Which Imperial Nation Is For You?
An unofficial personality quiz intended to help first-time Empire players find a Nation they'll feel at home in. Please note this is not the be-all, end-all - it's mostly just my opinion. Use this as a supplement to researching the setting on the wiki and talking to players. (Image by Beth Dooner, taken from the Empire Overview page of the wiki)
What kind of fantasy appeals to you?
Which D&D character class appeals to you the most?
The Imperial faith recognizes seven Virtues - which is the most important?
There are six Realms of Magic - which most appeals to you?
Which value is the best one to live by?
What kind of atmosphere are you at home in?
If you have a group - or plan to join one - what kind of relationship do you want?
How invested do you want to be in your kit?
How big of a nation are you looking to join?
Beverage of choice?
The Brass Coast
The Brass Coast
Lively, independent, and above all, honest, the Freeborn of the Brass Coast are known for their love of life and their refusal to hide anything. They are so eager to be open that they begin many arrangements with formal contracts, and find putting a price on something helps things operate smoothly - customs which the rest of the Empire sometimes have trouble with.
Read more about the Brass Coast on the wiki.
Driven by glory, seeking nobility, the Dawnish test themselves in all things. All Dawnish are born yeoman and can attempt a Test of Mettle to enter into a noble house. Disputes are settled by Tests of Resolve, and love proven with Tests of Ardour. You may fail, yes - but it is Glorious to try.
Read more about Dawn on the wiki.
(Image by Tom Garnett, taken from the Dawnish Look and Feel page of the Empire Wiki)
Founders of the Way of Virtue, Highguard stand watch over the Imperial faith, exemplars of Virtue, guardians of history, keepers of the dead. The Highborn take their duty as guardians of the Empire very seriously, be it from internal squabbling, foreign barbarism, blasphemy and heresy, or the encroaching of Eternal of the Realms on human destiny.
Read more about Highguard on the wiki.
(Image by Charlotte Moss)
Founded by the liberated orc slaves of the Empire, the Imperial Orcs have seen only about two generations since their nation was born, and have only recently had any land to call their own. While their place in the Empire is certain and enshrined - despite their physical and theological differences to humanity - their identity as a people is still in its infancy.
(Be warned, the Imperial Orcs require some investment - not only is their the obvious requirement of wearing a mask while in-character, roleplaying an orc requires absorbing the species brief as well as the nation brief, and orcs cannot take Religious Skills. If you're willing to take all that on board, know that other players will instantly respect you for choosing to play an orc.)
Read more about the Imperial Orcs on the wiki.
(Image by Thomas Glithero, taken from the Imperial Orcs Look and Feel page of the Empire Wiki)
The four greatest cities of the Empire, united in a single League. The people of the League treat life as competition, and they are all intent on winning. Nothing comes without earning it, everything is on show, and you must play by the rules of the game in order to win it. Home of Merchant-Princes, powerful guilds, dashing bravos, and performing mountebanks.
Read more about The League on the wiki.
Once yeofolk of Dawn, the people who would become the Marchers united against their lords and marched as one to find new land to call their own, and proved together to be too stubborn for either the winter or barbarians to kill. A hardworking people, the Marchers are proud of their land and the effort they put in to work it, as they are proud of their traditions and their fighting spirit. As likely to befriend someone over a pint of cider as they are to hold a grudge until their dying breath.
Read more about The Marches on the wiki.
(Image by Beth Dooner, taken from The Marches Look and Feel page of the wiki)
Survivors at heart, the Navarr travel across the Empire, the blood in its veins. They carry messages, guide travellers, escort refugees, patrol the wilds, and ensure the Empire and its people live another day. Fierce and deadly in battle, the Navarr are merciless and swift in their resolve to cut down all enemies of civilization. They have seen one Empire fall, and will not stand by and watch it happen again.
Read more about Navarr on the wiki.
(Image by Will Chapman)
In the mountains of Urizen, the people seek no less than perfection. Driven by that ambition, the Urizeni believe they are best equipped to achieve it with reason and magic. Their minds and bodies should be honed, educated, skilled - and magic is the highest discipline one can achieve.
Read more about Urizen on the wiki.
(Image by Beth Dooner, taken from the Urizen Look and Feel page of the wiki)
In the cold and dark of the north, Varushka is a forbidding and unforgiving place. If the harsh winters were not enough, those that stray from the roads into the forests and caves and hidden places are in grave danger of finding the monsters that dwell there. Varushkans, though, are masters of their land. Those monsters that the wardens and the shlacta cannot fight and beat back, the wise ones and the volhov bind with magic and clever bargains - and they reap the reward in the material riches that Varushka has to offer. Respect the wisdom of your elders, remain on the path, and do not shy from difficult choices.
Read more about Varushka on the wiki.
(Image by David Titterington, taken from the Varushka Look and Feel page of the wiki)
Three tribes, one nation. The wise Kallevesi, the clever Suaq, and the bold Steinr, together, form the Mark. Collectively, the Winterfolk are united by their ideal of a hero's life - it begins with a name, and ends with a death. One must embrace their deeds with pride, and never compromise until the story is ended.
Read more about Wintermark on the wiki.
Which Empire Nation Is For You?