Kingdom of Makeronia (Mah-Keh-Roh-Nee-Ah)

Introduction

  The Kingdom of Makeronia is the proud remnant of the once-mighty Lampian Empire, its ancient capital surviving the Great Flood that shattered the peninsula into an archipelago. From their island stronghold, the Makeronians maintain their traditions of discipline, superstition, and honor. Their cavalry and phalanxes are the stuff of legend, and their deep devotion to the Lampian gods—especially Zuss, god of thunder and destiny—binds their people together in faith and fear. Though their empire is long gone, the Makeronians remain a martial power and a nation whose destiny, they believe, is far from over.  

Key Characteristics

 

Expertise

Cavalry (resilient warhorses), Anti-Cavalry Tactics (pikemen and phalanxes), Military Discipline, Honor-bound Traditions.  

Geography

Makeronia is a rugged island, the last true jewel of the Lampian legacy. Its mountainous interior and fertile plains support both herds of hardy warhorses and fortified city-states. The capital, Makeronia, stands as a living monument to Lampian glory, filled with temples, barracks, and palaces.  

Government

Ruled by King Marsipiter IV, whose throne is tied to divine sanction through rituals to Zuss. His rule is both temporal and spiritual, for no king of Makeronia is considered legitimate without the blessing of the gods.  

Culture & Religion

Fiercely traditional and superstitious, the Makeronians cling to the Lampian Pantheon. Their faith demands frequent sacrifices—animals in abundance, and at times, children—to appease gods of sun, destiny, and storm. Makeronians live by a code of honor, where to fight bravely is to ensure eternal prestige for one’s bloodline.  

Military

Makeronia’s strength lies in its resilient horsemen and its legendary anti-cavalry traditions. Their riders are trained from childhood alongside their steeds, forging an almost supernatural bond of resilience and discipline. Their phalanxes and pikemen are equally feared, renowned for breaking charges and holding the line against overwhelming odds. Together, these forces make Makeronia uniquely adaptable against foes of any style.  

Trade & Diplomacy

Makeronia maintains strong trade connections with the Indraprasthan Empire, exporting resilient warhorses, Lampian wine, and iron arms in exchange for silks, spices, and fine crafted goods. They are a founding member of the Varsemian Isles Confederative League, an alliance of nations born from the ruins of the Lampian Empire. The League exists both as a cultural fraternity and a political bloc, preserving traditions, fostering trade, and—when threatened—standing together militarily. Makeronia often takes the lead within the League, seeing itself as the natural heir of Lampian supremacy.  

Religion

The patron god is Zuss, master of thunder and destiny. Makeronian kings are believed to be chosen by him, and their coronations always involve rituals of sacrifice and storm-calling. Other gods of the Lampian Pantheon remain important, particularly those of the Sun and Destiny.  

Regional Dynamics

  Makeronia stands as both a remnant of an empire and a nation that refuses to fade. Its reputation for martial prowess makes it respected, even feared, by neighbors, though its obsession with superstition and bloody sacrifices makes alliances with more sceptic nations difficult. As one of the Varsemian Isles Confederative League’s strongest martial states, Makeronia plays a decisive role in its direction.  

Main Hub

Makeronia
  The city of Makeronia sits at the heart of the island kingdom, a fortress-capital and spiritual beacon for all Lamporian descendants. Built on ancient foundations that predate the Great Flood, its sprawling walls and marble colonnades are a reminder of the old empire’s grandeur. The city is divided into strict districts—military barracks, noble villas, bustling marketplaces, and vast temple complexes—each embodying the order and discipline that defines Makeronian life. Its skyline is dominated by the Temple of Zuss, crowned with golden lightning-shaped spires said to have been struck by storms countless times yet never destroyed.   Within the city walls, life moves to the rhythm of honor and superstition. Soldiers parade daily in the great squares, where phalanxes drill before crowds of citizens, reinforcing the martial pride that saturates the capital. Horse markets thrive with the trade of Makeronia’s famed steeds, and sacrificial rites—both solemn and terrifying—are performed regularly in public to appease the gods. Every street corner bears shrines, and augurs are consulted before any major decision, whether a battle, a trade agreement, or even a marriage. The people of Makeronia carry themselves with pride, seeing their city as the last unbroken pillar of Lampian civilization.   The royal palace, known as the Hall of Thunder, stands at the city’s highest point, overlooking both land and sea. Built of black basalt and veined with white marble, it houses the throne of King Marsipiter IV and the relics of Lampian emperors. It is said the palace itself was raised by divine will, struck into place by Zuss’s storms. From here, the king presides not only as a ruler but as a spiritual figurehead, ensuring the gods’ will is honored. Makeronia, as capital, is both fortress and holy city—a place where destiny is believed to be written in thunder and lightning.

Makeronian Traits

 

Horse Whisperers

+1 to Handle Animal (horses), Perception and Ride (horses) checks. This bonus increases by 1 every 5 levels.

Disciplined Riders

[p+1 AC and +2 Atk while riding a horse. This bonus increases by 1 every 5 levels.

Legendary Anti-Cavalry

[p+2 Atk and +1 Damage vs Cavalry or four (or more) legged creatures. This bonus increases by 1 every 5 levels.

Makeronian Phalanx

+1 AC, ATK and DMG rolls while using a longspear on foot and adjacent to an ally. This bonus increases by 1 every 5 levels.

Honor of the Ancient Kingdom

+2 to Will checks. This bonuses increases by 1 every 5 levels.

Makeronian War Horse

Characters with this trait with a horse as mounts/companion, give it the Advanced template.

Heavy Armor Restrictions

A character with this trait can't use heavy armor or tower shields.

Type
Geopolitical, Kingdom