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The Nunralan Empire

Tyrannical Conquerors

Formed from several nation-states in the region, the Nunralan Empire was unified by an army that uses firearms and arkeomics to their advantage.

Imports: Ore, food, textiles, luxury goods

Exports: Firearms, metal goods, gemstones, machines, salt


Prominent Cities

  • Nunr, the capital city. The original capital of Nunral when it was a city-state. Heavily industrialized and militarized.
  • Algeth, an old city-state renamed after being conquered by Nunral. Specializes in textile production, but also has some mines and quarries. A frequent hotbed of revolution.
  • Harvastel, the former breadbasket of the Empire. It was converted to military production during the last Thrasian War. It’s being moved back to domestic production, but the process is slow.

Governance and Society

While the Emperor is nominally the one who holds the last word on any given policy decision, the Nunralan government is run by a vast hierarchy of bureaucrats, managers, and dignitaries. Military officers hold the highest positions in government.

Despite the last war with Thrasis ending thirty years ago, the economy is still lean and focused on military production.

Trade is heavily restricted from nearby nations, most of which have little interest in fueling the economy of an aggressive neighbor. Instead, Nunral relies on trading further afield. It has found an unlikely ally in the former Giantish colonies, which are desperate for trading partners due to their poor relations with central Adratha.

Unrest is common in Nunral. At the fringes, groups band together and resist the occupation of the Nunralan forces. In the imperial core, workers oppose the harsh hours and conditions of Nunralan industry, and fight for their own freedoms.

Leaders in Nunral fear that the empire will soon devour itself from the inside as the pace of expansion slows. What was supposed to be a swift conquest of Thrasis was stalled, and eventually halted. Gloranith’s aerial defenses make it a difficult target, especially with the advent of Arkeomic technology, and the mountains make invading the Galrans equally problematic. Unless there is a drastic change soon, the soldiers will have to go without pay, and the empire will collapse back into smaller city-states.


Common Backgrounds

Ex-military Nunralans might have the Field Medic, Scout, or Warrior backgrounds. Particularly unlucky characters might have the Press-Ganged background and be former conscripts of the Imperial Army. The Insurgent background also makes sense, though if the insurgency isn’t the focus of the campaign, it’s likely that it failed.

In lands conquered by the Empire, the Refugee or Prisoner backgrounds would make sense. If things became particularly dire, or if you sensed profit in it, you might’ve also joined the Chimera.


Unique Background

House of Song Operative [Uncommon]

You were once trained in the shadowy halls of the House of Song, the Nunralan Empire’s school of espionage, subterfuge, and assassination. You were subjected to incredibly harsh training, undergoing difficult trials while starving and sleep-deprived, but somehow you managed to overcome it all. You might still have ties to the Empire, or you might have escaped their leash.

If you did manage to escape, the Empire likely has operatives tasked with killing you to ensure the House’s secrets remain hidden. You and your GM can decide whether you want that to be part of your story or something left behind in the past.

Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You’re trained in the Stealth skill, and the Nunral Lore skill. You require only 4 hours of sleep each day, and only become Fatigued if you go more than 24 hours without sleep. (The time it takes for you to rest before completing your Daily Preparations is the same, but you don’t need to be asleep for the full 8 hours.)


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