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New 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 arrived slowly 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 this created a great level of chaos and disunity until a great Noble and General of the Manden nation rose up to conquer the entire continent and unify all of the peoples.

This was 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 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 use by nobles, elites, and priests only. 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.

Restricted Classes: Samurai, Druid, YuXia, Soldier, due to their trade with the Greeks a player may pick the class of Hoplite but this is rare.


Special Ability:

  • Starting Noble: all Maden Empire Culture players are considered to be of noble birth, even if they do not take the Noble class, and as such should look the part. This also means that they are assumed to be wealthy characters. Maden Empire Culture players cannot play the role of common service people or play roles that go against this noble, and rich, background. May not use Sick, Club, or Knife but start with 5 Royalty Points.

  • Rich Diplomat: All Manden Empire Culture players receive triple starting wealth at the beginning of each event. In exchange for this they are expected to be diplomats and envoys for their nation.

  • Fast Battlefield Movement: Due to the influence of the Zulu trip on their military history all Manden Empire Culture players receive Fast battlefield Movement. Before the start of any battle the player may position themselves anywhere on the battlefield. The closest that they may get to the opposition’s battle line is at the max weapons range. This may or may not be used in quest encounters, that judgment is up to the local Guard or Loremaster but usually it will NOT be applied in quest.

  • Level 3: Cavalry Warfare Training: If you are in a party that contains a player that has the Cavalry class then you receive a +1 to APR. If you are a cavalryman yourself then you still receive this +1 to APR

  • Level 6: Archer FormationTraining: If you are in a party or unity that contains an Archer then the Archer gains +1 to APR and you gain +1 to APR, if the archer leaves for any reason then this bonus is lost.

Level 9: Cavalry Leader: Upon reaching this level the Empire assigns a Cavalry unit to you as bodyguards and your own small army. Once per event you may declare a cavalry attack from your cavalrymen in the field. This is an automatic 5 points of damage to any target “on foot”. This damage cannot be stopped but must be called out by the user.


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