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Nations
In interviews and articles Gaute Godager provided some information about the nations that will be avilable in the beginning of Age of Conan. The single-player-part will take place mostly in the Baracha Isles, a pirate haven southwest off the shores of Zingara. From there, players will travel to their homelands (Aquilonia, Cimmeria and Stygia) to enter the multiplayer experience. The Border Kingdom between Cimmeria and Aquilonia will be where guilds will be able to build cities and even castles that can be attacked by other guilds. The description of the nations were taken mostly from the Hyborian Age homepage.

As for the timeline the game will be set in: the official FAQ at ageofconan.com says that "The setting is chronologically directly after the Robert E. Howard book ¡°The Hour of the Dragon¡±, in the era when Conan was king of Aquilonia."

It?s not clear how many months or years after "The Hour of the Dragon" the game will be set in. After Robert Jordan?s "A Conan Chronology", Conan won against Xaltotun in the year 1294 A.A. (Aquilonian Age).





  • Aquilonia

    The foremost of the Hyborean kingdoms during Conan?s time, situated east of the Pictish wilderness, west of Nemedia, north of Zingara and Ophir, and south of Cimmeria.

    Aquilonia apparently had a pleasant, temperate climate rather like that of modern France or Germany. The Border Range of Nemedia naturally delineated its borders on the east, the thickly forested hills of Cimmeria to the north, the large Thunder River to the west, and the Tybor River in the south. Another area of rugged mountains arose in the southern province of Poitain, which was flanked by the Alimane and Khorotas Rivers.



    The frontier region of Westermarck between the Thunder and Black Rivers was thinly settled and beleaguered by Picts. Certain barons sponsored its provinces of Oriskonie, Conawaga, and Schohira. Thandara was independent. East of the Thunder River and curving northward toward the Cimmerian lands lay the narrow buffer province called the Bossonian Marches, or Bossonia. The nobles of Aquilonia were apparently not able to extend their sway over the staunch villagers of this region.

    Another enclave that resisted the power of Aquilonian nobility was Gunderland in the far northwestern hills. Its ancient people, of the purest Hyborean stock, "never considered themselves exactly Aquilonians" (according to Howard).

    Among the other provinces or counties mentioned in the Saga were Pellia (the only region ruled by a prince), Tauran, Couthen, Manara, Thune, Raman, and Karaban. Baronies mentioned include Kormon, Torh, Amilius, Lor, Imius, and Attalus.

    The capital of Aquilonia was Tarantia, lying on the Road of Kings, the main east-west trade route of the Hyborian world. Interior Aquilonia was well drained by the rivers Shirki, Khorotas, Ossar, Fury, and the presumed Valkia. East of the Shirki and extending nearly to the foothills of the Border Range of Nemedia lay fertile plains interspersed with "tame" woodlands.

    Before Conan became king, much of the good cropland was sequestered by the aristocracy for use as hunting preserves, forcing the expanding population into risky colonizing ventures in Westermarck.

    The other nations neighboring Aquilonia (that are not yet part of AoC) are described
    here.


    • Old Tarantia

      Called the "most princely city of the world?s West" by chroniclers far and wide, Tarantia is a sprawling city of wonders and the capitol of Aquilonia. Its skyline is dotted with towers of blue and gold, and many of its buildings are clean and dazzling to behold.

      Created in layers, like rumpled cloth against the cliffs of the Khorotas River, Tarantia has several distinctive areas separated by walls and tiers both physical and societal. Possibly the most famous of these sections, unsurprisingly, is Old Tarantia.

      Old Tarantia sits at the end of a huge bridge that leads to the rest of the bustling city, divided elsewhere by high walls and guarded gates. It uses its own docks and has a massive gate sitting on the Road of Kings. All are patrolled regularly, and watched for dangerous visitors. It is the root of the city itself, where the rest of the capitol grew outward from, and is the base of the royal palace of King Conan himself. The shining towers of the palace rise high into the sky, overlooking the rest of the city and, some might say, the rest of Aquilonia.



      Old Tarantia is not an example of your typical Hyborian city by any means. The streets are clean and devoid of miscreants, the businesses do their best not to charge too high of prices for their wares, and common crime is veritably non-existent. The elite bodyguard unit of the King, the Black Dragons, patrols the palace grounds constantly and can even be found outside its walls from time to time. Few are foolhardy enough to deal with these strapping soldiers, making most criminals look elsewhere to ply their illegal trades. It is a safe city for those who abide by King Conan?s laws, and where many come to shop and see the beautiful city with their own eyes.

      There is far more going on beneath the shining surface of Old Tarantia than simply the rise of admiration and awe. Just because it isn?t crawling with muggers and pickpockets on the streets doesn?t mean that the city is without a darker element. Nobles that are not pleased with a Cimmerian on the throne are constantly scheming and pushing pieces around their political chessboard, some willing to sacrifice many pawns to get closer to their way. King Conan made many enemies in his winding road to power. Some died at his hands, but many escaped the edge of his sword. With King Conan on the throne, the brilliant beacon of civilization that Old Tarantia is might just attract these enemies like vultures to a corpse.






  • Baracha Isles

    There are no native peoples living in the Baracha Islands. The population is composed of seafarers, primarily from Argos. The islands form a dense cluster and range in size from rocky shoals to sizeable points of land. The waters are treacherous (either with strange currents or hidden reefs), making it a haven for pirates.



    The population of the Baracha Isles is composed of pirates, most of whom come from Argos. They live by raiding ships along the Zingaran coast. The pirates are united (if only lose) in what they call "The Brotherhood" or "The Red Brotherhood". The town Tortage is the only major settlement.





  • Border Kingdom

    Serving as a buffer state between Nemedia and Brythunia and the more savage people of the north, the Border Kingdom was probably the last Hyborian nation to be founded. The country also serves as a trade route for merchants trying to avoid the strict taxes of Nemedia. A sad wilderness with deserted, disconsolate marshlands.

    On the fringes of the great Salt Marsh within the Border Kingdom, a new power is quickly developing. Strengthened by a surprising volume of trade (which travels northward to avoid high Nemedian Tariffs) and by a harsh but brilliant leadership composed mostly of exiled Aquilonian and Nemedian families, the young border Kingdom lies poised on the brink of empire ... if only the fledgling Kingdom can stave off the early territorial appetites of its larger neighbors.





  • Cimmeria

    A nation of barbarian tribes situated north of Aquilonia and separated from it by a narrow strip of the Bossonian Marches and Gunderland. The Pictish Wilderness lay to the west of Cimmeria. The high Eiglophian Mountains walled off the country from Vanaheim and Asgard on the north.



    Cimmeria, birthplace of Conan, was an unremittingly somber land, "all of hills, darkly wooded, under skies nearly always gray, with winds moaning drearily down the valleys". The people were the direct descendants of vanished Atlanteans. They were tall and powerful, with dark hair and blue or gray eyes. Cimmerian tribes existed contemporaneously with Atlantis, intermarrying with Atlantean colonists on the Thurian continent prior to the Cataclysm.

    In the year 1262 A.A.Aquilonia tried to build settlements at the southern cimmerian borders and event built a fort on cimmerian soil by the name of Venarium. 1263 A.A. that fort was completly destroyed by an army of united cimmerian clans. After that Aquilonia never again tried to invade Cimmeria.


    • Broken Leg Glen

      Typical for Cimmeria, Broken Leg Glen is a deep valley surrounded by steep mountains and cut by a cold river running through its center. Positioned between the controversial Venarium and the battle-torn Conall?s Valley, it has its share of travelers simply "passing through" to reach other parts of Cimmeria beckoning to their sense of adventure.

      Some may come just to see the stretch of land that gave birth to King Conan himself, and the rest of Clan Conarch. . For those who choose or are chosen to stay in the Glen, they are likely to have adventure thrown upon them.



      The rocky soil and frequent rains and snows, depending on the season, make agriculture a difficult endeavor that many families simply do not have the resources to maintain. Even so, there is a life to be carved from the Broken Leg Glen, and many do. There is a rather large village, at least by Cimmerian standards, that is home to many. It is arguably the most civilized settlement in the nation, and is home to a number of families. A large waterwheel-driven grain mill grinds out flour and mash for the Glen?s families to use, powered by the cold water that rushes down the river from the mountaintops.

      Game animals are plentiful and hunting is a household practice. Some families have taken to raising livestock, keeping them in small numbers to avoid attracting the numerous predators that stalk the forests. Bears and wolves are a constant threat to lone travelers. These mighty hunters have been responsible for the deaths or disappearances of livestock, children, and even full grown villagers.

      The beasts of Broken Leg Glen are hardly the only threats, however. With the red-haired Vanir moving in on nearby territories from the frozen north every week, there have already been "Vanir sightings" in the Glen. Some dismiss these as rumor; others are already sharpening their axes and tightening their armor straps down for an impending battle. Some wonder that they may be coming for simple conquest; others believe they are after the renowned blue iron ore that is used to make the fabled Cimmerian Blue Steel. The mysterious and powerful metal would be a boon to an invading force to be sure, if they could also steal the secrets to forge it.

      The invasion is not the only thing that keeps Broken Leg Glen at arms. There are darker rumors too; whispers of a deeper evil from the area?s past that has crept out of their nightmares. Likely it is nothing more than old fears, but those who remember are not taking any chances.






  • Stygia

    A southern kingdom bounded by the Western Ocean on the west, the River Styx on the north and east, the kingdoms of Kush, Darfar, and Keshan on the South. The terrain of Stygia is not well described in the Saga. There are forests, marshes, and numerous islands along the western coast; but inland the land seems mostly to have been a featureless desert, dotted with tombs and sinister ruins. In the south-central grasslands were the ghost-haunted Swamps of the Purple Lotus. The jungle rainforest began near the frontier with Darfar and Keshan. There were more grasslands and a portion of the Southern Desert at the frontier with Kush. Cultivated lands lay along the great river.

    The Stygians were a mysterious people, the ruling elite tall, dusky, hawk-nosed, and haughty while the lower classes were a mixture of Negroid, Stygian, Shemite, and Hyborian stock. Stygia was a decadent nation and its total population must have been very small. Certainly arable land was in short supply, apparently being found only along the Styx. (If the presumed wetter climate of the Hyborian Age held true, Stygia should not have been a vast desert. Maybe the Stygians themselves had something to do with the devastation of the landscape.)



    At its greatest extent, the Old Stygian Empire embraced the lands of Shem, western Koth, Ophir, and Corinthia, as well as part of the Eastern Desert. Acheron may have taken over the northern satellites just prior to the Hyborian invasions. Stygians were driven out of Shem by Hyborian-Kothic invaders.

    During Conan?s time the nation represented an undefined menace of ancient sorcery.


    • Khemi

      Sitting on the south shore of the River Styx joining with the Western Sea, Khemi is a stark vision of black walls and looming citadels. It is the priestly capitol of Stygia, making it essentially the most powerful city in the entire nation.

      It is a major seaport for the serpent kingdom, but keeps only a sparse navy in its docks. Few would ever try to war with Stygia from the sea, as their connection with the dark god Set is paramount and fear-inspiring. Even those who question faith think twice about crossing the priesthood.

      Khemi is scattered with castle-like estates of the Stygian nobility, some standing proudly while others have been allowed to wither away into ruin. Above all the citadels, the walls, and the towering castles is a gigantic black pyramid¡ªthe resting place of the very coils of Set himself, or so they say. There is a great deal to back up such superstitious claims, as serpents of many breeds and sizes slither through the city streets freely. In fact, these beasts are protected by Stygian law, and even those attacked by the creatures are expected not to fight back. At night, the scaled swarms grow aggressive, and the very shadows of Khemi writhe with reptilian life and the echoing cries of death.



      The city itself is barred from ocean travelers by the rocky island port of Akhet, or Tortoise Island. It is used as a barrier to the rest of the city proper, buffering infidel foreigners from the ¡°holy city¡± proper. Always buzzing with visiting travelers, traders and merchants from all over, Akhet is the closest that many foreigners ever get to Khemi itself.

      Even inside the city there are areas that are not commonly traveled. Stygia is a land of social castes, setting a pecking order that can be as deadly as the natural selections of the desert hyenas. Areas like the Horn are dominated and populated by the priesthood, who are the sole keepers of the monuments, temples and gardens found there. The holiest of Set¡¯s children worship here, and disallow those not of the faith to walk amidst the sacred buildings. There is also the Odji district, where slaves are bought and sold and the light of day seems unwilling to fight the darkness of alleyways and awning-covered streets. Odji is deadly and dangerous, even for those who did not arrive there in chains or a cage. It is close to the harbor, and only a select few merchant traders are ever allowed to come here. There is a fortune to be made or lost, depending on what end of the life-trade someone finds themselves.

      Khemi is a massive reminder that the dark god Set truly rules Stygia through the ironclad coils of his powerful clergy. Those who come here, especially those who manage to get beyond Akhet, will find all the pleasures, terrors, and adventures of Stygia lurking in the shadows of Set¡¯s city.

Source: http://www.conan.ch/conanonline/lore_nations.htm



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