Manden Empire Culture

Manden Empire Culture (1.0)

Arriving through a portal located on the continent of Africa on planet Earth, the peoples of the Manden Empire made their way slowly into Dawn Lands over the space of 1200 years. They came from many different tribes, cultures, locations, and nations from that continent. It is for this reason that many scholars believe that they may have arrived not from one portal, but from several. Whatever the case may be, the disparate languages and cultures of the new arrivals created great chaos and disunity until a noble general of the Manden nation rose up to conquer the entire continent and unify its peoples. This occurred a little over 200 years ago and since then the Manden Empire has grown and expanded both economically and militarily. They now control their entire continent along with many smaller nearby islands and trading ports throughout the region. They have made their fortune in the trade of salt and copper as well as taking tributes in gold from annexed areas and allies. The military of the Manden Empire is that of professional soldiers, well-trained and well-equipped. They have a home defense force as well as an expeditionary force. It is from this force that many adventurers are found. Since arriving in this new world they have adapted well to the use of magic, but it is restricted to nobles, elites, and priests. One does not see many druids from this culture, but they do occasionally exist. It is rumored that the Manden Empire has the best mobile warriors due to the inclusion of the Zulu Tribe.  

Playing a Manden

  You are considered to be of noble birth, even if you do not take the noble class, and as such should look the part. This also means that you are assumed to be wealthy. You cannot play the role of common service people or play roles that go against this noble, and rich, background.  

Restricted Classes

Druid, Youxia, Hoplite, and Peasant Hero  

Special Abilities

Level 1
Starting Noble: You may not use stick or club as a weapon, but you do receive a one time starting bonus of 5 Royalty Points.   Rich Diplomat: You receive 10 extra GP at the beginning of each event. In exchange for this you are expected to be diplomats and envoys for your nation.   Fast Battlefield Movement: Due to the influence of the Zulu tribe on their military history, you are a swift, dextrous fighter. Before the start of any battle you may position yourself anywhere on the battlefield. The closest that you may get to the opposition’s battle line is at the melee max weapons range. This is normally a battlefield ability and will NOT be applied in quests. This may possibly change in certain situations depending on the judgment of the local loremaster or guard. This does not allow you to overcome opponents defenses before the start of battle.  
Level 3
Mounted: You may cross river obstacles at no cost, and you may carry one additional party member at a time.  
Level 6
Mounted Warfare Training: If you are in a party that contains another player of a cavalry class, then you receive a +1 to APR. If you are cavalry yourself then you still receive this +1 to APR, as long as you are in a party of three or more.  
Level 9
Cavalry Leader: Upon reaching this level, the empire assigns a cavalry unit to you as bodyguards and your own small army. You may declare a cavalry attack from your cavalry unit in the field. This ability must be called out by the user. This damage cannot be stopped–it is an automatic 5 points of damage to any unmounted target, and 2 damage to any mounted target. This ability can be used once per day (1x/day) and cannot be renewed.

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