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Underwater colonies tend to be built into sturdy cliff sides, with massive trade districts behind huge thirty meter tall triple-paned walls of glass which give a view of the exterior seas and their submarine docking facilities, showing the bounty of the ocean as well as the beauty of the undersea forests in the sub glacial Sea of Asgard.


Aquilon was born alongside the first generation of humanity to never see earth. It began life as a research station situated on the Perpetua Glacier. At that time it was simply known as Glacier Run. The facility dug into the ice below for storage space, and eventually was forced to use that same space for living quarters as colonists moved north.


Aquilon's defining moment came when an outbreak of animus caused the residents of Glacier Run to seek shelter in their buried storage facilities. Trapped beneath the ice for more than a year, the colonists were forced to make due with whatever they had available. Necessity saw the invention of space and resource rationing techniques that would turn a casual scientific outpost into a culture of extreme efficiency. When the animus threat was cleared from the surface, many of those underneath the ice decided not to return. These one time storage facilities were expanded into the city of Deep Aquilon. Those who chose to return to the surface began to explore the furthest reaches of their frozen homeland while the inhabitants of Deep Aquilon set their sights on the bottom of the ocean.


The Aquilonians were earning a reputation as explorers and visionaries, with many other colonists admiring them. They lost much of their appeal when they drafted a national military spearheaded by their recently formed knightly order, the Templar Aquilonia. Turning their scientific might to the development of high energy weapons, the Aquilonians earned a reputation as warmongers among some factions as these developments were widely unpopular outside of the Kingdom of Ice. These fears proved mostly unfounded, as Aquilon focused more on internal protection than external violence.


In more recent times, Aquilon has worried the global community with its ever increasing rivalry with Xanadu. As two of the most powerful factions on the moon, an impending war between the two could be disastrous for more than simply the factions involved. The Nations of Aquilon and Xanadu have an uneasy relationship. Both are members of the Avalon Council, but they are often at opposite ends of discussion. Making things worse is the fact that both factions compete in the production of state of the art technology, and each has some of the best academic institutions in the world. The factions see each other as rivals both economically and culturally.


For now, Aquilon seems content to be seen as the slightly eccentric visionary of the world. They still push the bounds of science. Though they do not always go as far as the Quisivati, their wares are often much more useful in daily life.


What few outside of the frozen north are aware of is that Aquilon cannot claim credit for all of their advancements. As the Deep Aquilonians dug ever more into the glacier beneath them, they began to discover a network of tunnels already present. These tunnels appeared to be crafted as living arrangements for some civilization of the past, one that has left behind many artifacts buried in the ice. Some of Aquilon's biggest scientific advancements were simply the result of researching the many strange finds that they dig up in their ever expanding empire.

Port of Narehl

Port of Narehl


Origin of name: Named for its continent of origin, and the sea port gateway into the global community.


Form of government: Elected Council.


National Color: Green and Gold.


National Tree: Scarlet Mansonia.


National Bird: Albatross.


The Port of Narehl is a large faction, but with only a few large settlements spread across vast tracts of some of the world’s most savage and beautiful jungle wilderness. It is fiercely protected, not only by its zealous environmentalists and heavily enforced laws, but also by its extremely dangerous wildlife. The jungles in and around Narehl are teeming with flora and fauna both deadly and beautiful. The trees are gigantic, the tallest rising to the height of a kilometer above sea level. Many medicinal plants come from this part of the world, making their way to the other factions by ferry transport through the jungle waterways.


These jungles are home to one of the most prominent armies in the world, the Narehl Rangers. The people living in Narehl are said to be the most fearsome soldiers in the world. Although Warhead Keep has a much larger, more controlled, more law abiding, and more powerful army in terms of strength, size and open warfare, the Knights of Narehl are skilled in stealth, agility and jungle warfare. These Knights of Narehl are unrivalled in the hostile jungle environment.


Narehl began its existence as a research station. When an out of luck researcher found himself out of a job, he founded a resort in the area. A partnership with the airlines brought the resort to the world stage, and the Port of Narehl has been a major tourist destination ever since. All are welcome in The Port of Narehl: they can ill afford prejudice, being a shipping center for the entire world. Their business, stalls, casinos, restaurants and amusement parks are open to all who come with open purses. Narehl is also the home to an organization known as the Ministry of Stones, the sole producer of the world currency known as geodites.


The Port of Narehl is just one city, but its style and culture extend all along the southern coast of Narehl, and well along the many river ways of the jungle. This creates an intriguing fusion of Italian and Creole culture with its many riverside settlements. Most places are built on, and in some cases below, the water. Trees from the jungle are coaxed to grow into massive webs of walkways above the water, grown directly into the construction where beautiful Italian-style marble treatments meet an American Gothic style to create their own

atmosphere. There are more than an average number of bars, but also many sit-down restaurants, open-air cafes and many theaters and sports fields for both families and troops to relieve tension and enjoy themselves.


Locals of Warhead are patriotic and adventurous. The idea that it’s their duty to help make their community a better place is drilled into their heads from a young age. They tend to be open and friendly to visitors, though their soldiers and police aren’t afraid to growl at those who stray into areas off limits to civilians and foreigners. When they come of age, many young Warhead citizens spend a year or more wandering the continent of Youzem or Neo Titania doing odd jobs or mercenary work to learn about the world around them. Also, whenever trouble seems to be brewing in areas where Warhead’s intervention is not sanctioned, or is being blocked by another faction in council, certain soldiers are often granted extended leave with pay and encouraged to spend ‘vacations’ in the troubled regions. These aren’t really missions as such, and do not receive official support or recognition in a combat record. However, unofficially, such errant soldiers are accorded great respect, and they are rarely ever called to account for their unofficial actions. Those that are, are usually simply given an honorable discharge with pension.

Local clothes tend to be utilitarian, including various forms of aesthetically pleasing jump-suits. Blue jeans and other rugged leg wear are common, along with long simple skirts, often of an asymmetrical cut, as are blouses of a medium cut and simple t-shirts, sometimes topped with vests, and, like many Walk of Man citizens, people wear untied scarves of various colors and patterns.


Local criminals are usually wary of being caught. Simple banditry and muggings are the most common crime. The local police officers are usually more than up to the task of dealing with these criminals. The law enforcement is a standardized police force produced by the local law enforcement academy. They produce a very simple, streamlined and efficient police force, bringing in a tidy profit by training the police forces of some of the other factions in an efficient boot camp, producing trained beat officers and staff officers to fill the needs of law enforcement the world over, a service exceeded only by their infantry academy. Their police are respected the world over, almost as well as the Knights of Narehl.


Warhead does business with all of the factions of The Council of Avalon. As a result, they keep their business as cordial as possible. However, outside observers note that they seem to have a natural bias against Xanadu and Aquilon.


Though there is little in the way of actual evidence, rumors persist that the all female mercenary force known as the Lead Kiss are actually a secret task force of Warhead. Many like to point out that they are armed with Warhead standard equipment. With Warhead setting the global standard for military, this evidence doesn't hold much weight. Their kit also includes unorthodox devices which appear to be of Aquilonian and Quisivati tech, seldom glimpsed elsewhere.

Origin of Name: Unknown, never recorded for posterity.


Form of Government: Heinlein Democracy.


National Color: Red, White and Gold.


National Tree: Pine Tree.


National Bird: Vulture.


There are those who have no factions, the lawless ones who live on the fringes of society and often rise up to challenge the current society. The sole purpose of the faction Warhead Keep is to trample barbarians where they spring up, and take down rogue elements of other factions. The main armed forces of New Horizon belong to Warhead Keep.  


Warhead is everywhere. It is less a place than a state of mind. Nonetheless, Warhead does have a central location. In the Far East, just beyond the border of the Walk of Man, and north of the border of the Azuremar Plains. The large training range they created there to begin their initial goals blended into their quickly forming liberty city, and became known at some point as Warhead Keep. In short order, an interesting new society was founded on the ancient patriotic ideals espoused by Robert A. Heinlein in his novel Starship Troopers. The General, who is, generally speaking, in office until he chooses to retire, presides over the Colonels’ Senate, which functions much the same as a typical democratic senate.


However, in order for a citizen to earn their vote, they must serve four years in the military, police or any of the local civil services to prove their worthiness as a voting citizen. Members of this faction know, until they retire, they are either a highly skilled soldier or they’re dead. Almost nothing else in between exists, because it’s not accepted.


The Colonels’ Senate deals in all the day-to-day military affairs of Warhead. The Citizens’ House is composed of Enlisted men and Voting Citizens who have been voted into office by their peers, and they handle day-to-day political affairs, overseen by the Lt. General. Beneath them are the Generals’ Staff, employed Citizens and Officers who handle the bureaucratic end of things.


Warhead begins training recruits from an extremely young age, some recruits begin as early as age seven. Soldiers are given free dorms, and even small, row houses for married soldiers. As such, they have the single most elite group of soldiers in the world.


Warhead Keep itself is a massive walled city, with many utilitarian barracks, motor pools and officers’ housing facilities surrounding a liberty city and residential housing district with a quaint pastoral feel, like a European mountain village with an almost German

Warhead Keep