The Trident Realm of Neritica is a faction of multiple different humanoid and obscure creatures.The rivers, the seas, the oceans and the lakes, these are the domains of the Neriticans, known to simple land-folk as ‘fishmen’.
The Trident Realm of Neritica debuted as a playable faction in 2.1 - Uncharted Empires 2nd Edition Rulebook
About
Deep beneath the seas lie the Trident Realm, a triumvirate of glittering underwater kingdoms, ruled by an aquatic race far beyond the reach of land-dwellers.The Neriticans are as unpredictable as the vast oceans that surround them, in parts gentle and nurturing, in others spiteful and full of wrath.
Dark Kyron the Dark Smith created them during the god war, turning his cruelty on those of the sea. Hideous magic and dark powers roiled the waters of the world and man and beast were fused in terrible pain, but much like the Herd he then discarded them, Lost.
Brave Kyron rescued the lost, those of the sea fled to the dark depths of the oceans, sent away by their father to escape his brother’s evil curse. The new beings, that were now neither of land nor sea but a strange amalgam of both, confused, they hid themselves away in terror.
The centuries that followed, the fishmen started to emerge and explore and find their identity. Of the races on land, the ones they most identified with were the beastmen who were fellow sufferers, they also were fractured into tribes and clans, and sometimes by type.
The beastmen and fishmen both watched the Great Hunt in the skies, but the fishmen felt the effects more keenly as the ocean ties responded to the chasing gods. Fiercely territorial, clashed and sided with many land dwelling peoples, especially when their watery domain is encroached upon by the vile, filthy cities that are built on coasts and rivers.
Unconcerned with the general woes and conflicts of the other races, unless it effect them, but when their anger is roused, few can stand in the way of the hordes that pour forth from the ocean waters. They still feel the call in their hearts to protect the Mother world from the darkness from which they were rescued and this more than anything is what drives them to arms and to venture onto the land. File:Sticker-png-kings-of-war-mantic-games-vanguard-naiad-miniature-wargaming-vanguard-miscellaneous-game-war-army.png
The Races of Neriticans
The undersea realms of Neritica is a diverse population of creatures, from humanoid sea-folk to all manner of lesser races, aquatic beasts of burden, and ferocious monsters.
There are six main humaniod races of Neriticans:
Though all of these creatures would seem strange to the average mortal, scholars have recorded four distinct species of sentient ‘fishman’, for want of a better word, all of whom are naturally suited to certain tasks, be it at war and at home.
The Three Kingdoms
There are three major kingdoms beneath the surface of the oceans, each ruled by a Trident King.
Born from the fracturing of a larger kingdom due to the ending of the Winter War and the creation of the Infant Sea. The three kingdoms may squabble amongst themselves, but are unified under the umbrella of the Trident Realm.
The exact location of each kingdom is contested and unknown, especially for any land loving creature. Attempts to identify the locations are contradictory, and the Nerticans are not in going to correct any assumptions.
- Medu’Syth, primaily home to Placoderm and Riverguard Neriticans, with its own Trident King
- Myrrhimm, primaily home to Thuul Neriticans, with its own Trident King
- Ilythish, primaily home to Naiad Neriticans, with its own Trident King
Neriticans’ gods
A few sainted scholars of Euhedral and from far-flung Cerulea claim to have studied fragments of certain texts, written upon scrolls of whale-hide in tongues almost lost to knowledge.
It is thought that the present Neriticans have no written language, but instead retain racial memories of their history, lore and spirituality from their birthing, so who wrote these scraps is still a mystery.
These blasphemous writings speak of the gods themselves, soulfragments of divinity, cast to the oceans at the culmination of the God War, and lost for millennia until finally they might be claimed by a worthy avatar, and the gods might dwell amongst mortals once more.
It is said that when the stars are right, and the Trident Realm is in great need, a new champion emerges from the deepest part of the sea – one of the great, forbidden rents in the ocean floor, where it is believed the Neriticans’ gods slumber.
Some might call these rents ‘chasms’; others might well use the word ‘abyss’…
Neriticans’ at war
Predictably, the Neriticans’ closest allies are the Forces of Nature and the beastmen of the Herd
Whenever they feel threatened or the natural balance of the world is endangered, the Neriticans will march to war. So relentless are they in defence of the natural order that even orcs have learned to be wary of water, lest some great beast drags them to a watery grave.
Excelling a hit-and-run attacks, emerging rapidly from lakes and estuaries with great numbers and fury. To fight them upon the seashore is folly, as the Nerticans have an overwhelming home advantage and can summon great monsters to battle, from krakens and wyrms to knuckers and depth horrors.
The thuul sorcerer-priests will summon great storms to pummel the enemy, while elementals and nokken ride the waves to crash into the enemy with spite and fury. This harnessing of the sea’s elemental power can result in the creation of a truly terrible being, the coral giant. Composed of a variety of living creatures of the sea, these monstrous beasts drag themselves to the shore to fight.
Nerticans are not restricted to their proximity to water, having both lungs and gills, they can march as well as any man. They have no real interest in holding objectives of fortifying positions, preferring their aquatic home. Attacking swiftly and decisively, sacking any settlement or stronghold that they see as a threat, before retreating back whence they came.
Neriticans will always attack rather than defend, always sally forth rather than be besieged, and always fight to the bitter end rather than allow any to taint their natural habitats. When the the waters of the world stir, nervous eyes keep watch of the rising tide, as who knows what will emerge from the depths?
Neritican Races
The Naiads
The Naiads armour is sculpted to their form and is made of rust-free metals or bone, that resemble the scales and fins of fish. Streamlined design allows them to swim underwater while providing them protection equivalent of plate armour.
Their weapons mimic the weapons of the seafaring land lubbers, tridents and rapiers, but are made from the same materials as their armour.
Naiads train for decades to fight in strictly drilled regiments and companies, dedicating all of their time to practice and patrols.
The Thuul
The Riverguard
The Riverguard are the ever watchful amphibian sentinels of the Trident Realm. Their ability to leap beyond enemy lines and cause panic with their poisonous attacks is much prized by their Neritican commanders.
The Pondwardens
The Placoderms
The Placoderms are the Heavy Infantry of the Trident Realms.
Covered in tough, natural scale mail, Placoderms are stoic defenders, able to hold back whole bodies of troops single-handedly, fighting relentlessly with long spears or pikes.
Placoderms are most commonly found with the three kingdoms themselves, diligent guardians, standing watch over the most important areas and individuals with absolute loyalty.
The Gigas
Elementals
The Deep Ones
Army List
Formations
- Riverguard Dambuster Sentinel
- Naiad Centurion
- Riverguard Dambusters
- Riverguard Infantry
- Riverguard Sentinel
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