 
<br>
Lanreathan Square<br>
+
'''8 coy Heavy Pikes''': 896<br>
8 Heavy Pike Companies: 776<br>  
+
'''Upkeep''': 40 gold<br>
 
Men at Arms: 400 G<Br>
 
Men at Arms: 400 G<Br>
 
Pikes: 96 G<br>
 
Pikes: 96 G<br>
 +
Sideswords: 120<br>
 
Partial Plate: 280 G<br>
 
Partial Plate: 280 G<br>
 
<br>
 
<br>
8 Pike Companies: 576<br>
+
'''8 coy Pike''': 696<br>
 +
'''Upkeep''': 40 gold<br>
 
Men at Arms: 400<br>
 
Men at Arms: 400<br>
 
Pikes: 96<br>
 
Pikes: 96<br>
 +
Sideswords: 120<br>
 
Mail: 80<br>
 
Mail: 80<br>
 
<br>
 
<br>
6 Sword Companies: 570<br>
+
'''14 coy Arquebusiers''': 1,610<br>
Men at Arms: 300<br>
+
'''Upkeep''': 70 gold<br>
Sideswords: 90<br>
+
Men at Arms: 700<br>
Bucklers: 12<br>
+
Arquebuses: 350<br>
Javelins: 18<br>
+
Sideswords: 490<br>
Plated Mail: 150<br>
+
Plated Coat: 70<br>
 
<br>
 
<br>
8 Musket Companies: 640<br>
+
'''4 Falconet batteries''': 340<br>
Men at Arms: 400<br>
+
'''Upkeep''': 32 gold<br>
Arquebuses: 200<br>
 
Plated Coat: 40<br>
 
<br>
 
4 Falconet batteries: 340<br>
 
 
Small carriages: 40<br>
 
Small carriages: 40<br>
 
Falconets: 300<br>
 
Falconets: 300<br>
 +
<br>
 +
'''4 Pack Trains''': 80<br>
 +
'''Upkeep''': -<br>
  
 
====Skirmishers====
 
====Skirmishers====
  
6 Skirmish Companies<br>
+
'''24 coy Skirmishers'''<br>
 +
'''Total Cost''': 3,396<br>
 +
'''Upkeep''': 168 gold, 18 mana<br>
 
<br>
 
<br>
Total Cost: 840<br>
+
'''Lanreathan skirmishers''': 129 gold, 15 mana<br>
Upkeep: 42 + 6<br>
+
'''Upkeep''': 7 gold, 1 mana<br>
<br>
 
Skirmish Company<br>
 
 
Men at Arms: 50<br>
 
Men at Arms: 50<br>
Leadcaster: 40 + 15<br>
+
Leadcasters: 40 + 15<br>
 
Broadsword: 25<br>
 
Broadsword: 25<br>
Skirmisher Armour: 10<br>  
+
Light Shield: 4<br>
 +
Skirmisher Armour: 10<br>
  
 
====Cavalry====
 
====Cavalry====
  
10 Cavalry Cornets<br>
+
'''6 coy Harquebsiers'''<br>
 +
'''Total Cost''': 1,230<br>
 +
'''Upkeep''': 66 gold, 6 mana<br>
 
<br>
 
<br>
Total Cost: 1400<br>
+
'''Lanreathan Harquebsiers''': 190 + 15<br>
Upkeep: 60 + 10<br>
+
'''Upkeep''': 11 gold, 1 mana
<br>
 
Cornet<br>
 
 
Men at Arms: 50<br>
 
Men at Arms: 50<br>
 +
Leadcasters: 40 + 15<br>
 
Broadsword: 25<br>
 
Broadsword: 25<br>
Hand leadcaster: 20 + 10<br>
 
 
Partial Plate: 35<br>
 
Partial Plate: 35<br>
Rounceys: -<br>
+
Coursers: 40<br>
  
====Militia====
+
'''3 coy Cuirassiers'''<br>
 +
'''Total Cost''': 1,350<br>
 +
'''Upkeep''': 96 (72) gold, 6 mana<br>
 +
<br>
 +
'''Lanreathan Cuirassiers''': 430 + 20<br>
 +
'''Upkeep''': 32 gold (24 when non-mobilised), 2 mana<br>
 +
Knights: 200<br>
 +
Longsword: 50<br>
 +
Hand Leadcaster x2: 40 + 20<br>
 +
Full Plate: 60<br>
 +
Destriers: 80<br>
  
24 Militia Companies<br>
+
====Artillery====
 +
 
 +
'''5 Culverin Batteries'''<br>
 +
'''Total Cost''': 1200<br>
 +
'''Upkeep''': 100<br>
 
<br>
 
<br>
Total Cost: 840<br>
+
'''Culverin Battery: 240'''<br>
Upkeep: 72 gold<br>
+
'''Upkeep: 20 gold<br>
 +
Culverin: 200
 +
Medium Carriage: 20<br>
 +
Pack Train: 20<br>
 +
 
 +
'''3 Bombard Batteries'''<br>
 +
'''Total Cost''': 1,050<br>
 +
'''Upkeep''': 90<br>
 
<br>
 
<br>
Militia Company<br>
+
'''Bombard Battery''': 350<br>
Broadsword: 25<br>
+
'''Upkeep'''30<br>
Javelin: 3<br>
+
Bombard: 300<br>
Buckler: 2<br>
+
Large Carriage: 30<br>
Plated Coat: 5<br>
+
Pack Train: 20<br>
 +
 
  
===Navy===
+
====Mages====
  
16 Armed Merchantmen<br>
+
'''Aria'''<br>
 +
Total Cost: 750<br>
 +
Upkeep: 10 gold, 40 mana<br>
 +
'''Archmage<br>'''
 
<br>
 
<br>
Total Cost: 4000<br>
+
'''Arcolin, High Lord of the Death Cult'''<br>
Upkeep: 208 + 160<br>
+
Total Cost: 750<br>
 +
Upkeep: 10 gold, 40 mana<br>
 +
'''Archmage<br>'''
 
<br>
 
<br>
Armed Merchant<br>
+
'''2 Deathlords'''<br>
Air Galley: 50 gold + 75 mana + 2 levistone<br>
+
Total Cost: 600<br>
Falconets: 75<br>
+
Upkeep: 20 gold, 40 mana<br>
 +
'''Master'''<br>
 +
<br>
 +
'''11 Servants of Death'''<br>
 +
Total Cost: 825<br>
 +
Upkeep: 33 gold, 69 mana<br>
 +
'''Adept'''<br>
 +
 
 +
=====Spells=====
 +
 
 +
10x Level 3 Summons: 50 gold<br>
 +
2x Level 4 Summons: 50 gold<br>
 +
1x Level 4 Sunblast: 25 gold<br>
 +
 
  
 +
===Navy===
  
 +
''' 6 Frigate''': 4375<br>
 +
'''Upkeep''': 60 gold, 144 mana<br>
  
 +
'''Total Cost''': 875<br>
 +
'''Upkeep''': 10 gold, 24 mana
 +
Skyship: 375<br>
 +
2x Culverin Battery: 400<br>
 +
Iron Cladding: 100
 +
<br>
 +
<br>
 +
'''12 Armed Merchants'''<br>
 +
'''Total Cost''': 3,660 gold<br>
 +
'''Upkeep''': 60 gold, 180 mana<br>
  
 +
'''Armed Merchant''': 305<br>
 +
'''Upkeep''': 5 gold, 15 mana<br>
 +
Air Galley: 175<br>
 +
Falconets: 75<br>
 +
2x Increased cargo: 55<br>
  
 
==Geography==
 
==Geography==
Line 204: Line 277:
 
===Vonja===
 
===Vonja===
 
Countryside<br>
 
Countryside<br>
Pler Vonja (Town)<br>
+
Paddock<br>
  
 
===Immer===
 
===Immer===
Countryside<br>
+
Terraced Hills<br>
<br>
+
Gold Mine<br>
 
 
===Confaer===
 
Countryside<br>
 
  
 
===Merinath===
 
===Merinath===
Countryside<br>
+
Terraced Hills<br>
 
+
Gold Mine<br>
===Camwyr===
 
Countryside<br>
 
  
 
===Foss===
 
===Foss===
Countryside<br>
+
Terraced Hills<br>
  
 
===Fintha===
 
===Fintha===
Mountains<br>
+
Demense<br>
Gold Mine<br>
 
 
 
===Bennarth===
 
Mountains<br>
 
Gold Mine <br>
 
 
Levistone Quarry<br>
 
Levistone Quarry<br>
 
===Imbela===
 
Mountains<br>
 
Levistone Quarry<br>
 
Gold Mine<br>
 

Latest revision as of 12:38, 21 December 2009

League of Lanreath
Politics and Religion
Capital: Lanreath
Religion: Soreism
Government: Elected Monarchy
Ruler: Sofi Gannarion
Population and Economy
Population: Beastfolk (Cat-people!)
Languages: Pliuni
Tax Revenue: 4150 shillings
Resources: Mana 1000
Food (total) 17
Food (net) 1
Horses 30
Levistone 10
Books 90
Common Draft 33
Noble Draft 3

Domains: 280 SP
Race: 5 SP (Beastfolk- Celerity)
Military: 28,727/ 28,750 gold.

Budgets

5300 Quarter 1
5300 Quarter 2
5300 Quarter 3

Expeditions

Cedfer of Cilwan's army

History

The race of beastfolk known as Pliunis settled the area now known as the League of Lanreath concurrently with the Alfar expansion into Lemuria. Formerly a nomadic plains folk, the Alfar campaign against their raiding lifestyle and the increasingly tight Imperial grip over the Western plains of Lemuria drove the Pliunis eastwards, until they encountered the Canavan River and the future inhabitants of the Canavan Heptarchy, who proved too tough to displace. By the time the Alfar conquered the area, the Pliunis had settled themselves into the start of three major cities, and were aggressively trading with the inhabitants of the peninsular to the south east. Occasionally aggressive to the point of burning coastal towns and selling the inhabitants as slaves, something that made the conquest of considerable relief to the Pliuni 'trade partners'.

The Imperial Period was a time of prosperity; the dyes, spices, ivory and other exotic goods traded through Lanreath, Cilwan and Fallo were in high demand amongst the upper tiers of Alfar society, and the province was remote enough that the Imperial touch was never strongly felt. Consequently, when the edges of the Empire began to slip away, no armies arrived to reassert control of the province, possibly something to do with Imperial eyes being fixed on the Andrynian Empire to the East. Unfortunately, the Pliunis made up for the lack of fighting provided by the Alfar by fighting amongst themselves.

Although the three city states Imperial Lanreath split into squabbled amongst themselves almost nonstop from the dissolution of the Imperial Province until the area was first raided during the Necromantic War, the actual scale of destruction was not as great as elsewhere in the succession war. The fighting was over trade routes, tolls and which state owned which road. A significant percentage of the fighting took place in the wild lands over the sky to the south east, trying to oust one city's traders from this town or that, boot out non-Pliuni merchants or skirmish with Andrynian expeditions.

Only as the Necromantic War moved into full swing did it become obvious that none of the city states could stand alone. None of the three were delighted with the prospect of playing host to a necromancer overlord, nor of becoming part of any of the surrounding nations during the chaos of the conflict. The result was the League of Lanreath, a union of the three city states initially intended simply to keep the necromancers out, then to drive them from their trade routes, and finally, in large part at the behest of the anti-necromancy Death Cult, providing troops to armies fighting under the banner of the Alliance of Light. Although suffering somewhat in the war, the League avoided the devastation that befell realms like Carinthia, and succeeded in maintaining it's lucrative trade routes.

Inevitably, the concerns of the League in the present are similar to those of the city states that preceded it; chiefly, to ensure that the League secures dominance over trade in the region.

Politics

Lanreath is ruled by an elected monarch who reigns for life, and from whom all power ultimately devolves. The franchise is far from universal; there is a strict property qualification, and no individual below that boundary may vote. It is, however, 'universal' in that gender, race or social background play no part- the only deciding factor is wealth. Likewise, anybody able to vote may stand for election upon the death of a monarch.

Assisting the king is a Chamber of Competencies, a group of advisors and specialists appointed by their respective guilds and political organisation, whose task it is to ensure that the policies formulated by the king and his immediate advisors are based upon sound knowledge and principles. In many cases, this entails results in rather more than simple advice, and various members of the Chamber possess important government posts; the Banker's Guild representative, for example, also holds the post of First Lord of the Treasury. Except on the occasion of the death of a monarch, the Chamber has no formal power beyond being able to force an audience with the king at any point in time in order to be heard. When a new election is required, however, it is the Competencies that assume responsibility for organising a new election and directing the country until a new king can be crowned.

Below the Competencies is a second Chamber, the Chamber of Pays, the function of which is to present grievances held by those without suffrage to the king. Generally summoned three times a year, it has even less formal power than the Competencies, in that the monarch is not required to assemble a session of the Pays at all, and may chose not to be present when grievances are aired. However, the Pays are a useful tool for raising tax revenue from the lower classes, and thus are not usually ignored. Indeed, some argue that, while a king can rule (probably badly) without heeding the advice of the Competencies, he can't rule without assistance from the Pays.

Actual governance of the League is carried out through Royal Governors, who are responsible for administrative tasks inside their area of control, appoint local judges, collect taxes, command the local milita- although not League Army units, which remain under the direct command of the king- maintain roads and harbours, enforce laws and generally keep the country functioning,

Traditionally, the League has been politically isolationist after the end of the Necromantic Wars; the landed nobility were worse than decimated in the Thule campaign, and unwilling to support another costly adventure in which they would pay most of the costs, and the merchants would receive most of any profits that might result. Historically, the landed nobility has voted as a single bloc, while the various guilds and independant traders formed their own smaller factions, allowing the Noble Faction to dictate who the next rule of the League might be. The recent emergence of a unified bloc of guild-sanctioned voters- a 'Guild Facton'- however, allowed the election of a Guild Faction aligned monarch, one Sofi Gannarion, and could well indicate the start of a more assertive foreign policy in support of Lanreathan trade interests.

Religion and Magic

Pliuni religion is, effectively, a blend of Soreism and the worship of the Old Gods. According to Pliuni teachings, the physical world is governed by a complex hierarchy of gods that have dominion over various aspects of the natural world, from Camwyn, the God of the Sun, to Alyanya, the Goddess of the Harvests and Torre, the Mistress of Winds. Although offerings are made to many of these gods and goddesses, the prevailing view is that most of them are uninterested in most worldly affairs, or rather, pay no specific attention to Pliunis (or Humans, Elves or anybody else) over other life.

The major exception to this rule is the God of Death, Sennet, and his three daughters, Effa, Canna and Fennet. Sennet himself is responsible for organising the reincarnation of every soul that enters his domain- although, it should be said, that he is not responsible for said entry- and his assistants for watching over and protecting the souls as they await their next chance at life. Inevitably, the four deities come into prolonged and constant exposure to spirits who are still interested in the goings on in the land of the living, and are thus considerably more interested in mortal goings on than most gods. They tend to be rather more sympathetic as well; indeed, the most common portrayal of Sennet in Pliuni religious art is as a kindly old man providing shelter in his own home to lost travelers, and he is usually referred to as 'Grandfather Sennet'.

Like other void magic, Pliuni 'spells' rely on allowing possession of the caster's body by a spirit or spirits that have the ability to do what the summoner asks them to. In this case, the most common spirit summoned is that of an ancestor or ancestors; something that requires the consent of Grandfather Sennet or, for smaller workings, one of his daughters. As a result, most Pliuni mages are members of the Death Cult, something that can be rather disturbing to those not familiar with Pliuni religious practices. Extremely high level spells in contrast, usually involve possession by a powerful nature spirit, or even a god, and are considerably more dangerous; a man possessed by the God of the Sun might well have his soul seared clean in the process, being reduced to a drooling vegetable. This is a risk inherent to all spells, and as a result, Pliuni mages are generally adorned with paper wards and prayer beads designed to protect them against accidental damage caused by enthusiastic spirits... or to banish a spirit that turns out to be hostile or rampages out of control. Many of these are effective against other implementations of mana, and it is not uncommon to see a Pliuni adept carrying sacks full of wards into battle to counter enemy magic users without having to put themselves through the stress of possession to counter every spell.

Military

The Lanreathan military is heavily based upon the martial traditions and lessons learned from the city state period following the withdrawal of the Alfar Empire, and later the Necromantic Wars. With limited access to high quality horses or large adamantium deposits, Lanreath is forced to rely on high quality infantry, rather than expensive magical equipment or a powerful cavalry arm. Membership in the League's standing army is voluntary, with a minimum service time of ten years, after which most soldiers are pensioned off with either land or a lump sum of cash with which to start off a buisness; something that guarantees recruits. In addition to providing a motivated body of troops, pensioned off soldiers are liable to be recalled to service at any time up to thirty years after 'leaving' the army, ensuring the maintainance of a pool of capable manpower to draw on in times of need.

The core of the army consists of pike squares, the modern successor to the Succession War era pike/sword/shot Colonelcy. On paper, each square consists of three thousand men, divided roughly equally between pikes and arquebuses, plus a number of falconet batteries to ward off striders and large beasts that neither pike or arquebus can defeat. Due to the expense of maintaining a large number of active soldiers, squares are rarely maintained at full strength outside of war. Supporting this core are specialist troop types; harquebusier cavalry and a handful of cuirassier heavy cavalry, mages, heavier artillery and skirmshers. On top of that, militia units, fighting in the traditional Pliuni sword-and-javelin style, can be assembled to fill any gaps in numbers.

Total Military: 28,737
Upkeep: 1,411 (1,201) gold, 543 mana

Army

Squares

8x Half Strength pike squares.
Cost: 17,488
Upkeep: 728

Lanreathan pike square
Total Cost: 3,622 gold
Upkeep: 182 gold

8 coy Heavy Pikes: 896
Upkeep: 40 gold
Men at Arms: 400 G
Pikes: 96 G
Sideswords: 120
Partial Plate: 280 G

8 coy Pike: 696
Upkeep: 40 gold
Men at Arms: 400
Pikes: 96
Sideswords: 120
Mail: 80

14 coy Arquebusiers: 1,610
Upkeep: 70 gold
Men at Arms: 700
Arquebuses: 350
Sideswords: 490
Plated Coat: 70

4 Falconet batteries: 340
Upkeep: 32 gold
Small carriages: 40
Falconets: 300

4 Pack Trains: 80
Upkeep: -

Skirmishers

24 coy Skirmishers
Total Cost: 3,396
Upkeep: 168 gold, 18 mana

Lanreathan skirmishers: 129 gold, 15 mana
Upkeep: 7 gold, 1 mana
Men at Arms: 50
Leadcasters: 40 + 15
Broadsword: 25
Light Shield: 4
Skirmisher Armour: 10

Cavalry

6 coy Harquebsiers
Total Cost: 1,230
Upkeep: 66 gold, 6 mana

Lanreathan Harquebsiers: 190 + 15
Upkeep: 11 gold, 1 mana Men at Arms: 50
Leadcasters: 40 + 15
Broadsword: 25
Partial Plate: 35
Coursers: 40

3 coy Cuirassiers
Total Cost: 1,350
Upkeep: 96 (72) gold, 6 mana

Lanreathan Cuirassiers: 430 + 20
Upkeep: 32 gold (24 when non-mobilised), 2 mana
Knights: 200
Longsword: 50
Hand Leadcaster x2: 40 + 20
Full Plate: 60
Destriers: 80

Artillery

5 Culverin Batteries
Total Cost: 1200
Upkeep: 100

Culverin Battery: 240
Upkeep: 20 gold
Culverin: 200 Medium Carriage: 20
Pack Train: 20

3 Bombard Batteries
Total Cost: 1,050
Upkeep: 90

Bombard Battery: 350
Upkeep30
Bombard: 300
Large Carriage: 30
Pack Train: 20


Mages

Aria
Total Cost: 750
Upkeep: 10 gold, 40 mana
Archmage

Arcolin, High Lord of the Death Cult
Total Cost: 750
Upkeep: 10 gold, 40 mana
Archmage

2 Deathlords
Total Cost: 600
Upkeep: 20 gold, 40 mana
Master

11 Servants of Death
Total Cost: 825
Upkeep: 33 gold, 69 mana
Adept

Spells

10x Level 3 Summons: 50 gold
2x Level 4 Summons: 50 gold
1x Level 4 Sunblast: 25 gold


Navy

6 Frigate: 4375
Upkeep: 60 gold, 144 mana

Total Cost: 875
Upkeep: 10 gold, 24 mana Skyship: 375
2x Culverin Battery: 400
Iron Cladding: 100

12 Armed Merchants
Total Cost: 3,660 gold
Upkeep: 60 gold, 180 mana

Armed Merchant: 305
Upkeep: 5 gold, 15 mana
Air Galley: 175
Falconets: 75
2x Increased cargo: 55

Geography

Domains

Lanreath

Countryside
Lanreath (City)

Prealith

Countryside
Cilwan (City)

Fall

Countryside
Fallo (City)

Vonja

Countryside
Paddock

Immer

Terraced Hills
Gold Mine

Merinath

Terraced Hills
Gold Mine

Foss

Terraced Hills

Fintha

Demense
Levistone Quarry