Difference between revisions of "Westgard"
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− | [[Westgard/One Mad Week|A | + | Westgard was the first realm to brave the western wilderness of [[Dwilight]] after the great monstrous invasion, formed by a diverse collection of refugees, namely of [[Atamara|Atamaran]] origin following the loss of that continent. A fledgling nation surrounded by numberless hordes at first, it struggled for years merely to survive, eventually becoming among the mightiest nations of the continent. Perhaps as a result of the harshness of their uprising, the nobles of Westgard are known to be strong, bold, and proud, when not outright rigid or condescending. |
+ | |||
+ | Perhaps as an unsurprising result of these living conditions, Westgardians are largely isolationists, preferring to slaughter monsters than meddle in the affairs of men, and have developed a number of native doctrines and philosophies, such as '''[[The Virtues]]''' and [[Westgard/Occidentalism|Occidentalism]]. | ||
+ | |||
+ | The foreigner or would-be immigrant would be well advised to take into consideration that Westgard is no ordinary realm. Killing monsters isn't just a choir that occurs every now and then. It happens '''all the time'''. ''Every day''. Westgard is a well-oiled time-tested monster killing machine. We kill monsters because we want to, but also because we want to, and we got very good at it. Hordes that make the eastern realms tremble are simply morning workout for us. | ||
+ | |||
+ | ==History== | ||
+ | ===Firt Era=== | ||
+ | Struggles to survive | ||
+ | ===Second Era=== | ||
+ | Cycles of growth and collapse | ||
+ | ===Third Era=== | ||
+ | Unprecedented prosperity | ||
+ | Began roughly with the [[Westgard/One Mad Week|Week of Madness]]. | ||
+ | |||
+ | ==Military== | ||
+ | Lightbearers, Sun Swords | ||
+ | |||
+ | ==Religions== | ||
+ | A number of religions have a presence in Westgard, but the most present and influential one is the defunct [[The Virtues|Virtues]], which is held firmly by many areligious nobles as well as having seeped into a few active religions. | ||
+ | |||
+ | ==Doctrines and policies== | ||
+ | *[[Westgard/Ecumen|Westgardian Ecumen]] |
Revision as of 02:48, 12 November 2018
Kingdom of Westgard | |
Overview | |
Nobles | 16 |
Council | |
High King | Gheric Arylon |
Master of the Mint | Sparticus II Bathgate |
Regions | |
Westgard was the first realm to brave the western wilderness of Dwilight after the great monstrous invasion, formed by a diverse collection of refugees, namely of Atamaran origin following the loss of that continent. A fledgling nation surrounded by numberless hordes at first, it struggled for years merely to survive, eventually becoming among the mightiest nations of the continent. Perhaps as a result of the harshness of their uprising, the nobles of Westgard are known to be strong, bold, and proud, when not outright rigid or condescending.
Perhaps as an unsurprising result of these living conditions, Westgardians are largely isolationists, preferring to slaughter monsters than meddle in the affairs of men, and have developed a number of native doctrines and philosophies, such as The Virtues and Occidentalism.
The foreigner or would-be immigrant would be well advised to take into consideration that Westgard is no ordinary realm. Killing monsters isn't just a choir that occurs every now and then. It happens all the time. Every day. Westgard is a well-oiled time-tested monster killing machine. We kill monsters because we want to, but also because we want to, and we got very good at it. Hordes that make the eastern realms tremble are simply morning workout for us.
History
Firt Era
Struggles to survive
Second Era
Cycles of growth and collapse
Third Era
Unprecedented prosperity Began roughly with the Week of Madness.
Military
Lightbearers, Sun Swords
Religions
A number of religions have a presence in Westgard, but the most present and influential one is the defunct Virtues, which is held firmly by many areligious nobles as well as having seeped into a few active religions.