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>>143188
A place with mages that attacked Mosmordre, and were part of the campaigns that led to it's eventual fall.....
>>143044
Our group strength as a military force is considerable at this juncture, but by no means of great importance just yet. I should be mindful of that as I choose.
>>143041
>>143179
Not too big, or too populated, but bountiful, many could meet this specification. After he became more accustomed to me, he admitted to having done some more traveling than I had previously been led to believe, and that he had actually traveled about the warring nations very extensively, and knew nearly every nation, duchy, kingdom, principality, republic, league or union there, as of a month and a half ago. Quite a surprising bit of knowledge.
Acceptive of magic users, even respectful.... that narrows it down a bit more. Arkus admitted to having been chased out of more than a fair number of towns traveling when the locals realized he could do magic, throughout his travels. Magic is collectively held in an overall positive light, but at least a third of the lands hold a dislike, sometimes all consuming hate, of magic users of any sort.
Militarily active, not militarily active.... actually, Arkus did mention a place that technically could be considered both. And it was one of the first nations to ally with Castiliathen against Mosmordre, at the very start of the war, well before my forging. Many of it's older mages had seen active duty against the Mosmordre Empire, and claimed the lives of citizens and soldiers alike. Not that we gave quarter to those we fought, either....
The reason I say military and non-military, is what purpose it has served to Castiliathen and it's war effort: It had become, over the many years of the war against Mosmordre as Castiliathen's allies grew, a military think-tank, a kingdom whose soldiers were seen as largely useless, but whose mages and their creative applications of magic were regarded highly, and slowly became optimized to this purpose, practically a cog of the Castiliathen war effort.
But when Mosmordre finally fell, when the Curse was used, and no one took credit, fingers were pointed, both to demand if they had been responsible, and to demand why they had not created such an idea, if they claimed to not be involved. Ultimately, this nation was discarded as useless, potentially treacherous.
For a time, this did not truly matter, as the nation and the mages it had come to respect so started to place their services for hire to the other nations and republics about, as tempers erupted and the alliance shattered back into the quagmire that it had been for centuries prior. Business was fairly profitable, and the nation thrived, in spite of it's irregular form. Several years of a peaceful existence profiting from the ever spreading wars without directly participating passed, and the populace grew ever more favorable towards mages, and strived to both honor and educate them so that they could better serve the land.
But less than a year ago, with no true day to be called the start of it, the nation fell under attack of a strangly focused sort: Their renown having spread enough from their profitable ventures with warring empires, their now completely atrophied armies were finally exploited, and many of the dozens of research installations and the mages within them were captured by profiteers, bandits, and mercenary armies who decided they should have more direct access to the research.
Due to the strong social trend to honor and respect mages, even while pushing them to serve the land, many of the mages either escaped to still unconquered lands, or died amidst the initial confusion. It was only a month or so ago that things resolved themselves.
This is The Azelhaedran State, a state that in theory controls an area more than ten thousand square kilometers, but in truth controls less than a quarter of that land. The wealth of the still unconquered think-tanks and most of the populace have been pooled to fund the acquisition, training and arming of a new army of the state, and this remnant force has since lost no further area to aggressors, though they have ceased offering their services to other lands for the time being. They are noted for having incredible equipment for their forces, the likes of which intrigue most lords and rulers that hear of their potency... though their actual martical and tactical skill is largely not rated nearly so highly. Arkus did, I must mention, note having heard of at least four, possibly five captains who are quite talented that serve the state, and have elite warriors, veterans one and all at their service.... though how such veterans could come from such a state, he can't be sure, but the locals' faith in the mages and the leadership they have been demonstrating leads none to question them, and the armies forces one and all are greeted warmly and respectfully by locals and are largely treated as heroes when they visit villagers living near occupied outposts.
The remaining land is.... a complete mess. Those that claimed the facilities have shown little care for the citizens, and the locals live in fear when the state army cannot reach them. And as time has passed, safety has grown scarce, in some areas vanished, with many bandits and thieves having moved in for easy pickings where the state army can't go.
In spite of the state of the land under their local rule, those that claimed these facilities have been exploiting their ample resources and capabilities, and wage war both on The Azelhaedran State, and on one another, their initial reasons for claiming these facilities lost in this prolonged quest, an endless hunger for more power, the stockpiles of past experiments making for haphazard yet potent implements for the new owners. Strange and sometimes exotic weapons and armor, even golems give away those who command occupied military research outposts when they travel about in their border disputes.
Does this land sound like a suitable place to travel to, and if so, which part should I head for, the lawless area, or the remaining Azelhaedran State?
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