.Here are the five codified nation entries, structured for clarity and easy reference:RASKOLL EUROPA

.
Here are the five codified nation entries, structured for clarity and easy reference:
RASKOLL EUROPA: WESTERN NATION CODEX
I. THE ALPINE CONCLAVE: Kingdom of Five Crowns
Identity: The wealthiest, most sophisticated, and politically complex human kingdom.
Territory: Spans the Alps, encompassing former Italy, Austria, and Switzerland. Its influence extends via trade through the Exchange Citadel in the Rhine Divide.
Government & Society
The Conclave is a world of opulent excess and intellectual rigor, ruled by The Five Kings—five noble families who share power and collectively dedicate themselves to preserving civilization's pillars. This creates a volatile political environment of constant intrigue and ambition. Their society is known for its hardsime swagger and decadence, contrasting sharply with the poverty outside their fortified valleys.
| The Five Kings (Keepers) | Primary Focus | Role in Society |
|---|---|---|
| House Aethelred | Old Faith | Spiritual guidance and ideological control. |
| House Visconti | The Arts | Culture, propaganda, and social prestige. |
| House Von Habsburg | Knowledge | Scholarship, data archives, and historical lore. |
| House Borgia | Science | Research, medicine, chemical analysis, and innovation. |
| House Medici | Craftsmanship | Control of trade, manufacturing, and wealth generation. |
Military & Economy
The Conclave's wealth is their shield. They do not field a national army but employ large, highly paid Mercenary Armies (composed of Orken, Og'rum, and Spanish/German/Scandinavian exiles) for defense and conquest. Their economy is built on superior Craftsmanship and control of vital trade routes, allowing them to produce the finest quality gear in Europa.
Character Traits (Mechanical Summary)
 * Attribute Leanings: High Wit and Will.
 * Keeper's Discipline: Advantage on one associated skill check based on the chosen noble house.
 * Hardsime Swagger: +2 bonus on rolls to negotiate, barter, or intimidate social rivals.
 * Finely Made: Start with one piece of superior quality equipment (+1 damage or 1 damage reduction vs. specific type).
Roleplaying & GM Notes
Conclave characters should embody arrogance, education, and an expectation of privilege. They are excellent choices for Chroniclers, Nano-Witches, or characters focused on social maneuvering. GMs can use the Conclave as a source of high-paying, morally dubious missions.
II. THE BRITISH ISLES: The Five Kingdoms of Albion
Identity: A realm defined by a unique fusion of ancient druidic traditions and revered, salvaged pre-Burn technology.
Territory: The British Isles (Scotland, Wales, Ireland, etc.). Their influence extends across the Bitter Sea via their merchant fleets.
Government & Society
Albion is governed by Queen Elizabeth the Brave, who maintains a delicate political and ideological balance between the five component kingdoms. The core of their culture is the Keepers of the Old Code, a techno-druidic caste that interprets fragmented machine code from ruin tablets (old devices) as sacred texts. They value balance, tradition, and the potential of technology when treated with reverence.
Military & Economy
The island's isolation has naturally resisted the worst of the nanite plague. Their forces are highly skilled, blending traditional medieval combat with selective tech: superior archers and Knights of the Relm who utilize salvaged gear. Their economy is reliant on their powerful Tide-Worn Traders who expertly navigate the dangerous, storm-tossed Bitter Sea, exporting unique goods and technology.
Character Traits (Mechanical Summary)
 * Attribute Leanings: High Will and Sync.
 * Code of the Ancients: Advantage on all rolls to understand, interface with, or repair Pre-Burn technology.
 * Albion's Veil: Accumulate up to 12 Corruption points (instead of 10) before a Will check is required.
 * Tide-Worn Navigation: +3 bonus on Survival checks for sea navigation or coastal weather prediction.
Roleplaying & GM Notes
Albion characters often struggle with the schism between faith and science. They are ideal for Nano-Witches (treating nanites as spirits), Chroniclers (preserving code), or Synth-Hunters (eliminating corrupted machines). GMs can use them as sources for ancient knowledge or as targets for Skald-Born raids.
III. THE FRENCH REPUBLIC: The Folk of the Frankish Wilds
Identity: The largest surviving civilization of "True Humans" who have consciously rejected advanced technology.
Territory: Former France, extending to the Rhine Divide, where their patrols defend the border at Fort-sur-Rhin.
Government & Society
This is a decentralized, agrarian society of small, self-sufficient villages and communes. They view the technological disaster of the Great Burn as a moral failure, choosing instead to live ruggedly off the land. Their political leadership consists of Republic Barons (Frankish Border Lords) who are elected based on merit and command disciplined military defense. They value hardiness, discipline, and practical knowledge.
Military & Economy
Their military relies on massed, disciplined infantry formations: spearmen and pikemen forming the Spear Wall, backed by superior swordsmen and women. They are technologically outmatched by DOMINION but possess immense numbers and a deep knowledge of their territory. Their economy is almost entirely agrarian and barter-based, revolving around agricultural goods, livestock, and timber.
Character Traits (Mechanical Summary)
 * Attribute Leanings: High Might.
 * Spear Wall: When fighting with an aligned ally (melee weapon), gain +1 to attack rolls and +1 to defensive rolls.
 * Knowledge of the Land: Advantage on all Survival and Stealth checks in forest, plains, or rural environments.
 * Technological Aversion: Disadvantage on all rolls involving Nano-Forged Gear or advanced AI systems. Cannot begin with the Nano-Witch or Construct classes.
Roleplaying & GM Notes
French characters are the epitome of human resilience and strength. They are best suited for the Rust Knight, Beast-Bond, or traditional warrior classes. They are excellent moral compasses for a group corrupted by technology and serve as a reliable, if cautious, ally against DOMINION.
IV. THE EXILED CLANS: Nomads of the Wasteland
Identity: A proud and fiercely independent society of nomadic "True Humans" who fled DOMINION's tyranny.
Territory: The vast, lawless plains and ruined highways across the central and western European wastelands, including vital routes through the Rhine Divide.
Government & Society
Their society is built entirely on strong family clans and movement. They are defined by their unwavering belief in freedom and defiance against the tyrannical AI. Their leaders are Hedge Knights, who are master warriors who live by a strict, personal code of honor, swearing fealty only to their clan's safety. They are the information network of the wasteland.
Military & Economy
Their fighting style is highly adaptable and resourceful, focused on surviving long journeys and protecting their caravans. As traders and warriors, their economy is based on scarcity: they trade scavenged pre-Burn artifacts, rare supplies, and, most crucially, information. Their word is highly valued among other nomadic and independent settlements.
Character Traits (Mechanical Summary)
 * Attribute Leanings: High Will.
 * Unchained Will: Advantage on all Will checks to resist fear, intimidation, and mind-altering effects from AI, Synthel, or constructs.
 * Wasteland Runner: No penalties for forced marches, require half normal food/water in the wild.
 * Hedge Knight's Word: +2 bonus on social rolls when interacting with independent settlements, scavenger groups, or nomadic peoples.
Roleplaying & GM Notes
Exiled Clan characters should emphasize loyalty, freedom, and resourcefulness. They make excellent Synth-Hunters, Chroniclers (gathering tales from the road), or Rust Knights. They are perfect characters for bridging different factions and driving wilderness survival plots.
V. THE SKALD-BORN CLANS: Raiders of the North Sea
Identity: A society of "True Humans" who have survived by deliberately turning their backs on technology entirely.
Territory: The freezing North Sea islands and coastal regions, including the routes where Albion's traders operate.
Government & Society
This society is built on primal strength, honor, and oral tradition (the sagas). They view the Great Burn as a moral punishment for humanity's technological hubris. Their leaders are fierce Jarls, and their culture places the highest value on martial prowess. They maintain their purity by rejecting all advanced technology and seeing nanite-dependent factions as weak and corrupted.
Military & Economy
They are renowned for their terrifying Northern Fury in combat. Their warriors are masters of traditional weapons (axes, swords, shields) forged with exceptional, ancient skills. As both raiders and traders, their economy relies on capturing resources from coastal settlements and trading unique goods (pelts, rare herbs) with wary mainland factions.
Character Traits (Mechanical Summary)
 * Attribute Leanings: High Might.
 * Northern Fury: When health drops below half, all successful melee attacks deal an additional +2 damage.
 * Forged in the Old Ways: -4 penalty on all Sync rolls. Cannot start with the Nano-Witch or Construct classes. Can wield any traditionally forged weapon ignoring negative modifiers for poor quality.
 * Fearsome Presence: Advantage on all rolls made to intimidate others.
Roleplaying & GM Notes
Skald-Born characters are uncompromising and brutal, but with a strong code of honor. They are best suited for the Rust Knight or Beast-Bond classes. They provide a compelling tension in a party, as their rejection of tech (the -4 Sync penalty) often forces them into difficult situations when dealing with the core conflicts of the setting.

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