Nations

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Revision as of 13:43, 17 August 2023 by Possum (talk | contribs) (Created page with "Though there are many nations across the world, only four major powers remain, all others can be relegated to single towns and communities that are often paying taxes or made of members from the greater empires. =Major Powers= ==Onokrin Empire== ===Cities and Towns=== '''Name:''' Daggard Keep <br> '''Empire:''' Onokrin <br> '''Local Lord(s):''' Crassus the Unbroken (male ogre), Bagman Herod (Formerly) <br> '''Layout:''' Fortress City <br> '''Economy:''' Daggard Keep i...")
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Though there are many nations across the world, only four major powers remain, all others can be relegated to single towns and communities that are often paying taxes or made of members from the greater empires.

Major Powers

Onokrin Empire

Cities and Towns

Name: Daggard Keep
Empire: Onokrin
Local Lord(s): Crassus the Unbroken (male ogre), Bagman Herod (Formerly)
Layout: Fortress City
Economy: Daggard Keep is largely supplied by trade routes passing through from the Warren Federation, benefiting from taxes and tariffs for all cargo and people entering empire territory. The local industry caters to the soldiers positioned here as the first line of defense against potential raiders and elven incursions. This locale largely focuses on leisure activities and tourist industries that attract even those merely passing through to other empire towns. Actual production is small, with only modest non-empire recruits being trained to later become mercenaries or join federation forces further south. While it contains other forms of minor industry, none of it is truly notable.
Crime: Daggard Keep has an incredibly thriving black market that is largely run by the various caravans seeking to move dangerous, illegal, or simply tax-exempt goods through the empire. This criminal syndicate is largely controlled by multiple competing cartels always seeking to provide various services in an uneasy peace with each other. Despite brutal competition, each various criminal enterprise has an agreement with local law enforcement, keeping their dealings out of the public eye and not letting it spill over to threaten citizens or the status quo.
Population: Daggard Keep is incredibly multi-cultural due to its geographic position as the crossroads between all empires. As a result it is one of the most common place to find members of the Warren Federation or Steel Legion who have taken up permanent residence. While still a minority, these residents are considered a core aspect of the city life and are just as respected as regular citizens.
History: Daggard Keep was first formed as a military bastion to deter gnoll raiders coming north in search of new targets. This fortress served both as a ward and vigil against outside attackers and was positioned on the commonly accepted empire border. Being the last of the great towns to form but the second largest city has positioned it as being far more modern than other areas due to much of its infrastructure being built to current-day standards rather than updated over the centuries. Though less common after the wider spread use of firearms raids and attacks on the keep while it was in construction saw the rise of many famous and legendary lords who cut teeth in these early raids before moving on to new territories. The current lord of Daggard Keep is Crassus the Unbroken, an ogre battle mage renowned for his indomitable presence both on the field of battle and within the courts of nobles, being as much a diplomat as warrior he is often credited as the greatest ally to the rodentfolk, as it is his shrewd negotiations that saw the railroads being built to connect the two world powers more directly.
Ecology: Daggard Keep is a massive city covering a wide swathe of territory surrounded by massive stone walls lined end to end in gun turrets, canons, and munition stockpiles to defend its large population. Much of the keep is practical and functional erring on the use of space and building for economy over comfort. As a result the city is separated into three primary districts. The trade district where much of the tourism and leisure activities may be found. The bastion district which store houses of munition stockpiles and warehouses filled to the brim with trade goods remain under heavily armed guard. Then the sprawl district where housing is largely delegated, separated into its own sub-districts based on economic class."

Warren Federation

Steel Legion

Blood Rose Pact

Minor Nations

Horned Alliance

Swamper Free States Confederation