Kingdom of Wittenland
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Kingdom of Wittenland | |
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The Old Mage-Realm | |
Ideology | Harmonic Magocracy |
Leader | |
Ruling party | Coleowene Halan (46%) |
Population | 4,794,215 |
Ponypower | 31,280 |
Race | Pony |
Stability | 46% |
War support | 35% |
Factories | 8 |
Capital | Wittenburgh |
Continent | Eastern Griffonia |
Diplomacy | Member of the River Coalition |
Demonym | Wittenlandic |
Tag | WIT |
Color | #6600FF |
A nation of unicorns, magic and parties, Wittenland is proud of its meritocracy, where leaders are selected by magical talent, not bloodline. Its ancient traditions of magical scholarship and mountain castles have defended against griffons and ponies alike for centuries. But times are changing, and the lavish parties of Wittenland hide its archaic economy and oppressed feudal serfs. The current Queen and Reformer-in-Chief, White Star must navigate the intrigues of Wittenland politics if she wishes to bring change to this stagnant nation.
Lore
Wittenland is an ancient land, long the home of unicorn spellcasters who have enjoyed the seclusion and bounty of its mountains and plains.
Founding and Early Years
Wittenland is the oldest nation of the Riverlands, with the High Kingdom stretching from the Egysic Forest to the southern coastline long before Lakeish and Rijekan ponies had even settled there. Powerful unicorn mages lived and ruled there, who's mastery of the arcane was unrivaled. But over the years, it slowly faded into irrelevance as the mages became a decadent aristocratic nobility, the nation becoming a backwards realm as other unicorns, pegasi and earth ponies were forced into serfdom.
Though it has come under attack many times, it was conquered only once in approximately 66 BLB by Grand Prince Blessed Sword of the Lake City, becoming part of his River Empire - the Greater Principality of Eastern Ponies. It would be a part of this empire for centuries, until it broke free, led by King Haysil II at the forefront of deer mercenaries from a distant land. These deer were rewarded with the south-eastern peninsula, becoming the nation now known as Austurland.
However, even with new independence the decline of Wittenland continued. The southern coast was quickly overrun by pirates and barbarians. Pònaidhean's tribes, who were long subjects of the High Kingdom eventually broke free and became independent. However, one of the most memorable loses came in 807, with the war over Coltstream.
The Loss of Coltstream
Whilst Lake City battled the crusades of the Griffonian Empire. the Grand Principality of Rijekograd grew to become the great power of the Riverlands, relying on the immense trade wealth brought by Rijekograd. With wealth, and their rival distracted, their Princess Wild Water hired mercenaries from Diamond Mountain and Nimbusia to invade Wittenland, attempting to take Coltstream and monopolise the valuable river trade.
Her invasion was successful, capturing Coltstream. Emboldened, she pressed on into Wittenland, advancing on it's ancient castles. The unicorns of Wittenland made her pay for every inch of territory. Even as her forces dwindled, she pressed on to the fortress of High Mane.
The battle was narrow but decisive. High Mane was breached, and Wild Water herself charged in, where she was thrown from the ramparts by the Fortress Commander herself. Three of her four daughters, Velvet, Lily, and Rose also met their end to assassins, the chaos of war, and the final assault on the fortress.
With their forces smashed, the Wittenlanders launched a counter-offensive, recapturing their losses. But they found Coltstream manned and defended by fresh militias and the regrouped armies, and could not retake it.
Despite terrible losses, the Grand Principality of Rijekograd had won. Coltstream was theirs. However the Royal Line was devastated, and the last remaining Princess, Soft Water, died childless. In her will she instructed that her mother's mad ambition never be repeated - Rijekograd would become a Republic, accountable to its ponies, not to its ambitions. Yet, it never returned Coltstream, much to the chagrin of the Wittenlanders.
Wittenland's Decline
With the loss of Coltstream, Wittenland lost much of its trading income. Already mired in tradition, it sunk into stagnancy. The seeds of distrust were sown in the Kingdom, and so when the Treaty of Coltstream was created and the River Coalition along with it in 898, Wittenland declined to join. It was only when griffon cossacks from the Gryphian Host managed to burn Ivanhorn to the ground that the Kingdom joined its fellow ponies in the Riverlands, though it did little to cease the attacks.
This worsened even further in 967, when Count Ambrosius broke away from the Kingdom with dark magic, creating the Barrad Magocracy. The land grew dark and twisted, draining and consuming the ponies of Wittenland who attempted to step near.
The ponies of Wittenland vowed never to let such a mistake repeat, and even the slightest suspicion of dark magic is dealt with harshly.
Queen White Star
Time passed, and the world outside began to press. New inventions, new ideas, and news began to percolate into Wittenland. An educated and ambitious noble, White Star saw an opportunity. Seizing on an atmosphere of change, White Star maneuvered skillfully through Wittenland's complex politics, drawing on the power of a growing middle class, the gifts of the new world and the support of other ambitious young nobles hungry for change.
Ascending to the throne after challenging the old corrupt king and forcing him to step down, she embarked on an ambitious series of reforms, loosening the holds of the ancient feudal system, which bound serfs to its land for life, and protected incompetent nobles from having their lands bought out or out-competed by their more efficient peers.
She toured the country, telling ponies that any could achieve greatness, and the need for Wittenland to return to its ancient meritocratic roots.
Years have turned to decades, and White Star pushes on, somewhat jaded but determined. Yet the changes are not enough, and a strong reactionary movement of conservatives, has arisen, led by the venerable Lord Wulfric.
Can Wittenland adapt to this new future? Or will the ancient land of Wittenland become a footnote in history?
National Focus
The Wittenland focus tree has 4 sections (from left to right) - military, political, economic, and the shared River Federation tree.
Political Focuses
Wittenland's Political focuses can be divided into two segments - External Threats, which deals with Barrad Magocracy and the Gryphian Host, and The Springfield Festival / Advanced Enchanting, which deal with Queen White Star's political reforms, unlocked at the end by The Duel.
External Threats - These focuses offer war goals on Barrad Mageocracy and the Gryphian Host. The Barrad Mageocracy should offer little challenge and comfortably add some factories to Wittenland. The Gryphian Host presents a strong industrial base - timing is important. Waiting too long may see it swallow up or be swallowed up by Griffon Liberation Army.
The Springfield Festival / Advanced Enchanting - These focuses offer little in substantial rewards, but are required to progress Queen White Star's political reforms, removing the Unicorn Parties spirit and allowing the adoption of new political ideologies and war goals inside the River Coalition. However, as the Unicorn Parties spirit is not excessively punishing, players may wish to pursue other goals first.
The Duel
The Duel is the final focus in the political tree.
Merchant Captain Honoria, a former serf freed by Queen White Star, challenges Queen White Star for the throne. She desires to bring about a new era of Greater Wittenland, where all Unicorns are free to realize their true potentials. Due to the meddling of Lord Wulfric, what is normally a honorable non-lethal duel becomes a duel to the death. The ensuing duel leads to three outcomes.
The duel will hinge on how both parties spend magic. White Star burning her magic wastefully will lead to her loss, and the same for Honoria. If both parties use similar amounts of magic, both will die, and Wulfric claims the throne for himself, and begins to roll back White Star's progressive policies. This starts a civil war between Lord Wulfric and the former serfs of Wittenland, leading to the Communist path.
At present, all paths gain ways to go to war over Coltstream, however, the player will likely face the combined might of the River Coalition, making it a non-attractive option to take.
Economic Focuses
Wittenland's economic focuses provide a quick boost in civilian and military factories, but the true reason to pursue this tree is to achieve the Peasant Reformation Act, which begins the process of removing Wittenland's crippling industrial base, and leads to an extra research slot and improvement in science base.
Also notable is Assembly Line Manufacturing, which provides +10% Production Efficiency Cap.
Military Focuses
The military tree is available from the start, and does not change regardless of path. There are 4 branches available:
- Landlocked No More - Unlocked once Wittenland gains a coast. It gives 50 naval experience, doctrine cost reduction, various research bonuses, and extra dockyards.
- Maelstrom Of Death/A Bulwark Of Stone And Steel - Gives bonuses to Superior Firepower and Grand Battleplan respectively.
- Expand Darnish Crystal Mines - Improves the capabilities of magical infantry.
- To Soar the Skies - Gives 50 air experience, air bases and research bonuses for aircraft and rockets.
Technology
Army | Naval | Air | Tech / Industry |
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Doctrine | Racial | ||
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Politics
National Spirits
- Daily Political Power Gain: -0.15
- Consumer Goods Factories: 5%
- Stability: -10%
- Political Advisor Cost: -15%
- Unicorn Technology Research Time: +35%
- Race Magic Research Time: -25%
The River Coalition is primarily a defensive alliance. Therefore, member states cannot join offensive wars unless they are waged by the Coalition leader.
Leaders
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Starting leaders | |||||||
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Leader | Leader | Ideology and party | Traits | Description | Comes to power by | ||
Popular Figurehead
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Queen White Star is in many ways an exceptional mage-noble. Coming from a relatively unnotable family in High Mane, she genuinely cares for the common ponies, respects democracy and does not seek power for its own sake. She is ambitious, determined and has a strong will; those who argue with her soon realize what a futile effort it is. These make her a polar opposite to most mage-nobles, as well as her estranged brother, Silver Star, who is cowardly and power-hungry. Instead of defying his sister who condemned his dabbling in the dark arts, he fled and joined the Pentarchy of Barrad. Yet those who agree with White Star and her values soon learn how generous and caring she is, with a strong sense of empathy. It is no surprise she felt pity for her family's serfs and freed them, before deciding to become Queen and free all the other serfs of Wittenland as well.
She gained power the same way as every Wittenland monarch - by gathering the support of the nobility and issuing a challenge to the current monarch, who stepped down rather than face her in a magical duel. White Star is a skilled mage indeed, her determination making her a dedicated learner, always seeking to improve her abilities. A reformist, White Star is working to improve the antiquated society that has oppressed the common pony and enriched unproductive nobles. She has already implemented some key reforms, freeing peasants from serfdom and encouraging the expansion of the middle class. However, her greater ambitions of turning Wittenland into a true haven of liberty and prosperity remain incomplete. |
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Harmonist Sympathies
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A former serf who took to a life as a smuggler on the rivers and coasts of east Griffonia, Voliare was a trusted companion of Merchant Captain Honoria. His life on the water instilled a certain egalitarianism in him - everypony is equal before the unforgiving waters. Unlike Honoria, he sympathises with those former serfs who weren't as successful as they were.
After witnessing the disastrous duel, he became an unlikely leader of the Wittenburgh uprising. Concluding that the Wittenland's pretensions about duels, meritocracy, unicorn supremacy was merely another tool of oppression, he works to overturn the entire Wittenland system and realize a world where all races must work together to steer the ship of state. However, he has no experience or knowledge of politics, and wishes to act in a guiding role more than anything. Time will tell if he wishes to remain in his position for long. |
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Tenacious Negotiator
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Honoria was a serf bound to the land until she was freed by Queen White Star's reforms, who spoke fateful words that Honoria has never forgotten: "Not anyone can become great, but a great person can come from anywhere".
She quickly saw some success in trading products that were unappreciated by the nobility, and invested her entire savings into a trade mission to New Mareland, purchasing modern equipment to resell in Wittenland. Her initial ventures have grown, and she became suddenly wealthy. Honoria sees greatness in Wittenland's future, if only every unicorn can be freed to achieve their potential just as she has. She fumes over the oppression of incompetent nobles and believes Wittenland's meritocratic traditions can form the foundation for a truly just society, where only those fit to rule rise to the top. |
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Anti-Harmony
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Wulfric of Cemricia is an old stallion, the head of the large and ancient noble family of Grey, and has been influential in Wittenland's politics for decades. He has always acted as an opponent to radical change and reform, but also thinks Wittenland has grown weak and complacent. This is why he backed White Star when she challenged the previous, decadent King, but soon began to regret this as the new Queen proved to be an ardent reformist, capable of outsmarting him time and again. Now White Star is dead and he has decided to take matters into his own hooves. If no one else can restore Wittenland's long lost glory and might, then he will. And he won't let anyone stand in his way. Especially the former serfs who have grown all too arrogant.
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Parties
Political parties | |||||
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Name | Ideology | Leader | Popularity | ||
Coleowene Halan | Benevolent Absolutism Harmony |
White Star | 46% | ||
Annes Búras | Democratic Socialism Communism |
Voliare Gingerbeard | 7% | ||
Ánhorn Bealdras | Tyrannical Magocracy Supremacy |
Honoria Goldmane | 13% | ||
Witenagemot Athelingas | Oligarchy Non-Aligned |
Wulfric Grey | 34% |
Staff and Designers
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Political Advisors | ||||
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Name | Trait | Requirement | Effect | Cost |
Silent Workpony |
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150 | ||
Fortification Engineer |
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150 | ||
Smooth-Talking Charmer |
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150 | ||
Captain of Industry |
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150 | ||
War Industrialist |
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150 | ||
Illusive Gentlebeing |
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150 |
Ship Designers | ||||
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Name | Trait | Requirement | Effect | Cost |
Ship Designer |
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150 |
Theorists | ||||
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Name | Trait | Requirement | Effect | Cost |
Military Theorist |
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150 |
Military Leaders
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Field Marshal | ||||
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Field Marshal | Traits | Description | Skills | Race |
Sigeweard Spellshield |
See description:
Having faithfully served the monarchy for many decades in the Royal army, Sigeweard Spellshield is seen as a loyal supporter of the monarchy. But he himself does not see it as such. His loyalty lies not in the government, but in the ponies themselves. He had vowed to defend them, so if the government were to turn against the common pony, he would fight back.
Sigeweard is not only a warrior, but a scholar and skilled mage, like most officers in the army. He is capable of summoning large magical shields that can even withstand modern weaponry to some extent. He is regarded as well-read, sophisticated and wise, and is respected by most of the military. Whenever he speaks, he does so calmly while smoking a pipe. However, Sigeweard is anything but calm when it comes to new radical ideologies such as communism. He sees them as dangerous for the ponies of Wittenland, luring them with false promises of a better future but in the end oppressing them. Radical change is foolish and traditions should never be fully forsaken. |
Generals | ||||
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General | Traits | Description | Skills | Race |
Fruity Loop |
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Gilded Gale |
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Snowy Smarty |
See description:
Snowy Smarty is a studious young unicorn who spends most of her time reading in the Great Library and refining her unique talent of ice magic. Over the years she has learned much of historical military tactics and with her devious mind she can put them to good use in modernity.
While most unicorns recognize her talents and knowledge, they also question her immorality and introversion. Any earth ponies or pegasi serving under her complain of her excessive harshness towards them. A few even whisper that she admires the Barrad Magocracy... |
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Marigold |
Flags
Economy
Laws and Development
Industry and Resources
Military Factories |
Naval Dockyards |
Civilian Factories |
Fuel Silos |
Synthetic Refineries |
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3 | 0 | 5 (-3) | 0 | 0 |
Oil |
Aluminum |
Rubber |
Tungsten |
Steel |
Chromium |
Crystal |
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0 | 7 (-4) | 0 | 8 (-4) | 17 (-9) | 0 | 12 (-6) |
Strategies and guides
Starting Situation
Wittenland starts in a safe position, with a simple army of 6 divisions comprising of around 41k ponies. As a part of the River Coalition, it can call upon the alliance in a defensive action, and it is unusual for neighbors to gain war goals - only a Princely Restoration in Lake City or Communist River Republic pose a significant threat.
Outside of the River Coalition are Wittenland's two rivals - the Barrad Magocracy and the Gryphian Host. Neither should pose too much challenge for a skilled player, allowing for expansion, a rarity in the River Coalition.
Wittenland begins the game with a poor industrial and scientific base, but tolerable national spirits. With careful management, the nation can use its magic speciality to become a powerful nation within the River Coalition.
Threats and opportunities
Guides
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Behind the scenes
- Cazzym wrote the initial localization for the Kingdom of Wittenland, although it has since been changed. In addition, they created The Duel.[1]
References
- ↑ Cazzym: "A lot of it was just coordination between Wiki and Mod, I did some horsewords now and then, little supporting bits and pieces a project to make a high quality trailer that died halfway through.
My biggest actual contribution, was I made the Equestrian Civil War arc. When I joined the mod, the plot for the civil war was literally lol Luna wants to form the New Lunar Empire and everyone just joins her for no reason even though she's evil.
I also did the loc for Wittenland, though that has been reworked - the Duel is mine."
- Obtained from Discord, 8/21/2022
Awards
- Main article: Awards