Post by Dread Gnat on Jun 25, 2012 17:36:16 GMT -5
Common Opinions:
Ad Decimum
~Nobility: I'd laugh, but really, there isn't anything funny about weakness.
~Legionnaire: If we so desired, we could destroy their city with 10 soldiers.
~Necromancers: They have their uses. They've done great work restoring many old texts, and are naively blind to the dangers of the darker magics.
~Cultists: Their blood boils like any others.
~Mercantile: I wish Ad Decimum wasn't so far away, their merchants are easy to manipulate into offering unreasonably good deals.
~Assassins: Believe it or not, assassinating a target in Ad Decimum is more difficult than in most places. Their entire city is lined with glyphs and magical protections.
~Mercenary: The 'Decimals' are easy marks, and they know it. This makes them frequent employers... at least whenever they're in the area.
~Criminal: They're easy marks. Just get the mercenaries in on the deal and you have one strung up wizard.
Amalgamation
~Nobility: People claim that they're powerful, yet I am not impressed.
~Legionnaire: They like to boast the sheer size of their 'army'. What that means to me is that its slow, disorganized, and weak. We can outmaneuver them and accomplish our objectives before the enemy even realizes what's going on.
~Necromancers: Ha! I love it when they realize that the undead they fight are their friends and family. It makes me smile.
~Cultists: Whenever we're running low on sacrifices, the Amalgamation is always eager to offer us fresh supplies.
~Mercantile: They look down on any of their merchants trading to us. They consider them spies or heretics. Usually they're right.
~Assassins: They repeatedly underestimate just how many spies we have in their nation. That or commanders who are being blackmailed to do what we need.
~Mercenary: Contracts going into the Amalgamation usually involve protecting nobles. That means a lot of danger for us. Imperials on Amalgamation soil are targets... Make sure to charge appropriately.
~Criminal: Living on the border between the Amalgamation and the Empire is great. No matter who is hunting you, you just run across the border.
Celestial
~Nobility: They certainly are a pretty pet.
~Legionnaire: They're hard to kill, but an even greater threat when they lead a force. They inspire their people, and war is a battle of will.
~Necromancers: I HATE them!!! Its rare that they're ever near the Empire, but when they are, with one shout, they can destroy all of my creations!
~Cultists: Celestials are a needed part in many potions and rituals.
~Mercantile: Celestial Blood, feathers, bones, eyes. Celestials are like walking gold mines!
~Assassins: Celestials are difficult to kill. Some are resistant to attacks, others simply know what you're planning on doing before you do. Its....frustrating.
~Mercenary: Don't much care one way or another about them.
~Criminal: Uh... they give me the creeps.
Celestine Empire
~Nobility: They're the largest threat out nation has, but they aren't even aware of that fact. It'll be interesting to see how things develop....
~Legionnaire: The Celestine Empire poses no threat to us. Their army is too distant to come this way, and they'd have to fight through the Amalgamation to do so. There was a time when both of those nations were allied against us. Those were... interesting times.
~Necromancers: Well... Our art is illegal in their lands. This means that if I am ever forced to go there I have to defend myself with more traditional means... Like mercenaries.
~Cultists: Our practices are forbidden in the Celestine Empire. They are also somewhat vigilant in stomping out what corruption we manage to spread there... It is a sustained effort.
~Mercantile: The Celestine Empire is too far away for us to even consider much trade with them.
~Assassins: The people in the Celestine Empire are very trusting. This makes it easy to kill targets who flee to those lands.
~Mercenary: Because so many commonly used practices are illegal in the Celestine Empire, Imperials who travel there often want reinforcements. Its always an easy job though. If you don't commit a crime, people generally leave you alone.
~Criminal: Bah.... You can make a living hustling the poor folk, but the law there actually care about their job and take pride in doing it well. What is the world coming to?
Cestral
~Nobility: There may come a time when the Empire decides to conquer Cestral, but so far the Empress has expressed no interest in doing so.
~Legionnaire: The Daoine Cestral are weak, and fall to drink rather than rise and learn to defend themselves.
~Necromancers: There is something odd about that place. It seems.... Unnaturally green.
~Cultists: Cestral is blessed by the Old Gods. Fighting there would come easily, but we would also be fighting to land itself.
~Mercantile: We actually do a lot of trade with Cestral. Whenever they need weapons, we're the first one they contact. Of course we only sent them our damaged and old equipment, but they seem happy for it all the same.
~Assassins: Cestral is another trusting place. What makes it tricky is how much open space there is. Plenty of places for a mark to hide.
~Mercenary: The Daoine Cestral haven't ever posed much of a threat, so employers are less inclined to hire us on board whenever we head there.
~Criminal: Wide spaces, trusting people, what could be bad? Oh yeah... Everyone's poor.
Coatl
~Nobility: They understand the true language of this world; strength.
~Legionnaire: The Coatl and the Empire see eye to eye on many things. We don't share a border, and we do share an enemy. Aggression towards that enemy is advantageous to us both.
~Necromancers: The Coatl don't use necromancy as they see it a sin against the old gods, but they do consort with demons. How... Humorous.
~Cultists: The Coatl are trying to rekindle their ancient blood magics. Should they ever renew the pacts that they once made, perhaps the Coatl would become the nation that they once were.
~Mercantile: We actually do some trade with them, though our merchants rarely see eye to eye, so... Things frequently can go badly.
~Assassins: Its dangerous to take a contract taking you in to Coatl lands. You can't trust anyone, and if they see you, and you're not Coatl, they're likely kill you.
~Mercenary: Going into Coatl lands is always dangerous....But fun. A word of advice though, just because they're barbarians, don't think of them as stupid.
~Criminal: I once thought that Coatl lands would be a great place to hide out while things cool down.... I don't think that anymore. Coatl don't just have horses. They also have dogs.
Cole
~Nobility: They gamble with lives, this I approve of.
~Legionnaire: They don't have an army, they have a garrison. It's pathetic.
~Necromancers: Cole is a great place to find rare and unusual things.
~Cultists: The people of Cole are travelers, and they know an opportunity when they see one.
~Mercantile: The distance makes trade near impossible, all the same, sometimes we're sent out to find very....unusual things. Sometimes that takes us to Cole.
~Assassins: Finding a mark in Cole is difficult. Everyone is up to something.
~Mercenary: Cole is a great place for business, too bad its so far away.
~Criminal: Cole is a haven for our kind, but you have to be careful. They follow an odd code of honor that takes some adjusting to get used to.
Dace
~Nobility: They're cunning, and for the size of their nation have done very well for themselves.
~Legionnaire: They have no military aside from their fleet, but they have enough money to hire most of the mercenaries in the world.
~Necromancers: Dace deals with Breach, this means that they get all sorts of fun toys to play with.
~Cultists: Dace has wedged itself into a place of little threat, and great importance. We have no morality when it comes to business, and as such have been ruthless economic conquerors. Needless to say, we like them.
~Mercantile: Trading with Dace is a necessity. They have overall the best rates, and have access to the widest variety of supplies.
~Assassins: Dace has laws much like our own... This is to say that there aren't many. Assassinating someone in Dace is legal, but you need to follow a strict code of ettiquette.
~Mercenary: Dacians are the best employers; They Overpay.
~Criminal: Though everyone wears masks, Dacians have great spy webs. They say that nothing goes unnoticed in Dace. That means that it's a bad place to hide.
Demon
~Nobility: They're weapons, little more.
~Legionnaire: Demons, and demon-kin are powerful, but chaotic. In a war setting, that is a weakness.
~Necromancers: Some say that Necromancy was created by demons to tempt mankind. I disagree. I think it was created to make us smile.
~Cultists: Demons are bound by laws that are unwritten, and unbreakable. In short; demons are easily trapped and controlled.
~Mercantile: We're one of the few nations that trades in Breach. This means that demons get their slaves, and we get magical trinkets. Just be careful, magic always has a cost.
~Assassins: If your Mark escaped to Breach, then he's already dead. Breach is a wasteland where the only places to get food or water are controlled by demonkind. Its a wonder the Saek have somehow learned to survive there.
~Mercenary: Just my opinion, but I'd turn down any job that goes to Breach. Normally the Noble trying to hire you doesn't know what hes getting into.
~Criminal: Sure, go to breach. You'll either die or get enslaved.
Elves
~Nobility: They're like little squirrels who scurry about.
~Legionnaire: They gave the Amalgamation a good fight for a while, but ultimately lost. What else is there to say?
~Necromancers: We use the one style of magic that they fear. It's funny how immortals fear death.
~Cultists: The Elven people are called for in all sorts of rituals. Unfortunately they're getting harder and harder to find. We might soon have to start breeding them.
~Mercantile: They have a hatred for humanity, so of course they don't want to trade.
~Assassins: We don't know much about them, so there isn't much to say.
~Mercenary: People pay good bounties on elf ears, eyes, and so forth.
~Criminal: I hear that there is no crime in elven lands. But I don't believe it. The powerful always get that way by stepping on the throat of the weak.
Fae
~Nobility: They know better than to come to the Empire.
~Legionnaire: They're cowards.
~Necromancers: The Fae tend to not show themselves, though they do manipulate things behind the scenes.
~Cultists: Fae are the easiest to bind and control. There is a reason that they're almost extinct.
~Mercantile: Like anything supernatural, they're worth more in pieces then alive.
~Assassins: Heh.... good luck finding one.
~Mercenary: Never heard of them.
~Criminal: You know what the word "FAERYTALE" means? Yeah, they aren't real.
Gael
~Nobility: They're another warrior nation, but one that lacks discipline and coordination. Perhaps they ought bathe once in a while. Then another nation might consider talking to them.
~Legionnaire: The Gael war against the Celestine Empire, yet year after year they have only met defeat. If they do not change their tactics soon, they will soon be destroyed.
~Necromancers: The Gael use some primitive dark magics, but those shamen who do are feared even in their society. They'd do better if they were to embrace the stronger magics.
~Cultists: They have a strong connection with old and natural spirits. Its a pitty that they can't seem to move beyond that.
~Mercantile: Right... Because we'd travel across the expanse to trade for some clubs.
~Assassins: The Gael are superstitious. If you need to kill someone in their forest, that's the edge you need to press. Aside from that, assume that they can all track, and have wolves. Good luck.
~Mercenary: We'd make a killing fighting Gael is only we were closer to their forest. If the Celestine had any sense, they'd burn the damn forest down.
~Criminal: That's certainly a place to go to get away from society. Unfortunately, they'd likely kill you for just existing.
Drir
~Nobility: Ha, these are the descendants of the Necromancers and blood mages that we didn't want.
~Legionnaire: They're a nation that also exists solely through strength and stubbornness. Its amazing what desperation can do.
~Necromancers: Kindred spirits... Sort of. They're completely savage and primal in their use of the magic, though I wonder if they have made any discoveries that even we have not.
~Cultists: Just like all wizards have a born talent, the Maelificar have generations to perfect the Dark magics. What they do now is more unorthodox, but we can't argue with their effectiveness.
~Mercantile: We've tried on a few occasions to trade with them, though normally that just gets the merchant killed. If the distance was less, perhaps something could be arranged.
~Assassins: If you dont have the ability to get by undead, I wouldn't suggest going there.
~Mercenary: Heading to their isles is a pain. Expect to lose at least a few men.
~Criminal: There isn't much use trying to head there. Not unless you're suicidal.
Mandala
~Nobility: Of all the nobility, in all the other nations, these people we can relate to the most. They are clever, and think much the same way we do.
~Legionnaire: Mandala has a weak military, but they use diplomacy as a shield. Too bad arrows go through diplomats too.
~Necromancers: Mandala is a charming place. Just understand that there are dangers there that aren't easily seen.
~Cultists: Mandala is the home of the Blood Knights before their execution and disbandment. This should tell you something about the quality of these people. They're excellent.
~Mercantile: Trade in Mandala is rich, and they rarely settle for low quality goods. Unfortunately the distance makes trade....difficult.
~Assassins: If you're in Mandala, assume that you're being watched. If you break your cover for even a moment, they'll know.
~Mercenary: Work there is easy. Plus lots of free tea.
~Criminal: Mandala is a bit too.... Political for my taste. A bandit can do alright there, as they don't have a lot of guards and soldiers, but be weary of assassins.
Nadine Empire
~Nobility: We're the best. Always have been. Always will be.
~Legionnaire: In a fight, one of our soldiers is worth 10 soldiers of any other nation.
~Necromancers: In the Empire, being a Necromancer is little different than being Nobility. In fact, many Nobles, are Necromancers.
~Cultists: Experiments and Rituals are constantly being tested and performed. The Empire is one of the few places where one can conduct these experiments without interruption from soldiers and the like.
~Mercantile: We're great negotiators. The questions you have to ask when negotiating, is; 'Does the cost of this product outweigh the cost of hiring someone to kill the merchant and steal for you the goods?'
~Assassins: Business is good. Just make sure to stay Anonymous, or too Feared to be challenged.
~Mercenary: Being a mercenary requires a certain mind set. You have to understand that you'll probably die in the field or in some contract or another. You'll periodically be pitted against friends and former allies. Because of that, you should drink hearty, and live as if it's your final day. You can't spend gold when you're dead.
~Criminal: Criminal? I ain't no criminal. Can't commit a crime when there ain't no laws. Here the only 'law' is strength. Well... that and them rules of Society. But between you and me, I wouldn't even count on those to save ya.
Saek
~Nobility: They're of little note, yet of great tenacity. They keep to themselves, and therefore, have little interaction with our nation.
~Legionnaire: The Saek are clever and too cunning to trust outsiders. They'll leave you alone unless you give them no other choice.
~Necromancers: They're escaped slaves. They have no education to speak of, and simply wander about the wastes trying not to die.
~Cultists: Some say that the Saek fortify their bodies by drinking demon blood and torturing their limbs until they are hard enough to stop weapons. I admire their dedication.
~Mercantile: Saek have nothing, and don't trust outsiders. However.... Saek do fetch a fine price to the Demonkind.
~Assassins: Saek are near impossible to find as they are constantly travelling. The last thing you want to be doing is wandering the wastes alone. You'll die out there.
~Mercenary: The Saek live on the wastes in Breach. That means desert and demons. I'd recommend turning the contract down.
~Criminal: The breach is a bad place to be if you don't have friends. You'll find yourself dead or enslaved.
Castle Thorn
~Nobility: They're an untrusting sort. Well, they certainly don't like us anyway. Its all the same. They're soldiers with little foresight or cunning.
~Legionnaire: They're decent enough soldiers. They're constantly tested against the demonkind, and so unlike soldiers of other nations, they never love their edge. We're still far better mind you, but they're respectable.
~Necromancers: They're Demon hunters and such, so its understandable that they also disapprove of Necromancy. Their loss.
~Cultists: Castle Thorn is a hostile place to the allies of demonkind. They are fools who do not see opportunity, nor understand power.
~Mercantile: Though many nations provide them with supplies, we do not. The fact that Castle Thorn is forced to survive on the previsions and good graces of others is pathetic.
~Assassins: The Soldiers there have weathered through a lot. They're well guarded and well disciplined, but its not impossible to complete a contract there. Just don't think that it'll change anything. Even if they lose a commander, they'll just promote another and carry on.
~Mercenary: The Soldiers at Castle Thorn talk a big game, but in the end, they're just soldiers. They wont give you any trouble as long as you don't cause a ruckus, or interfere with their battle plans.
~Criminal: They're hard on disobedience there. Its a military state, so everyone is expected to conduct themselves properly. Even small offenses usually get you locked up or flogged.
Vein
~Nobility: They're great warriors, but ones who are blinded by Honor. The Amalgamation did what we would have, and used their honor against them.
~Legionnaire: The Vein are large and strong. Their military tactics are sound, and they are disciplined. The thing is, now the Amalgamation holds their leash, and their forces are built more for defense, than offense.
~Necromancers: The Vein have always been distrusting of Necromancy, now more than ever. Their inquisitors are very skilled at hunting our kind, and I do not advise visiting.
~Cultists: The Vein Inquisitors specialize in hunting blood mages, demon worshipers, necromancers and the like. In that they're from barbarian stock, they are less bound by rules and laws. They will hunt you no matter where you run.
~Mercantile: There isn't much trade with an enemy nation. The waters to get there are too treacherous as well with the Vicaul so near to Vein shores.
~Assassins: Assassinating a Vein isn't so difficult. Well... Just so long as you don't give him a fair fight.
~Mercenary: Rarely do we get any jobs that take us that way, but the Vein get very uptight about mages. Really they distrust any magic. That means you can use it to your advantage, or... you know... having a mage might get you killed.
~Criminal: They used to follow the old religion, back before they were conquered. Now the faith has shifted from the old gods to the Amalgamation's faith. They've been hunting down heretics ever since.
Vicaul
~Nobility: Their raiders to the north. Barbarian pirates of the Sea.
~Legionnaire: The Vicaul don't dare to attack us. You'll occasionally hear about one of our ships being taken, but that's about all they can do. The Vicaul are more a threat to our enemies, and that is just fine by us.
~Necromancers: They have powerful warders and warriors, but their skill in the darker arts is....lacking.
~Cultists: They follow the old ways, and worship spirits and such. Most are superstitious and because of this they are bound by fear.
~Mercantile: The Vicaul are raiders. If you have a merchant ship, thats what they're after more than anything else.
~Assassins: Hunting a Vicaul? That's dangerous.... They live in clans who all know each other, and well... Its very difficult to imitate being one. In short, its like hunting a Gael, but of the sea.
~Mercenary: Sure, we get hired all the time to protect ships for the Vicaul. Sometimes its needed, sometimes it isn't. They're fierce warriors, and some say that the Vicaul come and go with the Mists.
~Criminal: The Vicaul have ancestral law, that is outdated. I mean.... Im actually not even sure if they have law at all. They are savages after all.
Ad Decimum
~Nobility: I'd laugh, but really, there isn't anything funny about weakness.
~Legionnaire: If we so desired, we could destroy their city with 10 soldiers.
~Necromancers: They have their uses. They've done great work restoring many old texts, and are naively blind to the dangers of the darker magics.
~Cultists: Their blood boils like any others.
~Mercantile: I wish Ad Decimum wasn't so far away, their merchants are easy to manipulate into offering unreasonably good deals.
~Assassins: Believe it or not, assassinating a target in Ad Decimum is more difficult than in most places. Their entire city is lined with glyphs and magical protections.
~Mercenary: The 'Decimals' are easy marks, and they know it. This makes them frequent employers... at least whenever they're in the area.
~Criminal: They're easy marks. Just get the mercenaries in on the deal and you have one strung up wizard.
Amalgamation
~Nobility: People claim that they're powerful, yet I am not impressed.
~Legionnaire: They like to boast the sheer size of their 'army'. What that means to me is that its slow, disorganized, and weak. We can outmaneuver them and accomplish our objectives before the enemy even realizes what's going on.
~Necromancers: Ha! I love it when they realize that the undead they fight are their friends and family. It makes me smile.
~Cultists: Whenever we're running low on sacrifices, the Amalgamation is always eager to offer us fresh supplies.
~Mercantile: They look down on any of their merchants trading to us. They consider them spies or heretics. Usually they're right.
~Assassins: They repeatedly underestimate just how many spies we have in their nation. That or commanders who are being blackmailed to do what we need.
~Mercenary: Contracts going into the Amalgamation usually involve protecting nobles. That means a lot of danger for us. Imperials on Amalgamation soil are targets... Make sure to charge appropriately.
~Criminal: Living on the border between the Amalgamation and the Empire is great. No matter who is hunting you, you just run across the border.
Celestial
~Nobility: They certainly are a pretty pet.
~Legionnaire: They're hard to kill, but an even greater threat when they lead a force. They inspire their people, and war is a battle of will.
~Necromancers: I HATE them!!! Its rare that they're ever near the Empire, but when they are, with one shout, they can destroy all of my creations!
~Cultists: Celestials are a needed part in many potions and rituals.
~Mercantile: Celestial Blood, feathers, bones, eyes. Celestials are like walking gold mines!
~Assassins: Celestials are difficult to kill. Some are resistant to attacks, others simply know what you're planning on doing before you do. Its....frustrating.
~Mercenary: Don't much care one way or another about them.
~Criminal: Uh... they give me the creeps.
Celestine Empire
~Nobility: They're the largest threat out nation has, but they aren't even aware of that fact. It'll be interesting to see how things develop....
~Legionnaire: The Celestine Empire poses no threat to us. Their army is too distant to come this way, and they'd have to fight through the Amalgamation to do so. There was a time when both of those nations were allied against us. Those were... interesting times.
~Necromancers: Well... Our art is illegal in their lands. This means that if I am ever forced to go there I have to defend myself with more traditional means... Like mercenaries.
~Cultists: Our practices are forbidden in the Celestine Empire. They are also somewhat vigilant in stomping out what corruption we manage to spread there... It is a sustained effort.
~Mercantile: The Celestine Empire is too far away for us to even consider much trade with them.
~Assassins: The people in the Celestine Empire are very trusting. This makes it easy to kill targets who flee to those lands.
~Mercenary: Because so many commonly used practices are illegal in the Celestine Empire, Imperials who travel there often want reinforcements. Its always an easy job though. If you don't commit a crime, people generally leave you alone.
~Criminal: Bah.... You can make a living hustling the poor folk, but the law there actually care about their job and take pride in doing it well. What is the world coming to?
Cestral
~Nobility: There may come a time when the Empire decides to conquer Cestral, but so far the Empress has expressed no interest in doing so.
~Legionnaire: The Daoine Cestral are weak, and fall to drink rather than rise and learn to defend themselves.
~Necromancers: There is something odd about that place. It seems.... Unnaturally green.
~Cultists: Cestral is blessed by the Old Gods. Fighting there would come easily, but we would also be fighting to land itself.
~Mercantile: We actually do a lot of trade with Cestral. Whenever they need weapons, we're the first one they contact. Of course we only sent them our damaged and old equipment, but they seem happy for it all the same.
~Assassins: Cestral is another trusting place. What makes it tricky is how much open space there is. Plenty of places for a mark to hide.
~Mercenary: The Daoine Cestral haven't ever posed much of a threat, so employers are less inclined to hire us on board whenever we head there.
~Criminal: Wide spaces, trusting people, what could be bad? Oh yeah... Everyone's poor.
Coatl
~Nobility: They understand the true language of this world; strength.
~Legionnaire: The Coatl and the Empire see eye to eye on many things. We don't share a border, and we do share an enemy. Aggression towards that enemy is advantageous to us both.
~Necromancers: The Coatl don't use necromancy as they see it a sin against the old gods, but they do consort with demons. How... Humorous.
~Cultists: The Coatl are trying to rekindle their ancient blood magics. Should they ever renew the pacts that they once made, perhaps the Coatl would become the nation that they once were.
~Mercantile: We actually do some trade with them, though our merchants rarely see eye to eye, so... Things frequently can go badly.
~Assassins: Its dangerous to take a contract taking you in to Coatl lands. You can't trust anyone, and if they see you, and you're not Coatl, they're likely kill you.
~Mercenary: Going into Coatl lands is always dangerous....But fun. A word of advice though, just because they're barbarians, don't think of them as stupid.
~Criminal: I once thought that Coatl lands would be a great place to hide out while things cool down.... I don't think that anymore. Coatl don't just have horses. They also have dogs.
Cole
~Nobility: They gamble with lives, this I approve of.
~Legionnaire: They don't have an army, they have a garrison. It's pathetic.
~Necromancers: Cole is a great place to find rare and unusual things.
~Cultists: The people of Cole are travelers, and they know an opportunity when they see one.
~Mercantile: The distance makes trade near impossible, all the same, sometimes we're sent out to find very....unusual things. Sometimes that takes us to Cole.
~Assassins: Finding a mark in Cole is difficult. Everyone is up to something.
~Mercenary: Cole is a great place for business, too bad its so far away.
~Criminal: Cole is a haven for our kind, but you have to be careful. They follow an odd code of honor that takes some adjusting to get used to.
Dace
~Nobility: They're cunning, and for the size of their nation have done very well for themselves.
~Legionnaire: They have no military aside from their fleet, but they have enough money to hire most of the mercenaries in the world.
~Necromancers: Dace deals with Breach, this means that they get all sorts of fun toys to play with.
~Cultists: Dace has wedged itself into a place of little threat, and great importance. We have no morality when it comes to business, and as such have been ruthless economic conquerors. Needless to say, we like them.
~Mercantile: Trading with Dace is a necessity. They have overall the best rates, and have access to the widest variety of supplies.
~Assassins: Dace has laws much like our own... This is to say that there aren't many. Assassinating someone in Dace is legal, but you need to follow a strict code of ettiquette.
~Mercenary: Dacians are the best employers; They Overpay.
~Criminal: Though everyone wears masks, Dacians have great spy webs. They say that nothing goes unnoticed in Dace. That means that it's a bad place to hide.
Demon
~Nobility: They're weapons, little more.
~Legionnaire: Demons, and demon-kin are powerful, but chaotic. In a war setting, that is a weakness.
~Necromancers: Some say that Necromancy was created by demons to tempt mankind. I disagree. I think it was created to make us smile.
~Cultists: Demons are bound by laws that are unwritten, and unbreakable. In short; demons are easily trapped and controlled.
~Mercantile: We're one of the few nations that trades in Breach. This means that demons get their slaves, and we get magical trinkets. Just be careful, magic always has a cost.
~Assassins: If your Mark escaped to Breach, then he's already dead. Breach is a wasteland where the only places to get food or water are controlled by demonkind. Its a wonder the Saek have somehow learned to survive there.
~Mercenary: Just my opinion, but I'd turn down any job that goes to Breach. Normally the Noble trying to hire you doesn't know what hes getting into.
~Criminal: Sure, go to breach. You'll either die or get enslaved.
Elves
~Nobility: They're like little squirrels who scurry about.
~Legionnaire: They gave the Amalgamation a good fight for a while, but ultimately lost. What else is there to say?
~Necromancers: We use the one style of magic that they fear. It's funny how immortals fear death.
~Cultists: The Elven people are called for in all sorts of rituals. Unfortunately they're getting harder and harder to find. We might soon have to start breeding them.
~Mercantile: They have a hatred for humanity, so of course they don't want to trade.
~Assassins: We don't know much about them, so there isn't much to say.
~Mercenary: People pay good bounties on elf ears, eyes, and so forth.
~Criminal: I hear that there is no crime in elven lands. But I don't believe it. The powerful always get that way by stepping on the throat of the weak.
Fae
~Nobility: They know better than to come to the Empire.
~Legionnaire: They're cowards.
~Necromancers: The Fae tend to not show themselves, though they do manipulate things behind the scenes.
~Cultists: Fae are the easiest to bind and control. There is a reason that they're almost extinct.
~Mercantile: Like anything supernatural, they're worth more in pieces then alive.
~Assassins: Heh.... good luck finding one.
~Mercenary: Never heard of them.
~Criminal: You know what the word "FAERYTALE" means? Yeah, they aren't real.
Gael
~Nobility: They're another warrior nation, but one that lacks discipline and coordination. Perhaps they ought bathe once in a while. Then another nation might consider talking to them.
~Legionnaire: The Gael war against the Celestine Empire, yet year after year they have only met defeat. If they do not change their tactics soon, they will soon be destroyed.
~Necromancers: The Gael use some primitive dark magics, but those shamen who do are feared even in their society. They'd do better if they were to embrace the stronger magics.
~Cultists: They have a strong connection with old and natural spirits. Its a pitty that they can't seem to move beyond that.
~Mercantile: Right... Because we'd travel across the expanse to trade for some clubs.
~Assassins: The Gael are superstitious. If you need to kill someone in their forest, that's the edge you need to press. Aside from that, assume that they can all track, and have wolves. Good luck.
~Mercenary: We'd make a killing fighting Gael is only we were closer to their forest. If the Celestine had any sense, they'd burn the damn forest down.
~Criminal: That's certainly a place to go to get away from society. Unfortunately, they'd likely kill you for just existing.
Drir
~Nobility: Ha, these are the descendants of the Necromancers and blood mages that we didn't want.
~Legionnaire: They're a nation that also exists solely through strength and stubbornness. Its amazing what desperation can do.
~Necromancers: Kindred spirits... Sort of. They're completely savage and primal in their use of the magic, though I wonder if they have made any discoveries that even we have not.
~Cultists: Just like all wizards have a born talent, the Maelificar have generations to perfect the Dark magics. What they do now is more unorthodox, but we can't argue with their effectiveness.
~Mercantile: We've tried on a few occasions to trade with them, though normally that just gets the merchant killed. If the distance was less, perhaps something could be arranged.
~Assassins: If you dont have the ability to get by undead, I wouldn't suggest going there.
~Mercenary: Heading to their isles is a pain. Expect to lose at least a few men.
~Criminal: There isn't much use trying to head there. Not unless you're suicidal.
Mandala
~Nobility: Of all the nobility, in all the other nations, these people we can relate to the most. They are clever, and think much the same way we do.
~Legionnaire: Mandala has a weak military, but they use diplomacy as a shield. Too bad arrows go through diplomats too.
~Necromancers: Mandala is a charming place. Just understand that there are dangers there that aren't easily seen.
~Cultists: Mandala is the home of the Blood Knights before their execution and disbandment. This should tell you something about the quality of these people. They're excellent.
~Mercantile: Trade in Mandala is rich, and they rarely settle for low quality goods. Unfortunately the distance makes trade....difficult.
~Assassins: If you're in Mandala, assume that you're being watched. If you break your cover for even a moment, they'll know.
~Mercenary: Work there is easy. Plus lots of free tea.
~Criminal: Mandala is a bit too.... Political for my taste. A bandit can do alright there, as they don't have a lot of guards and soldiers, but be weary of assassins.
Nadine Empire
~Nobility: We're the best. Always have been. Always will be.
~Legionnaire: In a fight, one of our soldiers is worth 10 soldiers of any other nation.
~Necromancers: In the Empire, being a Necromancer is little different than being Nobility. In fact, many Nobles, are Necromancers.
~Cultists: Experiments and Rituals are constantly being tested and performed. The Empire is one of the few places where one can conduct these experiments without interruption from soldiers and the like.
~Mercantile: We're great negotiators. The questions you have to ask when negotiating, is; 'Does the cost of this product outweigh the cost of hiring someone to kill the merchant and steal for you the goods?'
~Assassins: Business is good. Just make sure to stay Anonymous, or too Feared to be challenged.
~Mercenary: Being a mercenary requires a certain mind set. You have to understand that you'll probably die in the field or in some contract or another. You'll periodically be pitted against friends and former allies. Because of that, you should drink hearty, and live as if it's your final day. You can't spend gold when you're dead.
~Criminal: Criminal? I ain't no criminal. Can't commit a crime when there ain't no laws. Here the only 'law' is strength. Well... that and them rules of Society. But between you and me, I wouldn't even count on those to save ya.
Saek
~Nobility: They're of little note, yet of great tenacity. They keep to themselves, and therefore, have little interaction with our nation.
~Legionnaire: The Saek are clever and too cunning to trust outsiders. They'll leave you alone unless you give them no other choice.
~Necromancers: They're escaped slaves. They have no education to speak of, and simply wander about the wastes trying not to die.
~Cultists: Some say that the Saek fortify their bodies by drinking demon blood and torturing their limbs until they are hard enough to stop weapons. I admire their dedication.
~Mercantile: Saek have nothing, and don't trust outsiders. However.... Saek do fetch a fine price to the Demonkind.
~Assassins: Saek are near impossible to find as they are constantly travelling. The last thing you want to be doing is wandering the wastes alone. You'll die out there.
~Mercenary: The Saek live on the wastes in Breach. That means desert and demons. I'd recommend turning the contract down.
~Criminal: The breach is a bad place to be if you don't have friends. You'll find yourself dead or enslaved.
Castle Thorn
~Nobility: They're an untrusting sort. Well, they certainly don't like us anyway. Its all the same. They're soldiers with little foresight or cunning.
~Legionnaire: They're decent enough soldiers. They're constantly tested against the demonkind, and so unlike soldiers of other nations, they never love their edge. We're still far better mind you, but they're respectable.
~Necromancers: They're Demon hunters and such, so its understandable that they also disapprove of Necromancy. Their loss.
~Cultists: Castle Thorn is a hostile place to the allies of demonkind. They are fools who do not see opportunity, nor understand power.
~Mercantile: Though many nations provide them with supplies, we do not. The fact that Castle Thorn is forced to survive on the previsions and good graces of others is pathetic.
~Assassins: The Soldiers there have weathered through a lot. They're well guarded and well disciplined, but its not impossible to complete a contract there. Just don't think that it'll change anything. Even if they lose a commander, they'll just promote another and carry on.
~Mercenary: The Soldiers at Castle Thorn talk a big game, but in the end, they're just soldiers. They wont give you any trouble as long as you don't cause a ruckus, or interfere with their battle plans.
~Criminal: They're hard on disobedience there. Its a military state, so everyone is expected to conduct themselves properly. Even small offenses usually get you locked up or flogged.
Vein
~Nobility: They're great warriors, but ones who are blinded by Honor. The Amalgamation did what we would have, and used their honor against them.
~Legionnaire: The Vein are large and strong. Their military tactics are sound, and they are disciplined. The thing is, now the Amalgamation holds their leash, and their forces are built more for defense, than offense.
~Necromancers: The Vein have always been distrusting of Necromancy, now more than ever. Their inquisitors are very skilled at hunting our kind, and I do not advise visiting.
~Cultists: The Vein Inquisitors specialize in hunting blood mages, demon worshipers, necromancers and the like. In that they're from barbarian stock, they are less bound by rules and laws. They will hunt you no matter where you run.
~Mercantile: There isn't much trade with an enemy nation. The waters to get there are too treacherous as well with the Vicaul so near to Vein shores.
~Assassins: Assassinating a Vein isn't so difficult. Well... Just so long as you don't give him a fair fight.
~Mercenary: Rarely do we get any jobs that take us that way, but the Vein get very uptight about mages. Really they distrust any magic. That means you can use it to your advantage, or... you know... having a mage might get you killed.
~Criminal: They used to follow the old religion, back before they were conquered. Now the faith has shifted from the old gods to the Amalgamation's faith. They've been hunting down heretics ever since.
Vicaul
~Nobility: Their raiders to the north. Barbarian pirates of the Sea.
~Legionnaire: The Vicaul don't dare to attack us. You'll occasionally hear about one of our ships being taken, but that's about all they can do. The Vicaul are more a threat to our enemies, and that is just fine by us.
~Necromancers: They have powerful warders and warriors, but their skill in the darker arts is....lacking.
~Cultists: They follow the old ways, and worship spirits and such. Most are superstitious and because of this they are bound by fear.
~Mercantile: The Vicaul are raiders. If you have a merchant ship, thats what they're after more than anything else.
~Assassins: Hunting a Vicaul? That's dangerous.... They live in clans who all know each other, and well... Its very difficult to imitate being one. In short, its like hunting a Gael, but of the sea.
~Mercenary: Sure, we get hired all the time to protect ships for the Vicaul. Sometimes its needed, sometimes it isn't. They're fierce warriors, and some say that the Vicaul come and go with the Mists.
~Criminal: The Vicaul have ancestral law, that is outdated. I mean.... Im actually not even sure if they have law at all. They are savages after all.