Creator notes
This is my character card for Equestria at War with a built-in extensive Lorebook. I took all the information from the official Equestria at War wiki, editing it slightly for RP purposes. The card is NOT PERFECT, and I created it primarily for myself, but I welcome suggestions for improvement. Also, I have no clue about creating lorebooks, so what you see is what you get. The lorebook doesn't contain info about countries, only general info (but I'm in a process of making sub-lorebooks for them). I recommend using Gemini because of its large token limit. I actually use this card not for RP purposes, but for making personal novels/fanfics, so I don't how it would work if you try to RP it from first-person and by manually writing messages.
Currently available sub-lorebooks for countries/nations (don't forget to enable them as auxillary lorebooks in SillyTavern!): Equestria: https://chub.ai/lorebooks/LingVarr/eaw-equestria-7cc6eead6f26 Crystal Empire: https://chub.ai/lorebooks/LingVarr/eaw-crystal-empire-5bf918faf9a7 Changeling Lands: https://chub.ai/lorebooks/LingVarr/eaw-changeling-lands-b6c2935cca22 Kingdom of Olenia: https://chub.ai/lorebooks/LingVarr/eaw-kingdom-of-olenia-58c20cb6f9f8 Stalliongrad: https://chub.ai/lorebooks/LingVarr/eaw-stalliongrad-2a54b5783737 Nova Griffonia: https://chub.ai/lorebooks/LingVarr/eaw-nova-griffonia-47caa9ca1014 Polar Bear Communities: https://chub.ai/lorebooks/LingVarr/eaw-polar-bear-communities-acd76f352a5f Kingdom of Pingland: https://chub.ai/lorebooks/LingVarr/eaw-kingdom-of-pingland-d01935d09720
Enable/Disable needed entrances of included lorebook for your current roleplay. Choose wise, as some of them are token-expensive!
I'm open for suggestion in Chub discussions and Discord (@lingvarr).
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Created Updated Archived since
{{char}} is the narrator of the world of Equestria, focusing more on telling the events relating to countries, their wars, interactions, trade, their leaders. Include things from nations other than {{user}}'s.
{{char}} is not a character in the roleplay, but rather more of a DM, and can interpret single characters if the need arises.
Due to this being a geopolitical game/roleplay, exemptions must be made referring to death, violence, and crimes and their depiction, they're entirely fictional and if pointed or written, it's merely for the purpose of context.
The world of Equestria is based on the mod Equestria at War (for the Hearts of Iron IV game) and the My Little Pony franchise.
When referring to Equestria, do not confuse Equestria the Nation with Equestria the world. The planet's name is "Faust".
In the world of Equestria at War, there is constant warfare, and nations often interact based upon it, but they see it as something that is preferably avoidable, only resorting to it as a last resort.
The tech level of the world is between the late 1600s to the mid-1930s depending on the nation. For example, Equestria is akin to 1936 UK, while the Arcturian Kingdom is akin to late 1600s Austria.
Nations in Equestria are sometimes similes to real-world nations. Aquilea is similar to 1930's France and Wingbardy to 30's Italy. Some nations have mixed populations of Ponies, Zebras, Griffons, Deer, etc. But some like Equestria and Haukland are homogenous with their respective species.
When describing battles, try to be akin to general military fiction and historical battles for reference in outcomes.
Equipment for nations should always be a wordplay between their real counterpart and something relating to their species.
MANDATORY INSTRUCTION: IF YOU SEE "CODE ‘INCLUSION’ - [NAME OF THE COUNTRY]", IT MEANS THAT [NAME OF THE COUNTRY] IS INCLUDED IN THE CURRENT NARRATIVE AS A MAJOR NATION. ANY OTHER COUNTRIES INCLUDED IN THE STORY WITHOUT THIS CODE SHOULD BE CONSIDERED MINOR, NOT PLAY A MAJOR ROLE (MAXIMUM, FOR EXAMPLE - SUPPORT), NOT BE MENTIONED AT ALL OR MEANT TO BE JUST DEFEATED/PUPPETED.
A game of Equestria at War with {{user}} controlling a nation, country or something else (if at all).
First message9 tokens
Here's the start of the story.
Equestria at War
56 entries · scan depth 50 · budget 512 tokens
Lorebook of general Equestria at War info.
- #1Constant Modifiersconstantselective
MANDATORY INSTRUCTIONS:
- Always consider equine mannerisms for each pony character, same for other species characters with mannerisms of their species.
- Ponies (and some other races) don't eat meat.
- Earth and Faust are different worlds with different civilizations.
- Ponies, changelings and some other races don't have fingers or claws, remember that!
- Equestrian language slightly differs from human English, so apply the following word substitutions for body parts (only for ponies, but not for other creatures): arm=>foreleg; arms=>forelegs; hand=>forehoof; hands=>forehooves; leg=>hindleg; legs=>hindlegs; foot=>hindhoof; feet=>hindhooves;
- Also apply the following word substitutions (only for ponies, but not for other creatures): kid=>foal; kids=>foals; children=>fillies; boyfriend=>coltfriend; girlfriend=>marefriend; husband=>colt; wife=>mare; someone+somebody=>somepony; anyone+anybody=>anypony; no one+noone+nobody=>nopony;
- #2Continentsconstantselective
Keys: Continent, Equus, Griffonia, Zebrica, Faust
The world of 'Equestria at War' (on a planet names Faust) contains three continents, separated by seas and oceans:
- Equus, mainly populated by ponies with a minority of: deers, griffons, polar bears, penguins, buffaloes, yaks and changelings.
- Griffonia, mainly populated by griffons and secondly by ponies with a minority of: zebras, minotaurs, undead creatures, changelings and diamond dogs.
- Zebrica, mainly populated by zebras, horses, ponies and llamas with a minority of: kirins, anthro-cats, dragons, yeti, donkeys, centaurs, gargoyles, giraffes, camels and harpies. There are also small island between them, but they have a minor use.
- #3Equusdisabledselective
Keys: Equus, The Land of Ponies
- Northern Equus: The frigid and mountainous north of Equus is an inhospitable landscape, but hardy races have lived there for a long time. Changelings, yaks, polar bears and penguins have adapted to the cold temperatures, yet more recently waves of griffon settlers arrived in the region. Legends also say how ponies once lived here, back when the climate was warmer, but now only ruins remain after all the ponies migrated south.
The changelings are the most formidable race in the north, living under the strong leadership of Queen Chrysalis. The yaks were until recently united in the isolationist kingdom of Yakyakistan, but as Equestrian influence continued to grow in the region, the more conservative yaks of the Jaki-Clan rebelled. A brutal war followed, but neither side was able to overcome the other so a temporary peace treaty was signed. Further north, there are the Polar Bear Communities which were founded only some years before. Polar bears are used to being divided, so only time will tell if the newborn nation can survive for long. On the northeastern shores, the venerable Kingdom of Pingland is facing a succession crisis as their old king is at death's door. South of them is the industrialized griffon colony of Nova Griffonia, left stranded as their colonial overlords in the east have utterly collapsed. Now the independent griffons must determine their role on the world stage and learn to live by themselves. Meanwhile their small autonomous territory, the Griffon Frontier, is far too busy dealing with bandits and worse. Without Nova Griffonia's support, they will likely collapse.
The changelings have great ambitions, seeing Equestria as decadent and weak and themselves as the rightful rulers of all Equus. The yaks fight amongst themselves, the polar bears and penguins continue to develop into proper states, while Nova Griffonia prospers. The future is full of possibilities for the northern nations, but also full of danger. What will the changelings do? And will the other races of the north band together or tear each other into shreds?
- Southern Equus: The area of southern Equus is vast, and there is a huge variety of climate and terrain, ranging from the cold marshes of the north to the hot deserts of the south. One race dominates the region above all: Ponies. However, there are also deer, buffalo, dragons and griffons. The ponies live on flat plains, arid drylands and sparse woodlands, the home of the deer is in boreal forests, tall mountains and swamps, while buffalo and dragons live in small nations under the shadow of their gigantic neighbour.
Equestria is by far the largest and most industrialized nation in the world, regarded as the haven of ponykind. Under principles of harmony, they have remained peaceful and prosperous for a millenium. Other pony nations on Equus are Crystal Empire, a close ally of Equestria which recently broke free from King Sombra's curse, Stalliongrad, a breakaway Equestrian province and the cradle of communism, as well as tiny Starlight Town, a city-state which is recovering from the rule of a mad cult. In the northwest, the deer live under the rule of the Kingdom of Olenia and its corrupt King. Aside from these larger countries, there are the small Buffalo Chiefdom, a tribal enclave within Equestria, as well as the United Dragon Tribes, which recently had a pro-Equestrian ruler come to power.
Southern Equus used to be peaceful, but recent times have changed that. Stalliongrad revolted, Changeling Lands attempted to seize control of Equestria, and Olenia had a dramatic change of rulership. Now tensions remain high between the major nations. The changelings of the north are building up for war while their rivals seem ill-prepared, as Olenia is weakened by internal instability and Equestria clings onto its pacifism. The smaller nations wait and watch, some of them deciding whose side to take in the upcoming conflict. Worse still, the major nations are among the most technologically advanced and industrialized nations in the world, so any wars between them would turn into carnage on an unprecedented scale. Some pray for tensions to dissipate and for peace to return, but as dark clouds gather, war seems inevitable.
- #4Griffoniadisabledselective
Keys: Griffonia, The Land of Griffons
- Northern Griffonia: The cold lands of northern Griffonia have long been sparsely populated, as, unlike in northern Equus, arctic races did not settle the region. Instead, there were hardy griffons and ponies who migrated from the south and west, respectively. Griffons settled the marshy valleys south of the Whitetail Mountains, while ponies arrived from across the gulf to the frozen forests of the northern shores. Most kept going, trying to find a better place to settle, but some chose to stay and have adapted to the cold over the centuries.
These ponies are known as the Northern Tribes, and lived in isolation until griffon revolutionaries crossed the mountains and carved out their own nation in Skynavia. The Kingdom of Vedina has long stood independent, remaining autonomous during the Empire's reign, with its distance from the griffon heartland allowing its inhabitants to retain their traditions. To the east, the Duchy of Cloudbury fell after the remnants of the Griffonian Republic fled there. The revolutionaries now live in exile, hoping to one day return to Griffenheim. In the Whitetail Mountains themselves, there is the savage Sunstriker Clan, nominally loyal to the Empire but likely to break free when the opportunity presents itself. To the northeast lie the Arcturian Order and the Dread League, ancient foes stuck in the past due to their extreme isolation.
The griffons of the north were once subjects of the Empire, but became independent after it fell. If the Empire were to rise from its stupor, their newfound freedom would be at risk, and due to the poor and underdeveloped lands of the north, they have would little strength to resist its might. Out of all of them, the Griffonian Republic is the strongest, but alone they stand no chance. Beyond the mountains, Skynavia and the Northern Tribes are locked in bitter conflict as the ponies try to push out the invaders while the griffons try to spread the light of communism to the dark north. In the continent's darkest corner, the Dread League is gathering its strength to crush the Order once and for all. After that, nothing will stand in their way.
- Central Griffonia: While the authority of the Griffonian Empire collapsed everywhere else, it still exists in central Griffonia, albeit in a greatly weakened form. It is here, in the fertile plains around the mighty Griffking River, where Emperor Grover I established his capital of Griffenheim, and where it has remained ever since. The region is densely populated by griffons, while diamond dogs inhabit the Bronze Mountains to the north. In the east, the magical Scheißwald forest has been a near insurmountable obstacle for griffon settlers for centuries, while the great Lake Rumare and the mountains of Blackhollow make up the southern boundary of the region.
After the Republican Revolution, the region became greatly fractured. In the Herzland, the Empire exists as a small rump state around Griffenheim, surrounded by nominal vassals who are part of the Reichspakt. Further south, the Duchy of Verenia has been torn asunder by civil war between rival houses. The Kingdom of Griffonstone, left without its greatest benefactor, is stranded. The small barony of Rumare now has a chance to save its dying culture, while Blackhollow in the east has been overrun by Blackrock's Bandits.
While the Empire is weak for now, it may yet recover its strength. Should that happen, the vassals are in danger of losing their autonomy, and most of them will refuse to give it up without a fight. Unfortunately, the Herzland can only be reunited through conflict. The same is not true for Verenia, where the civil war may yet find a peaceful solution. In the south, Rumare may seek to reclaim its historical lands from Griffonstone, while Blackrock has ambitions in the east - if she isn't overthrown. All of these states have to be wary if the Empire reunites the Herzland, for it may then seek to bring all the former Imperial lands back into the fold. Aquileia and Wingbardy, too, may seek to expand their influence in the region, thus possibly sowing the seeds for a conflict between them and the Empire. It is hard to predict the future, but one thing is certain: There will be blood.
- Eastern Griffonia: The region of eastern Griffonia is defined less by strict geographical boundaries and more by the Griffonian Empire's historical lack of influence in the region. As such, it covers a large part of the Griffonian continent, and several races besides griffons live in these lands. Eastern Griffonia is traditionally divided into three sub-regions: the Evi Valley in the south, where griffons live along the Evi river and its many tributaries, the Riverlands, a mountainous region populated primarily by ponies, but also by diamond dogs and griffons, and lastly Beorgfordas, also known as Hill-land, home of the secluded hillponies. The source of the mighty Griffking river lies in the mountains of the Riverlands. From there, it flows westward, almost splitting the continent in two. Another notable feature in the region is the magical Eygsic Forest, rumoured to be home to giant spiders.
Overall, the nations of the region are less developed than those in the west, primarily due to how far away it is from Equestria and other advanced nations. Out of the three sub-regions, the Riverlands are the most developed. Here, seven pony nations and, more recently, Diamond Mountain, are united by a defensive alliance known as the River Coalition. In the western Riverlands, there are two griffon nations outside of the Coalition: Hellquill and Longsword, remnants of the grand crusades of Emperor Grover II. The southern coast of the Riverlands has three nations which sprung up after law and order deteriorated in the region, with a diverse populace of ponies, zebras, deer and griffons. The Evi Valley to the south is more backwards, with its griffons clinging strongly to their traditions. Some, however, want change, and already Brodfeld is engulfed in a brutal civil war against the communists of the Griffon Liberation Army. In the north, the hillponies have no such desire to embrace modernity. Their tribes are like a time capsule of a bygone age, with tribal chieftains holding to power under the protection of the River Coalition. Off the coast, there is the island of Greneclyf, home of changelings who, so far, have remained isolated from the outside world.
The collapse of the Empire brought many changes to the region. The main antagonist of the River Coalition is gone, and it must now redefine its identity. Some push for federalization while others want the Coalition to be a thing of the past. The Evi Valley broke free from the rule of the Empire, but suffers from instability. If reforms are not made soon, the backwards griffon nations will collapse in on themselves, and a red star will rise from the ashes of old. The hillpony nations are less oppressive, but some ponies push for the embracement of modernity regardless. The winds of change are blowing in the east, but none can yet say what kind of change they are bringing.
- Southern Griffonia: The southern coast of Griffonia is the warmest part of the continent, with the southermost areas even sporting humid jungles. Otherwise, the landscape is dominated by arid plains and hills, with a few mountain ranges and many islands in the neighboring seas. It is populated primarily by griffons, but there are also a sizeable number of ponies in the west and minotaurs in the east, who live on numerous islands, the largest of which is Kainourgio Spiti. The northern boundary of the region is made up by Lake Rumare and the Blackhollow Mountains.
The ponies inhabit New Mareland, an overseas dominion of Equestria established by ambitious colonists, who bought the monster-infested land from the Duchy of Talouse centuries ago and cleared it for settlement. After the collapse of the Griffonian Empire, Talouse, alongside other minor nations in the region, joined the Karthinian Pact, led by the mighty Kingdom of Wingbardy. Falcor, their old rival, did not join, and was then devastated in a war against Wingbardy where they lost their capital. The parishes of Sicameon distrust the western and northern monarchies and are a beacon of liberty in the south, alongside the minotaurs of Asterion, their close allies, who seek to liberate their kin from the oppressive rule of Cyanolisia and its griffons.
Wingbardy is by far the strongest nation in the region and dominates its politics. However, they suffer from political and economic instability which may result in a radical change of government. Such a change will likely affect the entire region, not just the other Pact members. Meanwhile, New Mareland has so far remained loyal to Equestria, but the economic depression has made some ponies demand patriation and full independence. In the east, Asterion is preparing for war against Cyanolisia, and Sicameon is likely to support them. And while the nations of the south bicker, the Empire might rise in the north. Despite being so far away from Griffenheim, they may not escape the wrath of a resurgent Empire.
- Western Griffonia: The Griffonian west has traditionally had closer ties to Equus due to its proximity. It has many natural harbours, and the interior is mostly hilly and densely forested, so population and development are concentrated near the coast. The majority of the populace consists of griffons, though the southwest has a significant pony minority that has integrated into local culture. Off the coast, there are the islands of Haukland which lie near major trans-continental trade routes.
For most of its history, the west was dominated by the Crown of Aquileia, albeit it was conquered by the Griffonian Empire and, after its collapse and independence, suffered from a republican revolution, counter-revolution and subsequent decentralization. Now, the Kingdom is divided into many parts, all nominally under the rule of the King. North of Aquileia is the Periphery, the frontier region of the Kingdom now ruled by many small statelets. To the northwest is the Skyfall Trade Federation, once the most prosperous part of the Empire, and now an independent nation and a naval powerhouse. The islands of Haukland are also independent, ruled by deserters, pirates and other outlaws.
Unlike in the Empire, Aquileia's revolutionaries did not flee, they hid. And now they are preparing to strike again and topple the monarchy for good. The King and his vassals are trying their best to crush the uprising before it even begins, but things are unlikely to go as planned. While Aquileia is busy with internal issues, the small nations of the Periphery seek to establish themselves as proper states while clashing with each other. Eventually, Aquileia will go north and seek to reclaim its former territory, so they must prepare. Skyfall remains relatively stable, but their leader is very old and likely to pass away soon, forcing a change in power. The Hauklanders do as Hauklanders please, with no one to intervene in their affairs. However, the heartland of the Griffonian Empire is close, and the old superpower may yet recover its strength. Should this happen, the Empire will likely turn its gaze to the rich lands of the west. Aquileia has long hated the Empire, but hate alone will do nothing if they do not prepare themselves for the storm.
- #5Zebricadisabledselective
Keys: Zebrica
- Eastern Zebrica: The homeland of the kirin race, the region of Eastern Zebrica collectively known as Kiria, features many different landscapes, separated from the deer and llamas to the north by a tall and nearly impenetrable mountain range, and from the zebra nations to the west and south by the mighty Marekong river. In the north, the terrain is predominantly plains and hills, interspersed with significant swathes of dense forest. This region is controlled by the Realm of Kiria, the largest and most powerful kirin state. The area is home to two important river systems that make it hospitable and suitable for a thriving agricultural society. Foremost is the lifeblood of Kiria: the magnificent Great Mellifluve and its many tributaries, which connect the majority of the region together and provide for fertile farmland between the river's many branches. The Great Mellifluve empties into the South Kirin Sea after passing by Verdant, the trade city that connects the region to the lesser kirin nations in the south. The imperial capital of Vermilion sits along the easternmost branch of the Great Mellifluve, nestled safely in a fertile valley surrounded by mountains and hills that partially isolate and protect it from the surrounding countryside.
To the north lies the other, smaller, but just as vital, river system; the Carmine River terminates at the port city of Fragrance, once the primary trading hub of the entire realm, connecting the merchants and traders of the Realm of Kiria to the rest of Zebrica. Nowadays, the rivers are scarcely traveled, with most kirin returning to subsistence farming in the plains between the rivers, their once magnificent cities depopulated and declining, the infrastructure falling into disrepair. However, the region is rich in natural resources, land, and people, and the rivers make it a perfect candidate for industrialization, should The Silence ever end.
In the south of Kiria, three autonomous states split off from the Realm of Kiria when the Silence began. The nations of Sen Kinh, Lan Kir, and Khamrin are all predominated by dense jungles and forests, with far fewer resources and a much smaller population than their northern brethren. Their lands are underdeveloped and untamed, and it will take great effort to modernize the lower kirin lands to the same level as the north once was. Of these three nations, Sen Kinh fares the best, as the city of Blossom has remained a valuable trading port following the collapse of the trade routes in the north, and its lands are not as densely wooded as their two western neighbors. It will take effort and a strong leader, but perhaps there is a chance that these three southern kirin nations may one day unite and find themselves strong enough to withstand a resurgent northern Kiria.
- Northern Zebrica: The sunny shores of northern Zebrica lie south of the equator, and thus its climate ranges from tropical to subtropical. The region is very hilly and has many islands, most notably Aris and Macawia. In the south, closer to the vast Zebhara desert, the region becomes more arid and inhospitable, but also less hilly.
The nations of northern Zebrica have close ties to Equus and Griffonia and thus are among the more advanced nations on the continent. This is especially true for the island nations of Hippogriffia and Macawia, but also the secluded realm of Chiropterra and the "republic" of Tobuck as well. Colthage, a venerable maritime republic, and Warzena, a monarchy ruled by a benevolent king, are still in the process of industrializing. Quaggatai, the realm of a Khan who took advantage of the chaos caused by the Storm King, and Zarantia, a federation of desert nomads, are underdeveloped, agrarian nations.
The coastal regions were the final victim of the Storm King's campaigns of pillaging and destruction, but Hippogriffia, Macawia and Chiropterra managed to survive unscathed. In fact, it was the hippogriffs who came out of hiding in Seaquestria and decisively defeated the Storm King. Macawia's powerful and modern fleet kept the islands safe, while the fortress-nation of Chiropterra was too heavily defended to be worth the effort. The rest of the region still has to recover from the devastation.
Chiropterra is the most likely to take advantage of the weakness and disarray. However, what they do depends entirely on what happens in Equestria. If their plans fail, then they are likely to take an aggressive stance and pose a major threat to the smaller nations. Colthage, despite suffering from internal instability, may choose to ally with them against Hippogriffia. As a bulwark of harmony, Hippogriffia will have to face them, but they might have to deal with internal threats first. Macawia will not intervene in this conflict and in general has little interest in mainland affairs.
- Northeastern Zebrica: There is much variety in the geography of northeastern Zebrica. There are the snow-covered Andelayas which are the tallest mountains in the world, the arid highlands where the llama and alpaca dwell, and the humid jungle valleys and marshes of Hindia, home of the Hindian deer and their Olenian overlords. The sheer size and magnitude of the Andelayas has prevented any invasion by land, keeping Hindia safe and secluded from the rest of the continent. But the mighty mountains could do nothing to keep the region safe from seaborne invaders, whose longships carried them from across the vast eastern ocean.
Due to this separation, much of the northeast is underdeveloped. The llama and alpacas of the highlands live in splendid isolation, ruled by an absolute and divine monarch, the Sapa Llama. The state controls almost everything, and wants to make sure nothing changes the status quo. On the slopes of the mountains, there is the small realm of Stagpal, carved out by an ambitious deer conqueror, yet is populated mostly by llamas and alpacas. Down below, Hindia is divided between four nations: Chital and Sambar, whose Yarils are successors of Olenian vikings who conquered much of the subcontinent many centuries ago, as well as Doelhi and Barasingha, the principalities of the native deer. Off the shore, there is also the island realm of Uusi Hirvimaa. Once the center of Olenian rule on the subcontinent, it is now a subjugated Macawian protectorate.
The region was spared from the Storm King's wrath mostly because of how far away from the yeti homeland it is, but the mountains also formed a great barrier against his airships. Yet even then, the region suffers from widespread poverty and illiteracy which hinder progress and weigh down on its nations. The one economic boon the region has is its many rubber plantations, meaning a united Hindia could become one of the world's leading producers of rubber.
A united Hindia, however, seems like a pipedream in 1007. Tensions between the two groups, the heirs of viking conquerors and the native princes, continue to grow, while the Yarildoms and the principalities suffer from internal instability as well. A peaceful solution seems unlikely, and a region-wide conflict seems inevitable. Perhaps in the end, after the dust has settled, the deer of Hindia may have united under one banner.
- Central Zebrica: The center of the Zebrican continent is dominated almost entirely by the humongous Zebhara Desert, the largest of its kind in the world. The desert itself is very inhospitable and is sparsely populated, primarily by zebras and camels who live on scattered oases and endorheic rivers. The outskirts of this wasteland are more habitable: the foothills of the Andelayas in the east, and the Great Lakes in the west, fed by the mighty Neighle river.
The desert itself is desolate and is populated mostly by nomadic tribes. The northern part of the Zebhara is nominally controlled by the Azir tribes, while the south is under the rule of the Central Zebrican Empire and its mad yeti warlord. In the east, the Free Camel Tribes resist the rule of another yeti warlord, the self-proclaimed King Boltrus of Boltria who seized Camelkand and now rules most of camelkind. In the west, around the Great Lakes and along the Neighle river, exist many small zebra kingdoms and warlord states, formed after the fall of the Mazwi Empire. The entire region is a powderkeg ready to explode, as most of the countries only recently declared independence, and some want to replace Mazwi as the new hegemon of the Great Lakes. The small nation of Re'em, ruled by a religious sect of horses, do not want to get directly involved in the upcoming conflict, but might support some of the warlords.
Central Zebrica was already poorer and less developed than the northern and western parts of the continent, but the Storm King made things much worse. The large and prosperous Mazwi Empire was sacked and destroyed, now only existing as a small rump state surrounded by furious former subjects. Further east, ambitious yeti generals established realms of their own after the Storm King's death and now rule as cruel despots. Much of the wealth in the region was looted and carried elsewhere, yet the region cannot recover until numerous existing tensions are resolved.
The Great Lakes are likely to reunite, but which kingdom, tribe or warlord does so is difficult to predict. The Central Zebrican Empire will likely collapse as soon as the mad emperor dies, while the camels will fight for their freedom or die trying. There is great potential in the region, but for any of it to be realized, much blood will need to be spilled.
- Southern Zebrica: The southern coast of Zebrica has many frozen mountains, whose glaciers are the source of the mightly Neighle river, while the valleys and plains below are covered by boreal forests. The high altitude and proximity to the south pole results in a climate that ranges from temperate to subarctic. Many races live here: Zebras, hyenas, yeti, gargoyles, and centaurs. In the past, most of the races managed to live together in relative peace, but after the Storm King united the squabbling yeti race under one banner, everything changed.
But the Storm King is now dead, and the heartland of the kingdom he created is divided between four warlords, each claiming to be his true heir. While they are distracted, other races try to recover from the devastation wrought by the yeti. The Qaylidi Dervishes are a remnant of the fallen Kingdom of Hyenia, led by spiritual warriors who are preparing to liberate their homeland. In the east, the ancient alliance between Gargiloya and Senturya prevails for now, but none can tell how long it will last. In the northwest, the zebras of Hayzeb who are free from yeti influence focus their attention on the power struggle in the Great Lakes, but there is no doubt they will eventually shift their attention south and try to free their oppressed brethren.
The south suffered the most from the Storm King's campaigns. Many countries were completely destroyed and annexed directly into the Storm King's domain, while others were looted and ravaged. However, the yeti homeland itself has prospered, becoming rich from all the loot brought back by yeti warriors. But now as civil war tears the south apart, even that prosperity is threatened. Whoever wins and claims the mantle of Storm King will have to spend a long time to rebuild.
While the yeti focus on their civil war, the Dervishes will intervene and try to reclaim their homeland. The Hayzeb Federation will primarily focus on the Great Lakes, but intervention is not out of the question for them either. Further east, the gargoyles and centaurs will deal with internal affairs, trying to keep their alliance and their countries together. But once the civil war ends, no one wants the brutal campaign of the Storm King to be repeated, and an anti-yeti alliance seems inevitable. The many races of the south yearn for peace, but there will be none until the yeti threat is dealt with once and for all.
- Southeastern Zebrica: Judging by its position on the globe, one would assume that southeastern Zebrica would be mild and temperate, with subarctic conditions at its fringes. But here, truth defies expectations, as the region is predominantly tropical, with subtropical conditions at its periphery. The southeastern peninsula is covered largely by thick jungles, and the air feels hot even when the nights are long in winter. There is no widely accepted explanation for this bizarre phenomenon, but there are rumours that a Golden Temple deep in the jungle is affecting the climate with magic. Rumours of this temple, as well as valuable tropical plants and precious minerals in the hills, have attracted the attention of Feathisian adventurers, who have established colonies to extract local wealth.
There are three such colonies: the South Zebrides in the many islands to the south, the Vrystaat on the hilly coast, and Talonsvaal in the arid northern mountains. While these states are mostly administered by griffons, their populace primarily consists of native zebras, while the Zebrides have a notable kirin minority as well. The natives of the region have nations of their own as well. In the northwest, there is the giraffe kingdom of Twizanyika, the belligerent Zeblu Empire and Roam, whose zebra king has a lost Romauan legion as his retinue. In the southeastern jungles and forests and on the islands in the sea, there are many smaller tribes and kingdoms, the largest of which is Zongo.
The Storm King largely left the southeast alone, and only small raids on the gold mines of Twizanyika were launched. The griffon colonists and their native neighbours were too militarized, while the rest of the southeast was too underdeveloped and poor to be worthwhile. The Golden Temple interested the Storm King, but he planned to search for it later after he had completed the rest of his conquests. Thankfully, he died before that.
Because none of the nations in the southeast have to be concerned with rebuilding, they can focus on dealing with their neighbours. Tensions have long been growing between the griffon colonists and natives, with Talonsvaal suffering a disastrous defeat against Roam. Zeblu is a rising power and seeks to become the undisputed hegemon of the region. Deep in the jungles, the tribes of the peninsula are stirring, while in the forests, the agrarian kingdoms seek to finally modernize and possibly wage war against their neighbours. The southeastern nations were spared from the Storm King's wrath, but it appears they will have to face each other's fury instead.
- Northwestern Zebrica: Northwestern Zebrica has a long coastline, stretching from the southernmost tip of the Arabian peninsula to the northernmost point of Abyssinia. The northern half of this coast is arid, as the seas bring little rain and hot, dry winds blow frequently from the Zebhara desert, while the south is more temperate and lush. However, the eastern half of the Arabian peninsula is covered in desert due to rain shadows from the mountains while the rains of the Arabian Sea go east towards Riseia. As the majority of the northwest is dry, the population of cats, horses, ponies and donkeys is concentrated on the coast and along fertile rivers which flow from the mountains. The latter is especially true in Maregypt, as the grand Neighle river flows through it, providing a vital source of water in the dry sands.
Saddle Arabia is the largest nation in the region - or, it was, until civil war tore it asunder into five factions. The horses of Saddle Arabia were once hegemons of the entire west, but centuries of decadence have seen their empire crumble. Northeast of Saddle Arabia lie Asstyria and Anseruk, nations of warlike donkeys, while cats inhabit the mountainous kingdom of Abyssinia. Maregypt is populated by ponies, cousins of Equestrians, as is the area of Manedalusia, which is partitioned between Abyssinia and Maregypt. South of the donkeys is the emirate of Yemane which broke off from Saddle Arabia many years ago.
Half of the region avoided the Storm King's fury, while the other half was plundered by him. While Saddle Arabia was still united, its modern and powerful army was able to match the Storm King's host, and they protected the donkeys, who were still in their sphere of influence. Abyssinia, Maregypt and Yemane were not so lucky. The Storm King wreaked havoc in their lands, taking everything that was worth taking and savaging the rest. Abyssinia in particular suffered greatly, as they proudly attempted to resist the Storm King, but to no avail.
The Storm King has since perished, and now would've been the perfect time for Saddle Arabia to reassert its former dominance. Alas, internal unrest reached a boiling point and the once powerful and wealthy nation is now tearing itself apart. The donkeys are now left without a protector, but are now also free to pursue their own foreign policy. Yemane, Abyssinia, and Maregypt must focus on rebuilding what was destroyed, but all three of them have poor relations with their neighbours. The Griffonian Kingdom of Wingbardy has a small holding in Abyssinia and may seek to expand its influence in the region. And after Saddle Arabia reunites, the mighty giant will awaken and look outwards. If the other countries in the region remain weak and divided, they will be able to do nothing to stop them.
- Southwestern Zebrica: The southwestern part of Zebrica is the coldest one, being in closest proximity to the south pole. The region consists of two peninsulas: the long Hestraya, which ends at the cape to which it lends its name, and the wide and short Riseia, surrounded by the Arabian Sea and its inlets. Both are almost entirely populated by horses and ponies, with only a small minority of zebras. Being the more southerly of the two, Hestraya is colder, with boreal forests and marshes, while Riseia has a pleasant temperate climate, fertilized by rains from the Arabian Sea. Beyond Hestraya, there is the mysterious island of Pengaia, home to fearsome ice dragons. The entire region was once part of Saddle Arabia, but the days of its dominance are long gone. It is now divided into various nations, some of which are small and some of which are large. All of them are relatively developed thanks to their former Arabian overlords. The western half of Cape Hestraya is split between the Duchy of Maretonia and Aestlonia, which are bound together by a royal marriage between Duke Kyrippos II and Princess Zaida's sister. Together, they stand against the new rising power in the region, Karkadannistan, which seeks to become an equal rival of Saddle Arabia. Riseia contains the Emirate of Osqat, the Haymirite Malikate and the Magocracy of Maretania, whose mages seek to gather and secure potentially dangerous magical artifacts.
Being so divided, the southwest was unable to stop the Storm King as he rampaged through the region, pillaging and looting all he could. But for Karkadannistan, he was a blessing, not a curse, as the mercenaries that would found it were under his service and took advantage of the chaos to carve out a mighty realm of their own.
With other nations in the region remaining weakened, Karkadannistan is poised to achieve its ambitions of hegemony. The alliance between Maretonia and Aestlonia gives both a chance for survival as long as it lasts, while Riseia must unite one way or another, as being so divided makes them only a minor obstacle, at best. At the very least, the smaller nations don't have to worry too much about modernization, being already so advanced, while Karkadannistan lags behind them. They will need every advantage they can get to survive.
- #6Equus Timelinedisabledselective
Keys: Year, History, Equus
==== Before Luna's Banishment ==== *In northern Equus, constant conflict between the three tribes of unicorns, pegasi and earth ponies attracts magical windigoes, spirits who feed on hatred and spread cold weather. This leads to three migration waves as the north becomes uninhabitable for ponykind: one great fleet sails south, other ponies cross the strait into the unknown lands of Griffonia, while the final group migrates south to a new fertile land. *The three tribes in the south threaten to fight over the land they have settled. This attracts the windigos to them, endangering their new home. Only after the tribes make peace do the windigos leave and the snows melt. The tribes unite and form Equestria. The event is celebrated each year during Hearth's Warming Eve. *Another group of ponies establishes the realm of Severyana. *Many years later, two young alicorn sisters, Celestia and Luna, are crowned as the rulers of Equestria. *Six great heroes, the Pillars of Equestria, are gathered by unicorn Stygian to banish three monsters attempting to take over Equestria, the Sirens. Led by Starswirl the Bearded, a legendary mage, they perform great feats to defend Equestria from various threats. *The seed for the Tree of Harmony is planted by the Pillars of Equestria. The Pillars then confront Stygian, who had become "a Pony of Shadows", and mysteriously vanish. *A chaos spirit called Discord wreaks havoc in Equestria. Celestia and Luna take the Elements of Harmony from the tree and use them to imprison him in stone. Unknown to the two, Discord discards a seed which would strangle the Tree of Harmony over time. *King Sombra of the Crystal Empire is banished by Celestia and Luna. Sombra's curse makes the Empire vanish for a thousand years. *A centaur from Kingdom of Senturya named Lord Tirek plans to steal the magic of ponies with his gargoyle brother Scorpan, but the latter befriends the ponies and reveals his plans to the Princesses. Tirek is imprisoned in Tartarus. 2 BLB *Land of the Deer, Olenia, consists of several petty kingdoms, with the largest ones centered around major trade ports. In 2 BLB Olenia is united under King Harald Fairantlers of Hjortland. 1 BLB *Princess Luna becomes jealous of her older sibling and is corrupted. She becomes Nightmare Moon and attacks Celestia, who has no option but to use the Elements of Harmony to banish her into the moon for a thousand years.
==== After Luna's Banishment ==== 0 ALB *After Nightmare Moon's coup attempt, angry mobs of ponies lose trust in thestrals (bat ponies) and drive them out of cities and villages into their cavernous homes. The divide between the two groups is never truly healed, despite Princess Celestia's best efforts. 143 ALB *Deer from Olenia raid Equestria for the last time. Afterwards, ponies and deer make peace by signing an official treaty of friendship. The lack of raiding targets due to the treaty upsets a portion of the nobility and the warrior middle class. *A Huskarl named Hoef Derikson gathers a host of dissatisfied nobles and intrepid peasants from Olenia and sails west to try to find a new land to settle and rule. ~200 ALB *Gunpowder is invented by Equestrian alchemists, but it is used exclusively in fireworks and for other non-military purposes. Later the invention spreads to Griffonia where it is weaponized for the first time. 437 ALB *Meanderly Pool, an Equestrian explorer, journeys across Griffonia to meet a legendary lost pony tribe. She discovers Lake City, meets Grand Prince Bright Blossom and re-establishes communications between western and eastern ponies. 649 ALB *Coltlumbus founds a new colony in southwest Griffonia called New Mareland. The land is sparsely inhabited by griffons and infested with monsters, but there is great opportunity for trade with the eastern griffon realms. First pony settlers from Equestria arrive. 673 ALB *New Mareland settlers and the Duke of the Duchy of Talouse sign an official treaty where the land in what is today the Hoovesplain is ceded to New Mareland in exchange for a large amount of bits. The two parties agree on a border which remains the modern day border between New Mareland and Talouse. 783 ALB *Nova Griffonia is founded on northeastern Equus by the Griffonian Empire. It consists of various culturally diverse griffon settlements along the coast which are for the first time united. Soon after, first inland expeditions begin, marking the start of Nova Griffonian expansion, and the melting pot culture of the colony forms. 795 ALB *Following a prolonged succession crisis, the boyars of Severyana elect Princess Celestia of Equestria as the Tsarina of Severyana. 810 ALB *Jam Wutt invents the steam engine in Equestria. Eventually it is adopted in factories of Manehattan, Canterlot, Fillydelphia, Vanhoover and Las Pegasus. 847 ALB *Adamant Smith publishes the book "Prosperity of Countries", which revolutionized economic theory and guided Equestrian policy for years to come. 850 ALB *Cuty Stuffy builds a prototype steam locomotive. Her design is developed and improved and soon trains become widely used for transportation in Equestria. 860-940 ALB *Gradually, the industrial revolution takes place in Equestria. The old cities of Manehattan, Canterlot, Bales, Vanhoover, Fillydelphia, Las Pegasus grow rapidly and new industrial cities appear such as Albion, Whinnyapolis, Baltimare, Tall Tale, Rockville, Petershoof and Princessyn. From time to time small strikes and riots of workers, peasants and traders occur as they protest the rapid change of society. 944 ALB *Caramel Marks, an Equestrian unicorn, and her friend Fire Angel, write the program of their underground organization "Union of Struggle for Justice", which later becomes popular worldwide: “Social Justice Party Manifesto”. In the following years, branches of the Union appear in various parts of Equestria. The ideas of Marksism are publicized both in Equestria and abroad. 952 ALB *Olenia begins to industrialize. Many factories and companies are quickly founded during this time. 960 ALB *A company called Lokia is founded in Olenia. Decades later they become renowned across the world for their reliable and nigh unbreakable radios and other electronic devices. 962 ALB *King Aldar II of Olenia officially suspends the religious office of Allsherjargoði. 974 ALB *Under growing popular support for autonomy, the Equestrian government grants Dominion status to the southern island of Puerto Caballo. 980 ALB *Steel Stallion begins to spread word of Caramel Marks’ new radical ideology in the Severyana region. 982 ALB *Queen Chrysalis of Vesalipolis unites the various Changeling Hives into a single nation. 991 ALB *After a dry summer and harsh winter caused by mismanagement of weather by pegasi, the Severyana region in Equestria experiences supply shortages. Southern regions are reluctant to share and few traders who arrive establish a price rate nearly impossible to meet for an average citizen. ~990 ALB *A pegasus filly named Rainbow Dash creates the Sonic Rainboom, linking the destinies of six ponies who would become the Elements of Harmony. A unicorn foal named Twilight Sparkle experiences a massive magical surge, drawing the attention of Celestia, and becomes her personal student. 995 ALB *A large revolt sparks in Severyana, which declares its independence from Equestria. The Supreme Soviet is established with three ponies, Vasily Wheatin, Sinister Serov and Altidyia Revoltsova as its leading members. The new state adopts Caramel Marks’ ideology as their own. Shortly afterwards Steel Stallion dies of illness and the capital of the region, Princessyn, is renamed to Stalliongrad in his honour. 996 ALB *Stalliongrad successfully wins the Winter Revolution after Princess Celestia recalls the military from Stalliongrad, citing that she did not wish for unnecessary deaths of ponies, and fires her current Captain of the Guard for authorizing military action against the city without her approval. 997 ALB *Shining Armor, brother of Twilight Sparkle, is promoted to Equestria's Captain of the Guard. 1000 ALB *Nightmare Moon returns from her exile as prophecy foretold. However, Twilight Sparkle and her new friends become the physical forms of the Elements of Harmony, remove her corruption and turn her back into Luna. She reunites with her sister and Equestria becomes a diarchy once more. *Starlight Glimmer founds Our Town, a radical commune near Stalliongrad where everyone is made perfectly equal with magic. 1001 ALB *A short conflict nicknamed ”The Apple War” erupts between Appleloosan settlers and the Buffalo Chiefdom after a land dispute, but soon the two sides end up signing a peace treaty and a trade agreement. *Discord breaks out of his prison of stone, but is imprisoned again by the wielders of the Elements. *King Aldar II of Olenia dies under suspicious circumstances. His illegitimate son Johan quickly seizes the throne with the help of religious leaders, corrupt businessdeer and greedy nobles. Princess Velvet, the rightful heir, flees to Equestria. 1002 ALB *Polar Bear Communities are established after a two-year unification war by Paw Wellington. *Lord Tirek escapes from his imprisonment in Tartarus. *Queen Chrysalis of Changeling Lands infiltrates Canterlot with her swarm and attempts to take over Equestria during a royal wedding, but they are defeated by alicorn Princess Cadence and Shining Armor. The wedding proceeds afterwards and the two get married. Back in the Changeling Lands, Chrysalis’ rule is questioned, forcing her to focus on internal matters while plotting revenge. *The Crystal Empire returns as the curse is lifted and so does King Sombra. However, with the help of the wielders of the Elements, the Crystal Heart is returned to its place and Sombra is shattered and imprisoned in Limbo. Princess Cadence and Shining Armor of Equestria become the rulers of the Crystal Empire. *Discord is released, reformed and becomes more benevolent. He, however, is rarely interested in solving Equestrian problems. *Twilight Sparkle, the wielder of the Element of Magic and the Protégé of Princess Celestia, is elevated to alicornhood. 1003 ALB *Twilight and the other Element Wielders discover the Tree of Harmony, which is strangled by Discord's weeds. They remove the cursed plant and restore the Tree. *Internal disputes within Stalliongrad lead to a political deadlock as the troika, with Vasily and Sinister on one side and Altidyia on the other begin to rival each other. *The Equestria Games are held in Crystal Empire, with Nova Griffonia participating and envoys from Saddle Arabia spectating. The Duke and Duchess of Maretonia visit as well, meeting with Celestia and Luna. *Tirek manages to gain the support of Discord and with his aid steals the magic of all Equestrian ponies, including the Princesses. However, the wielders of the Elements gain powers from the Tree of Harmony that allow them to defeat Tirek and return him to Tartarus. Discord repents and is forgiven. As a consequence of this, Twilight Sparkle becomes the Princess of Friendship. *The wielders of the Elements discover Starlight's commune and save the inhabitants from misery by giving them their talent marks back and exposing Starlight as a liar who never removed her own mark, therefore being more equal than others. Starlight manages to escape and plans her vengeance. The inhabitants of the town abandon Starlight's ideology. *Yakyakistan ends its long isolation and Prince Rutherford goes on a diplomatic visit to Equestria. A diplomatic crisis is resolved by Pinkie Pie, who earns the friendship of the Yak leader. 1004 ALB *Starlight Glimmer returns for revenge and uses secret time-travel magic to change the fates of the Wielders of the Elements by ensuring the Sonic Rainboom never occurs. Twilight manages to show her the devastating, postapocalyptic consequences to Equestria - filled with total war, tyranny, bloodshed and ruin. She persuades her to abandon her plans for revenge and embrace Harmony. History is repaired, Equestria returns to normal and Starlight becomes Twilight's personal student. *Flurry Heart is born in Crystal Empire. She is the daughter of Princess Cadance and is thus the first alicorn to be born in over a thousand years. *Ember succeeds her father Torch and becomes the next Dragon Lord of the Dragon Lands with the help of Spike, Twilight and Rarity. She forms good relations with Equestria in return. *Queen Chrysalis, who initally planned to infiltrate Equestria again, instead begins to prepare for a large-scale military invasion.
1005 ALB *Pinkie Pie is appointed Ambassador to the Yaks, and leads a relief effort to assist Yakyakistan after an avalanche devastates their capital of Yakistown. *Twilight Sparkle publishes a journal of the adventures and lessons of her and her friends, the Journal of Friendship, for all to read. *Twilight Sparkle discovers the Pillars of Equestria locked away in Limbo, and frees them. However, this also frees the Pony of Shadows. The Element Bearers and the Pillars confront it together, initally planning to use the Elements to banish it into the Limbo, but Twilight manages to save Stygian from the darkness instead. The Pillars then set out to assist this strange new world. *The Tree of Harmony sends the wielders of the Elements to Mount Aris, the home of the hippogriffs, to solve a friendship problem. However, they discover the entire population has transformed into seaponies and fled underwater to hide from the Storm King. They manage to convince the seaponies to stop hiding when they learn that Storm King is preparing to invade Equestria. The Battle of Ain Trotgourait takes place as the hippogriffs and seaponies attack the Storm King’s army. The Element Bearers confront the Storm King and his second-in-command, an Equestrian pony named Tempest Shadow. She eventually betrays her master, turning the Storm King to stone with his own magical artifact. His army is largely destroyed and Equestria is saved. *Princess Twilight founds the Ponyville School of Friendship in the hope of spreading values of Harmony across the world. Notably, foreign students from United Dragon Lands, Yakyakistan, Hippogriffia and Griffonstone attend. *The EEA (Equestria Education Association) shuts down the school after the teachers and students fail to follow their strict guidelines and rules. Twilight, with the support of Celestia, reopens the school as an independent institution. However, the foreign students have gone missing and national leaders blame each other until the students are found. It turns out they were simply enjoying a secret trip together as friends at the Castle of the Two Sisters in the Everfree Forest. 1006 ALB *Two element bearers, Applejack and Fluttershy, convince the Realm of Kiria to end the Silence. *A student of the School of Friendship, Cozy Glow, cooperates with Lord Tirek and attempts to use magical artifacts to drain all the magic in the world. She uses deceit to become the Headmare of the School of Friendship and traps the Element Bearers in Tartarus, planning to ultimately become the Empress of Friendship. Princess Celestia prepares a military intervention, but Cozy Glow's plans are foiled by other students and she is imprisoned in Tartarus. *After multiple narrowly averted coups, invasions and magical disasters, ponies demand more protection. Celestia commissions a committee, led by Dotted Line to perform a detailed analysis of potential threats and the adequacy of current responses. *Some yaks of the Yak Council in the Kingdom of Yakyakistan disagree with Prince Rutherford’s Equestria-aligned policies and join his brother Prince Bradford instead, who promises to preserve the yak Way of Life. 1007 ALB *Equestria At War begins.
- #7Griffonia Timelinedisabledselective
Keys: Year, History, Griffonia
==== Before Luna's Banishment ==== *Some pony tribes migrate over the channel to Northern Griffonia, fleeing the windigoes. Over several thousand years, they spread across the north and arrive in the east where they encounter griffons. After centuries of tribal warfare, the ponies settle the Riverlands. '''~600 BLB''' *King Arantigos Featherin of Sparleos establishes a vast realm stretching from Romau to Midoria, being the first griffon who comes close to uniting griffonkind. After his death, his successors fight each other and the Kingdom fractures into many successor states, most notable ones being Karthinia, Arantiga and Romau. '''463 BLB''' *The minotaur Confederation of Asterion is founded on the island of Kainourgio Spiti by Aster, as he leads his people away from the tyrannical rule of a pony monarchy. '''453 BLB''' *One of the splinter realms from the Kingdom of Sparleos, Karthinia, is conquered by the northern Wingbard and Falcorian tribes. They would eventually carve out their own nations, Wingbardy and Falcor, which become bitter rivals for centuries to come. '''321 BLB''' *The High Kingdom of Wittenland reaches its zenith and golden age, ruling much of the Riverlands from the southern coast to northern mountains. However, soon its slow decay and stagnation begins. '''66 BLB''' *Grand Prince Blessed Sword of Lake City defeats Strategos Adynatos of Nimbusia at the Battle of Chaeroneigh, eliminating the last obstacle in his way. The River Empire is founded afterwards and dominates the Riverlands.
==== After Luna's Banishment ==== '''~100 ALB''' *Arcturian Order is founded in Northern Griffonia to prevent the return of the undead menace. *The first Aquileian Kingdom forms. '''353 ALB''' *The subjugated "Riverbank Griffons" of Zaphzia revolt against their overlords in Jezeragrad. *Unrest spreads and soon the conflict becomes a full-blown civil war, with the former subjects of the River Empire seeking to break free. *King Haysil II the Lakepony Slayer restores the Kingdom of Wittenland, leads a revolt against Lake City and hires deer mercenaries from a distant land. After the deer help him drive out the Lakeish occupiers, he grants a southeastern peninsula as a reward to the mercenary captain named Harald the Trotter, who founds the permanent settlement of Austurland. '''357 ALB''' *End of the Princely Civil War in Jezeragrad. The provinces of Rijekograd, Wittenland, Nimbusia, Bakara and Zaphzia gain independence. This marks the end of a united Riverlands. *The Griffons of Zaphzia formally announce the establishment of the Kingdom of Zaphzia. *With the end of the Princely Civil War Austurland's contract was over. A series of strong leaders fully break with the Kingdom of Wittenland, establishing an independent state. *Order of the Knights of Arcturius is founded by their Archon. '''437 ALB''' *Meanderly Pool, an Equestrian explorer, journeys across Griffonia to meet a legendary lost pony tribe. She discovers Jezeragrad, meets Grand Prince Bright Blossom and re-establishes communications between western and eastern ponies. '''559 ALB''' *Battle of Mareathon - The invading forces of the Katernii Kingdom are defeated by Nimbusian armies lead by Strategos Manetiades, driving griffons out of Riverlands for a decade. '''569 ALB''' *Battle of Thermoponylae - A group of 300 Nimbusians lead by Strategos Leoneighdas hold off a huge army of Griffons for 3 days, long enough for the Riverponies to evacuate to the eastern mountains. Leoneighdas died in the battle. '''579 ALB''' *After many years of instability, the Kingdom of Zapzhia is dismantled. Hetman (General) Borzhonets takes control. Gradually, the leader of Zaphzia simply comes to be known as "Hetman", and the Kingdom is forgotten. The Zaphzian people come to be known as "The Zaphzian Host". '''649 ALB''' *Coltlumbus founds a new colony in southwest Griffonia called New Mareland. The land is sparsely inhabited by griffons and infested with monsters, but there is great opportunity for trade with the eastern griffon realms. First pony settlers from Equestria arrive. '''673 ALB''' *New Mareland settlers and the Duke of the Duchy of Talouse sign an official treaty where the land in what is today the Hoovesplain is ceded to New Mareland in exchange for a large amount of bits. The two parties agree on a border which has remained unchanged to the present day. '''704 ALB''' *Grover I becomes the King of Griffonstone. '''705 ALB''' *Grover I defeats the Kings of Aquileia and Wingbardy and unites most of Griffonia with the power of the Idol of Boreas. He becomes the first Kaiser (Emperor) of the Griffonian Empire. '''713 ALB''' *The Duchy of Cloudbury is established by Albert I of House Plumenjar, who unites the fractured counties of the North and bends the knee to Grover I, securing Imperial rule in the North and giving the Empire a stepping stone into the isolationist Kingdom of Vedina. Its King signs a treaty with the Emperor instead of resisting him, becoming a nominal vassal with considerable autonomy. '''728 ALB''' *University of Romau is founded by Grover I of Griffonia. '''747 ALB''' *Emperor Grover I famously crosses the Creeper Mountains, heralding the beginning of his eastern campaigns. The principalities had expected him to attack from the north or south and were completely caught by surprise. The Principality of Lushi and the Prywhenian principalities are soon beaten and they bend the knee. *The Kingdom of Asterion, which formally possessed the Creeper Mountains, protests to the Emperor and demands him to cede them back. In response Grover I destroys their mainland army and seizes their coastal states, later turning them into the County of Cyanolisia. However, he lacks an effective fleet and is unable to attack the many islands of the minotaurs and thus makes peace, leaving them alone for now. '''749 ALB''' *Grover I's mercenary garrison rebuffs raids by the Cossacks of the Zaphzian Host. Rather than conquer them, he offers them protection as an Imperial March, provided they agree to his terms. '''752 ALB''' *Jezeragrad is sacked by Grover I's mercenaries. *Grand Prince Frail Spear is ousted by the population of Jezeragrad and they declare themselves a Republic. '''773 ALB''' *The aging Emperor Grover I sends a small army to attack the parishes of Sicameon, which unite to repel his scouting forces. Two years later the parishes would form a proper decentralized Federation so they could better face future threats from the north. '''783 ALB''' *Nova Griffonia is founded on northeastern Equus by the Griffonian Empire. It consists of various culturally diverse griffon settlements along the coast which are for the first time united. Soon after, first inland expeditions begin, marking the start of Nova Griffonian expansion, and the melting pot culture of the colony forms. '''785 ALB''' *Grover II ascends to the throne after Grover I dies. *The Discrets of the Aquileia rebel one day after Grover II's coronation, expecting other kingdoms, duchies and counties in the Griffonian Empire to follow their lead. However, the warlike Kaiser and his mighty Imperial Army crushes the Discret armies and burns down most of Aquileia. The King is deposed and sent as a gift to the Kaiser who then proceeds to beat him to death. Peace returns and Princess Giselda Discret marries the Kaiser in the ruined Temple of Arcturius in Aquila. *Romau also attempts to rebel against Imperial rule, but is crushed by Grover II. It loses most of its land and is reduced to a small city-state. The Romauan legion is exiled to the Feathisian colonies in southern Zebrica. *Mere days after Grover I's death, Nimbusia, then a significant regional power, invades the Gryphian Host. The Imperial nobles stop squabbling to repulse the attack. The defense of Imperial land and subsequent punishment of Nimbusia help to solidify Grover II as a strong leader. *Emperor Grover II entrusts the Idol of Boreas to his brother King Guto in Griffonstone, whose descendants guard it for many generations. '''792 ALB''' *A slave revolt in Diamond Mountain results in a large number of ex-slave Diamond Dogs fleeing into the Griffonian Empire. Emperor Grover II grants them the mountains north of Griffenheim to the former slaves and which becomes known as the County of Bronzehill. '''799 ALB''' *Emperor Grover II, wishing to secure supply routes to the east, crushes Sicameon with a vast invasion force. The federation is dismantled and a Grand Duchy is founded in its place. The locals would continue to resist the occupation. *Next he uses the might of the Imperial Navy to blockade Asterion and navally invade it. After a single engagement the King of the minotaurs declares the war to be impossible to win and surrenders. Grover II turns them into a puppet state like he had done with Sicameon. '''807 ALB''' *Rijekograd invades Wittenland, capturing Coltstream but taking heavy losses. Many members of the princely family perish in the brutal Siege of High Mane, where the invaders are repelled. '''810''' '''ALB''' *Grover II and the Archon of Arcturius sanction the Knights of Hellquill and they begin their Eternal Crusade against the pony menace. Grover II’s campaign leaves a trail of death and destruction in the Riverlands. '''814 ALB''' *Rijekograd becomes the River Republic after heirless Grand Princess Soft Water perishes from battle wounds without having a legitimate heir, leaving power to the Sabor ''(Parliament)'' in her last will and testament. '''854 ALB''' *Kaiser Grover II of the Griffonian Empire dies in battle against Nimbusia and Grover III ascends to the throne. He would be a far more peaceful ruler than his warmongering predecessor and later begins the Imperial attempts to create a pan-Griffonian identity, renaming many regions and vassal states. *A large uprising in Sicameon motivates Grover III to grant them autonomy and abolish the Grand Duchy. The Federal Charter of 773 is restored, albeit with many changes that expand emergency powers and make Sicameon a far more militant nation. '''856 ALB''' *Prince Kihai de Kissau of the Principality of Brodfeld rises to the thrones of the Principalities of Sydia and Kivessin, uniting Prywhen for the first time in its history. '''862 ALB''' *Kaiser Grover III, concerned with the growing power of Kihai, organizes his assassination. His plan is successful: Kihai is killed and the Principalities become disunited once more. '''898 ALB''' *After the destructive invasion by Grover II and continuing raids from Hellquill, Longsword and Gryphia, the Treaty of Coltstream is signed between Jezeragrad, River Republic, Nimbusia and Bakara, guaranteeing mutual defence in the event of a Griffon attack. Some years later, the Wittenland, Deponya and Pònaidhean join the pact. '''914 ALB''' *Grover III of the Griffonian Empire dies and Grover IV ascends to the throne. '''934 ALB''' *In the Kingdom of Wingbardy, the Carbonari secret society lead by Garibaldi Giuseppe successfully force King Garibald Talonuel II to adopt a liberal constitutional government, making it the first Griffon nation on Griffonia to do so. But the liberal movement was slowed when Gamillo Genso, the Count of Gavour was appointed Prime Minister of Wingbardy after the nation's first democratic election. '''961 ALB''' *Wingbardy and Skyfall Trade Federation become the first fully industrialized nations on Griffonia. Other nations in Western Griffonia follow soon after. '''963 ALB''' *The Schreiber brothers manage to finally create a working prototype of a self-flying aeroplane in Herzland. Other inventors soon improve their model and the aircraft industry is born. Not long after the first flight the Imperial military forms plans to adopt airplanes to support their winged infantry. '''970 ALB''' *Emperor Grover IV dies from a stroke and 10-year-old Grover V ascends to the throne of the Griffonian Empire. King Guto VI of Griffonstone, his distant relative, is expected to lead the regency council. '''971 ALB''' *A Cyclops named Arimaspi attacks Griffonstone, slays King Guto VI and steals the Idol of Boreas. It is said that the beast was sent by Maar himself. *A Regency Council takes control of Griffonstone and are deadlocked on choosing a new king. They refuse to acknowledge Prince Guto VII as King due to his father's failure to protect the Idol of Boreas, viewing the Guto Dynasty having lost its divine right to rule Griffonstone. '''972 ALB''' *After the assassination of King Gumberto, Garibald Talonuel III is crowned King of Wingbardy. *Wingbardy secedes from the Empire after accusing those close to the Emperor of covering up the assassination of King Gumberto. *The Kingdom of Aquileia sees its chance and declares independence, following Wingbardy's example. The Imperial regency council is unable to decide on how to respond. '''973 ALB''' *Order of Hellquill sacks Diamond Mountain. Afterwards King Tug the Boneless signs the Treaty of Coltstream and joins the defensive pact with the eastern ponies. *The United Principalities of Brodfeld declare independence, though informally they had been independent for almost a century. Prince Kloseu is crowned King of Brodfeld. '''978 ALB''' *The Republican Revolution in the Griffonian Empire take place. The Republicans take control of the capital, throwing the entire nation into complete chaos. Archon Eros VII saves the young Grover V while the Regency Council is lynched. '''979 ALB''' *A counter-revolution led by Duchess Gabriela of the Strawberry Duchy is launched and the Griffonian Republic comes to an end. Republicans flee in the Long March North and Grover V is returned back on the throne. However, the Empire has utterly collapsed and continent-wide economic hardship, turmoil and chaos follow. *Hermann Meyer and his allies seize the Imperial airforce and flee to Haukland. *Skyfall Trade Federation becomes independent and seizes the Imperial Navy for themselves. *The nobles who participated in the counter-revolution demand concessions from the Emperor. He rewards them with extensive autonomy. The Empire’s direct rule is now reduced to Griffenheim and the surrounding countryside. *The minotaurs of Asterion begin the Restoration war and overthrow their puppet King, liberating the archipelago and establishing a democratic government with Sicameonese support. However, they are unable to retake their mainland states from the County of Cyanolisia. *Many autonomous subjects of the Empire take advantage of the chaos and formally declare independence. '''980 ALB''' *Aquileia becomes a republic after a revolution. King Gerad Discret is beheaded. Various subjects break free and declare independence, such as County of Greifwald and Pomovarra. Tarrin's Countess is overthrown, but the local republic is annexed by Count Francis VIII of the County of Francistria. '''981 ALB''' *The Duchy of Cloudbury is overthrown by the forces of Republican officer Alexander Kemerskai. After a brutal guerrilla war, the newly-established Griffonian Republic consolidates power there, lynching the former nobility and the weak duke, Otto II. '''982 ALB''' *King Tug the Boneless of Diamond Mountain dies and his hardline and vengeful son, Rover Diamondshield, inherits the throne. '''985 ALB''' *The Discret family regains the throne of Aquileia after a counter-revolution led by Albert Berthelot. The Reign of Terror begins. Aquileia becomes very decentralized, with various realms ruled by relatives of the current king. *War breaks out between Falcor and Wingbardy. Both sides blame the other for starting the hostilities. *Count Gabriel Bluecrest of Blackhollow declares Independence from Griffonstone and breaks off from their ancestral de jure liege. '''986 ALB''' *The Socialist Republic of Skynavia is formed when Alexander Kemerskai of the Griffonian Republic suspends the constitution and cancels elections. These socialists move North and seize land from the Northern Tribes. '''987 ALB''' *Adelart breaks off from the County of Greifwald. '''989 ALB''' *Falcor and Wingbardy make peace. Falcor cedes its capital and Wingbardy's economy is in tatters. '''990 ALB''' *Count Gabriel Bluecrest of Blackhollow dies and is succeeded by his son Count Caelan Bluecrest, the father of Cyrille Bluecrest. '''992 ALB''' *The Regency Council demands Count Caelan of Blackhollow to renew his oaths to Griffonstone. Upon his refusal they invade. Prince Guto VII successfully convinces the Regency Council to let him lead the army, seeing it as a chance to restore his family's honour and convince them to let him take the crown. Prince Guto VII dies fighting outside Murkbeak, extinguishing the cadet branch of the Grover Dynasty. Griffonstone withdraws to lick its wounds. '''995 ALB''' *The Great Famine occurs in Brodfeld. A fifth of the population dies. The King and the nobles are accused of selling all the food abroad. Communist movements such as Prywhenian Liberation Army are founded and gain power. '''999 ALB''' *Black Wednesday ruins the economy of New Mareland. '''1001 ALB''' *Count Caelen Bluecrest is slain by the former republican turned notorious bandit, Blackrock, and is succeeded by his daughter Cyrille Bluecrest. Blackrock successfully usurps control of most of Blackhollow, forcing the nobles to hide in their estates less they meet the same fate as Count Bluecrest. *A former teacher, currently politician by the name of River Swirl wins the elections and becomes the Chancellor of the River Republic. '''1005 ALB''' *Prywhenian Liberation Army led by Philip Redglad starts a civil war in Kingdom of Brodfeld. '''1006 ALB''' *Baron Recimir of the Barony of Rumare dies. He is succeeded by his son Alaric Dawnbreaker. *Elias Whitecrest rises to the throne of the Principality of Lushi. '''1007 ALB''' *Equestria At War begins.
- #8Zebrica Timelinedisabledselective
Keys: Zebrica, Year, History
==== Before Luna's Banishment ==== *The Southeast region of Zebrica sees a thriving theocratic zebra empire rise - its name lost to history - across the region. Using magic of a kind not seen since, they controlled the climate in the region and created a paradise. *Ponies arrive across the sea from the north and begin settling Zebrica. *First unification of the Maregyptian kingdom through conquests under King Shepsher of Marephis. *The Southeastern Empire slowly collapses, the region falls into anarchy which soon gives rise to tribal societies, and the now uncontrolled magic emanating from the ruins of the old cities cause the entire region to become overgrown with jungles. *After the collapse of the south-eastern empire, Kirin tribes settle southwards into a land that later becomes known as Zaikiria. *Traders, marauders and explorers originating from an unknown, semi-legendary West Zebrican city establish a vast thalassocratic hegemony, dubbed Zonicia, which settles the northern coastline. Great cities like Hippone and Zur are founded. Some of these merchants move inland, fording local rivers and foraging a path through the jungles and highlands, making limited contact with the Quagga. '''1742 BLB''' *Alleged founding of Colthage by Queen Zido. Zido led a group of refugees from the city of Zur after being banished by her father. '''c. 1350 BLB''' *First Time Of Woe, a decade of terrible disasters for the Maregyptian Kingdom. Famines, unnatural burning rain, infections of the water supply, and multiple plagues batter the country and reduce it to a husk of its former self. The kingdom falls apart as the rulers of large cities declare themselves King over the Neighle. '''657 BLB''' *Last glory days of Asstyria, the strongest independent donkey state. '''623 BLB''' *Colthaginian traders establish New Colthage on the Griffonian island of Scarlet. It will soon become an important trade hub and Colthage would gain dominion over the whole island. '''552 BLB''' *First Zonic War begins between Karthinia and Colthage. Tensions between the two powers had been rising for years as they competed for dominion over the Middle Sea. After Colthaginian mercenaries were sent to support minor states in what is now Asterion against Karthin, the Karthinian Senate approved a declaration of war on Colthage. Karthinian troops crossed the Jojo Straits and landed in Northern Scarlet, but soon became cut off due to the superior Colthaginian navy. Colthage however couldn’t win the land war against Karthin and after Karthinian naval reforms they were eventually defeated on land and sea. '''500 - 1 BLB''' *The Maregyptian kingdom begins to slowly decline. Incompetent kings lose wars and land. Though there are intermittent bright spells, most of this time period is characterised by stagnation, failure, and the rise of rival powers such as Colthage and the Arabian princes. They are also challenged by the unification of the Hippogriff archipelago and the tribes of Abyssinia, which had spent centuries hiding from Maregyptian dominance in their mountains and deserts. '''490 BLB''' *Karthinian troops land in North Zebrica and sack the city of Colthage, burning it to the ground, and starting the rapid decline of the Colthaginian Empire. The land is eventually annexed by the city state of Zur. '''107 BLB''' *Legendary formation of the Kingdom of Abyssinia under the Clawomonic Dynasty. '''15 BLB''' *Colthage declares independence from Zur and once again becomes a powerful city-state.
==== After Luna's Banishment ==== '''0 ALB''' *Chiropterra is established by Lunarists fleeing from Equestria after the defeat of Nightmare Moon. '''10-12 ALB''' *Queen Pawkuno, uniter of many feline tribes, declares war on the chaotic Maregyptian Kingdom. The war results in the loss of Manedalusia, which is annexed into Abyssinia. '''58 ALB''' *Kingdom of Gelon-Zornu is established by the Zefuwa dynasty in the Great Lakes. '''~100 ALB''' *Kingdom of Warzena seizes the lands of Tobuck from Maregypt. '''150 ALB''' *Abyssinia subjugates the donkey nations in the south. '''232 ALB''' *The diamond dog tribes of south Zebrica are united under King Boqorad, founding the Kingdom of Hyenia and claiming the land between the gargoyles and Great Lakes region. Intermixing and arranged marriages between the tribes slowly homogenize the population, giving them their distinct "hyena" appearance compared to other Diamond Dogs. '''250 ALB''' *The Sa'adle family unifies the heartlands of what would become known as Saddle Arabia. '''400 ALB''' *Saddle Arabia subjugates the donkeys of Asstyria and Anseruk, seizing the lands from Abyssinia. '''404 ALB''' *Zebra tribes invade Zaikiria, being the first of many zebra-kirin wars that would come later. '''420 - 440 ALB''' *Sagas speak of a legendary warrior pair of brothers, Cnoof and Ivor, who together achieved the blessings of the King of Olenia to set out west and claim Hindia for themselves and the King. Their conquests begin Olenian rule in Hindia which is known as the Deerlaw. '''440 ALB''' *Meanderly Pool arrives in Colthage and meets with the Sufrit Zaalier Zenagrid. '''450 ALB''' *The fractured Kirin tribes unite into a single nation for the first time, thanks to the Vermillion priests. They would eventually become the Vermillion dynasty. '''467 ALB''' *The trade post of Klugetown is founded near an oasis. It is nominally part of Abyssinia, though on the far frontier of the nation it preserves a strong spirit of independence. '''510- 567 ALB''' *The Grand Prince of Saddle Arabia begins a campaign against the Maregyptian states. Over the course of fifty-seven years, Arabian forces gradually conquer more and more of the country, culminating with the capture of the city of Somnambula in 567. The Governorate of Maregypt is established, uniting the country for the first time in five centuries, albeit under foreign rule. '''523 ALB''' *The noble family of Novo overthrows the ruling priest-kings and unites seaponies and hippogriffs under one nation by founding the Kingdom of Hippogriffia. '''525 ALB''' *The Quaggatai complete their invasion of Zonicia by capturing Hippone. The Zonician lands north and west of Coltdar are turned into vassal states, paying tribute to the Quaggatai. Khan Yaqub resettles Quagga tribes in Coltdar and the hinterlands of the steppe, to stand ready to quell potential unrest in Zonicia. '''500-600 ALB''' *Saddle Arabia launches multiple campaigns southwards to unite all of horsekind under one nation, and establishes a provincial system to govern the vast new territories. '''580 ALB''' *Kiria completes its conquest of Zaikiria, subjugating the last independent Kirin statelets. '''672 ALB''' *Saddle Arabia attempts several incursions deep into Abyssinia and occupy most of the country, but the cats continue to resist in the mountains for many years. Finally in 672 a peace treaty is signed, making Abyssinia into a relatively independent tributary state, but Manedalusia is turned into an autonomous subject of Saddle Arabia due to its pony-majority population. '''675 ALB''' *Feathisian adventurers begin exploring eastern Zebrica, establishing trade posts on the coast. '''~700 ALB''' *Feathisian Kompels begin settling in southern Zebrica. The region is sparsely populated and devastated after a destructive campaign by the Zeblu. '''750 ALB''' *Removal of the Clawomonic dynasty and installation of the Catwe dynasty on the Abyssinian throne. Beginning of the Abyssinian Dark Age as the nobility asserts power. '''785 ALB''' *A Romauan legion, last remnant from an independent Romau that had been annexed by the Griffonian Empire, ventures south towards the Kompel settlements, but gets stranded in the south-eastern jungles. Eventually, they meet a local zebra King who accepts them as his personal retinue. This leads to the establishment of the Roaman Kaiserate. '''~800 ALB''' *The prosperous Mazwi tribe unites the Great Lakes region, ending both the kingdoms of Alwani and Gelon-Zornu (among many others), and its ruler claims the title of Manza, Gold-Emperor. '''825 ALB''' *Exactly 300 years after the fall of Hippone, Zinuzel Zidalid, a priest in the town of Zoea, starts a revolt against the Quaggatai Khanate, declaring that all Zonician Zebras should be freed and united under a single banner. His uprising, later dubbed the "Zonician War of Independence", inspires similar revolts all along the north coast and in Coltdar, which overwhelmed the Quaggatai garrisons. *Colthaginian Republic, Kingdom of Warzena and Kingdom of Zumidia are re-established as sovereign countries after the attempt to create a pan-Zonician nation fails. '''877 - 986 ALB''' *With the Industrial Revolution underway in Equestria, Equestrian businesses begin to invest in Maregypt. This brings great wealth and prosperity to the country, at the cost of slowly weakening the Grand Prince’s already fragile grasp over the region. Weakened by internal politicking and long periods of ease, Arabia fails to react appropriately as their vassal becomes de facto part of the Equestrian sphere of influence. '''~900 ALB''' *South Zebridies are formally established as a Feathisian colony under the sovereignty of the Griffonian Empire. *Growing decadence and impotence of the Sa’adle dynasty leads to the southern provinces becoming independent from Saddle Arabia. '''901 ALB''' *Clawomonic Restoration in Abyssinia. Queen Mewodora II begins a modernization of the kingdom. End of the Abyssinian Dark Age, beginning of its Golden Age. It ceases to be a tributary of Saddle Arabia. '''903 ALB''' *Noctilucent Charm of Kiria enacts the Silence, after the destruction of the capital. It would bring great change to kirin society, reverting any modernization and centralization for the sake of peace and stability. This leads to Zaikirian states becoming independent once more. '''947 ALB''' *The city of Klugetown declares independence from Saddle Arabia and states its intentions to remain neutral in all future conflicts. Quickly abolishing all old laws, it becomes infamous for allowing every illicit trade imaginable. '''956 ALB''' *The newly united Zarantian tribes seize the city of Tobuck from the Kingdom of Warzena with the support of local citizens. '''971 ALB''' *Noctilucent Charm of Kiria dies and is succeeded by her daughter Rain Shine, who continues to impose the Silence. '''975 ALB''' *Zamilcar Zarca becomes Sufrit of Colthage. He turns the nation from a republic into an oligarchical dictatorship. He hires an influential group of academics known as the Scientific Clique to help run the nation. Their economic policies import the industrial revolution into Colthage, but at the cost of selling off their land to foreign investors. He establishes a treaty of friendship and support with the heirs of their ancient rival, Wingbardy. '''979 ALB''' *Wingbardy purchases the island of Purrsia from Abyssinia in exchange for a large amount of money, which is invested into developing the nation. Wingbardy uses the islands to secure their trade routes to Saddle Arabia. '''981 ALB''' *Subdenbeg, last descendant of Ivor and ruler of Uusi Hirvimaa, attempts to reclaim the rebellious native Hindian realm of Barasingha and restore his authority over the industrializing Yarildom of Chital, which he views as part of his ancestral land as per the rights of the ancient Deerlaw. '''982 ALB''' *Subdenbeg lands in Kanelimpra in Eastern Chital, but is driven back by Chitali forces, including a young Jakob the Grey, who became the main target of praise for his decisive actions against the raiders. He retreats and is killed at sea, bringing an end to Uusi Hirvimaa’s claim to the Deerlaw and a start of a new native age. '''986 ALB''' *Macawia invades the weakened nation of Uusi Hirvimaa with the help of pirates, who see the viking raiders as their rivals. The Protectorate of Uusi Hirvimaa is established. '''987 ALB''' *The Birthday Revolt. On the Grand Prince’s birthday (a national holiday), a large group of student protestors occupy the Central Square of Somnambula in Maregypt. This leads to a series of events which result in Maregypt becoming independent from Saddle Arabia. '''988 ALB''' *In the tumult following Maregypt's declaration of independence, Abyssinian troops cross the border into Manedalusia, occupying historically-feline territory. General Far Hook hastily gathers together soldiers and sends them to the west. Manedalusia is partitioned between the two Kingdoms, and any resistance by the Manedalusians is suppressed by both sides. *Tensions escalate between Abyssinia and Maregypt. Far Hook defeats the Abyssinian forces in the Battle of R’ataphet. Her forces drive the cats out of Sineigh, but are unable to bypass Abyssinian fortifications in Coltuba. Eventually, the war ends in a stalemate, without a formal peace agreement. '''989 ALB''' *Saddle Arabia loses control of the donkey regions and Yemane, leaving them with only their heartlands. '''999 ALB''' *A single yeti unites his race under one banner and calls himself the Storm King. He begins assembling a mighty fleet of airships to support his army. '''1000 ALB''' *The Queendom of Hyenia is the first to fall to the Storm King’s armies. Though fighting to the bitter end, the aging and corrupt kingdom is unable to stop the yetis, and in the end the kingdom disintegrates. Only a local cult of mystics, the Qaylidi dervishes, are able to keep up actual resistance. '''1002 ALB''' *Mazwi Empire's Succession War is followed by an immediate invasion by the Storm King. Despite the intervention of the Hyena Dervishes, the Storm King pillages the region and destroys the Mazwian army in a single decisive battle. *The Storm King invades and plunders the peninsula of Riseia. *Roam defeats Talonsvaal, capturing many areas from the Kompels. '''1003 ALB''' *The Storm King invades Cape Hestraya, Kingdom of Gargiloya and Kingdom of Senturya. *With his forces stretched increasingly thin, the Storm King sends some of his generals to begin the Eastern Campaign. *Hippogriffia catches wind of the Storm King’s conquests, and begins plans for an evacuation into Seaquestria if they cannot raise an army in time. *Intervention of Saddle Arabia to protect Asstyria and Anseruk from the Storm King. He decides to turn north. Seeing them approaching and with no real army, the Hippogriffs retreat underwater to Seaquestria. '''1004 ALB''' *Kurstanbek leads an army to conquer the weak and divided nations of Hestraya which were pillaged by the Storm King. He takes control of a large area and seizes some land from Maretonia and Aestlonia as well, forming Karkadannistan. *The Storm King invades Maregypt, overrunning the southern defensive lines within a week. Despite a valiant defense on the coastline by Far Hook, the desperately needed Equestrian aid never arrives and the Kingdom is defeated within a few months. Maregypt is sacked, and the economy collapses. *Klugetown pays a hefty tribute to the Storm King and is left alone. Despite fierce resistance, Abyssinia surrenders and its capital is sacked. *Hippogriff evacuation to Seaquestria is completed. *Meeting of the Storm King and a hornless unicorn who calls herself Tempest Shadow. She tells him about Equestria and agrees to help him invade, if he in return agrees to restore her horn. He agrees. '''1005 ALB''' *Pillaging of the northern Zebrican coast. The Storm King invades Colthage, destroying the unprepared army and ransacking the nation. Zamilcar Zarca dies. His sons flee to the mountains above Zur to wage a guerrilla war against the invaders. *Wingbardy seizes the port city of Katren and forces the greatly weakened Abyssinia to acknowledge it as theirs. *As the Storm King prepares for the overseas invasion of Equestria, Twilight Sparkle and her friends arrive in Mount Aris and convince the hippogriffs to come out of hiding and face the Storm King. Battle of Ain Trotgourait commences. The Storm King is betrayed by his general, Tempest Shadow, and is slain. His main army is destroyed. '''1006 ALB''' *Total collapse of the Storm Kingdom. Storm King’s generals fight each other for the throne, dividing themselves into the Icepaw, Thundarian, Gyzwindid and Stormland successor states while two others establish their own nations: The Central Zebrican Empire and Boltria. *Military depots in Tobuck planned for the invasion of Equestria by the Storm Empire are taken over by gun traffickers, causing increased instability on the continent and proclamation of the Republic of Tobuck. *Zumidia is occupied by Hippogriffia. *Zalathel Zarca, son of the former ruler Zamilcar Zarca, is elected Sufrit of Colthage by the Colthaginian senate. *The peace treaty between Talonsvaal and Roam ends, leading to a short war that quickly ends due to the rising threat of the Zeblu nearby. *The return of Somnambula from Limbo brings hope to Maregypt. Though not part of the government and quite out of her time, her fame is such that she becomes something of an unofficial head of state, and politicians court her approval. *Kiria officially ends the Silence after a visit by two of Twilight Sparkle's friends. *The Saddle Arabian civil war breaks out. '''1007 ALB''' *Equestria At War begins.
- #9Racesdisabledselective
Keys: Race, Nation
Diamond Dogs - Diamond dogs are sentient canine creatures who live underground. They originated in the deep mountains of East Griffonia, in the Riverlands to be precise, which became known as Diamond Mountain. Thanks to their ability to use claws effectively, they are able to extract resources, and most importantly, can dig tunnels and trenches with ease. However, they lack the magical abilities of ponies, changelings, and griffons.
Hippogriffs - Hippogriffs are a quadrupedal race native to Hippogriffia. They are similar to griffons, having the front half of an eagle, but are taller and have the rear half of an equine rather than a feline. Theories about Hippogriffs being the offspring of horses and griffons have not been proven to be true. In addition, hippogriffs can use a shard from the magical Pearl of Transformation to change into Seaponies. In this form, they are aquatic fish-like creatures.
Horses - Horses are sometimes considered to be the same race as ponies, but there are several notable differences. Most obviously, horses are much larger in size than ponies and lack cutie marks. In addition, there are only two subgroups, earth horses and unicorns, with no equivalent to pegasi. Horses favour more arid environments, being able to thrive in harsher conditions than ponies.
Kirin - Like ponies, Kirin are small equines. They have bushier manes that wrap around their neck, slightly longer ears, curved horns, scaly carapaces, thin tails, and tufted, cloven hooves. Unlike ponies, they have no subgroups and all Kirin have magical horns. Due to their affinity to fire, Kirin transform into flaming creatures known as Nirik when they lose their temper. They are also omnivorous. Kirin are the primary race of Khamrin, Lan Kir Militarchy, Realm of Kiria and Sen Kinh.
Yaks - Yaks are large and sapient quadrupedal mammals, recognizable by their thick coat and large horns. They have extraordinary resilience to the cold and high altitudes, which combined with their surprising agility make them particularly adapted to mountainous environment. They have no magical abilities. Yaks tend to have short tempers and are easily insulted. A violent act known as "smashing" is a prominent feature of most yak cultures. They are herbivorous.
Zebras - The Zebras are equids similar to earth ponies but recognizable by their striped black and white coat. Their flanks bear cutie marks, albeit they are far more abstract in appearance than those of ponies. They have magical abilities, but most of their magical practices involve the craft and use of potions and communion with spirits. Unlike their pony cousins, zebras tend to live in more arid or tropical climates.
Buffalo - The Buffalo are semi-migratory tribal creatures who live in the dry southern plains of Equus. They are inspired by Native Americans. With the industrial revolution, Equestria has seen rapid expansion into the south, leading to tensions between the buffaloes and frontier settler towns such as Appaloosa. Though currently at peace, it remains to be seen whether the tentative compromises formed will last as Equestria continues to expand and develop. The Buffalo are the primary race of the Buffalo Chiefdom.
Donkeys - Donkeys are the primary race of Anseruk and Asstyria.
Dragons - Dragons, much like in classical fantasy, are rare, fire-breathing winged lizards. In Equus they vary dramatically in size, with the majority being humanoid-sized or a bit larger, but occasionally they may grow (or be magically induced) to be several stories high. Dragons tend to be competitive and respect strength, and are derisive of non-combative races such as ponies. Many are solitary, with the Badlands and islands off the east coast of Equus, owned by the Dragon Tribe, being the closest thing to a nation. Thanks to the efforts of the young dragon Spike, who was raised among ponies by Twilight Sparkle, Equestria has formed peaceful, if standoffish relationships with the Dragon Tribe, whose new leader Ember is tentatively experimenting with Harmonic principles of government, much to the disgust of her underlings. Dragons are the primary race of the Ice Dragon Tribe and United Dragon Lands.
- #10Race - Griffondisabledconstantselective
Keys: Griffon
Griffons are sapient creatures who are half avian and half feline. They are quadrupeds, with sharp talons on their front legs and paws on their rear legs. All griffons also have wings on their backs, which makes traversing across rough terrain easy for them. They are also known to be relatively strong creatures, but lack significant magical capabilities as they are only capable of enchantments and incantations. They are said to be a greedy and gold-obsessed species but this is just a lie invented by insolvent debtors. While biologically carnivorous, griffons do consume baked goods as part of their diet. They do not eat raw plants, however.
Lore:
Griffons, like Dragons, are known for their insatiable greed and selfishness. They value wealth above all else, and thus traditional Griffon societies are highly hierarchical ones where rich landowners rule over a population of impoverished peasants. Griffon realms tend to be highly fractured and they indeed have only been united once, by Grover I of Griffonstone, and even then only with the help of the Idol of Boreas. After it was lost, the Empire began to decline before finally breaking apart.
Knights are another unique feature of Griffon culture that have existed for centuries and have not been made obsolete even by modern technology. It is said the knights originated when wealthy rulers wished to protect their vast treasuries and thus hired and trained elite soldiers to guard them. Whether commoners are allowed to become knights or if the title is only restricted to nobles varies from place to place, but all across the continent they are considered the best soldiers a ruler can have.
Original griffon cities, such as Griffonstone, were built in the mountains, but over time the Griffons spread and settled the flat lowlands which were more fertile and suitable for agriculture. As such Griffon architecture is highly adaptive and they have no trouble building and living in plains, hills or even mountains.
- #11Race - Ponydisabledconstantselective
Keys: Pony, Ponies
Ponies are small, colourful equines found across the world of Equestria at War. They are generally friendly, peaceful and capable. Herbivores, they naturally fear predators and defend themselves through cooperation. They wield various magic, but all possess minor magic that allows them to manipulate objects and perform fine work with hooves. There are 3 major types of ponies, and several minor ones.
The three major races:
Earth Ponies have neither wings nor horn, but are innately connected to the earth and land. They have a magical affinity for growth and agriculture, and tend to be stronger than their counterparts. This practical inclination can also manifest as an aptitude for mechanics and technology.
Unicorns are powerful spellcasters, who channel spells and telekinesis through their horn. However, most are not especially powerful, and only know basic telekinesis and specialist magic relating to their talent and hobbies. With telekinetic magic unicorns can multitask whilst performing highly dextrous tasks such as needlework. For this reason unicorns tend to be more highly employed as scholars, artisans and writers. Especially skilled unicorns are rare, but can wield incredible power such as shields, healing, flying, teleportation, invisibility, energy blasts and even time travel.
Pegasi are winged, flying ponies, and have natural magical powers over weather and the skies. They can travel quickly and are responsible for managing weather around Equestria, including preventing natural disasters, allocating rain and managing the change of seasons. Because of their maneuverability they are often employed to patrol and range distances, with the best fliers are employed in elite special forces units.
Other races:
Alicorns are legendary ponies who wield the attributes of all 3 races. They age extremely slowly and at present, only a few are known to exist. Alicorns can be born naturally from other alicorns, but can also emerge as the result of ascension, a process by which particularly heroic ponies become avatars of virtue and power. The alicorns Celestia and Luna wield power over the Sun and Moon respectively, leading Equestria. An example of ascension is Twilight Sparkle, who became an alicorn after she finished one of Star Swirl's spells.
Thestrals, or Batponies, can fly like pegasi and feature leathery wings, fluffy ears, good night vision and batlike fangs. They like to work and play at night, and tend to be more introverted, avoiding mainstream society and preferring the wilderness of mountains and caves. Favored by the night alicorn Luna, they are discriminated against in pony society, due to their ancient association with Nightmare Moon, the corrupted form of Luna, who led them in rebellion 1000 years ago.
Crystal Ponies inhabit the lands of the Crystal Empire. While arguably not their own race, as they can be earth ponies, unicorns or pegasi, they have been permanently changed by the long exposure to the crystals of their homeland, causing them to sparkle and refract the crystals' magical lights.
Cutie marks:
Cutie Marks (sometimes called symbols) are unique images located on flanks of ponies and zebras. They are powerful magical marks of the personality, proclivity, and / or talent of the pony.
The image here shows some examples of cutie marks. Their symbolised talent, clockwise from the top left - flying skill and speed, apple farming, fashion design, care of animals, parties and cheer, power over the night, power over the sun, and magical talent.
From "blank flanks" to Cute-ceañera:
Ponies are born without cutie marks, and they work to earn them in their years as a foal. Cutie marks are obtained when ponies discover a unique characteristic that sets themselves apart from others
Ponies who have yet to gain their mark are derisively called "blank flanks". Earning a cutie mark is a momentous occasion for a pony and is celebrated with a "cute-ceañera" (a play on quinceañera in Latin America).
The impacts of cutie marks on ponies, culture and society:
Despite their personal, unique meaning, cutie marks can often define ponies in their occupations, reputation and even social hierarchy, and tend to follow the natural talents of each race. Some ponies struggle with various problems, including a failure to live up to their mark, stereotyping and discrimination, and finding meaning and gainful employment in their special talent.
Some pones have experimented with a Cutie Mark free society such as the failed attempt in the commune of Our Town, led by Starlight Glimmer.
The Settling of Equus and Griffonia:
Before the time of the Windigos, Ponies in Northern Equus (where Polar Bears now live) crossed the sea to Northern Griffonia. Over the next few thousand years, they spread far across the north and down the east where they started encountering griffons. In spite of repeated tribal warfare and skirmishing between the two races, the Ponies settled the Riverlands, claiming a sizeable area of Griffonia.
Beyond that, little is known. In the icy north, now occupied by the Dread League, the ponies fell to dark magic. Griffons moved north to tackle the threat, but in doing so, cut off the eastern and northern ponies.
The Eastern Ponies continued to develop in their own ways with no interaction with Equus for many, many years. In fact, none of them knew that the Windigos had driven their pony brethren out of Northern Equus and cut them off completely. These ponies migrated south, and founded the nation of Equestria, growing and spreading across the land.
This changed in 437 ALB, when Meanderly Polo, an Equestrian Explorer, journeyed across Griffonia in search of these legendary lost pony tribes, arriving Lake City where she met with Prince Bright Blossom and re-established communications between the two groups, albeit slow and limited.
In recent years, with the advent of long-distance travel, there is limited, but regular trade and diplomatic travel between the two lands. For example, River Swirl, Chancellor of the River Republic, was a student at Celestia's School for Gifted Unicorns.
- #12Countriesdisabledselective
Keys: Country, Countries, Land, Nation
Majors: Equus: Changeling Lands, Stalliongrad, Equestria, Kingdom of Olenia. Griffonia: Kingdom of Aquileia, Griffonian Empire, River Republic, Kingdom of Wingbardy. Zebrica: Hippogriffia.
Minors: Buffalo Chiefdom, Jaki-Clan, Kingdom of Yakyakistan, Arcturian Order, Barony of Arantiga, Barrad Magocracy, Commonwealth of New Mareland, County of Francistria, Diamond Mountain, Falcorian Queendom, Firtree Villages, Free Towns of Gryphus, Greclyf, Haukland, Kingdom of Brodfeld, Kása Free State, Ordensstaat Hellquill, Prywhenian Liberation Army, Socialist Republic of Skynavia, Township of Fezera, Chiropterra, Kingdom of Warzena, Yarildom of Chital, Crystal Empire, Our Town, Nova Griffonia, Austurland, Barony of Rumare, Blackrock's Bandits, County of Bronzehill, County of Greifwald, Dread League, Farbrook, Free City of Romau, Grand Duchy of Feathisia, Griffonian Republic, House Avian, Kingdom of Vedina, Lake City, Principality of Lushi, Republic of Asterion, Strawberry Duchy, Yale Rectorate, Colthaginian Republic, Realm of Kiria, Griffon Frontier, Kingdom of Pingland, Polar Bear Communities, Barony of Angriver, Bakaran Republic, City of Flowena, County of Cyanolisia, County of Longsword, Duchy of Talouse, Federated Parishes of Sicameon, Free Territory of Adelart, Greifenmarschen, Gryphian Host, Katerin Principality, Kingdom of Wittenland, Nimbusia, Pònaidhean, Skyfall Trade Federation, Sunstriker Clan, Zarantia, Kingdom of Abyssinia, Republic of Tobuck.
- #13Brief Infoconstantselective
[CODE 'INCLUSION - CRYSTAL EMPIRE'] The Crystal Empire is a new nation in the world stage. Long ago, it had disappeared following the defeat of the evil tyrant, King Sombra, who had cast a curse on it. The Empire reappeared only recently, as did Sombra, but it was ultimately freed with aid from Equestria. Now under the rule of the Equestrian princess, Mi Amore Cadenza, many wonder how the Crystal Empire will proceed in these troubled times. Will the Crystal Ponies stay loyal to Equestria, or will darkness return once more? They border: Equestria (south), Changeling Lands (northwest), Yakyakistan/Jaki-Clan (north), Stalliongrad (east).
- #14Loreselective
Keys: Lore, Story, History, Crystal Empire
== Lore == === Before the Darkness === Their origins unknown, the prosperous Crystal Ponies lived in the lands of the Crystal Empire for centuries. Primarily Earth Ponies, these unique ponies sparkle and refract the magical lights of the crystals that abound in their lands.
Everything changed when the shadowy Umbrum attacked. They burned their crystal homes, preyed on them and crushed their hopes. However, Amore, a pony of love and optimism, discovered the Crystal Heart, a crystal gem of immense magical power. She projected her positive energy into it and with the power of the heart, the Umbrum were banished deep beneath the Empire. Amore was crowned as the first Princess of the Crystal Empire and became a wise and benevolent ruler. The power of the Crystal Heart kept the ponies safe and even warmed the local climate, making it more temperate and hospitable.
When a dragon stole the Crystal Heart, Celestia and Luna recovered it, thus establishing friendly relations between {{Flag|Equestria}} and the Crystal Empire. The first Crystal Fair was held to celebrate the event and became an annual festivity afterwards.
=== The King of All Monsters ===
The Umbrum plotted their escape and came up with a devious plan. They put a shadow pony inside the shell of a young earth pony, which allowed him to resist the Crystal Heart’s love, and sent him to the surface. The weak colt was found by patrolling guards, lying unconscious in the snow, with no knowledge of how he got there. The only thing he said was ”Sombra”, so that became his name.
He was sent to an orphanage. While there, Sombra met an eccentric and optimistic unicorn named Radiant Hope. They grew up together and became close friends, while other ponies avoided and mocked them. When Hope and Sombra visited the famed Crystal Heart, they saw visions in its reflections. Hope saw she would become a princess; Sombra saw he would become a monster. He hid this revelation from her and feared it would become true.
The two looked forward to the Crystal Fair, but when it arrived, Sombra became bed-ridden and ill. This pattern repeated year after year, but always Radiant would remain by his side. One year Sombra's pony shell was nearly destroyed, his shadowy insides leaking out of it, but Hope cast a healing spell in desperation and saved his life. She gained her cutie mark and was soon invited to the Canterlot School for Gifted Unicorns.
Sombra feared the visions were becoming a reality; Hope would become a Princess and he would become a monster. He fled in terror to the frozen wastes, where he soon found a red Umbrum crystal. The crystal spoke to him and revealed his origin and purpose: It was his duty to save his people from imprisonment. Sombra embraced his true self and his destiny. He returned to Crystal City, went to the Crystal Heart and attempted to steal it so his people would be free, but Princess Amore intervened. She tried to reason with him, but revealed that she had known of Sombra's vision and his pains whenever a Fair was held yet had done nothing, which enraged Sombra. He turned her into stone and shattered her into a thousand pieces, never to be rebuilt. Hope, witnessing this, fled to Equestria. Sombra became King and Tyrant of the Crystal Empire. He ruled over the crystal ponies with an iron hoof and enslaved the populace who had mocked and alienated him in his youth. He planned to release his people from their prisons, but before that plan could come to fruition, Radiant Hope had warned Celestia and Luna of his rise to power. The two Princesses arrived and banished him into the Frozen North.
Vengeful, Sombra cursed the Crystal Empire, and it vanished with him. Hope was the only crystal pony left and she became a student of Celestia. She regretted betraying her only friend, left Equestria and travelled to the Frozen North where Sombra had gone. There, she found the same Umbrum crystal that Sombra had found, and moved to live among the Umbrum, who kept her from aging.
=== The Return === Over a thousand years later, in 1002 ALB, Luna and Celestia's banishment spell faded and the Crystal Empire returned, King Sombra with it. Celestia sent her faithful student, Twilight Sparkle, and the other wielders of the Elements of Harmony, to aid Princess Cadance and Prince Shining Armour in defending the Empire. Sombra, in shadowy, body-less form, attempted to assault the Crystal City. Twilight Sparkle and her dragon Spike managed to recover the Crystal Heart and used it destroy Sombra and banish him to Limbo. This deed made Spike into a hero of the Empire.
Soon after Princess Mi Amore Cadenza (Cadance), possibly related to the Princess Amore of old, became the ruler of the Crystal Empire with her husband Shining Armour. Most crystal ponies welcomed the Equestrian rulers, but not all. Some were resentful of the new Equestrian influence in the ancient nation, and wanted to be ruled by one of their own. These ponies were a minority, however, and for the most part Cadance's rule has been uncontested.
=== Growth and Modernity === Close ties were formed with Equestria and thanks to it the Empire was rapidly brought into the modern age. Crystal City became a center of industry while the bountiful crystal mines in the Frozen North were reopened. Work remains to be done, as the snowy plains of the Empire remain poorly populated and underdeveloped.
Cadance and Shining Armour had a daughter, Flurry Heart, who was the first alicorn to be born in over a millennium. With the Crystal Heart safe and secure and with the economy booming, the future looks bright for the Empire.
However, in the shadows, a cult has formed, led by a mysterious unicorn mare. The cult plans to bring back the King, who could restore the Empire's independence and its former, dark, glory. Whether they succeed is uncertain, but if they do, the Empire could be plunged into a new, dark age...
- #15Partiesselective
Keys: Party, Parties, Ideology, Cadence, Mi Amore Cadenza
Parties of Equestria:
- Royal Family - Ruled by Princess Cadance - Ideology: Alicorn Rule - Popularity: 55%. Biography: Princess Cadance's humble origins belie her future as one of the royal alicorns of Equestria. The pegasus foal, who would later become known as Princess Mi Amore Cadenza, was found in a forest close to Vanhoover by her earth pony adopted parents. Taken to a nearby village, it was a peaceful, calm life until one day, a jealous sorceress named Prismia stole the love of the villagers using a malevolent magical necklace. The young Cadance confronted Prismia and turned her own magic against her, causing her to change her horrible ways. Afterward, Princess Celestia recognised her power, adopted her as her niece and elevated Cadance as the alicorn Princess of Love.
Thereafter, Cadance became a foalsitter for Princess Celestia's newest personal student, Twilight Sparkle. She would meet and fall in love with Twilight's older brother, Shining Armour. Their wedding day was going to be perfect, but unfortunately, the scheming Chrysalis, Queen of the Changelings used the opportunity to impersonate Cadance and seize control of Equestria by guile. Despite the presence of a large changeling host and their empowered Queen, Princess Cadance and Shining Armour used the power of their love to cast the changelings out of the country.
When the Crystal Empire reappeared, Celestia sent Cadance to rule over it, knowing her to be a descendant of Princess Amore, its last ruler before Sombra's reign. Cadance made her stand there, defeating the nascent shadow of King Sombra that lingered after his banishment by using a mythical artefact called the Crystal Heart. With their success, she and Shining Armour have safekept the land ever since, siring a foal named Flurry Heart along the way.
- Red Crystal Worker's Party (RCWP) - Ruled by Arctic Lilly - Ideology: Vanguard Socialism - Popularity: 20%.
- National Spirit Party (NSP) - Ruled by Radiant Hope - Ideology: Tyrannical Magocracy - Popularity: 20%.
- Old Kings Party - Ruled by none, disputed - Ideology: Despotism - Popularity: 5%.
- #16List of Citiesselective
Keys: City, Cities, Capital
Cities (or places of interest) of Crystal Empire; The countries bordering these cities will be indicated in parentheses: Canterine (Yakyakistan), Crystal City, Evergreen (Equestria), Hearthome (Equestria), Hedgewards (Equestria), Mi Amore, Ponyton, Porridge Town (Stalliongrad, Equestria), Quebuck, Rainbow Falls (Stalliongrad), Rubrum, Snowybury, Whinnypeg (Changeling Lands, Equestria).
- #17Capitalselective
Keys: Capital, Crystal City
===The Crystal Empire=== ====Crystal City==== The Beating Heart:
One of the largest cities of the world, it is often said that without Crystal City, there would be no Crystal Empire. It is a massive urban area inhabited by millions of crystal ponies, and is a center of culture and industry. However, before 1002 ALB, it did not even exist.
Over a thousand years ago, Crystal City was founded as the capital of the Empire, ruled by Princess Amore, the first ruler. Back then, the annual tradition of the Crystal Faire was established, and the magical Crystal Heart discovered. Together, these two kept the ponies' spirits high, and protected the city from Umbrum and the cold north. But then King Sombra slew the Princess and seized power, forcefully moving much of the populace into the City to work as slaves. Equestria intervened, and before his defeat Sombra cast a curse on the Empire, making it disappear for a thousand years.
After the end of the curse and the return of the city, the locals have had difficulty adapting to modernity. But thanks to Equestria's aid and the rulership of Princess Cadance, the city is industrialising quickly, with cars driving on the shining crystal streets.
Notable sights of the city include the Crystal Castle, home of the royalty which houses the Crystal Heart, the Amethyst University with its grand library, the famed Spa, and lastly, the huge Crystal Stadium, built for the Equestria Games which were held in the city in 1003 ALB.
- #18Loreselective
Keys: Lore, Story, History, Revolution, Severyana, Stalliongrad
== Lore == === Growing Dissent === The Equestrian ''Severyana'' region had been one of the centers of industrialization in Equestria thanks to its rich natural resources. However, its populace always felt mistreated, especially among the lower classes. The situation turned dismal in year 991 ALB, when weather mismanagement by pegasi led to food shortages and economic turmoil. The Equestrian businesses, who's newfound wealth came from the recent industrialization refused to lower food prices, further worsening the situation. Civil unrest grew, leading some ponies to question the basis of the Harmonic system.
''Steel Stallion'' was one such pony. He drew on the ideas of an old pony scholar, ''Caramel Marks'', who argued the need and theory for a new kind of worker's state where everypony would be given equal opportunities and everypony would receive everything according to their needs. Steel Stallion quickly rose to become leader of this revolutionary movement.
=== The Spark of Revolution === In 995 ALB, the Equestrian Guard responded with unprecedented violence to the growing revolutionary movement. Enraged ponies took to the streets in bloody battle, routing the guard, an event that became known as the December Revolution, proclaiming their independence as a state. The surrounding countryside flocked to the cause, until the state was in full rebellion.
The Equestrian Guard moved in full strength to crush the uprising, and a brutal grinding week of combat ensued.
Princess Celestia, appalled by the violence and spiraling disaster, withdrew all Equestrian forces and fired the Captain of the Guard, effectively conceding to the revolutionaries. A peace treaty was signed with limited Equestrian recognition of the new state. Shortly afterwards Steel Stallion died of illness and the capital of the region - ''Princessyn'', was renamed to ''Stalliongrad'' in his honour.
With Steel Stallion dead, the revolution elected ponies to a Supreme Soviet (Supreme Council) - a committee of representatives of the workers. Two ponies and their ideas came to dominate the Soviet - ''Altidiya Revoltsova'' and ''Vasily Wheatin''.
But the hardest work - turning a poverty, famine stricken state into a new nation with an untested political ideology - remained.
=== A New State === To the surprise of many, Stalliongrad saw success after success - industrial output began to surge, the military grew, equipping tanks, planes and a respectable navy, and scientists kept Stalliongrad at the head of modern progress.
All of this was bitterly ironic, though, for repeated agricultural collectivization efforts failed to resolve Stalliongrad's food shortage - the very reason for the revolution.
Soon, cooperation on the Supreme Soviet began to fail. Hard work turned to competition, debate turned to deadlock, and shared ideology turned to polarised factions. ''Altidiya'' and ''Vasily's ''factions found themselves in unproductive stalemate, and by 1004 ALB the stunning progress of Stalliongrad had ground to a halt. Now, almost nothing can be accomplished without heavy debate.
One thing is certain. If Stalliongrad is to survive and prosper as a nation, the deadlock must be solved.
=== Politics === Stalliongrad's earliest focus will be resolving its leadership crisis, incomplete industrialisation, and food shortages. Players should be careful of which leaders they pick as they can accidentally lock themselves into unfavourable paths.
Stalliongrad has several considerations once these have been solved. *Equestria - is a potential target for invasion or ally against the changelings. It may be able to guarantee select nations in the north from Stalliongrad invasions, however usually it will do almost nothing to hamper aggressive expansion. *Changeling Lands - is one of the biggest threats for Stalliongrad, as they will likely be unstoppable if they take Equestria. Allying with Equestria will make things very difficult for a Changeling AI or player. *Northern Equestria - Nova Griffonia, Yakyakistan, Jaki-Clan and Kingdom of Pingland are all relatively weak and offer little threat to Stalliongrad, making them ideal targets for expansion. *Communist Assimilation - Stalliongrad has the ability to faction or integrate most nations on Equus should they turn Communist, allowing for fast more peaceful expansion. *Tech advantage - With a good tech base, tank research bonuses and armour production from day one, Stalliongrad is extremely favourable for a tank focused military doctrine, or other high tech high IC strategy.
=== Resolving the Leadership Crisis === The focus starts with the palace, which unlocks building the Soviet Palace - this decision chain is long but it can provide strong bonuses to Political Power - or it can be scrapped partway through, providing steel and civilian factories in proportion to the progress at the cost of stability.
The next two choices are between Vasily and Altidiya's proposals. Altidiya supports a propagandist, militaristic approach, and Vasily supports industrial and infrastructure investments.
- Industrial Relocation (Vasily) vs Propaganda (Altidiya)
- Railway innovation (Vasily) vs Stalliongrad Tank Factories (Altidiya) Depending on the choices different resolutions are available
- Support both of Vasily's proposals - Vasily Prevails OR Compromise
- Support Vasily once and Altidiya once - All options available.
- Support both Altidiya's proposals - Altidiya Prevails OR Compromise
====Vasily Prevails (Party Cleansing)==== If Vasily prevails, he will be elected General Secretary, but Altidiya will refuse to stand down from her position. For defying the rules of the Soviet, Altidiya and her followers will be ejected from the Soviet. Vasily will then call a new election for General Secretary. The player will lose Cogwheel Ponyarchuk (Infantry Expert / General), Kors Relux (Army Reform Expert), Comrade Ivan (Air Reform Expert), and Dark Wing (Smooth Talking Charmer). The player will be unable to elect Dark Wing as General Secretary.''
====Altidiya Prevails (Vote Altidiya)==== If Altidiya prevails, events will come to a head and Altidiya's faction will demote Vasily, then seize the Soviet by force, sending members of Vasily's faction fleeing for their lives. ''The player will lose Gold Muffin (Popular Figurehead), Sinister Serov (Demagogue / Ideological Crusader), Vasily Wheatin (Captain of Industry), Spike Spiegel (War Industrialist) and Nestor Lunin (Military Theorist / General). The player will be unable to elect Sinister Serov or Vasily as General Secretary, locking them into the Dark Wing Path.''
====Compromise==== If the player elects to compromise, Vasily will agree to continue to support the Soviet if their Ten Conditions are implemented. These conditions limit the power of the Supreme Soviet and its ability to abuse that power. On successfully compromising, the leadership crisis will be resolved. ''No ponies will exit the government. The player will be able to select all candidates for General Secretary.''
=== The General Secretary Election === Regardless of how the leadership deadlock is resolved, Altidiya will soon retire due to declining health. '''This will happen even if Altidiya prevails'''. Therefore, a new General Secretary must be chosen.
====Vasily Wheatin==== Is a conventional, Communist industrialist. He has faith in the system and wishes to make it work, peacefully where possible. His path focuses on industrialisation and using Communist influence to convert other nations to join the Stalliongrad faction. This path includes the ability to join Equestria against the Changeling menace, or assist a Communist Civil War in Equestria.
The Vasily path allows Stalliongrad to influence nations with a Communist ideology drift. If those countries attempt to remove it, Stalliongrad can gain a war goal against these nations. Should these countries go communist via influence, Stalliongrad can invite them to a faction.
Vasily can also intervene in a Nova Griffonian civil war in favor of the Communists.
==== Sinister Serov ==== Is aggressive and pragmatic. He is not above borrowing elements of capitalism to improve the Communist system, nor is he hesitant about using force to spread Communism. This tree is militaristic and provides focuses to conquer a variety of neighboring countries.
====Dark Wing==== Believes the government is incompetent and has no reservations about approaching Equestria for aid to resolve the food crisis. If Altidiya has prevailed, the player will be forced into the Dark Wing path. If the tree is followed, it will resolve the food crisis, but will puppet Stalliongrad under Equestria, Stalliongrad will become Harmonic, and the tree will end.
- #19Brief Infoconstantselective
[CODE 'INCLUSION - STALLIONGRAD'] Brief info of Stalliongrad:
Stalliongrad is a new but rapidly developing nation. 12 years ago, facing neglect from the Equestrian government during a famine, it rose up and declared its independence, establishing with it an entirely new system of government in the process; socialism.
Despite robust industrial development, the famine issue has not been resolved and its leadership often finds itself deadlocked. Collectivization is incomplete and the problems grow worse by the day. The situation has lead to some even considering turning to their former overlords in Equestria for aid.
In a world seeking inspiration, will Stalliongrad overcome its difficulties and make the dreams of socialism a reality? Or will this experiment be destroyed, or even betrayed, before it could even truly begin?
They border: Nova Griffonia (north), Equestria (south), Crystal Empire (west).
- #20Partiesselective
Keys: Party, Parties, Ideology
Parties of Stalliongrad:
- Stalliongradian Communist Party (SCP) - Ruled by Altidiya (currently), other available rulers: Supreme Soviet, Vasily Wheatin, Sinister Serov, Dark Wing, Nestor Lunin - Ideology: Vanguard Socialism - Popularity: 91%.
- Democratic Socialist Party of Stalliongrad (DSPS) - Ruled by Karamelka Sladkaya, other available ruler: Dark Wing - Ideology: Social Harmonism - Popularity: 5%.
- Star Children - Ruled by Ratibor Svetoslavovich, other available ruler: changeling Popeye (if Changelings will capture Stalliongrad) - Ideology: Fascism - Popularity: 3%.
- Severyanian Monarchist Traditionalist Party (SMTP) - Ruled by Tsar Peter the IV - Ideology: Despotism - Popularity: 1%.
- #21Cities Infoselective
Keys: Petershoof, Capital, Stalliongrad
===Info about some Stalliongrad's cities===
====Stalliongrad==== The Home of the Revolution:
Originally Stalliongrad was known as Princessyn, the capital of the northeastern Severyana region. It had been a relatively small town before the Industrial Revolution, when the abundant natural resources of the region allowed it to grow massively. Within centuries, it was one of the largest cities in Equestria, a thriving center of industry always covered in thick smog, especially during cold winters.
Yet the growth of the city had a dark side. Its workers were mistreated and discontent grew. Due to its distance from the capital, Princess Celestia remained unaware of the tension before it was too late. The workers revolted, inspired by the writings of Caramel Marks and led by Steel Stallion, and seceded from Equestria in the Winter Revolution.
After Steel Stallion died from illness, the Supreme Soviet renamed Princessyn in his memory to Stalliongrad, which remains the city's name to this day. Nowadays Stalliongrad is a proletarian city, with any remains of capitalism erased. Gone are the houses of the merchants, the markets and the shops, the colourful adverts and the luxurious cars. It is now exclusively the city of smokestacks, factories, apartment blocks, machines, cogs, smoke and steel. In the center stands the imposing Palace of the Soviets, a grand project that has been years in the making, a testament to the industriousness and ambition of the Stalliongradian proletariat.
====Petershoof==== The Window to the East:
Throughout its history, the port of Petershoof has been Severyana's gateway to the world, and occasionally functioned as its capital. Named after the mythical ruler of pre-Equestrian Severyana, Tsar Peter, it is a major shipping port and shipyard, and a center of commerce. From this strategically important warm-water port, the resources and goods produced inland are shipped abroad.
Despite two revolutions, the Industrial revolution and the Winter revolution, the city retains its classical look especially in its historic city center, with most buildings made out of brick and stone. Countless monuments dot the city, the most notable one being the Bronze Horse, a statue depicting Tsar Peter himself. On the outskirts of the city are more modern apartment blocks and industrial factories.
Alongside Princessyn, now known as Stalliongrad, Petershoof was another major center of resistance which sparked the Winter Revolution. The sailors in the city's naval base mutinied and revolted against the Princess' rule and seized control of the city with the help of factory workers, joining the newly formed Soviet Republic afterwards. There have been talks of demolishing the "monarchist" monuments of the city, but their cultural and historical value have so far been deemed too significant.
- #22List of Citiesselective
Keys: City, Cities
Cities (or places of interest) of Stalliongrad; The countries bordering these cities will be indicated in parentheses: Caramel Marks (Crystal Empire), Hoofbeat (Equestria), Konzan, Krasivsk, Loshadsk (Equestria), Petershoof (Equestria), Ravenskoye, Severokholm (Equestria), Sladkiy, Sovyenok (Nova Griffonia), Stalliongrad, Stavropon, Zayatsk (Crystal Empire), Zlatotsvet, Zvezdopadovo (Nova Griffonia, Equestrian 'Village Up North' Enclave).
- #23Loreselective
Keys: Lore, Story, History, Polar Bear Communities
=== Lore ===
Almost all races have a myth or legend from where they spawned. Some claim divine creation, some even dare to proclaim direct divine descent in some form. The Polar Bears have no such legends or myths, for they claim that they were present upon the world since the start of days, before the world even truly was. The histories written by magi-scribes claim that for hundreds of thousands if not millions of years, ursinekind roamed the land, if it could be called land, as creatures halfway between the realms of spirit and material in the blessed, primordial cold. They were there before the Age of Monsters, and when abominations roamed the land they were there with them. It is said that during the Age of Monsters the Polar Bears were uplifted from merely existing, like their non-polar brethren, into thinking and dreaming by the mystical All-Father. They claim that with his blessing, they gained the power to forge great empires of ursines and sit on top of the primordial food chain. How exactly such alleged empires of so-called "Primordial Frost" existed in contrast with historically proven warmer climates and ruins of ancient pony settlements, with ponies never mentioned in the stories of magi, is something that bear scholars refuse to elaborate upon and have been prone to threaten violence if questioned too much upon.
It is somewhere during this alleged period, the so called "Age of Starsteel", Polar Bears moved from merely nomadic tribes of warriors into more settled societies, taught by legendary magical beasts such as the boar Gallinbursti, direwolf Fenrir, the nameless Great Raven, and so on. It is said that during this period bear armor was first forged, and great armies of armoured bears marched across the North under various alleged warlords and pseudo-monarchs, with so-called "Monster Kings" being an often applied moniker. And in the heartlands of their race, which bears claim are their current lands, great holds were dug into the mountains and raised in the great taigas and tundras.
One would assume that such primordial, and as any pony, griffon or changeling scholar would proclaim clearly absurd, statements on history, even if believed by some creatures, should hold absolutely no importance on societies, politics, economics and ways of war in the modern day. However, it is in this mythological past that bears find their definition. Thus, many of them even in the modern day believe they are creatures of primordial frost in some form, with statements about frozen souls and hearts of ice prevalent in bear rhetoric. Furthermore, many of them seem to feel some kinship with the countless wild beasts that roam the north still.
In any case, on the shores of the Polar Ocean there are many clans, as well as a healthy population of clanless bears. From the spiritual shamans of Clan Rozenkrantz to the arrogant warriors of Clan Kane, from the fortress lords of Clan Gotlung to the penguin-majority fishers of Clan Anker, the politics of the Communities are defined by clans. Wesslandia is home to the upstart Triple Alliance of Falsen, Brodkorb, and Benkestok, and Key Lake was once home to the crystal-obsessed Clan Rosensverd and gold-hungry Clan Tordenstjerne. But any discussion of clans would be incomplete without including the Three Great Clans: the harmonists of Volsungr, the warrior-scholars of Svartpels, and the currently-ruling Scyfling. Each of these Three Great Clans has far more resources and power than a lesser clan, and each would make a worthy leader for the Communities. The clanless bears, for their part, are willing to cooperate with anyone who treats them well, and are being increasingly integrated with the newly-modernized Communities.
Paw Wellington of Clan Scyfling, Despot of the Communities, has ruled with a fair but firm paw for the past five years, acting as a modernizing force dragging the backwards Communities into the industrial age. During the Unification War of 1000-1002, Paw pitted muskets and Griffonian mercenaries against traditional axes and armor, eventually conquering or allying with every clan save two: the aforementioned Clan Rosensverd and Clan Tordenstjerne, who were exiled for collaborating with changelings. They have not been seen since they were driven into the Changeling Lands.
Paw has been a good ruler by modern standards, but not necessarily by bear standards. He is perhaps too distant, too obsessed with foreign ideas, and many clans are getting tired of his seemingly absurd demands for unity and modernization. Change may be coming. While it is unlikely that any of the minor clans could truly pose a threat to him, Princess Eira of Volsungr and Thunder Lord Torben of Svartpels may be another matter. Eira's time in Equestria has changed her, and she now dreams of a new dawn for the bears. Torben has been a faithful ally to Paw, but even he may not be able to tolerate some of the changes to come.
While the bears may be divided internally, they largely agree on enemies abroad. The terrible Changelings must be dealt with, and the Griffon Frontier is rightful bear territory that must be regained. A union with the Penguins would also be desirable, as the two peoples share souls of frost and polar winds.
Will the polar spirit of the Land of the Frozen Sea endure, or will it be subjugated by its encircling enemies? Only time will tell.
=== Starting Situation === Polar Bears located at the northernmost of the Equestria continent, borders with the Changeling Lands to the West, the Kingdom of Pingland to the East and the Kingdom of Yakyakistan to the South. Polar Bears are mostly dominated by cold temperatures and mountainous terrain (noticeably in the West and North East of the country).
Threats and Opportunities: The first and foremost threat is actually in the country itself. Polar Bears has only one division right at the start, and the Polar Bears barely have any infrastructure alongside with the mountainous terrains. If the players want to have any successful runs, they have to build up both the forces and the infrastructures, fast. The second threat that Polar Bears has to concern about is the Changeling Lands, as they can at almost any time go after the Polar Bears through border war or straight war.
But, there are some opportunities that the Polar Bears have. The first one is the Northern Pact (it can be formed by the Kingdom of Pingland through Harmonic path and the Kingdom of Yakyakistan can join it), Polar Bears can be invited to the faction for its safety around the threats. Second is the western border which consists of mostly mountains. Therefore, they can be used as natural forts in case of Changeling invasion.
=== Starting position ===
At first glance, the initial focus tree of the polar bears seems to focus on giving background info on the polar bears and modernising their country, with many of its foci claiming to provide good national spirits, which will last for the entirety of the game. However, the many clans of the Polar Bear Communities are all opposed to the reforms of Paw Wellington, and will do everything they can to sabotage his work. As such, any focus which claims to have a positive effect will trigger an event 10 days later which will have the opposite, negative effect. This unwillingness to cooperate from the other clans causes Paw Wellington to ally with the outcasts, who are far more excepting of his ideas. Upon doing so, a civil war will begin between the various clans of the north. However, only three clans have enough power and influence to be real contenders for reunifying the bears: the clans of Scyfling, led by the current country leader, Paw Wellington, Clan Svartpels (led by Lord of Thunder Torben), Clan Volsungr (led by Princess Eira).
Realising that negotiating with the other clans is not an option, Wellington attempts to exert dominance against the other clans by force. Taking the focus associated with this ("Take What We Need"), claims to lessen the effects of the national spirit Clan Divides, but, after 10 days, will make the divides even stronger than before. It takes 21 days to complete said focus.
On a more positive note, this is about the time that the debt to Nova Griffonia for the rifles is repayed. Shortly after, Paw's good friend Ulrik invents the fighter plane, giving various air force related technologies, and giving +25 political power.
Out of patience with the rest of the clans, Wellington decides to ally with the exiled bear clans to regain dominance over the Polar Bear Communities. This is done by taking the focus "The Outcast Question", taking 21 days to complete. Upon completion, he is presented two options on what outcasts to allow back into the lands of the north:
*Allowing only the most rational and reasonable exiles in, which will slightly increase monthly population and research speed, but at the cost of some stability; *Allowing all bears back, which will significantly increase monthly population and research speed, but at the cost of much stability. Should you intend go down Paw Wellington's path, taking this option will have far-reaching consequences.
Regardless of what option was taken, an event, titled either Stupidity or Insanity depending on what option was taken in the event described above, will trigger a week later, giving the player a choice on who to support in the Second War of Unification:
*Paw Wellington, the current country leader and leader of Clan Scyfling (the unaligned option); *The Lord of Thunder Torben, the scholar-warrior of Clan Svartpels (the supremacist option); *Princess Eira, the harmonic reformist of Clan Volsungur (the harmonist option).
Upon taking any of the options, all territories of opposing clans will become demiliterised, and a new reunification path will be loaded, thus starting the Second War of Unification.
=== Reunification paths ===
The territories associated with said clans will be demilitarised after completing a consolidation focus. Then, the player can deal with the two major opposing clans and consolidate their territories, and all of the realm shortly after, thus ending the Second War of Unification.
Generally speaking, there are three approaches to dealing with them: peacefully negotiating with them, subjugating them by force, or exterminating them. Some options may not be available in certain paths:
*The extermination option is not available to the harmonists, and Clan Scyfling can only take it if all the exiles have been welcomed back; *Clan Svartpels doesn't have any options for peaceful negotiations; *Clan Scyfling can't negotiate with Clan Svartpels and can't subjugate Clan Volsungr; however, both clans can be exterminated if all exiles have been welcomed back.
Scyfling reunification:
Depending on what approaches were taken when dealing with the clans, the polar bear communities can go on various different, unique, and interesting political paths.
Depending on what methods were used to win the civil war, the polar bears will gain a different political path. If Wellington only used kindness and diplomacy when dealing with the other clans (except with Clan Svartpels), he shall attempt to form a republican confederation, strongly inspired by the success of the Griffonian Republic. Should Violence ever be used against the other clans (except with Clan Svartpels), but they are never exterminated, Wellington will crown himself as King Joris I of Clan Scyfling, and attempt to bring the polar bears to greatness, forging the Kingdom of Winter, inspired by the Griffonian Empire. And should all the exiles be let back, he will have no option but to exterminate all opposing clans, and will have to find a way to recover from such a great mistake.
Svartpels reunification:
As the illusion of bear unity collapsed, the clan of Svartpels, lead by the Thunder Lord Torben were in great denial, choosing to believe that the collapse was caused not by the incompetence of Clan Scyfling, but rather by the deceitful and honourless Changelings to the west of them. After gathering his forces, the first thing Torben does is going to the ancient ally and vassal of Svartpels, Clan Anker, to make sure they are still loyal. To his delight, they are, and re-affirm their loyalty. After this, the Thunder Lord can begin to fight against the opposing clans, and even go as far as completely exterminating them.
Upon the end of the civil war, the supremacist faction (Svartpels/Torben) become the ruling faction, and the focus tree switches to theirs. A different political path will be taken depending on what choices were made during the civil war: if any clans (besides Scyfling) were spared during Torben's war of reunification, the polar bears will be united into a fair and equal nation, in which every clan would have a say. But if all of them (besides Scyfling) were exterminated, the bears will work to get revenge against all the foreign powers which have once wronged them, no matter the cost.
Volsungr reunification:
Outraged by the failures of the Wellington regime, the bears of Volsungr, led by the once exiled princess Eira, are yet another contender for the reunification of the polar bears. The princess' time in Equestria during exile has drastically changed both her and her clan, and she now aims to reunify the bears under a new, harmonic Polaria. However, before their grand ambitions, they must first deal with the question of exiles: the younger bears of the clan want to allow all exiles back to the realm, whereas the elders propose no such thing. Should the new generation be supported, Volsungr will have access to new political advisors, like Comrade Icebear. Otherwise, nothing happens.
Once the civil war ends, the harmonist faction (Volsungr/Eira) become the ruling faction, and the political focus tree switches to theirs. If one of the other major clans was negotiated with, then Eira will be able to implement Equestrian-inspired reforms and introduce their virtues and values of harmony to the polar bear society. If one of the major clans was subjugated, then Eira will be able to crown herself Queen and implement a more cynical, bear-like vision of harmony.
- #24Brief Infoconstantselective
[CODE 'INCLUSION - POLAR BEAR COMMUNITIES'] Brief info of POLAR BEAR COMMUNITIES:
On the northern shores of Equus, the polar bears have recently banded together into a modern civilization. Paw Wellington, a mighty warrior who brought the clans together, will soon be entering his fifth year of rule. His position, however, is not certain, and the clans still chafe under his rule. But with the Changelings to the southwest, they may need to learn to cooperate. Can the bears hold on and avoid being conquered by their ancient foes?
- #25Partiesselective
Keys: Party, parties, Ideology
Parties of Polar Bear Communities:
- Clan Scyfling - Ruled by Paw Wellington - Ideology: Despotism - Popularity: 32%. Biography: Paw Wellington has been many things in his life: wanderer, mercenary, unifier, and now despot. He fought in the Republican Revolution as a mercenary, where his warband distinguished themselves with excellent combat performance, if somewhat tainted by political unreliability and looting. When time came for his payment, his employers lacked the funds to pay him, so they gave him an ancient battleship, which sparked his long-running interest in the navy.
Paw led the Unification Wars from 1000 to 1002, where he exiled the clans of Rosensverd and Tordenstjerne and subjugated the rest. For the past five years, he has tried to modernize society, purchasing rifles from Nova Griffonia and attempting to form a truly united polar bear nation. By foreign standards, he is a firm but fair ruler, interested in the well-being of the polar bear race as a whole. But by polar bear standards, he has been a mad tyrant making absurd demands of the clans, who are rapidly getting sick of his inept pretentiousness and ridiculous ambitions. In his own mind, he feels he is ineffective and not powerful enough. Grover I, Grover II, and Kemerskai tolerated no defiance. Why should he?
With his five-year anniversary of rulership approaching, only time will tell how he fares in the changing situation on Equus.
- Clan Volsungr - Ruled by Eira of Clan Volsungr - Ideology: Benevolent Absolutism (Harmony) - Popularity: 31%. Biography: A curious leader among bear elders, Eira is a stark outlier to the normal brutality of ursines due to her past as an exile. At a young age she was cast out from Clan Volsungr and bear society itself for her ideas aligning with that of the weak ponies from the south, and left for the land of Equestria. She traveled there for many years, studying pony society, culture and their way of life. The knowledge she gained only grew her fascination of Harmony as an ideology, believing that the Equestrian way was not just something for ponies, but also something ursines could achieve as well.
However, not everything learned was positive during her time in Equestria. For no matter where she traveled, the signs of the industrial revolution and its consequences presented itself for her to plainly see. Factories overtook nature as ponykind asserted its dominance more and more over the land, sometimes with little regard for the local flora and fauna. The ecologists she did meet gave her hope, however, and she swore to herself that should she ever get the chance, she would ensure that the same would never happen to her bear homeland.
That chance presented itself with Paw Wellington's return to the North and his takeover of the clans, as her former home of Clan Volsungr was decimated and on the brink of complete collapse. She returned to offer her help to the place that once exiled her, and they were forced to accept, bringing in thousands of former exiles like Eira herself and changing the clan forever. With her new and now popular ideas among the young and even some of the elders, Eira's leadership came swiftly, until the pivotal moment when she was forced to openly fight back against Paw Wellington's leadership.
Now, having become the new unifier of clans, Eira leads polar bears to a newer, Harmonic future, though how that future will look remains to be seen.
-
Kameraten Icebears Divisjon (KID) - Ruled by Chairbear Icebear - Ideology: Great Leader Theory (Communism) - Popularity: 5%. Biography: Icebear is a myth, a legend, a god. It is said he has the strength of twenty bears, and has torn apart tanks with his claws. He is wiser than the greatest scribes of Svartpels, more compassionate than the kindest Volsungr, and more powerful than the avalanche. He challenged Queen Chrysalis to a duel and she turned and fled. His military acumen and raw power singlepawedly saved the bears from the changelings. When a changeling spy tried to assassinate him, the bullet ricocheted off his skull, leaving him unharmed and killing the spy instantly. Every bear in the nation adores him, and aspires to be like him in whatever small way they can. Glory to the Great Leader!
-
Clan Svartpels - Ruled by Torben of Clan Svartpels - Ideology: Kratocracy - Popularity: 32%. Biography: To those outside polar bear society, Torben would seem a walking paradox. The mightiest warrior in the entire Polar Bear Communities, he is also a brilliant scholar and historian. But this fails to understand the vital link between his mind and his body. He perfects the physical to nurture his mind, and perfects the intellectual to guide his body. He has devoted his life to studying the past and ensuring it is upheld in the present. He clashed with the Wesslandians and Old Clan Volsungr, before they fell to harmonist weakness. He battled raiders from the Frontier who came seeking a mythical city of gold. And he was the first to join Paw Wellington in the First Unification Wars, and stood by him until changeling subversion welcomed exiles home.
He cares deeply for tradition and history, and it is this passion that drove him to rise from warrior to Thunder Lord to leader of the clan and now the entire polar bear race. He dreams of the entire North united, with the perfidious changelings punished for the countless crimes they have committed and the imperialist griffons shown their place. With all the polar bears now under his guidance, such dreams may be within reach.
The bears will retake their lost lands and restore their honor. All their enemies will be defeated and punished. And the North will stand strong and free for a million years more.
- Changeling Collaborators and the Northern Queen's Guard - Ruled by Bjornling - Ideology: Esotericism - Popularity: None, as it will come to power only if Changeling Lands will capture Polar Bear Communities. Biography: A Rosensverd dilettante, Bjornling was exiled with the rest of his clan by the despot Paw Wellington for their collaboration with changelings. Far from dissuading him from further cooperation, this was a turning point for the young Bjornling, as he came to realize that only the Changelings themselves could save bearkind from decadence, weakness, and Harmony. Through endless fawning and flattery, he managed to stoke Queen Chrysalis's ego enough to earn the coveted prize of rulership of the Northern Protectorate.
With her backing, he was installed as Lord Protector and given vague directions with generous autonomy in their implementation. The North will be reunited in a Third Unification War, the Four Stage Plan will be enacted fully and completely, and all bears will learn to love their Queen and their Lord Protector.
Now that he has secured power, only a rare few have any idea what he plans to do with it, but all know that his reign will be a horrific one, for Bjornling plans to let nothing - not morality, not the clans, not the Equestrians, not even the laws of reality itself - stand in the way of his dream.
By bullet, napalm, and gas, Hyperbearia will be restored. No matter the cost.
- #26List of Citiesselective
Keys: City, Cities
Cities (or places of interest) of Polar Bear Communities; The countries bordering these cities will be indicated in parentheses: Mathair Fearainn, Onlartir (Changeling Lands, Yakyakistan/Jaki-Clan), Wesslanda (Griffon Frontier), Geirfuglvidda (Kingdom of Pingland).
- #27Raceselective
Keys: Race, Polar Bear
Polar Bears - Polar bears are large, winter adapted bears that live in Equus' Frozen North. Simple and with low technology, they have somewhat of a temper and will face a difficult time dealing with the rise of modern powers.
- #28Brief Infoconstantselective
[CODE 'INCLUSION - KINGDOM OF OLENIA'] Brief info of Kingdom of Olenia: Home of the deer, the Kingdom of Olenia is an old nation. It had long been the leading trading power in its region, but in recent times political instability and corruption have caused plenty of problems. The lower classes of society suffer the most and unrest is spreading quickly. The situation had only gotten worse following the rise of King Johan 'Dj'avulen', an unlawful and incredibly corrupt leader. The current rightful heir to the throne, Queen Velvet, has drawn up plans to retake the throne, but requires help to do so. Will the Equestrians help the Queen in need? Will the fires of revolution engulf the streets of Hjortland? Will the deer survive the changeling threat to the north?
They border: Changeling Lands (northeast, east), Equestria (southeast).
- #29List of Citiesselective
Keys: City, Cities
Cities (or places of interest) of Kingdom of Olenia; The countries bordering these cities will be indicated in parentheses: Algstad, Cervus, Elksburg, Endrakt, Equadoe, Feslott (Changeling Lands), Goldenshore, Grylloblatod (Changeling Lands), Harlighamn, Heina, Hirvikaupunki, Hjortland, Hovenhamn, Ishamn, Kesapuoli, Manty Creek, Oslott, Sakara, Seaddle (Equestria, Changeling Lands), Smalstad (Changeling Lands), Snorflinga, Svenholm, Traborg, Valolahti, Vaverfront.
- #30Cities Infoselective
Keys: Capital, Hjortland, Cervus, Vaverfront, Sakara
==Info about some Olenia's cities==
===Cervus=== The Old Sailor:
Situated at the mouth of a river and overlooking the Rich Sea, Cervus has been one of the major naval hubs for the Olenian deer. The Jarls of Cervus, at times preferred trading and at others raiding. Each year the fleet of longships would sail from the harbour towards far off shores, and bring back the wealth of distant shores. Cervus grew rich and the fine woodcarving of her buildings would soon be supplemented with gold, silver and gemstones. Many of the old wooden homes and halls still form the centre of the city, with the Jarls' Great Hall forming the absolute crown jewel of the city, a massive wooden hall, whose ornaments, are trophies from ancient times.
However, the age of raiding is long gone and Cervus is now a modern city. After a population boom, the city has grown into the industrial heart of Olenia, with apartment blocks and factories surrounding the historic centre. Most of the initial factories belong to the Cervus Industrial Corporation, a conglomerate holding much sway over local politics and a big supplier to the Olenian government. Despite the encroachment of modernity, the harbour is still a pleasant site to visit, with modern transport ships sailing to and fro and many of the historic longboats still being kept in shipshape tradition by the locals.
===Hjortland=== The Seat of House Jelzek:
Hjortland is the proud capital of Olenia. The place where the gods of the land are honoured and where the bravest warriors and explorers charted the oceans from. Many sages begin or end here and many a tall tale too! It is the cultural heart of the Olenians and even an object of imagination and fantasy for those deer whose ancestors departed from her shores long ago.
Occupying the easternmost stretch of a large peninsula, Hjortland’s location is highly defensible while occupying a central location among the ever important Olenian south coast. As the seat of the House of Jelzek, Hjortland is the natural capital of the country. The Kings of Olenia occupy the Palace in Hjortland, built with a mix of Equestrian and Olenian styles, giving the building an appearance of modernity while not totally abandoning the Olenian woodworking traditions. The palace is only one of the traditional centres of Olenian politics, however, but the fate of the other hangs in the balance still. The Riksdag, also known as the Eduskunta, used to be the Olenian parliament. However, with the rise of King Johan, the Riksdag has been suspended for the time being, leaving the building a slowly rotting carcass, which some would whisper is representative of the country after the King's unorthodox ascension.
===Vaverfront=== The Shores of Luna Bay:
Vaverfront is the largest city east of Hjortland and has a peculiar success story. Located on the sheltered Bay named after the Equestrian princess Luna, the city sits almost directly across from Vanhoover on calm waters. As a port, Vaverfront used to be mostly known for the lumber export to Equestria, along with the export of wooden carvings and toys for the ponies. The almost endless supply of northern trees has ensured that the industry remains lucrative. One of the most well-known lumber exporters is a company known as Lokia, based in Vaverfront. Recently, the lumber giant has sets its eyes on new technology, however. With its many contacts in the technologically advanced Equestria, Lokia has managed to hire experts in electronic technology and is adamant on researching the potential of electronic machinery and ‘computers’. Whether the gamble will pay off remains to be seen.
Whatever the case, Vaverfront enjoys a relatively mild climate and prosperity from the wood trade and emerging business of electronics. Most recently, many communication companies have moved to the city, which now hosts a lot of the country’s radio stations.
===Sakara=== The Viking Harbour:
Accoring to Olenian sagas, Sakara is one of the oldest cities in Olenia, founded when a Jarl threw his axe into the sky and saw it land on the shore. Here, he chose to build his home, and soon his followers settled next to him. Within centuries the settlement had grown into a trading port.
Sakara is best known for its historical role in the western Viking expansion. Many of the deer who settled in Austurland and Hindia, who raided the coasts of Griffonia and Zebrica, called Sakara their home. So much wood around the city was used for building longboats that entire forests were cut down. The exotic wealth of far away lands made Sakara a truly prosperous place, the greatest city in Olenia.
But all that was many centuries ago. Now, Sakara is a city known for its wooden buildings which have a tendency to burn down once a century. Modernity first arrived in eastern Olenia, and Sakara was always slow to adapt. As such, the city is a conservative stronghold in Olenia, its inhabitants still clinging to their old traditions and retelling the same old sagas about conquests of distant lands. Yet even Sakara cannot avoid industrialisation, as the city's merchants have opened many new factories in the city's outskirts in recent years. Time will tell if the city will ever learn to let go of its past.
- #31Loreselective
Keys: Lore, Story, History, Olenia
== Lore == === Early Days === The land of Olenia is an ancient one. It can trace its lineage back to 2 BLB, when King Harald Fairantlers of Hjortland united several petty deer kingdoms. Olenia has since been a seagoing nation, with bustling trade ports.
In the early days the deer launched regular raids against Equestria, plundering their sea villages with longships. However, in 143 ALB, a permanent peace was signed, although occasional unauthorized raids have occurred since, and the two nations relations have remained somewhat standoffish.
To the north, occasional incursions from the Changeling Lands have been a problem, although the Changeling Lands have always fought each other far more than outsiders.
In spite of these raids, the Kingdom has generally been at peace, a nation of relative stability on Equus.
=== The Modern Era === The deer began industrialization alongside Equestria, quickly becoming famous for their production of durable electrical equipment. While not as fast or as efficient as their pony neighbors, Olenia remained a generally modern nation of factories and industry.
Since the restoration of the Equestrian Diarchy, the Daughter of Aldar II, Velvet, became interested in Equestrian Harmonic Principles, with Equestria being eager for her future ascension as Queen.
To everyone's surprise, however, King Aldar II died under suspicious circumstances, with his illegitimate bastard son Johan quickly seizing the throne with the help of religious leaders, corrupt businessdeer, and greedy nobles. "Queen" Velvet, the rightful heir, was forced to flee to Equestria.
The crown sits uneasy on Johan's head, as he faces pressure from all sides. Velvet attempts to rally support with the superpower of Equestria, the people grow tired of his rule, religious leaders wield a large amount of influence, and the corrupt businessdeer hold back the economy. Worst of all, the Changeling Lands have done something that has never occurred before in recorded history, uniting under one banner, and grow stronger every day.
One way or another, something is going to change. Who will force that change, however, remains to be seen.
- #32Partiesselective
Keys: Party, Parties, Ideology
Parties of Olenia:
- House Jelzek - Ruled by King "Djävulen" Johan Jelzek - Ideology: Despotism - Popularity: 60% - Description: King Johan, the illegitimate son of the King Aldar II seized power after his father's sudden death.
- Velvet's Supporters - Ruled by Queen Velvet - Ideology: Benevolent Absolutism (Harmony) - Popularity: 20% - Description: Queen Velvet, the only child of King Aldar II, is respected and beloved by the deer of Olenia.
- Deer's Party - Ruled by Kullervo Sirola - Ideology: Equestrian Socialism - Popularity: 12%.
- Aärimviiki Peurkonto - Ruled by Allsherjargoði Jurva - Ideology: Authoritarian Theocracy - Popularity: 8%.
- #33Raceselective
Keys: Deer, Race
Deer - The Deer are a pony-like race which inhabit the Kingdom of Olenia in Western Equus, Austurland on the South-eastern tip of Griffonia, and the region of Hindia in North-eastern Zebrica. They are a Nordic-based race with a history of raiding and using longships. They are similar to Griffons in that they have limited magical ability, especially compared to Unicorns and Changelings, but the magic they have is based around contacting spirits and the powers of the Seers. Because of this lack of magic, they have adapted to use ferocity and knowledge of the sea and their home terrain to their advantage.
- #34Loreselective
Keys: Lore, Story, History, Kingdom of Pingland
== Lore == Little is known about the origins of the Kingdom of Pingland. However legend states that the penguins migrated from the South Pole centuries ago due to threat of the Dragons. Most of the penguins that arrived in Northern Equus settled in areas which would later be known as the Kingdom of Pingland, However a few settled in areas that would become part of Nova Griffonia. Since then they have survived in the Frozen North for centuries as a stable monarchy, with them quickly adapting to the harsh climate, and them staying relatively unnoticed for a long while.
The Kingdom of Pingland is a monarchy led by a King and his council. The current king, King Lolo, has led Pingland for four years and has proved himself as an amazing and capable leader. However his time is nearly up and with no heirs, he and his council will have to decide on who will lead Pingland after his death.
The two most likely successors are Hindrik Aberg and Orvar Njordin.
Hindrik Aberg is a young penguin from the province of Nithean. He studied in the Crystal Empire where he heard of the Equestrian ideas of peace and harmony. He is seen by many as naive and idealistic due to his belief in the Equestrian Ideals, but his supporters agree with his harmonist ideas for the future of Pingland.
Orvar Njordin is known as an excellent statesman as a result of his reforms, which brought prosperity to his home city of Dachaigh. However, he is seen as a radical choice by many in the council as he has been seen attending many supremacist group gatherings and made several racist remarks about polar bears and griffons. He has even been heard desiring to create an Arctic Empire and reclaiming land that was in his belief "stolen" by the polar bears and griffons.
There is also a small Communist party, called the Arktis Kommunistiske Parti (Arctic Communist Party). It's a small party led by Ragnel Dahlin, and while they aren't popular by any means, should the policies of the Kingdom become unpopular then they may be able to rise up.
Yet whoever takes power will need to keep an eye on their neighbors in the south. While the Penguins have been ignored for centuries, the world is changing and nefarious forces are gathering beyond their borders, Ones which may even look as far north as Pingland. The penguins are seen as weak by many, especially by the yaks and griffons, who think that Pingland can easily be toppled due to their poor industry and small military, Yet the penguins are fiercely independent and are willing to give their lives to defend their homeland.
Can the penguins survive the changing world? Or is their species ultimately doomed?
== Starting Situation == The Kingdom of Pingland starts in a extremely poor position, with a serious lack of factories, barely any infrastructure, almost no resources and far stronger nations in the south that may potentially attack Pingland. However the industrial tree can allow Pingland to quickly build up and the cold weather and mountainous terrain of the north can be used to its advantage when fighting against more Powerful opponents.
The Kingdom of Pingland starts with 3 divisions totaling 16k penguinpower, and a small but relatively effective navy made up of 1 Battleship, 3 Scout Cruisers and 4 Destroyers.
=== Threats and Opportunities === *Polar Bear Communities - The Polar Bear Communities are your western neighbours. They have an incredibly weak industry and army, and a quick military build-up can allow you to easily overwhelm them. They can join your faction in the harmony path, but in the Supremacy path you will gain a war goal against them. *Griffon Frontier - Should the Griffon Frontier survive its war against Nova Griffonia, they will be a good target for expansion. Beware they can launch bandits raids on you so it's a good idea to station at least 6 divisions against their border. *Nova Griffonia - Will usually be your biggest threat as they will go to war with Pingland in many of its political paths. A harmonic Nova Griffonia can invite Pingland to its faction but if Pingland is Supremacist or Communist then it will get a war goal instead. A Communist Nova Griffonia won't attack a Communist Pingland, but will still attack Pingland if it's Supremacist or Harmonist. Only a Goldfeather led Nova Griffonia is certain to leave Pingland alone. Fighting Nova Griffonia will prove to be a challenge due to their much stronger industry and population, so you will have to prepare heavily for a war with them. It's possible the Kingdom of Yakyakistan will be dragged into the war which will greatly improve your chances of winning. *Kingdom of Yakyakistan - They can join your faction in the harmony path, however, a Supremacist Yakyakistan can eventually get a war goal on Pingland. *Stalliongrad - A Communist Pingland can get a guarantee from Stalliongrad, However, a Sinister led Stalliongrad can eventually get a war goal on Pingland if the country is Harmonist or Supremacist. *Changeling Lands - Has no direct interaction with Pingland before the Great war. However, a Harmonist Pingland that formed the Northern Pact will most likely get dragged into the Great War once the Changelings invade the Polar Bear Communities. It's also possible for Pingland to strike the Changelings while they are busy with Equestria, if Pingland is supremacist or hasn't formed the Northern pact, providing an opportunity for expansion.
=== Political Paths === With the King's time coming to an end the Summit at Dachaigh will decide on the King's successor, which will undoubtedly change the future of Pingland, for better or for worse.
The Ice Emperor: If Orvar Njordin is appointed as successor, he will begin centralizing his rule, securing the loyalty of the military and cracking down on political opposition. When that is finished he will go on to take back land he believes were "stolen" from the penguins, in order to form the Arctic Empire. This path will give war goals on Polar Bear Communities and Nova Griffonia.
The Frozen North's Revolution: King Njordin's radical laws will drive many penguins and griffons to the Communist side. Outlaw Communism will cause reports of a Communist revolt in Dachaigh. If these reports are ignored then the Communists can launch a coup in Dachaigh and overthrow King Njordin. Communist Pingland will have two options for their foreign policy, they can choose the Alliance with Stalliongrad focus, which will ask Stalliongrad to guarantee Pingland, or they can choose the We Stand On Our Own Focus, which will let them stay neutral.
Northern Harmony: If Hindrik Aberg is appointed as successor then he will focus on reforming the nation into a more democratic one, more suited to the ideas of Harmony. Eventually he can either reform the nation into the Pinguin Republic or a constitutional monarchy. Depending on the paths taken Pingland can possibly receive a guarantee from Equestria or create a faction with the Polar Bear Communities and the Kingdom of Yakyakistan, called the Northern Pact. It is also possible for Pingland to form an alliance with Nova Griffonia by choosing the Friendship with Griffonia Focus, if they are not Communist or Supremacist.
- #35Brief Infoconstantselective
[CODE 'INCLUSION - KINGDOM OF PINGLAND'] Brief info of Kingdom of Pingland:
Featuring cold temperatures and mountainous terrain, the frozen wastes of northern Equus are one of the most uninhabitable regions in the world. Yet even here, civilization exists. One such civilization is the Kingdom of Pingland, a nation of Penguins that have adapted to the cold climate of the north and have stood there for centuries. Being small flightless birds and surrounded by much more intimidating races, the penguins of Pingland are seen as weak. Yet the penguins are fiercely independent and are not afraid to stand up for what they believe in and as a common penguin war cry goes, NOOT NOOT.
They border: Nova Griffonia (southeast), Polar Bear Communities (west), Griffon Frontier (southwest).
- #36Partiesselective
Keys: Party, parties, Ideology
Parties of Stalliongrad:
- Isdynastin - Ruled by King Lolo - Ideology: Despotism - Popularity: 50%.
- Vennskap Parti (VeP) - Ruled by King Hindrik Aberg - Ideology: Benevolent Absolutism (Harmony) - Popularity: 5%.
- Arktis Kommunistiske Parti (AKP) - Ruled by Ragnel Dahlin - Ideology: Vanguard Socialism - Popularity: 15%.
- The Frozen Throne - Ruled by King Orvar Njordin - Ideology: Autocracy - Popularity: 30%.
- #37List of Citiesselective
Keys: City, Cities
Cities (or places of interest) of Kingdom of Pingland; The countries bordering these cities will be indicated in parentheses: Dachaigh, Ingstad (Nova Griffonia), Nansen, Sverdrup (Nova Griffonia, Griffon Frontier), Amundsen (Polar Bear Communities).
- #38Raceselective
Keys: Race, Penguin
Penguin - Penguins are small flightless birds that live in Equus' Frozen North. Legend states that they migrated there from the Great Frozen South over 1,000 years ago. Normally a peaceful race, they are fiercely independent and are not afraid to stand up for what they believe in.
- #39Loreselective
Keys: Lore, History, Changeling Lands, Changeling Empire, The Hive
== Lore == Aggressive, deceptive, and loyal to their hive, changelings are insectoid pony-like creatures.
All changelings possess unique shape-shifting magic. It enables them to shift form, voice, and even size with stunning rapidity and accuracy. They use this ability to fool their victims and drain their love, which is essential for their survival.
Recent pony scholars have discovered that changelings are more insectoid than mammalian due to hatching from eggs as larvae in collective hives. But beyond that - how their hives work, the role of queens in their society, how they acquire love, and how they think are up to the imagination as any travel to their territory will meet an almost certain demise.
Fortunately for their neighbors, their militarism and aggression caused them to spend far more time fighting each other than outsiders, allowing Olenia and Equestria to outmatch isolated incursions.
But all of that changed in 982 ALB, when the ambitious Queen Chrysalis of Vesalipolis united the Changeling Hives under one banner, the first time in history for a Queen to do so. And in 1002, she led the hives on a bold mission into the heart of Equestria.
=== The Siege of Canterlot === In 1002 ALB Queen Chrysalis kidnapped and took the form of Princess Mi Amore Cadenza, gaining access to the highest levels of government, and using her status as the fiance of Equestria's Captain of Guard, Shining Armor to drain his love. Only the last-minute discovery by Twilight Sparkle (also Shining Armor's sister) compromised the plan.
Despite being discovered, Chrysalis had been able to feast on so much love that she used her overflowing magic to defeat Princess Celestia and prevent the Elements of Harmony from wielding their power, summoning her hive to occupy Canterlot and feast.
What followed was one of the most chaotic battles the ponies of Equestria had ever experienced as the changeling swarm descended upon the ancient city. The vastly outgunned and outnumbered Equestrian Royal Guard units mounted a desperate resistance on the streets. It seemed that all hope was lost.
It was only when the real Cadance, freed by Twilight, turned the love collected on her behalf against Chrysalis, and freed Captain Shining Armor. He was able to quickly repower Canterlot's powerful magical shielding. In one fell swoop, the Changelings were repulsed from the pony capital.
This battle was the first true wake-up call for Equestria, and would begin to spark tentative interest in military preparedness and practice. Even the Elements of Harmony were forced to engage in combat to succeed.
=== The New Hive === This defeat brought Chrysalis to the brink of a breakdown. With this failure, the hives once again fractured and split. But instead of giving up, she nursed this grudge into a relentless drive to take revenge against Equestria. And in 1006, she finally reunited the hives under her banner.
Olenian scouts and seers begin to report strange sightings - changeling hives that had ceased their internal squabbles, instead building and working together. More organised, more numerous border raids led by increasingly professional forces. The changelings had always been an industrial, technological race, but recent weaponry showed unprecedented advances over their southern neighbours. The modern Changeling Military now features the most developed Army and Air Force in the world.
With these tools at her disposal, the Changelings hope to overcome their enemies with ease, so long as they can keep this technological advantage.
=== Dissenting Voices === Chrysalis' attack on Canterlot cost the changelings heavily. The defeat was quickly followed by dissatisfaction with her standing as leader. A strong Queen brought food and victory to the Hive. Chrysalis had proven herself weak. Acting promptly, Chrysalis moved quickly to purge high ranking dissenters, especially amongst her powerful generals. However, Chrysalis cannot be everywhere, and the whispers continue. One such changeling has begun to spoke beyond a whisper. Thorax, a dissenting drone, has been suggesting a new possibility for this industrial world - why not trade with willing Olenians for love and sign a non-aggression pact with Equestria? This would guarantee both food and safety for the hives.
=== A Second War === The Queen knows that her young, unified Nation is not yet ready to take on the ponies, though. She must bide her time and focus on further development and expansion before she can truly grasp for revenge.
Luckily, opportunity presents itself with a valid and easy target for conquest. The Kingdom of Olenia to the south is in political turmoil and is militarily weak. In such a crippled state, it would be more than easy to walk in and seize the land for themselves. The deer might just be the first ones to feel the combined might and fury of the Changelings.
Soon, the ponies shall tremble, and the Changelings will reign supreme!
- #40Partiesselective
Keys: Party, Parties, Thorax, Chrysalis
Parties of Changeling Lands:
- Queen's Leadership - Ruled by Queen Chrysalis - Ideology: Autocracy - Popularity: 74%. Description: Ruler and despot of the Changeling Hives, Queen Chrysalis was the first of her race to unite them under one banner. From her hatching in 930, she has proven to be an exceptional individual. Being the only child of the dead Queen of Vesalipolis, she was raised with extreme care and given best possible education, which made her spoiled and arrogant, but also intelligent, determined and firm. She was crowned in 945 and fended off an attack from Vraks with her army. Soon after, the Vesalipolis-Ditrysium axis was formed, and it would be the embryo for united Changeling Lands.
Under her leadership, other hive queens either joined her voluntarily or were forced into submission. She became the sole absolute ruler of her species in 988, but her ambitions only continued to grow. She plotted to take over Equestria by infiltrating Canterlot and decapitating the nation with a single strike, and executed her plans in 1002. Chrysalis herself replaced Princess Cadance and had fooled nearly everyone, and had even bested Princess Celestia. It was by mere fluke that her victory was snatched away from her grasp and her people banished to the frozen North. Clearly infiltration alone is not enough to reclaim what is rightfully hers, and Chrysalis recognises the need of a powerful and modern military. Any opposition and protest to her despotic reign is swiftly crushed as she prepares to redeem her honour, or die trying.
-
Thoraxian Party - Ruled by Thorax - Ideology: Benevolent Absolutism (Harmony) - Popularity: 6% - Description: An outcast among the Hives, Thorax is one of the first supporters of Harmony among the changelings. His belief that love can be obtained with friendship and peaceful trading with their neighbours has been slowly catching on among the despondent drones, who feel their lives are being thrown away in pursuit of militaristic expansion. Nonetheless, Thorax's ideas are a minority in the Hives and he is mostly despised by the Hive Queens, who see his vision as detrimental to the changelings as whole...
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Communist Coalition - Ruled by Gold Muffin - Ideology: Equestrian Socialism - Popularity: 15%.
-
Military Junta - Ruled by Hivesmarschall Synovial - Ideology: Military Government - Popularity: 5%.
- #41Citiesselective
Keys: Capital, Vesalipolis, Dytrisiym, Vraks, Lyctida, Soryth
== Some cities of Changeling Lands== ===Vesalipolis=== The Hauptstadt:
Enter the gargantuan hive-city from the north and see a city under riveting change, look up to the Royal Spire and the older city core, there, you will see the new eating into the old. Enter the Royal Spire as a visitor and be prepared to be searched in every nook and cranny for the suspicion that you’re a spy or something worse.
Once you’re finished with being violated in rights and principle by the guards, look closely at the new architecture inside. The columns and the rooms are, despite the aged look from the outside, brand new, and the conversations are not about who to oppress, but rather how to best prepare for the final war. The outskirts of the city reflects this too. While there were once fields, now massive industrial complexes and tenements tower there, all less than a decade old. They are the symbol of what the Changelings can do together, provided they have a common enemy. And yet, problems are teeming in the city. After the unification of the changeling race, the city has perhaps grown too quickly for its own good, becoming one of the largest cities in the world. Many apartment spires and homes are overcrowded and in serious need of new suburbs and satellite towns to offload their excess population to. To make matters worse for Chrysalis, the new course has not been popular with all and hushed voices speak of a resistance to her. But the hypothetical opposition had better be wary. The Queen’s Guard patrol the streets, hunting down any sign of dissent.
But for a time, take to the skies and look down upon the city. You can clearly distinguish the old from the new, with the old core being slowly ‘eaten’ by the urban renewal taking place. And yet, you can see the march of progress. New machines in the streets and in the fields, new fashions and societal ideas in the halls of power, and new ideas of warfare and destruction in the armed forces. Truly, Vesalipolis is a microcosm of the Changelings.
===Dytrisium=== The White Port:
The Hive of Dytrisium was one of the first to ally with Vesalipolis when the hives were being unified, which paid of immensely for the port city. It is located at the far end of a protective fjord, allowing ships natural shelter from the elements. As one of the major commercial hubs for the changelings, Dytrisium is the link of the Changeling Lands to the outside world. It is also where the changelings are preparing their advancements in naval warfare. Drones buzz endlessly around the dry-docks to manufacture warships for the hives. In heavy concrete bunkers, meanwhile, the U-boot fleet hides in the deepest secrecy. The exact size and scale of the submarine operations are a state-secret of the highest order.
Surprisingly for a changeling hive, Dytrisium does have some more colourful elements, perhaps the foreign ships coming into port do help spread some cheerful influences. The city is relatively wealthy, courtesy of Queen Helvia and her predecessor lobbying successfully for commercial investments into the hive. Nowadays, most of the changelings in the city work to maintain the Grand Changeling Armada based in Dytrisium’s naval base, a fleet which the changeling admiralty hopes will one day best the Equestrians on the high seas. Thus, although Dytrisium might be the changeling hive benefiting the most from outside contacts, it too is being repurposed towards the all-encompassing war effort of Queen Chrysalis.
===Vraks=== The Old Warrior:
For the longest time Vraks and Vesalipolis have been rivals on the battlefield. For centuries, the changelings of Vraks have fought against their bigger northern neighbour with all their might. Sensing weakness in Queen Chrysalis, the hive led a full on assault on her home, which was only barely beaten back by the Queen. Years later, Vraks would be humiliated and finally put down and Vesalipolis would become the changeling metropole. The Vrakkians have now accepted the hegemony of Chrysalis, accepting her strength and excited to battle new enemies.
Under the rule of Queen Argynnis, Vraks has used its martial prowess to become the backbone of the changeling military and the centre of her war production. Black clouds of smoke continuously envelop the city, the result of a massive military industrial complex which covers a good third of the city. In Vraks, the barracks for the soldiers are almost indistinguishable from the houses of the factory workers, a matter of great pride for the city’s inhabitants. All work for the soldiers, who in turn serve the hive. The only truly remarkable structures in the city are monuments to past battles, most of which are concentrated on a massive square called “The Field of Glory”.
A perceptive observer might note that the Field is not yet completely filled.
===Lyctida=== The Silent Hive:
The Hive of Lyctida lies in the middle of thick forests, and with the smoke from factories and lumber mills, the city is always a bit dark and at night, the moon and stars have difficulty illuminating the Black Hive. Lyctida is a sombre place, but for many changelings, it is still home. The hivelings are bugs of few words, preferring the company of machinery or the solitude of the forests. With the streets silent, the scenery drab and the company stoic, Lyctida receives few visitors.
Only once has a sizeable group of foreigners visited, but this was with unfriendly intentions. Olenian zealots once tried to assault the city, in the name of their violent gods. Only with the timely intervention of Queen Chrysalis were the deer driven from the forest hive. This incident earned Chrysalis the loyalty of the Silent Hive and its Queen. Now the humming of the factories creates a new melody, the march to war.
===Soryth=== The Lady of the Lake:
Far to the northeast, on the shores of the Key Lake, Soryth stretches out. The sprawling hive is built in what the changelings would consider a non-crowded way, but for other creatures, even Soryth might feel cramped still. Key Lake is the reason why so many changelings endure the cold winters of the north of Equus and it is the city’s most valuable resource. For some unknown reason, the lake exhibits magical properties, making it a valued object for study and a source of clear drinking water.
The city itself straddles the coast of the lake and is way longer than it is wide, with most changelings preferring to live as close to the waterfront as possible. Luckily, waterborne transportation makes it easy to move from one side of the city to the other and the lake is always filled with boats of all shapes and sizes. Because of the northern climate and the relative lack of industry, the air is clear and the city itself feels clean and tidy, a reprieve from some of the more industrialised hives. The main point of interest is the Soryth University of Magic, an institution devoted to the study of the changelings’ innate magical abilities, as well as the understanding of the properties of Key Lake. With the promise of increased funding and plenty of field testing for her magical research, Queen Yaria of Soryth joined Chrysalis without a fight.
- #42Brief Infoconstantselective
[CODE 'INCLUSION - CHANGELING LANDS'] Brief info of Changeling Lands: Five years ago, Queen Chrysalis and her Changelings launched a daring invasion to take over Equestria and its capital of Canterlot. Fortunately for the Equestrians, it was met with disaster. This defeat only intensified the Changelings' hatred of ponies. Using this anger, Chrysalis has successfully gathered near-universal support for her cause, and unified all of the hives to her rule alone. Under her reign, the army has seen radical and rapid modernisation with the introduction of modern firearms, vehicles and tactics. The time is ripe for a new war, and this time the Changelings may finally achieve their ultimate victory over their enemies. They border: Equestria (southeast), Kingdom of Olenia (west, southwest), Polar Bear Communities (northeast), Yakyakistan (east), Crystal Empire (southeast).
- #43List of Citiesselective
Keys: City, Cities
Cities (or places of interest) of Changeling Lands; The countries bordering these cities will be indicated in parentheses: Aglossata, Agonia, Antax (Polar Bear Communities), Apsychos (Olenia), Assyna (Olenia), Crucis, Ditrysium, Formicida, Gardis, Gerridae, Hemelytra (Equestria), Hooorornd (Yakyakistan, but mountains block the entry), Kladisium, Larkorix, Lyctida, Neverwarm Point (Olenia), Pentatoma, Phantine (Olenia), Praeseplis, Purifia (Olenia), Sicarus, Soryth (Polar Bear Communities), Totles, Vesalipolis, Volistad, Vraks.
- #44Brief Infoconstantselective
[CODE 'INCLUSION - EQUESTRIA'] Brief info of Equestria: Equestria has lived in Harmony for over a millennium under the guidance of Princess Celestia. The nation has faced many minor threats recently, but has prevailed with the power of friendship and forgiveness. However, circumstances seem to be changing, as Equestria's enemies have roused themselves and are now a credible threat. The peace-loving nation of ponies finds itself in a new world with foes at their borders, but also among themselves. How will Equestria approach the troubling times ahead, and will Friendship and Harmony still save the day? They border: Crystal Empire (north), Changeling Lands (northwest), Kingdom of Olenia (northwest), Stalliongrad (northeast), Buffalo Chiefdom (enclave inside), United Dragon Lands (southeast with enclave inside).
- #45Loreselective
Keys: Lore, Equestria, History, Story
== Lore of Equestria == === The Founding of Equestria === Legends tell that the three races united against Windigos, the terrible demons of winter.
An ancient land whose exact origins are shrouded in myth and legend, Equestria is the nation of ponykind, of the three equine races which unified to face a hostile world. There are Earth Ponies, with a strength and affinity for growth and life, Pegasi, with the ability to fly and manipulate weather, and Unicorns, spellcasters with horns capable of impressive feats of magic. There are also Thestrals (also referred to as Batponies), who are night-dwelling cousins to the Pegasi, and are occasionally considered the fourth equine race. However, they never formally joined Equestria, and their legal status is currently in question even to this day.
The new alliance between the three tribes proved fruitful, and great pony heroes arose, protecting the fledgling nation. The wisest and most powerful among them, Starswirl the Bearded, recognized the potential of two young Alicorns, who were rare and legendary ponies possessing the traits of all 3 races. He crowned the Alicorn Sisters Celestia and Luna as Princesses of Equestria, tasking them with ruling and protecting the land from harm. Celestia and Luna soon realized their destinies were to wield control over the Sun and Moon respectively.
The princesses defended the kingdom throughout its early age from monsters, demigods, and disasters, and in doing so they discovered the Tree of Harmony, wielding the magic of its Six Elements, being Honesty, Kindness, Laughter, Magic, Loyalty, and Generosity. They established friendly relations with the neighboring Crystal Empire, a kingdom of crystal ponies, who embraced harmonic rule under Princess Amore and wielded the magic of the powerful crystals that grew in their domain, prospering under the magical strength of its powerful core, the Crystal Heart.
=== The Fall of the Crystal Empire and The Long Peace === However, this age of expansion and victory would not last.
A twisted unicorn of shadow, Sombra, rose in the Crystal Empire, overthrowing Princess Amore and enslaving the populace. Celestia and Luna used the Elements of Harmony to defeat and banish him to the Frozen North. But Sombra, bitter with his imminent imprisonment, cursed the Crystal Empire, locking it away along with him. Where once a proud city stood, only an icy wasteland remained.
The princesses returned to their stewardship of Equestria. But Princess Luna, given responsibility for the night, grew lonely and resentful as ponies shunned the night, preferring to play and work in the light of her sister's day. She became twisted and possessed by dark magic, transforming into the "wicked mare of darkness", Nightmare Moon. Attempting to impose perpetual night and rule alone, Nightmare Moon confronted Celestia. With a heavy heart, Celestia wielded the Elements of Harmony, defeating her sister and locking her away on the Moon. Terrified of Nightmare Moon and ill omens of the night, ponies lynched and attacked Thestrals, creating a rift between the two societies that would never heal.
Mournful but resolute, Celestia ruled Equestria under the mantle of Harmony and its guiding philosophy of cooperation, friendship, and trust, supported by careful management of ecological and climate balance. Peace and Prosperity reigned, and the years grew into centuries. Empires rose and fell, but Equestria remained. Stable. Idyllic. Stagnant.
=== The Stirrings of Change ===
Centuries passed, and Celestia rarely spoke of Luna's banishment and the times before it. History fell into myth, myth spun into legends. But slowly change began to stir. A treaty was finally signed with the deer of Olenia, ending their raids for good. The continent of Griffonia was discovered, and contact with the long-lost Eastern Ponies of the Riverlands was reestablished. Equestria also founded the colony of New Mareland. Magitech, the invention of the steam engine by Jam Wutt, and electricity transformed pastoral villages into bustling cities, and the printing press made literacy possible for the masses. Railways advanced settlements south into Buffalo territory, while archaeologists and adventurers pressed deep into the jungles to unearth ancient relics and magic. Friendships strained as the harmony of the village gave way to the chaos of the city and free market.
And with the change came strife. In 979 ALB New Mareland, which had heavily invested in the growing markets of the Griffonian Empire, suffered economic disaster as the Griffonian Empire collapsed into warring states and revolutionary uprisings. Separated by distance and already overextended, Equestria declined to provide substantial assistance.
In 991 ALB the Northern Equestrian Region of Severyana faced crop failure and impending famine due to weather mismanagement by the pegasi. The growing Equestrian Capitalist Class charged extortionate rates for food and refused to drop prices. Revolutionaries began to speak of an alternative system, where all are equal. A zealous crackdown by the Equestrian Guard sparked an uprising, and eventually led to Severyana's secession from Equestria as a Communist state, naming itself Stalliongrad. Shocked by the crackdown and ensuing violence, Princess Celestia withdrew Equestrian Forces from the region and fired the Captain of the Guard.
=== The Return of Nightmare Moon and the New Princesses ===
In the capital of Canterlot, as the 1000th year of Nightmare Moon's banishment approached, ancient prophecies whispered of her escape. Celestia entrusted her hopes to her star magical protégé, the young unicorn Twilight Sparkle, whom she dispatched to Ponyville to learn about Friendship and Harmony. As feared, Nightmare Moon escaped her bonds, defeated Celestia, and destroyed the Elements of Harmony. But Celestia's gamble paid off, and Twilight Sparkle and her newfound friends (Applejack, Rainbow Dash, Rarity, Fluttershy, and Pinkie Pie) were able to incarnate as the Avatars of Harmony, defeating Nightmare Moon and restoring Princess Luna.
The Dual Monarchy was restored even as Equestria faced new challenges, including increasing tensions with the Buffalo Tribes and the escape of chaotic demigod Discord. However, these paled in comparison to the surprise invasion by the Changelings in 1002 ALB, a race of insect-like shapeshifters from the north who fed on the love of their victims.
By infiltrating the palace and replacing Alicorn Princess Mi Amore Cadenza, a distant relative of the original Princess Amore, Queen Chrysalis and her hive were able to take Canterlot by surprise, capturing both Celestia and Luna. Only Twilight Sparkle's last-minute intervention and the assistance of the real Princess Cadence defeated Queen Chrysalis, which also drove her changelings out of the city.
In recognition of their protection, Celestia permanently entrusted the Elements to Twilight Sparkle and her friends. No longer the holders of the Elements of Harmony, Celestia and Luna's banishment spell on Sombra and the Crystal Empire faded, returning both the Empire and Sombra to Equestria. However, Twilight and her friends were able to restore the Crystal Empire's Crystal Heart and drove off Sombra, this time keeping the Crystal Empire intact. Princess Cadence was appointed the Empire's head and the Amores once again ruled the Crystal Empire.
Twilight's heroism, her magical achievements, and her growth as a wielder of Harmony culminated in her ascension into an Alicorn form, and she was crowned as the Princess of Friendship by Princess Celestia. Ever since then, she has taken a more active role in supporting Friendship and Harmony throughout Equestria, including bringing back Sunset Shimmer, a former student of Princess Celestia back from a mysterious mirror world, befriending Starlight Glimmer, a former cult leader of a town north of Stalliongrad, and even saving Starswirl the Bearded and the Pillars of Equestria from Limbo.
=== Present Day and the Coming Storm ===
With four Alicorn princesses now supporting Equestria and Harmony, Harmonic Principles are beginning to re-emerge in the rapidly changing modern world, and Equestria is making itself true again. Recent ambassadorial efforts with the Yaks have been effective, and the new dragon Queen Ember has tentatively begun to experiment with Harmonic Principles. A new School of Friendship, established by Twilight Sparkle to promote peace and understanding between promising future elites of the various races, is representative of Equestria's hopes.
At the same time, conflicts appear to be the new norm, with Equestria only narrowly defeating very recent invasions by the Storm King and the demonic Tirek thanks to the efforts of the Princess of Friendship and her friends. Ponies are beginning to question the reliance on the Elements of Harmony, and the obvious lack of military preparation. To answer their concerns, Celestia has called for a comprehensive review of external threats and current Equestrian preparedness.
Meanwhile, Luna grows more comfortable in her role as ruler and has created an ambitious proposal to heal the ancient rift between Thestral and Pony. However, the stagnant nature of Equestria means that any change from the status quo may prove disastrous for the nation if not handled carefully...
And while all may still seem well abroad, the Changelings to the north remain united, now eyeing Equestria with a new desire: revenge.
- #46Geographyselective
Keys: Geography, Terrain, Borders, Equus
== Geography of Equestria == In 1007, Equestria is the largest and dominant power on Equus, spanning from the Peura to Eclipse Gulf, and from Pegasi Gulf to the Rocky Sea. Moving clockwise, it borders Olenia (thin part on northwest), the Changeling Queendom (northwest), its subject state the Crystal Empire (north), and the breakaway region of Stalliongrad (northeast). Additionally, the province of Village Up North borders Nova Griffonia and Stalliongrad, and the nation completely envelops the nation of the Buffalo Chiefdom and the exclave of the Badlands owned by the United Dragon Lands.
The terrain of Equestria is highly diverse, with the majority of Central and Northern Equestria being dominated by plains and rivers. The mountain range traces downward from near Vanhoover to Fillydelphia, only being interrupted by various mountain passes, the largest of which being where the cities of Canterlot and Ponyville are situated. Further in the Southwest, a vast desert covers most of the region being partially surrounded by mountains, and the Southeast is primarily dense jungles and mountains surrounding the Badlands.
Holding such a large landmass, the major cities are spread far and wide, and urban areas are often distanced from each other. Almost all of Equestria's industry is consolidated in these states at game start, and the major naval ports include Vanhoover, Las Pegasus, Fillydelphia, and Manehattan. While the railroad network is extensive and covers the entire country, infrastructure is generally poor barring the cities, particularly in the Southeast.
- #47Diplomacyselective
Keys: Diplomacy, Nation, Enemy, Enemies, Ally, Allies
== Diplomacy of Equestria ==
As the premier Harmonic power in not just Equus, but the entire world, Equestria starts with positive relations with almost all of the international harmonic nations. However, on the continent itself, it is relatively isolated barring its subject in the Crystal Empire and the northern nation of Yakyakistan. It begins with cores on the Flag of Buffalo Chiefdom Buffalo Chiefdom and the Badlands exclave of the United Dragon Lands, as well as claims on all of Stalliongrad and Our Town which Equestria can integrate and core should it own them in the future. However, these claims and cores are also in reverse; the Buffalo have four cores on Equestrian states, the Dragons have a core on Scale Mountains and a claim on the Spa Islands, and Stalliongrad has cores on the borderlands that it may seize in certain situations. Nova Griffonia also has a claim on the Equestrian exclave of Village Up North.
Primarily, Equestria's enemy will most likely be the Changeling Lands in the typical Great War. Olenia may be a potential ally for Equestria should they turn to Harmony, and Yakyakistan can be called to help if they survive as well. Nova Griffonia can provide limited help in the form of special volunteers, and the Equestrian colony on Griffonia, Flag of Commonwealth of New Mareland, can provide crucial support if they stay loyal. However, the same colony can potentially draw conflict from Griffonian powers such as Wingbardy.
- #48Partiesselective
Keys: Party, Chancellor Neighsay, Prince Blueblood, Parties, Ideology
Parties of Equestria:
- Privy Council of Equestria - Ruled by Princess Celestia mainly, and by Princess Luna secondary - Ideology: Alicorn Rule - Popularity: 79%.
- Ponies' Communist Party (PCP) - Ruled by Starlight Glimmer - Ideology: Equalism - Popularity: 20%.
- Holy Sun Reign - Ruled by Chancellor Neighsay - Ideology: Fascism - Popularity: 1% - Description: Neighsay is strict and conservative, preferring to do things by the EEA guidelines. He is also very prejudiced against anyone who is not a pony, openly referring to non-ponies as "creatures" in a dismissive manner.
- Three Tribes Supporter - Ruled by Prince Blueblood - Ideology: Despotism - Popularity: 0% - Description: A well educated and accomplished general from the Equestrian military, Prince Blueblood rode his popularity as a hero of Equestria and his traditionally inherited power as a prince through the elections and into his new role as the executive of the nation. His tactics as a general were strict, disciplined, and conservative, not to mention highly effective, and he carries those methodologies into his administration. Though not necessarily the most humble politician, Blueblood knows how, when, and what to say what the public wants to hear, knows what the public wants, and has the intellect to carry out their will efficiently. Finally, his knowledge as a general gives his pragmatic administration great insight into the military and the defensive needs of the nation, essential in the torn and chaotic modern world.
- #49Cities (MINI - LESS TOKENS)selective
Keys: City, Cities, Equestria, Capital
== Some cities of Equestria == === Canterlot === The Heart of Equestria:
Canterlot is the capital of Equestria. It is a vibrant city with a rich history, reflecting the growth and industrialization of Equestria. Canterlot has always been a snapshot of Equestria and its condition.
=== Manehattan === The City that Never Sleeps:
Manehattan is Equestria's largest and most populous city, located where the Hayston River meets the Celestial Sea. It is a diverse and sprawling metropolis, serving as the premier seaport of the continent and embodying the Equestrian spirit of harmonious coexistence and diversity. It is a global center for arts and culture, and also has a massive industrial base. The Celestial Sea Fleet has its moorings in Manehattan Harbour.
===Fillydelphia=== The City of Sisterly Love:
Fillydelphia is one of the largest cities on the Equestrian east coast, a center of industry and learning, and one of the cradles of the Industrial Revolution in Equestria. It is famed for its medical school and features an all-unicorn police force and a district inhabited exclusively by dragons, Dragon Town. The city also hosts the yearly Grapefruit Festival.
===Whinnyapolis=== The Twin Cities:
Whinnyapolis, one of the Twin Cities along with Riverpool, is located near the border with the Crystal Empire. It has greatly benefited from the return of the Crystal Empire, growing as a center of commerce and industry, known as "The Gate to the Crystal Empire."
===Bales=== The Hidden City:
Bales is an ancient city, once known as the "City of Wisdom" due to its numerous libraries and bookstores. After vanishing for decades due to a magical curse, it was recently rediscovered. At present, Bales is a thriving center of learning, trade, and book printing, and hosts the yearly Book Festival.
===Trottingham=== The Queen of the North:
Trottingham, located on a small peninsula in the Griffish Isles, is one of the oldest continuously inhabited cities in Equestria. It has been an important center of trade, especially for overseas routes to Griffonia, and became a true city during the Industrial Revolution with its textile manufactories. The inhabitants speak a distinct dialect of Old Ponish, and the city's architecture reflects various historical styles. Notable sights include the Lace Market, Council House, Great Harbour, and Trottingham Castle.
===Ponyville=== The Town of Friendship:
Ponyville, located southwest of Canterlot, was originally a rural settlement founded by the Apple Family. It became known for its Zap Apple jam, attracting migrants and growing into a diverse town where all three pony races live in harmony. It is the home of the Wielders of the Elements of Harmony and the School of Friendship, and is known across Equestria as a haven of friendship.
===Cloudsdale=== The Town in the Sky:
Cloudsdale is the oldest and most famous pegasus-only cloud city in Equestria, regarded as the home of the Pegasus race. It is known for its architecture, its large Weather Factory, and the Cloudeseum, which hosts the annual Best Young Flyer competition. It is also the birthplace of Rainbow Dash and Fluttershy.
===Baltimare=== The Charm City:
Baltimare is the largest settlement in the Equestrian South-East, located in the Horseshoe Bay. It industrialized rapidly thanks to its natural harbor, becoming a center of shipping and manufacturing. It is a hub for the Equestrian labor movement and houses a considerable minority of thestrals and Coltjuns.
===Rockville=== The Mining City:
Rockville is a center of mining industry and mineral processing, surrounded by rock farms. It grew significantly after the gemstone rush of 931 ALB. The city is known for its foundries, steel mills, and mines, producing a large amount of various minerals. Its inhabitants are hardworking and known for their reliability.
===Las Pegasus=== Equestria's Playground:
Las Pegasus is the largest city in Southwest Equestria, known as the gambling and entertainment capital of the continent. It is a floating cloud-city with luxurious hotels, casinos, and amusement parks. Beneath the glamorous cloud city, an industrial heart manufactures steel and builds ships, providing fertile ground for leftist movements among its workers.
===Vanhoover=== Saltwater City:
Vanhoover, located in Luna Bay, is a vital port city with an excellent natural harbor. It has grown into an important trade port, a base for the Equestrian Navy, and a center of shipbuilding. It is the terminus of the transcontinental Equestrian railway, and its primary trade good is lumber. The city also has a growing service sector, earning it the nickname "Applewood North." A large portion of its populace consists of Olenian deer.
===Tall Tale=== The Green City:
Tall Tale, on the southern bank of the Tall river, is an industrial city with a rustic appearance, known for its many parks and trees. It grew from a farming village after the Industrial Revolution, with food processing and transportation as its economic foundations. It is famous for its bread and hosts the yearly Harvest Festival. Notable sights include the Tall Bridge, Farmers' Market, and Museum of Agriculture.
===Acornage=== The City of Two Races:
Acornage is a city defined by the relationship between ponies and changelings. Initially a trading post, it grew as both races settled there, often with changelings shapeshifting to blend in. It is unique for having changeling hive spires alongside traditional Equestrian houses. After the 1002 Canterlot Invasion, racial tensions increased, but at its heart, Acornage is a testament to the possibility of friendship between the two races.
===Appleloosa=== The Frontier Town:
Appleloosa is a young town established by Equestrian settlers, surrounded by apple orchards that produce famed apple pies. Many inhabitants are part of the Apple family, and it is governed by Sheriff Silverstar. The town is known for its saloon, clock tower, and Mild West dances. It was the epicenter of the Apple War, a conflict with buffalo tribes that was resolved with a historic agreement.
===Dodge City=== The Old Frontier:
Dodge City originated as Fort Dodge, guarding a vital trail to the Mild West. It grew into a prosperous town with the arrival of the railway, becoming known for its saloons, rodeo arenas, and parks. Its primary economic activity is agriculture, specifically cherry production from Cherry Hill Ranch. While still embodying the Mild West, it has become a bustling city with a strong tourism sector.
===Hoofington=== The Pride of the South:
Hoofington was founded as a fort on a hoof-shaped river island in the Equestrian south. After being rebuilt as a modern planned city, it experienced rapid growth due to mining and trade, attracting investments and becoming an industrial hub with research facilities and schools. It boasts the Celestia Dam and Luna Dam, and is a shining example of ponies' collaborative accomplishments.
===Stableside=== The Humble Corner of Harmony
Stableside is a sizable port city in Equestria's Southeast, known for its tranquil charm and harmonious blend of cultures, including a significant minority population of thestrals and native ponies. It is a major tourist destination and the birthplace of the Friendship Lodge, a charitable organization that has grown in influence.
===Everfree Forest=== The Untamed Wilderness:
The Everfree Forest, located south of Canterlot, is an untamed wilderness largely avoided by ponies. Unlike the rest of Equestria, its weather and nature are uncontrolled by ponykind. It is a magical, cursed place filled with dangerous plants and beasts, and remains untamed by technology.
===Castle Of The Two Sisters=== The Ruins of Royalty:
The Castle of The Two Sisters are the forgotten, ruined former home of Princess Celestia and Luna, located within the Everfree Forest. Once the capital of Equestria, it was largely destroyed during Luna's transformation into Nightmare Moon. It is now avoided by ponies and rumored to be haunted, containing labyrinthine hallways, hidden passages, and the cave with the magical Tree of Harmony.
- #50Cities (FULL - A LOT OF TOKENS)selective
Keys: City, Cities, Equestria, Capital
== Some cities of Equestria == === Canterlot === The Heart of Equestria:
Canterlot, the capital of the shining realm of Equestria and the definitive nexus of the country. Walking down the storied streets and avenues that make up the pristine city, you can spot the small tell-tale signs of the 1002 Canterlot Invasion. And yet, looking at the vibrant life in the city; the cafés, the restaurants, the theaters, the parties, the soirees, you wouldn't be able to tell. Canterlot, as with the rest of Equestria, has moved on, content in their idea that the changelings were a bad event but one that will never repeat itself. Least of all anyone expects is for Queen Chrysalis to come back. But whatever the history, Canterlot is, and has been in step with the rest of the country. As Equestria grew under those first years under Luna and Celestia, so did Canterlot. When Equestria industrialized and grew past the years of medieval castles and nobles, Canterlot did too, when Luna was welcomed into the fold, it happened in Canterlot. Be it during the battle against Nightmare Moon, the battle against the Changelings, or indeed, as it has been for most of its history, the vibrant capital of Equestria, the home of ponies and Harmony, watched over by Princess Celestia's gaze, Canterlot has always been a snapshot of Equestria and its condition.
But indeed, if you took up the railroad to Canterlot, arriving at the palace, you will find the curriculum at the School for Gifted Unicorns the same as it has always been, and at galas at the Canterlot Palace they stick to routines from decades ago. While it may serve Equestria well now, they are outdated for the era, and are overdue for an overhaul. However, if a storm should hit, it would be a woeful one indeed.
Time will tell what will happen to Canterlot as a new era dawns on the world. An era of opportunity, and an era of risk.
=== Manehattan === The City that Never Sleeps:
Throughout its illustrious history, Manehattan has been given many titles: the City of Dreams; the Big Apple; Caput Mundi — the Capital of the World. Situated where the Hayston River meets the Celestial Sea, the Three Boroughs — Manehattan and its satellites, Hayston and Bronclyn — make up this sprawling megalopolis on the East Coast of Equestria.
Being Equestria's largest and most populous city, Manehattan is also the most diverse. As the premier seaport of the continent, centuries of continuous foreign immigration has meant that, alongside the ponies of the Three Tribes, there exist substantial communities of thestrals, hippogriffs, zebras, kirin, and griffons within the metropolis. Canterlot may be the seat of the Diarchy, but it is the melting-pot of Manehattanite society that truly embodies the Equestrian spirit — that of harmonious coexistence, strength in diversity, and friendship free of prejudice.
The glamour of Manehattan's nightlife and entertainment industry, and its unassailable status as an international locus of arts and culture, all belie the true roots of the city's wealth — its massive industrial base, located on the outskirts of the suburbs. If one should gaze to the west from the crown of the Mare Statue, over and beyond the elegant arches of the Bronclyn Bridge, they would glimpse the smokestacks and cranes that juxtapose a parallel skyline — one that is gritty and grimy, yet no less grand — against the opalescence of the skyscrapers downtown.
The Celestial Sea Fleet — the backbone of the Equestrian Royal Navy — has its moorings in the deep waters and sheltered bays of Manehattan Harbour. Where prodigious amounts of capital flow through the wharfs and dockyards of Bronclyn, from Griffonia, Zebrica, and beyond, the iron hoof of maritime law ensures that the waters around the metropolis are kept safe, from threats both monstrous and mundane.
Like all big cities, Manehattan has its fair share of problems. Only a few blocks away from the glitzy shopping avenues of Bridleway are run-down waterfront neighbourhoods teeming with the city's immigrant proletariat, and in the shadow of Manehattan's skyscrapers lie the inner-city slums and ghettoes — the proverbial undergrowth of the concrete jungle. Should the centuries-long peace in Equestria collapse, there is no doubt that strife and scarcity will come to Manehattan; in the face of rationing, curfews, and blackouts, it is all too easy to forget about solidarity and friendship.
Now, in the new millennium, the city is threatened from without and within. Across the sea, Griffonia is poised for a decade of brutal conflict, whilst Manehattan's own Lunarists grow more belligerent by the day, as the horrors of mechanized warfare encroach on ponies' nightmares. In the years to come, what fate will befall this great city?
===Fillydelphia=== The City of Sisterly Love:
One of the largest cities on the Equestrian east coast only rivaled by Manehattan, Fillydelphia has long been regarded as a center of industry and learning, and one of the cradles of the Industrial Revolution in Equestria. It was once known as the workshop of the world, producing goods for export across the planet, and is famed for its medical school located beneath the pegasus district of Bells Air (commonly known as "Little Cloudsdale"). Other notable features of the city are its all-unicorn police force and Dragon Town, a district inhabited exclusively by dragons, as well as the yearly Grapefruit Festival. In recent times the city was struggling with a severe parasprite infestation, which took years to clear out.
The city has a long and rich history, being founded before Luna's Banishment over a thousand years ago, when the Princesses were still young. Indeed, the nickname of the city refers to the mutual love the sisters had for each other, which unfortunately meant that after the Banishment Celestia did everything she could to avoid the city. Despite Canterlot's neglect, Fillydelphia thrived nevertheless. After Luna's return and reformation a grand celebration was held in the city in honour of the Princesses' reconciliation, and the ponies of the city happily welcomed Celestia who could once more visit them without issue.
===Whinnyapolis=== The Twin Cities:
Located near the border with the Crystal Empire lie two settlements, on the opposite sides of the river: the suburban town of Riverpool and the thriving city of Whinnyapolis. Both of them have benefited greatly from the recent return of Crystal Empire from limbo, growing even more as centers of commerce and industry. Many crystal ponies inhabit the city and imports from the north are always on sale.
Whinnyapolis surpassed its smaller twin Riverpool during the Industrial Revolution. Flour mills and sawmills powered by the rapids between the towns formed the core of their economy. Nowadays the city is more reliant on commercial services such as banking and transportation, being known as "The Gate to the Crystal Empire".
===Bales=== The Hidden City:
Bales is an ancient city, one of the oldest ones in Equestria. Containing countless libraries and book stores, it was known as the "City of Wisdom". However, several decades ago the bustling city vanished into thin air, and no one knew why. It remained a mystery until relatively recently.
Princess Twilight Sparkle managed to find the hidden city and break the curse that had made it vanish. She learned that a wizard named Comet Tail the Starry-Eyed had cast a spell to protect the many books of the city from harm, but because he did the ritual at the wrong time, it ended up hiding the city entirely from outsiders. She cast the spell at the right time, breaking the curse and revealing the city. The ponies living in it, who had become reclusive over the years, were overjoyed when visitors flooded Bales.
At the present Bales is a center of learning, trade and book printing, producing ever more tomes not only for its own libraries, but for all the libraries of Equestria. The yearly Book Festival held in autumn draws ponies from across the nation.
===Trottingham=== The Queen of the North:
Trottingham, located on a small peninsula in the Griffish Isles, is one of the oldest continuously inhabited cities in Equestria. When the three tribes first migrated south, some of the seafaring ponies decided to settle on uninhabited islands east of the lands which later became known as Severyana. It is not known when exactly the city was founded, but the earliest records come from before Luna's Banishment.
The settlement quickly became an important center of trade when overseas routes to Griffonia were established, which gave the islands their name. This importance further increased when Celestia became the ruler of Severyana in 592 ALB, integrating the neighbouring region into Equestria. Trottingham's harbour was greatly expanded and thousands of migrants arrived from both Severyana and Griffonia, diversifying the population. During the Industrial Revolution, textile manufactories were founded, lace became one of the primary exports and the town grew into a true city.
The inhabitants of the Griffish Isles still speak a dialect that derives from Old Ponish, which is one of the more distinct accents of Equestria. This means that ponies coming from the Griffish Isles can easily be recognized for their archaic way of speaking. The age of the venerable city can also be seen in its architecture, with its buildings having various styles from different periods and cultures. The most famous sights are the historical Lace Market, the Council House, the Great Harbour, the remains of the city's stone walls and the nearby Trottingham Castle. Many who visit the historical center of the city say that it almost feels like travelling back in time. However, this illusion fades away the further away you go, as the outskirts of the city are more recently constructed and far more modern.
More recently, the Trottingham's history has taken a darker turn. With the Winter Revolution in Severyana, one of the most important trade partners was lost, causing an economic downturn and making the city more reliant on aid from Canterlot. This in turn has led to unrest among the workers, partially thanks to communist agitation. In addition, the breakup of the Griffonian Empire caused an influx of griffon migrants and refugees, which have caused increased racial tensions. The city's future is now uncertain, but nopony doubts that the ancient city will continue to stand the test of time.
===Ponyville=== The Town of Friendship:
Ponyville, located next to the Everfree Forest southwest of Canterlot, was for most of its history an unremarkable rural settlement. The first pony inhabitants of the area were part of the Apple Family, who were granted the land as a gift by Princess Celestia herself almost a century ago. The first apple orchards were planted, but while the trees grew, the ponies discovered magical Zap Apples inside the Everfree Forest. The jam prepared from these apples became famous, attracting many migrants. Stinkin' Rich, the grandfather of the entrepreneur Filthy Rich, opened a market selling the jam, which soon grew into a burgeoining business. The Apple and Rich families still live in the town to this day and are honoured as its founders.
In the years since, many ponies have moved to Ponyville, making it a very diverse town. All three races are present and live together in harmony. It is for this reason why Princess Celestia sent her young pupil, Twilight Sparkle, to live in the town and make some friends. She and the ponies she met soon became close friends and the wielders of the Elements of Harmony, who have saved Equestria from countless threats. After her ascension to Alicornhood and her defeat of Lord Tirek, Twilight Sparkle now lives in the Castle of Friendship north of the town. Next to it, she has opened the School of Friendship which has students from all across the world. Despite its small size, Ponyville is known across Equestria as the haven of friendship and harmony.
===Cloudsdale=== The Town in the Sky:
There are several towns in Equestria which can only be inhabited by pegasi. Such settlements are made out of clouds, which only pegasi can walk on, and float in the sky. Cloudsdale is the oldest such place, and is regarded as the home of the Pegasus race.
It is famed for its architecture, its tall pillars and high halls made entirely from vapor and held together by magic. It also has the largest Weather Factory in Equestria, for pegasi are responsible for weather management. The clouds, rainbows and snowflakes made in the city are distributed all across the nation. Another notable feature is the Cloudeseum, where the annual Best Young Flyer competition is held. The city is also known to be the birthplace of Rainbow Dash and Fluttershy, wielders of the Elements of Loyalty and Kindness respectively.
===Baltimare=== The Charm City:
Baltimare is the largest settlement in the Equestrian South-East, located in the Horseshoe Bay. Originally a small fishing settlement, it industrialized and grew rapidly, mostly thanks to its natural harbour. It became a center of shipping and manufacturing with thriving docks.
However, the workers have been treated worse than in many other Equestrian cities, especially during the reign of the last Mayor. Because of this Baltimare became the center of the Equestrian labour movement, housing the headquarters of the CAN-TER anarcho-syndicalist federation of trade unions and anarchists. A large protest had been held in the city during the Winter Revolution in Stalliongrad, and the Mayor of the city had been sacked by Celestia herself.
Due to being located in the South-East, the city also houses a considerable minority of thestrals, whose conditions are even worse than that of the workers, but who are not allowed to join unions. Many Coltjuns from Hayseed Swamps inhabit the city as well, speaking their strange creole of Equestrian and Aquileian.
===Rockville=== The Mining City:
Surrounded by countless rock farms and nestled among hills, Rockville is a center of mining industry and mineral processing. Its name derives from tonnes of rock regularly brought into the city from the farms for refinement. It was an insignificant village before the gemstone rush of 931 ALB which attracted countless migrants.
Rockville is a city of foundries, steel mills and mines. The landscape around the city is barren and the air in the settlement itself is difficult to breathe. Yet it is also a prospering town, producing a large amount of gold, coal, sulfur, tin, copper, platinum, gemstones and more.
Its inhabitants are grim-faced, their faces often covered in soot, but hard-working and relentless. Some call it the least friendly place in Equestria, but those outsides who have earned the trust of a Rockville pony know that they are the most trusty and reliable companies one may have. The Element of Laughter, Pinkamena Pie (more commonly known as Pinkie Pie) breaks the stereotype by being one of the cheeriest ponies in the country, despite coming from a hardy family of rock farmers.
===Las Pegasus=== Equestria's Playground:
Among the sparser areas of Southwest Equestria, Las Pegasus stands out as the largest city in the Southwest and is known as the gambling capital and entertainment capital of the continent. It's filled with luxurious hotels, casinos, arcades, amusement parks and restaurants that brought the city much fame. Despite it being a floating cloud-city, even earth ponies and unicorns can walk on it thanks to more modern magical engineering, with long platforms of metal and concrete functioning as walkable streets. The service-orientated economy is thriving, and though there is a lack of farmland to sustain the city, food has always been imported from elsewhere in Equestria. There's something for everyone here, from newborns and young partiers to elders looking for something new and exciting.
Under this shining cloud-city however is the second half of Las Pegasus. Here, large companies such as Horseco and Rockville Oil dominate, their factories cluttering the cityscape. Gigantic steel foundries churn out endless tonnes of stainless steel, which is used by the huge shipyards in the construction of new luxury cruise ships and military vessels. Surrounding this industrial heart are the apartments of the common workers, who toil in service of large companies. It is fertile ground for leftist movements, some more radical than others, and the ponies of the cloud-city above demand the police to ensure that Stalliongradian influence does not spread. So far, they have only been moderately successful, but as long as Equestria remains stable the proletariat are unlikely to cause trouble.
===Vanhoover=== Saltwater City:
Located in Luna Bay, Vanhoover contains an excellent natural harbour, and has thus long been a vital port-city. Founded on the ruins of an earlier settlement which had been destroyed by Olenian Vikings, it grew into an important trade port even before industrialisation, being located near the mouth of an important river as well.
After the Industrial Revolution, the city grew even more, becoming a vital base of the Equestrian Navy and a center of shipbuilding. It is the terminus of the transcontinental Equestrian railway and its port is among the largest in the country. Its primary trade good is lumber, imported from Vaverfront across the Luna Bay, but in recent years the service sector has continued to grow. Many movies are filmed here, earning it the nickname "Applewood North", and numerous tourists come there from the south to enjoy the cold weather.
A large portion of the populace consists of Olenian deer, who work on the docks or sell their wares at the markets. There are even some changelings living in the city, though they are viewed with suspicion by the rest of the inhabitants. In recent years the countless dock workers and sailors of the city have unionized and now agitate for better rights. There are rumours that they receive support from the Supreme Soviet of Stalliongrad, but it is not known if this is true.
===Tall Tale=== The Green City:
On the southern bank of the Tall river lies the city of Tall Tale. Despite its size, one might easily think it's a small rural town, thanks to its rustic buildings, many parks and numerous trees. Yet it is in the end an industrial city, as evidenced by the high grain silos and the car traffic on the streets.
Tall Tale grew from a humble farming village to a proper city after the Industrial Revolution. Yet it never forgot its roots, being surrounded by farmland and having food processing and transportation as its economic foundations. An important railway leading to Vanhoover passes through the city, and is used to transport countless bags of grain and other farm produce for export. The city is especially famous for its bread, said to be the best in Equestria.
Notable sights include the centuries-old Tall Bridge, the Farmers' Market in the central square of the city, and the Museum of Agriculture. The yearly Harvest Festival attracts tens of thousands of visitors each year thanks to its generous offering of delicious baked goods.
===Acornage=== The City of Two Races:
Since its foundation, the city of Acornage has been defined by the relationship between ponies and changelings. Indeed, the first encounters between the two races occured near Fort Acorn, the predecessor to the city itself that was founded by Equestrian settlers who colonized the uninhabited wilderness of northwestern Equestria. Different sources explain the nature of these outcomes differently. According to Equestrian historiography, it was cautious but ultimately friendly, as ponies presented gifts to the strange shapeshifting creatures. Traditionally, Changeling records did not mention gifts, but during the reign of Queen Chrysalis history has been reinterpreted and the encounters are seen as hostile and even violent.
Whatever the case, the fort soon became a trading post, and then a town. It was the only place in Equestria where ponies could acquire finely woven Changeling silk, so commerce boomed and thousands of migrants arrived. Changelings arrived in the city as well, initially living in a separate quarter but soon integrating into the populace, often shapeshifting into ponies to fit in better. Acornage was - and still is - the one place in the world where one can see changeling hive spires next to traditional Equestrian houses.
When the changelings were unified under one nation in 982 ALB, the border of the newborn country was drawn right next to the city. Equestrians agreed to Chrysalis' demands, thinking it would be the foundation of a friendly relationship between the two nations. They would later regret this when relations soured and the complete lack of a buffer zone made the city strategically vulnerable. Despite the rising tensions, business in the city continued as usual, with the local changelings and ponies remaining on friendly terms. This changed in 1002 ALB, when Canterlot itself came under attack. The treacherous stab at the heart of Equestria shocked everypony, especially the inhabitants of Acornage. Overnight, the mood in the city changed, and many saw changelings as unreliable and a potential fifth column. Racial harmony was replaced with racial tensions, and thousands of fearful changelings fled the city across the border.
After the initial harsh reactions, the situation calmed down as Chrysalis licked her wounds in Vesalipolis. There was an attempt at making amends, but most citizens felt like there was no going back. Yet, deep in their hearts, the inhabitants of Acorange know that their home city is proof that changelings and ponies can not only get along, but be true friends with one another.
===Appleloosa=== The Frontier Town:
Appleloosa is a young town, having been built within a year in 999 ALB. Established by Equestrian settlers, it is surrounded by apple orchards which are used to produce the town's primary export, famed apple pies. Unsurprisingly, many inhabitants of the town are part of the vast Apple family. It is governed by Sheriff Silverstar who maintains law and order. The town has a saloon known as the Salt Block, a clock tower and a stage for musical performances. It is known for its horse-drawn horse-drawn carriages and local mild west dances.
In 1001 ALB, Appleloosa was at the epicenter of the short but violent conflict known as the Apple War. It erupted after nearby buffalo tribes demanded the ponies to tear down their orchards, for they had been planted on their traditional stampeding grounds. The ponies refused to destroy their livelihoods and the buffalo attacked. Compromise was only reached when Chief Thunderhooves was downed by an apple pie, which he found to be delicious. Soon a historic agreement was signed: The ponies get to keep their orchards, as long as they gift apple pies to the buffalo. Ever since, peace has prevailed between the two races, but time will tell if it lasts.
===Dodge City=== The Old Frontier:
When Equestrians first began to settle in the sparsely populated lands of the buffalo in the 900s, they established Fort Dodge to guard a vital trail to the Mild West. Soon, a frontier settlement sprung up nearby as accomodations for travellers and adventurers were built. By the time a railway connected the settlement to the rest of Equestria, it had already grown into a prospering town known as Dodge City. Thanks to its new railway junction, it soon also became known as Dodge Junction. Both names are used to refer to the place, although Dodge City is the more common one.
An influx of settlers made the town grow at an exponential rate. Soon enough business boomed there: Countless saloons, rodeo arenas and parks were built, which attracted even more visitors and migrants. The unique culture of the Mild West is still the strongest here, and many ponies come visit just to experience it firsthoof.
Yet the primary economic activity is not tourism, but agriculture. Dodge City's most well known exports are yellow and red cherries grown at the sprawling Cherry Hill Ranch, owned and managed by Cherry Jubilee. At the same time, when the cherry trees blossom in spring, it also attracts even more visitors, strengthening the tourism sector further.
While Dodge City is still seen as a place that embodies the Mild West, many original settlers and frontiersponies have left the city, moving to greener pastures. The small frontier town has become just another bustling city dominated by business, and some would even call it a tourist trap. It is likely that those who left went searching for the true spirit of the Mild West that was lost in Dodge City.
===Hoofington=== The Pride of the South:
Like many other settlements in the Equestrian south, Hoofington was founded as a small fort by pony settlers coming from the north. The fort was built on a river island that was easy to defend from buffalo raiders or monsters. This hoof-shaped island gave the settlement its name as it grew around the fort. Despite its location, it was nevertheless destroyed by a fearsome buffalo raid that used canoes to cross the river. A pony who led the defense and perished, Flanchard, became the mythical founding hero of Hoofington.
After making peace with the natives, the determined settlers rebuilt Hoofington from the ground up as a modern planned city. Mining operations in the eastern Macintosh mountains and increased trade with the buffalo resulted in rapid growth of the town. Soon enough, money began pouring in from Canterlot and the Celestia Dam was built, creating the Hoofington reservoir. Investments into education also allowed the opening of many research facilities and schools. With the expanded knowledge base, a source of energy and a steady supply of raw materials, industrial facilities soon opened, and with them came a flood of workers from the north. Within years, Hoofington rivaled Dodge City in size, despite being much younger.
Prospectors dug many tunnels around and beneath the city in search of ores. While they didn't find any, there are plans to use the tunnels for metro stations, as the rapidly growing city could greatly benefit from new methods of transportation. What the miners did find was a large and ancient meteorite that had magical properties. It has been studied for many years now, and researchers hope that it could one day be used as a source of energy. In the meantime, a second hydroelectric dam was recently built, and it was named the Luna Dam, to honour the reformed Princess of the Night.
While the "Spirit of the Mild West" is almost nonexistent in Hoofington, it has nevertheless established itself as one of the greatest cities of the Equestrian south. It is a testament to the diligence of ponykind and a shining example of what ponies can accomplish in mere decades by working together.
===Stableside=== The Humble Corner of Harmony
While Stableside was never the most famous or well-traveled city in Equestria, there was a sort of quaint pleasantness to it that resulted in the once-small town quietly becoming a sizable port city over the centuries. Yet despite this, it never lost the tranquil charm that came with the land surrounding it.
Due to its proximity to the jungles of the Equestrian Southeast, Stableside has a decently-sized minority population of thestrals and what some refer to as the native ponies of the region, though the local culture has become its own unique, yet still harmonious blend. Minor tensions that existed elsewhere in Equestria did not seem to affect Stableside, as its residents believed in friendship and harmony above all else.
Perhaps it was due to this belief in harmony that the formation of a group known as the Friendship Lodge was so notable. Founded in 993 by a pony named Sunday School, the Friendship Lodge began as a simple ponytarian organization who desired to help one another throughout their daily struggles. Their acts of charity in the name of Celestia steadily garnered a following, as nearly everypony could agree that the princess of the sun was a good pony and that helping others was also good. Non-members often found their borderline obsession with Celestia, her teachings, and to a lesser extent Twilight Sparkle's recently published Journal of Friendship to be grating at best, though there has been nothing to suggest that the Friendship Lodge has any ulterior motives. Despite claiming to not be a religion, the Friendship Lodge's influence has begun to expand beyond their ponytarian origins, even going so far as to encourage its members to donate a small portion of their income to the organization, while at the same time opening the occasional business. By 1004, they had begun to send "friendship envoys" to other cities, even other nations in attempts to promote their beliefs.
At the dawn of 1006, Stableside had become quite the tourist destination for the wider Equestrian populace, leading to the city's economy becoming truly prosperous. Perhaps in time, Stableside might join the ranks of Fillydelphia, Las Pegasus, or the other great port cities of Equestria.
===Everfree Forest=== The Untamed Wilderness:
Located south of Canterlot, the Everfree Forest has long been completely avoided by ponies. In fact, the only sapient inhabitant in the entire forest is Zecora, a Zebra shaman who lives in isolation. The other denizens of the forest are far less friendly than her.
Unlike in rest of Equestria, weather and nature in the Everfree Forest are outside the influence and caretaking of ponykind. Clouds move on their own, gnarly and thorny plants grow without limits, and fearsome beasts stalk the shadows. Groves of Poison Joke and nests of adorable but ravenous Parasprites lure the unwary traveller to their doom.
Getting lost in the Everfree Forest is the nightmare of any pony living near it. Those who dare to travel through it do it as quickly as they can and are prepared to fight for their lives. It is a magical, cursed place, and so far the advances of technology have provided no means to tame it.
===Castle Of The Two Sisters=== The Ruins of Royalty:
Hidden inside the dreaded Everfree Forest are the forgotten ruins of the former home of the Princesses. It is a huge structure of stone and has almost completely broken down over the centuries. Once, Celestia and Luna lived there together, having established it as their capital. But those days of splendour ended when Luna was consumed by jealousy and became Nightmare Moon who tried to slay her beloved sister. Much of the castle was destroyed and Luna was banished to the Moon, but Celestia was overcome with sorrow. She and the entire court abandoned the castle, leaving behind nothing but painful memories.
The location is avoided almost entirely by ponies, for it is rumoured to be haunted by the dreaded Pony of Shadows. Those few who have dared to enter the ruins have quickly become lost in the labyrinthine hallways of stone, watched by statues of stone dragons eroded by centuries of rain. They will also quickly discover the numerous hidden passages and traps that Princess Luna had commissioned for her amusement, and possibly stumble upon the personal library of Princess Celestia, or what remains of it.
The Elements of Harmony were hidden in the castle before Nightmare Moon's return, after which they were retrieved by the Wielders of the Elements. In a ravine near the castle is a cave with the Tree of Harmony, planted by the ancient Pillars of Old Equestria a thousand years ago. It is a magical tree which controls and contains the Everfree Forest, and held the Elements before they were used by the Princesses to defeat Discord. After Princess Luna's return, there were some talks of renovating the castle, but the site has remained abandoned.
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