Jingasa Games is creating 16-72. Swashbuckling. Pirate. Intrigue. Adventure. Tabletop
1

patron

$4
per month

We're the folks at Jingasa Games and would like for all of you to join us on our journey as we create the world of The Cradle! 


You are awesome fans of the pirate RPG genre, and/or folks who want to know what an indy publishing company looks like behind the scenes.

We are now shooting our Betatesting table live to you!!!





Contact us at [email protected].  Patrons can alternatively get a hold of us at Dave Hat or Hat's Games on facebook, or using the contact info at hatsgames.com!
Each month that you support our project we will grow as a company. This means that you will be able to see how we operate and just what we accomplish. 
Remember that this project is independent, from the starting idea guys to the art, to the volunteer support…so you are seeing raw work from the finest folks that we can find. No big box help, and no major industrial support…just common folk building a role-playing experience for all of our supporters.

We will be giving patrons exclusive monthly content as well as sneak peek digital media contained in our upcoming projects!  This page will give a baseline update- and any patron who wants the behind the scenes scoop can email us at hatsgames.com to get the skinny!  This opportunity is live and continuous for patrons throughout each month.  Content will include a variety of information such as art in process, stories, videos, breakdowns of the meetings, etc!

We plan on going to print, but we want to give back to our supporter's first!
Helping us get to print means that you have been with us as we developed into a successful company and as a Patreon-publisher! Your payout will be early access to the game’s final PDF, materials and art as the process proceeds, and (depending on your level of support) swag as befits folks willing to see this project of ours through!
Anyone who is a patron here will have the option of having their names put into our supported projects. We want you to be able to leave your mark, and want to make sure that the world knows who helped make this dream a reality!
The more support we have the better the quality of our product!
If we reach our publishing goals we will ask our supporters if we want to continue to refine and polish it. We believe that a quality RPG is far better than a quickly made one. When we get to this stage your input and review will be critical.

What the hell is 16-72 Anyhow?

This is a snippet from our rules draft…lets see who the nations are this month!

Nations of the Cradle

Amondria


The Viper’s Nest. The people of Amondria are highly resistant to poisons and toxins. So much so that arsenic lamps and toxic wines can be found in just about every household. They use crude electricity, but do not advance their technology unless they have to. They point out that they do not have to advance to prosper and only improve themselves when they deem it necessary. The old ways are good and keep the world turning. It should also be noted that paid assassination, extortion, and slavery are legal and common in Amondria, as they have been around and worked for a good long while.

In 16-17 the Amondrians sent their armies to invade Portune. They found very little resistance. The people of Portune actively sought peaceful negotiations, even at their own expense. The Amondrian houses sent to claim the lands quickly established coastal holdings and senatorial presence. Over the years their influence has begun to effect the people of Portune, bringing literacy and enlightenment to its backwards people. To this day the former nation of Portune has no standing military and only mild and occasional resistance.

When the fishmongers of Bonteland ceded from the senate in 14-01 all of Amondria mourned for the loss. It was however the mistake of their northern colony to face the Jageren alone. When the culling ended in 14-21 an expedition was sent to survey the damage done. They found a new kingdom that had not only survived the invasion, but had since reinvented itself. Since that time the Amondrians and Bonte have treated each other with a sense of high respect. The Amondrians know that the resource rich north will one day out-trade them, but revel in the challenge of an enemy that they understand more than the Jageren.

The declaration of independence by the new Duke of Stein has greatly complicated trade relations between Amondria and the northern countries. A deal was struck in 16-19 between the old Duke of Stein and Kyros Oro. Oro’s deal has since made Amondria quite wealthy and has given them strong ties to the Stein traditionalist parties in the north. It was the foothold they had always wanted in Bonteland…now that foothold has placed them on the wrong side of the political fence to continue making a profit. The senate currently debates their continued support of Stein while its coffers quickly drain.

The Senate has nothing officially to do with the outcasts of Rhubezhal. Unofficially the Rhubes make the best lumber and have the best spice reserves, which have been lining the cellars of Amondrian nobles for decades. These days the ‘Rhube’ style is fashionable amongst the rebellious Amondrian kyros. It grates on Bonte delegates, which makes the fashion as dangerous as it is attractive. Traditional senators work hard to soothe the Bonte to prevent bringing war between the two nations. It is rumored, however, that the Serpentii houses have used this opportunity to sell their services as mercenaries to the Rhubes- building alliances that could draw their nation into Bonteland’s wars.

After the Tempestii appeared and ended the last culling at the battle of Deep Water in 16-08 the nations of the cradle held them in awe and respect. The mysterious people had saved countless lives at the expense of their own- the event has since become the subject of numerous plays and books. After an immense amount of pandering and rhetoric the Tempestii opened their borders to the Amondrians. Initially a vast supply of exotic food and supplies poured from the Emerald Coast- along with beautiful people and cultural exchange the world has never experienced. The wonder wore off quickly after the senate realized that several thousand Tempestii now lived and worked within their shores- competing with their local merchants and stealing trade routes that had been solidified for hundreds of years. With the loss of profits due to the brewing war in the north, this economic disaster could not have come at a worse time.

Due to the Tempestii intervention this new century is the first in the known calendar that Amondria’s shores did not run red with blood. While splinter fleets still managed to harass the nation in the months after the Tempestii arrived, Amondria captured a good number of them and sold them to the serpentii houses for reconditioning.


Bonteland


The Jewel of the Cradle. The people of Bonteland have been set into social strata that accommodate the wealth of the nobility while keeping the low folk poor. This is so prevalent that your heritage predetermines your position in society. No amount of politics or money can change that. It has happened on multiple occasions that a person or family have gathered enough wealth to attempt to change their stripes – those people were all burned as heretics and rebels against the crown. The wealthy cannot be nobility; it has frustrated them since the beginning of Bonteland itself. The law is maintained by the taxmen, the chevaliers, and the church parishes. Or, at least, it was until last year when the crown disbanded the chevaliers into the merchant class and burned all of its leaders for potential rebellion against the state. The royals are nigh untouchable, only answering to the highest officials of the church. The church tithes, as well as all income in Bonteland, are taxed by a full half to keep the royals at the top. The royal taxmen are the only militant group remaining in the nation as a whole – they are everywhere and have ears in every town and household.

The Royal Gazette, distributed to the nobility by the church, has noted on several occasions that the assassination of Steins last duke was not mandated by the church, but just none the less. He was punished for speaking against the church and the great nation of Bonteland. As is common in families, the Duke’s son has shown the heresy of his father. He too shall be punished for his extreme indiscretions with the nation’s resources. The boy’s ‘little revolution’ shall be put on its heels until the Jageren destroy him and his followers in the next culling.

The miscreants that remain after the Vivaldi purge of the traitorous rhubes are slowly dying off as a result of their former lord’s poor choices. Soon the world will be rid of this vermin and the stain of the rhubes will be gone from the cradle forever.

The Tempestii are a farce. They are probably a band of pirates with a fancy backer that has somehow managed to impress the other lesser nations. Bonteland stands strong and knows a mountebank when we see one. The Tempestii are confused barbarians who do not have faith, nor do they have the resources to truly effect any major politics in our world. Soon the Jageren will show the world that they were lucky during the last culling, and we will never be pestered by their kind again.

Our progenitors from Amondria are a lot like our elders. They are frail, require frequent assistance, and bring nothing positive to the family table. Soon they will be so frail that we will take them into our fold as a colony of Bonteland. They cannot stop this inevitable conclusion, and should aid in their own demise to facilitate our conquest! Why not?!? It would be good for us and inevitable for them…it would be best to get it over with quickly.

Portune is a wasteland filled with bumpkins who have no cohesive civilization. We do not recognize them as a fellow nation. When we acquire Amondria, Portune will be the unfortunate bonus we will have to endure.

With the traitorous military disbanded, and the chevaliers burned out of their homes the royals once again rule the nation. The Stein rebels threaten to use their disbanded heretics against us in a war, but they do not know that the coffers run rich enough to buy the troops of our enemies to fight them off. No loss to us, an army with the rabble of Amondria, Portune, and our own hovels will cover every inch of the Stein countryside within weeks of their open intent to make civil war on us. At the end only true Bonte will be left alive and our nation will be rid of the blight of traitors and foreigners alike.

Portune


The Passionate Land. They are currently ‘ruled’ by Amondrian senators who ensure that their ailing people are well fed from the fertile plains of the Mar de Oro. For the most part Amondria does not meddle in Portune affairs, so the barones don’t mind helping. Most internal issues are handled by these Barones de Ranchero Grande, the ten most influential land owners in all of Portune.

The northern Portune coastline is the path of commerce between Amondria and Bonteland. Without it the two nations would suffer greatly in matters of economy and diplomacy. Currently the Barons allow the coast to be used by their neighbors as a mark of respect, but with both nations’ insults building up ire of the new generation of ranch barones, it is only a matter of time before the Portune navy reveals itself to begin taxing the route.

Recently the senators of Portune conscripted thousands of young men and women into military training camps. The Amondrians aim to have us fight a war side by side with their slaves. For now, we let them train us, and then we will use that training against them should they ever decide to come to conflict with our nation.

We have heard of this Rhubezhal, it seems both interesting and wonderful. Many young men and women have sailed to see it- so far none have returned.

The Tempestii are a wonderful people who we have had strong kinship with for over a hundred years. For some reason they have requested that we keep their influence a secret from the rest of the world, and so- as friends we honor their request. With their aid we have built a fleet of ships, industrialized our southlands, and learned the arts of diplomacy needed to deflect any investigations done by the Amondrian senate during their current visit to our country.

Rhubezhal


The Edge of Darkness. Rhubezhal was created as a result of a political faux pas with a noble in Bonteland. He was ordered by the king to gain new lands and tame them in ten years. He dedicated his household, as well as a great number of merchant families, to the cause. In the end, he was technically successful as he had begun a bountiful lumber trade with the strange woods from the land he’d carved from the southern coast of the Dark Woods. When he returned, however, his experiences amongst the common people had changed him. He had lived and fought back to back against a terrible darkness with peasants and merchants alike. He had come to know them and respect them as capable individuals. His sense of ultimate superiority due to his bloodline had eroded away and been replaced with the sense of community that a people under constant threat of death must have in order to survive.

Unfortunately for him, the royals were unforgiving after being exposed to his damaged sense of propriety. Someone like him could do damage to the culture that had been so carefully pruned and maintained by the church and royalty. They hatched a plan to publicly humiliate his family. The plan worked far better than they could have ever imagined when Rhubezhal’s wife spontaneously attacked and killed the agent sent to condemn them.

The Church labeled him and his family heretics. The Royal tax collectors were sent to his estates and offices around Bonteland. They murdered anyone related to or associated with Lord Rhubezhal. They mailed the former lord’s head back to his people abroad with a royal writ stating that they were exiled. No one has seen his wife since the attack. For them, to set foot in the lands of, or sail the seas around, Bonteland was a death sentence. Since then, the houses of Rhubezhal have stood alone against the horrors that have become increasingly threatening to their very existence.

After the Jageren somehow missed their existence during the last culling, Rhube pirates braved the waters to the south on rumor that a new power had risen to destroy the Jageren. After taking this desperate gambit and at great cost a single Rhube ship navigated the great storm that protects the Emerald Coast. The Tempestii, surprised by the bold and impassioned move took the sailors in and nursed them back to health. The words exchanged by the survivors would change the fate of Rhubezhal forever. Almost a year later the Rhube pirates returned home at the head of a flotilla of Tempestii tradesmen and cargo ships. The Tempestii hit the shores of the Dark Continent with a fervor- seeking adventure and to aid the downtrodden. They took the Rhube blackwood and began selling it to the Amondrians and Bonte as exotic dark wood from their lands. The relationship has been fruitful for both parties, and for the first time in the existence of Rhubezhal there runs a tiny spark of hope in the populace.

The relations between Rhubezhal and Amondria have always been sparse. But with the creation of the serpentii houses and the use of the southern trade routes they have worked quite a trade in goods and services with the former slave houses on Amondria. It would seem that the serpent hunters like to hunt big game wherever it may reside!

Last year the Rhube corsair Derrick Bar’Leehan sank a Bonte ship of the line south of Stein lands. It was the biggest victory to date for the growing Rhube navy. The Bonte nobility has directed their political and martial pressure toward Stein as of late, leaving their southern ports open for ‘cultural exchange’.

Tempest


The Emerald Coastline. The Tempestii have lived in isolation for much of their existence. To the West is the Burning Death: the largest barren land in the Cradle. No rain falls there and no animals roam its interior. To the East is a perpetual storm so large that it fully encompasses their shoreline throughout the year. These harsh barriers have been as much a boon as a burden to the Tempestii, as the isolation kept them out of world events for centuries. Now that they have decided to join the world and experience its treasures and adventures, they have sent a great many adventurous people out to represent their nation. Their exotic lands and culture are a breath of fresh air in the otherwise stoic Cradle. They are a generally happy people that seek to make others’ lives “colorful” for having met them.

To the Amondrians, Majeed would say that altruism is a form of currency far more powerful than a mountain of lies.

To the Portune, Majeed would say that a home built is worth defending. A defended home is not one on another family’s land.

To the Bonte, Majeed would say that all of the wealth of mankind cannot buy a soul darkened by traditions of greed.

To the Stein, Majeed would say that revolution should be a game. If it is not fun then you have missed the point.

To the Rhubes, Majeed would say that hardship creates hard people.

Stein


The Shattered Stone. Run by the current Duke Griegor from ‘The Stein’ and thusly the budding nation’s namesake- a castle formed into the rim of an ancient crater. The mining of this site provides almost the entirety of the world’s iron ore. With the supplies given by the Amondrians over the last half century it has become the primary weapons manufacturing site on the Cradle.


The Stein people are hard and uncompromising. They have the oldest surviving culture, possibly even older than Amondria itself. Formerly a nomadic people, they have fended off Jageren and shadow beasts alike for longer than the calendar has existed. Their lands are harsh and unforgiving, lending to their traditionalist religious views. After the invasion in 14-00 they were absorbed into Bonteland, supplying the bulk of the army and military technology that Bonteland used to solidify their hold on the northern continent.

Recently the army was disbanded, and most of the Nobility of Stein hanged as heretics in the name of Bonteland’s backward religious corruption, the embers of revolution have been warming in the hearts of Stein. Should they turn their eye toward Bonteland it will not be kind.

The Rhubes are not allies, but outcasts to be pitied. They were cut from the country after killing a noble in an act of defiance during a court to determine the survival of Bonteland. They almost destroyed the nation with their little ‘tantrum’ If they survive their forest for a century, then we may respect them.

The Tempestii are flamboyant fops who can be dangerous if pushed to extremes. A pet animal can attack its owner and kill them if it is both lucky and pushed to extremes, it does not make it a drakun!

The Amondrians are necessary allies and have been since before our revolution began. With their supplies we will forge the most advanced army in the world, and show Bonteland what the price of betrayal really is. The Islanders worry about our stance in the war and our waning coffers. They cannot see that when we are done all of the coffers of the Bonte nobility will be available for our use.

It is said that the Amondrians brokered a deal to send the untrained masses from Portune to fight us. We will have to apologize for destroying their army of toy soldiers after we win the upcoming war.

Jageren


The Terror. Most of the culture of Jageren is held secret by its people. As a whole, the world only experiences them at the turn of the calendar. Most people remember Jageren as the terror that murders villages and burns cities without cause or warning. They are seen as uncivilized barbarians that have the capacity for violence on a worldwide scale. Those in their own culture that disagree with the national ideologies and wander outside their borders are seen only as enemies and taken out along with the natives of the other nations during an invasion. When not changing the world, almost every Jageren stays in the frozen north beyond sailing capability.
Unbeknownst to the peoples of the cradle, they never truly go away. Portions of their people disagree with the ‘Great Culling’ that their leaders bring every eighty-eight years. Those Jageren commonly leave their people to visit the other nations. They seek to learn their ways and bring them home without the needless costs and bloodshed. To those who stay in Jageren, these people are confused at best and raving mad at worst.


Thank you!

The Jingasa Games Staff

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Hitting $90 allows us to dedicate enough time to the project to guarantee regular updates.  Basically- It pays us enough to justify losing some irl work hours to get this project going!  When we hit $90, Every patron is guaranteed a free pdf copy of this game before it goes to kickstarter!  Any patrons can email us to get the up-to-date skinny and behind the scenes info as well [email protected]
1 of 4

We're the folks at Jingasa Games and would like for all of you to join us on our journey as we create the world of The Cradle! 


You are awesome fans of the pirate RPG genre, and/or folks who want to know what an indy publishing company looks like behind the scenes.

We are now shooting our Betatesting table live to you!!!





Contact us at [email protected].  Patrons can alternatively get a hold of us at Dave Hat or Hat's Games on facebook, or using the contact info at hatsgames.com!
Each month that you support our project we will grow as a company. This means that you will be able to see how we operate and just what we accomplish. 
Remember that this project is independent, from the starting idea guys to the art, to the volunteer support…so you are seeing raw work from the finest folks that we can find. No big box help, and no major industrial support…just common folk building a role-playing experience for all of our supporters.

We will be giving patrons exclusive monthly content as well as sneak peek digital media contained in our upcoming projects!  This page will give a baseline update- and any patron who wants the behind the scenes scoop can email us at hatsgames.com to get the skinny!  This opportunity is live and continuous for patrons throughout each month.  Content will include a variety of information such as art in process, stories, videos, breakdowns of the meetings, etc!

We plan on going to print, but we want to give back to our supporter's first!
Helping us get to print means that you have been with us as we developed into a successful company and as a Patreon-publisher! Your payout will be early access to the game’s final PDF, materials and art as the process proceeds, and (depending on your level of support) swag as befits folks willing to see this project of ours through!
Anyone who is a patron here will have the option of having their names put into our supported projects. We want you to be able to leave your mark, and want to make sure that the world knows who helped make this dream a reality!
The more support we have the better the quality of our product!
If we reach our publishing goals we will ask our supporters if we want to continue to refine and polish it. We believe that a quality RPG is far better than a quickly made one. When we get to this stage your input and review will be critical.

What the hell is 16-72 Anyhow?

This is a snippet from our rules draft…lets see who the nations are this month!

Nations of the Cradle

Amondria


The Viper’s Nest. The people of Amondria are highly resistant to poisons and toxins. So much so that arsenic lamps and toxic wines can be found in just about every household. They use crude electricity, but do not advance their technology unless they have to. They point out that they do not have to advance to prosper and only improve themselves when they deem it necessary. The old ways are good and keep the world turning. It should also be noted that paid assassination, extortion, and slavery are legal and common in Amondria, as they have been around and worked for a good long while.

In 16-17 the Amondrians sent their armies to invade Portune. They found very little resistance. The people of Portune actively sought peaceful negotiations, even at their own expense. The Amondrian houses sent to claim the lands quickly established coastal holdings and senatorial presence. Over the years their influence has begun to effect the people of Portune, bringing literacy and enlightenment to its backwards people. To this day the former nation of Portune has no standing military and only mild and occasional resistance.

When the fishmongers of Bonteland ceded from the senate in 14-01 all of Amondria mourned for the loss. It was however the mistake of their northern colony to face the Jageren alone. When the culling ended in 14-21 an expedition was sent to survey the damage done. They found a new kingdom that had not only survived the invasion, but had since reinvented itself. Since that time the Amondrians and Bonte have treated each other with a sense of high respect. The Amondrians know that the resource rich north will one day out-trade them, but revel in the challenge of an enemy that they understand more than the Jageren.

The declaration of independence by the new Duke of Stein has greatly complicated trade relations between Amondria and the northern countries. A deal was struck in 16-19 between the old Duke of Stein and Kyros Oro. Oro’s deal has since made Amondria quite wealthy and has given them strong ties to the Stein traditionalist parties in the north. It was the foothold they had always wanted in Bonteland…now that foothold has placed them on the wrong side of the political fence to continue making a profit. The senate currently debates their continued support of Stein while its coffers quickly drain.

The Senate has nothing officially to do with the outcasts of Rhubezhal. Unofficially the Rhubes make the best lumber and have the best spice reserves, which have been lining the cellars of Amondrian nobles for decades. These days the ‘Rhube’ style is fashionable amongst the rebellious Amondrian kyros. It grates on Bonte delegates, which makes the fashion as dangerous as it is attractive. Traditional senators work hard to soothe the Bonte to prevent bringing war between the two nations. It is rumored, however, that the Serpentii houses have used this opportunity to sell their services as mercenaries to the Rhubes- building alliances that could draw their nation into Bonteland’s wars.

After the Tempestii appeared and ended the last culling at the battle of Deep Water in 16-08 the nations of the cradle held them in awe and respect. The mysterious people had saved countless lives at the expense of their own- the event has since become the subject of numerous plays and books. After an immense amount of pandering and rhetoric the Tempestii opened their borders to the Amondrians. Initially a vast supply of exotic food and supplies poured from the Emerald Coast- along with beautiful people and cultural exchange the world has never experienced. The wonder wore off quickly after the senate realized that several thousand Tempestii now lived and worked within their shores- competing with their local merchants and stealing trade routes that had been solidified for hundreds of years. With the loss of profits due to the brewing war in the north, this economic disaster could not have come at a worse time.

Due to the Tempestii intervention this new century is the first in the known calendar that Amondria’s shores did not run red with blood. While splinter fleets still managed to harass the nation in the months after the Tempestii arrived, Amondria captured a good number of them and sold them to the serpentii houses for reconditioning.


Bonteland


The Jewel of the Cradle. The people of Bonteland have been set into social strata that accommodate the wealth of the nobility while keeping the low folk poor. This is so prevalent that your heritage predetermines your position in society. No amount of politics or money can change that. It has happened on multiple occasions that a person or family have gathered enough wealth to attempt to change their stripes – those people were all burned as heretics and rebels against the crown. The wealthy cannot be nobility; it has frustrated them since the beginning of Bonteland itself. The law is maintained by the taxmen, the chevaliers, and the church parishes. Or, at least, it was until last year when the crown disbanded the chevaliers into the merchant class and burned all of its leaders for potential rebellion against the state. The royals are nigh untouchable, only answering to the highest officials of the church. The church tithes, as well as all income in Bonteland, are taxed by a full half to keep the royals at the top. The royal taxmen are the only militant group remaining in the nation as a whole – they are everywhere and have ears in every town and household.

The Royal Gazette, distributed to the nobility by the church, has noted on several occasions that the assassination of Steins last duke was not mandated by the church, but just none the less. He was punished for speaking against the church and the great nation of Bonteland. As is common in families, the Duke’s son has shown the heresy of his father. He too shall be punished for his extreme indiscretions with the nation’s resources. The boy’s ‘little revolution’ shall be put on its heels until the Jageren destroy him and his followers in the next culling.

The miscreants that remain after the Vivaldi purge of the traitorous rhubes are slowly dying off as a result of their former lord’s poor choices. Soon the world will be rid of this vermin and the stain of the rhubes will be gone from the cradle forever.

The Tempestii are a farce. They are probably a band of pirates with a fancy backer that has somehow managed to impress the other lesser nations. Bonteland stands strong and knows a mountebank when we see one. The Tempestii are confused barbarians who do not have faith, nor do they have the resources to truly effect any major politics in our world. Soon the Jageren will show the world that they were lucky during the last culling, and we will never be pestered by their kind again.

Our progenitors from Amondria are a lot like our elders. They are frail, require frequent assistance, and bring nothing positive to the family table. Soon they will be so frail that we will take them into our fold as a colony of Bonteland. They cannot stop this inevitable conclusion, and should aid in their own demise to facilitate our conquest! Why not?!? It would be good for us and inevitable for them…it would be best to get it over with quickly.

Portune is a wasteland filled with bumpkins who have no cohesive civilization. We do not recognize them as a fellow nation. When we acquire Amondria, Portune will be the unfortunate bonus we will have to endure.

With the traitorous military disbanded, and the chevaliers burned out of their homes the royals once again rule the nation. The Stein rebels threaten to use their disbanded heretics against us in a war, but they do not know that the coffers run rich enough to buy the troops of our enemies to fight them off. No loss to us, an army with the rabble of Amondria, Portune, and our own hovels will cover every inch of the Stein countryside within weeks of their open intent to make civil war on us. At the end only true Bonte will be left alive and our nation will be rid of the blight of traitors and foreigners alike.

Portune


The Passionate Land. They are currently ‘ruled’ by Amondrian senators who ensure that their ailing people are well fed from the fertile plains of the Mar de Oro. For the most part Amondria does not meddle in Portune affairs, so the barones don’t mind helping. Most internal issues are handled by these Barones de Ranchero Grande, the ten most influential land owners in all of Portune.

The northern Portune coastline is the path of commerce between Amondria and Bonteland. Without it the two nations would suffer greatly in matters of economy and diplomacy. Currently the Barons allow the coast to be used by their neighbors as a mark of respect, but with both nations’ insults building up ire of the new generation of ranch barones, it is only a matter of time before the Portune navy reveals itself to begin taxing the route.

Recently the senators of Portune conscripted thousands of young men and women into military training camps. The Amondrians aim to have us fight a war side by side with their slaves. For now, we let them train us, and then we will use that training against them should they ever decide to come to conflict with our nation.

We have heard of this Rhubezhal, it seems both interesting and wonderful. Many young men and women have sailed to see it- so far none have returned.

The Tempestii are a wonderful people who we have had strong kinship with for over a hundred years. For some reason they have requested that we keep their influence a secret from the rest of the world, and so- as friends we honor their request. With their aid we have built a fleet of ships, industrialized our southlands, and learned the arts of diplomacy needed to deflect any investigations done by the Amondrian senate during their current visit to our country.

Rhubezhal


The Edge of Darkness. Rhubezhal was created as a result of a political faux pas with a noble in Bonteland. He was ordered by the king to gain new lands and tame them in ten years. He dedicated his household, as well as a great number of merchant families, to the cause. In the end, he was technically successful as he had begun a bountiful lumber trade with the strange woods from the land he’d carved from the southern coast of the Dark Woods. When he returned, however, his experiences amongst the common people had changed him. He had lived and fought back to back against a terrible darkness with peasants and merchants alike. He had come to know them and respect them as capable individuals. His sense of ultimate superiority due to his bloodline had eroded away and been replaced with the sense of community that a people under constant threat of death must have in order to survive.

Unfortunately for him, the royals were unforgiving after being exposed to his damaged sense of propriety. Someone like him could do damage to the culture that had been so carefully pruned and maintained by the church and royalty. They hatched a plan to publicly humiliate his family. The plan worked far better than they could have ever imagined when Rhubezhal’s wife spontaneously attacked and killed the agent sent to condemn them.

The Church labeled him and his family heretics. The Royal tax collectors were sent to his estates and offices around Bonteland. They murdered anyone related to or associated with Lord Rhubezhal. They mailed the former lord’s head back to his people abroad with a royal writ stating that they were exiled. No one has seen his wife since the attack. For them, to set foot in the lands of, or sail the seas around, Bonteland was a death sentence. Since then, the houses of Rhubezhal have stood alone against the horrors that have become increasingly threatening to their very existence.

After the Jageren somehow missed their existence during the last culling, Rhube pirates braved the waters to the south on rumor that a new power had risen to destroy the Jageren. After taking this desperate gambit and at great cost a single Rhube ship navigated the great storm that protects the Emerald Coast. The Tempestii, surprised by the bold and impassioned move took the sailors in and nursed them back to health. The words exchanged by the survivors would change the fate of Rhubezhal forever. Almost a year later the Rhube pirates returned home at the head of a flotilla of Tempestii tradesmen and cargo ships. The Tempestii hit the shores of the Dark Continent with a fervor- seeking adventure and to aid the downtrodden. They took the Rhube blackwood and began selling it to the Amondrians and Bonte as exotic dark wood from their lands. The relationship has been fruitful for both parties, and for the first time in the existence of Rhubezhal there runs a tiny spark of hope in the populace.

The relations between Rhubezhal and Amondria have always been sparse. But with the creation of the serpentii houses and the use of the southern trade routes they have worked quite a trade in goods and services with the former slave houses on Amondria. It would seem that the serpent hunters like to hunt big game wherever it may reside!

Last year the Rhube corsair Derrick Bar’Leehan sank a Bonte ship of the line south of Stein lands. It was the biggest victory to date for the growing Rhube navy. The Bonte nobility has directed their political and martial pressure toward Stein as of late, leaving their southern ports open for ‘cultural exchange’.

Tempest


The Emerald Coastline. The Tempestii have lived in isolation for much of their existence. To the West is the Burning Death: the largest barren land in the Cradle. No rain falls there and no animals roam its interior. To the East is a perpetual storm so large that it fully encompasses their shoreline throughout the year. These harsh barriers have been as much a boon as a burden to the Tempestii, as the isolation kept them out of world events for centuries. Now that they have decided to join the world and experience its treasures and adventures, they have sent a great many adventurous people out to represent their nation. Their exotic lands and culture are a breath of fresh air in the otherwise stoic Cradle. They are a generally happy people that seek to make others’ lives “colorful” for having met them.

To the Amondrians, Majeed would say that altruism is a form of currency far more powerful than a mountain of lies.

To the Portune, Majeed would say that a home built is worth defending. A defended home is not one on another family’s land.

To the Bonte, Majeed would say that all of the wealth of mankind cannot buy a soul darkened by traditions of greed.

To the Stein, Majeed would say that revolution should be a game. If it is not fun then you have missed the point.

To the Rhubes, Majeed would say that hardship creates hard people.

Stein


The Shattered Stone. Run by the current Duke Griegor from ‘The Stein’ and thusly the budding nation’s namesake- a castle formed into the rim of an ancient crater. The mining of this site provides almost the entirety of the world’s iron ore. With the supplies given by the Amondrians over the last half century it has become the primary weapons manufacturing site on the Cradle.


The Stein people are hard and uncompromising. They have the oldest surviving culture, possibly even older than Amondria itself. Formerly a nomadic people, they have fended off Jageren and shadow beasts alike for longer than the calendar has existed. Their lands are harsh and unforgiving, lending to their traditionalist religious views. After the invasion in 14-00 they were absorbed into Bonteland, supplying the bulk of the army and military technology that Bonteland used to solidify their hold on the northern continent.

Recently the army was disbanded, and most of the Nobility of Stein hanged as heretics in the name of Bonteland’s backward religious corruption, the embers of revolution have been warming in the hearts of Stein. Should they turn their eye toward Bonteland it will not be kind.

The Rhubes are not allies, but outcasts to be pitied. They were cut from the country after killing a noble in an act of defiance during a court to determine the survival of Bonteland. They almost destroyed the nation with their little ‘tantrum’ If they survive their forest for a century, then we may respect them.

The Tempestii are flamboyant fops who can be dangerous if pushed to extremes. A pet animal can attack its owner and kill them if it is both lucky and pushed to extremes, it does not make it a drakun!

The Amondrians are necessary allies and have been since before our revolution began. With their supplies we will forge the most advanced army in the world, and show Bonteland what the price of betrayal really is. The Islanders worry about our stance in the war and our waning coffers. They cannot see that when we are done all of the coffers of the Bonte nobility will be available for our use.

It is said that the Amondrians brokered a deal to send the untrained masses from Portune to fight us. We will have to apologize for destroying their army of toy soldiers after we win the upcoming war.

Jageren


The Terror. Most of the culture of Jageren is held secret by its people. As a whole, the world only experiences them at the turn of the calendar. Most people remember Jageren as the terror that murders villages and burns cities without cause or warning. They are seen as uncivilized barbarians that have the capacity for violence on a worldwide scale. Those in their own culture that disagree with the national ideologies and wander outside their borders are seen only as enemies and taken out along with the natives of the other nations during an invasion. When not changing the world, almost every Jageren stays in the frozen north beyond sailing capability.
Unbeknownst to the peoples of the cradle, they never truly go away. Portions of their people disagree with the ‘Great Culling’ that their leaders bring every eighty-eight years. Those Jageren commonly leave their people to visit the other nations. They seek to learn their ways and bring them home without the needless costs and bloodshed. To those who stay in Jageren, these people are confused at best and raving mad at worst.


Thank you!

The Jingasa Games Staff

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