Iskiela: Unity | Signups and OOC

fatalrendezvous

Ever forward.
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Posting Speed
  1. 1-3 posts per day
  2. One post per day
  3. Multiple posts per week
  4. 1-3 posts per week
  5. One post per week
  6. Slow As Molasses
Online Availability
8 AM - 6 PM and 10 PM - 2 AM
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Prestige
  5. Douche
  6. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. Futanari
  4. No Preferences
Genres
Fantasy (High and Low), Sci-Fi, Modern Fantasy, Modern Realistic, Apocalypse, Drama, Romance... I have lots of interests!
CLICK HERE to be taken to the IC!​

  • Iskiela: Unity is a player-driven roleplay (inspired by an old Iwakuan, Murasaki-sama) that takes place in a low-fantasy world called Iskiela. It occurs right around the time of a ritual called The Unification, a time-honored peacekeeping tradition that matches an heir from each of the Ten Nations of Iskiela with another and unites them in marriage.

    The catch: Heirs do not get to choose who their character will marry. This will be done at random once all Heir spots have been filled. Depending on male/female gender balance, this MAY result in same-sex pairings, but it almost certainly WILL result in craziness!

    Players of an Heir will be able to come up with the name of their nation, their politics, their trade specializations, etc., and are also required to pursue at least one relationship outside the one assigned for their marriage. These non-Unity relationships do not need to be romantic, and they do not need to be reciprocal - that is, if you play Character A and choose to have A fall in love with Character B, Character B is not obligated to make it easy or fun for character A to fall in love.

    There is a definite end for Iskiela: Unity in mind. I have plot events in place to move the story along, although I am more than willing to be flexible and to let the events of the story shape the outcome!

    Iskiela: Unity players can expect a story of fantasy drama, action, courtly intrigue, romance, politics, and just a liiiittle bit of off-the-wall unpredictability! If this interests you, read on!
  • Iskiela: A Brief History

    Many centuries ago, Iskiela was a very different place.

    Ancient historical texts recount tales of a world constantly embroiled in war. Nations clashed over resources, over ideals, over religion... and sometimes just for the sake of conquest. We are told of dark and trying times, of hunger, of fear, of uncertainty.

    But the flames of war can only burn for so long before they run out of kindling.

    After countless years of warring and bloodshed, the leaders of the ten nations of Iskiela - tired and battle-worn descendants of their less agreeable forefathers before them - convened in a summit to reconcile their differences. They agreed to meet in the heart of Iskiela, in the nation of Amberholm, to negotiate terms.

    It is unclear how long the ensuing deliberations lasted. Some say months, others years. Ambassadors, thinkers, and scholars poured in from all reaches of the land to sit beside what had once been their bitter enemies in order to reach an agreement: to keep the peace, once every fifty years Iskiela would hold a ritual known as the Unification.

    Each leader of the Ten Nations would send an heir - son or daughter - to Amberholm, to be wed to the heir of another nation.

    ...Again, many centuries ago, Iskiela was a very different place.

    We now know peace, brotherhood, and unity. The Ten Nations have flourished thanks to trade and the transfer of ideas. While of course we still have our differences, they typically result in little more than border skirmishes and idle threats. It is a tenuous, delicate peace, but it is one that the Unification has helped to uphold.

    Now, another half-century is upon us, and once again the Nations will send their Heirs to Amberholm to be wed, so we may celebrate and honor Iskiela's past, and look forward towards the future.​

    General Info

    Magic
    Magic is rare in Iskiela. Ancient stories tell that it used to be more widespread and more common, but the powers of magic have waned in the centuries since the First Unification. Children are often told tales of powerful mages that could char the earth with pillars of flame, but nowadays magic is naught more than a cheap parlor trick. Few even believe that "real" magic ever really existed.

    Creatures
    There are legends in Iskiela of dragons, griffins, sea serpents and other fantastical beasts. Nobody alive has ever seen one, but occasionally we discover the remains of animals far larger than ones that we know currently. Animals in current Iskiela are not magical, and the largest ones nowadays are typically livestock, predators, or beasts of burden.

    Technology
    Roughly medieval. Iskielans commonly use swords, spears, and bows in combat, though gunpowder is beginning to find some (limited) use in cannons and in primitive explosives. Horses are still the fastest mode of ground transportation, and boats and ships rely on sails. No steam power, no gas, no electricity.

    Diplomacy
    Since the First Unification, war has been extremely uncommon and heavily frowned upon, thanks to pressure to keep the peace from other uninvolved nations. If war does occur, it typically results in little change in terms of land possession or border movement, and is often mediated by other nations to help resolve conflict. That said, there are some long-standing and deep-burning rivalries still in place, tenuously held at bay by the Unification.

    Language
    Most nations have their own native language (players are not required to come up with this, but you are welcome to if you feel so inclined), but Iskiela has adopted a global language often referred to as the General, or Common tongue.

  • Map of Iskiela. Unnamed nations have been numbered for identification.
    Iskiela.jpg

    Political map of Iskiela with map elements removed, to show the borders of each nation.
    Iskiela Political Map.jpg


  • Rules
    • Players may play citizens of Amberholm, an Heir, or a member of an Heir's entourage.
    • You do not HAVE to play an Heir if you don't want to. If you just want to be a part of the story, you are more than welcome and I will find a place for you!
    • If you plan to play a non-Heir character that is NOT from Amberholm, please get the okay from that nation's player first.
    • Players may not play more than one Heir character.
    • Each Heir will be engaged to another Heir. Pairings will be announced after all spots are filled.
    • Additionally, each Heir will be required to form another "non-Unity" relationship. These may be secret lovers, best friends, enemies, political allies, etc., and will NOT be predetermined. Players are encouraged to collaborate with other players on further character relationships, but every Heir must have at least one non-Unity relationship with another character.
    • All primary player characters must be human. Heirs should be age 16-30. Non-Heir characters can be any reasonable age.

    Posting Expectations
    • I aim for Iskiela: Unity to be roughly Adept to Prestige.
    • Please be proactive! Seek out character interaction, and do not be afraid to ask other players to collaborate and work with you.
    • If you are playing an Heir, you are welcome to assign names to mountains/forests/rivers etc. that lie within your nation's territory. Get creative with the map and I will adjust it to reflect changes made by players.
    • I actively encourage players to act for other characters - for example, streamlining long action sequences into a few posts, or consolidating conversations. This not only reduces the "waiting game" effect, but also helps to move the story along and can even make you a better writer. Make sure you communicate with your roleplay partners first and get their approval before you act for their character!
    • Iskiela is less a roleplay and more of a collaborative writing project. When the story begins I will share the approximate plot breakdown with all other players, and welcome every writer's input on how to shape the story.
    • This will be a roughly PG-13 or R roleplay (leaning towards R). No smut, and no excessive gore or violence.
    • I'm aiming for a post roughly once or twice a week from primary characters, but willing to be flexible depending on how the speed of the RP is moving. Please be aware that if you are gone too long (or if you flat-out disappear) I may hand control of your character(s) to another player.
    • I utilize in GMing what is sometimes called the "karma system." It is my way of keeping characters in line if/when they overstep their character's abilities or abuse power levels. The easiest way to think of the karma system is to remember that your decisions in this game matter, and the game will adjust to compensate for them. Don't expect to go on a killing spree in town without consequences later on.

  • Players MUST use these skeletons. I will not compromise on this. Feel free to decorate it / color it / format it / reorganize it / otherwise pretty it up however you like, but the content must not go beyond what is contained in these skeletons. Feel free to reserve Nations if you like, but be aware I may open them back up if we don't hear from you!

    BE BRIEF! I am not looking for an in-depth understanding of your characters; just the basics. Let the players discover all the facets of your character in the game, not at the character select screen before the game even starts.

    Characters

    Name:

    Age:

    Appearance: (Pictures preferred! Otherwise, be brief)

    Occupation: (What your character does for a living. Heirs can have an occupation too, but don't necessarily have to)

    Nationality: (What nation your character is from)

    Formal Title: (If any. Keep in mind, "Heir of [Nation]" can be a title if you want)

    Five Words That Describe Your Character: (Five separate, individual words, without further elaboration)

    Notable Skills: (4 maximum. Brief explanation allowed)

    Nation Info

    Because of the nature of the game, and because every nation is already well-known and well-understood by people of other nations, you can explain a bit more on nation info.

    Nation Number and Name:

    Capital City:

    System of Government: (This description should also include the person of power who is the Heir's parent.)

    Basic Terrain and Weather: (Please use the map! Nation 5 is obviously cold, and Nation 6 is desert. Use your best judgment!)

    Trade Specialization: (How does your Nation conduct trade with other Nations? What does your Nation specialize in that allows it to make money?)

    Notable or Interesting Facts:

    Anything Else: (Optional)

  • List of Nations/Heirs:
    These characters are the center of the RP. The character does not have to be a prince or princess, if the nation has a non-monarchical system of government; however, the person must be a child of the current leader of the country.

    RESERVATIONS ARE OPEN AND FIRST-COME, FIRST-SERVE.

    # Nation Heir Writer
    1​
    Fairlea Echo Astraea Fiona
    2​
    Bocaccia Nero Di Acuto Hecatoncheires
    3​
    The Dominion of Praxus Elendi Vasernas Mglo
    4​
    Aurum, the Golden Dawn Gilead unanun
    5​
    Sor Kal Moira En Mar ItariChan
    6​
    OPEN
    7​
    Matžem Dag Caoileann Ó Deághaid Lesbingus
    8​
    Romorant Apollonia Rehn Ariel
    9​
    The 13 Melodies Loros Lumenstile rissa
    10​
    Amberholm Helene Meriva fatalrendezvous


    Non-Heir Characters:

  • Any player-created lore, either of their own heirs / nations or of their interactions with other nations, will go here. Reach out to the other heirs and plot!

    While you certainly don't need to go out of your way incorporate these things, nations DO often know about other nations so it makes sense to reference a thing or two every now and then - it helps give this world life!

    People from each nation are referred to as:
    Fairleans
    Bocaccians
    Praxians
    Aurochs
    Sor Kali
    Valorado/a
    Matzem
    Romorantin
    Melodites
    Ambers

    Nation 1 - Fairlea

    • Fairlea exports mostly wools and crops, the most well-known of which is a... well, a plant, of sorts, with a sweet smell and taste, called mama lulu. It is often used to soothe anxiety and relieve tension. Most effective when smoked or steeped in a tea. WARNING: Overuse of mama lulu while pregnant can result in the children being born with pointed ears.
    • Receptiveness towards the recreational use of mama lulu varies by nation and culture.

    Nation 2 - Bocaccia

    • Nothing yet!

    Nation 3 - Dominion of Praxus

    • The Dominion of Praxus is a highly militaristic nation. This often causes tensions and is seen by some as open disrespect towards the Unification.
    • Praxus is also well known for producing excellent horses.
    • Many of the world's finest ores and minerals come from Praxus.

    Nation 4 - Aurum

    • Aurum is well-known for offering its services on a sort of contract / outsource basis to any person of any nation. While anyone in Aurum can be leased for their services, the nation is best known for its logicians, arithmeticians, and specialists in other highly educated fields.
    • Considering Aurum's heavy focus on education, its universities are some of the finest in Iskiela and are world-renowned.

    Nation 5 - Sor Kal

    • Nothing yet!

    Nation 6 - Las Valoradas

    • Nothing yet!

    Nation 7 - Matžem Dag

    • Nothing yet!

    Nation 8 - Romorant

    • Nothing yet!

    Nation 9 - The 13 Melodies

    • Nothing yet!

    Nation 10 - Amberholm

    • Because of the nation's centrality, Amberholm is a trading hub and many people of different nations reside in Amberhall to make a living off of selling their nation's primary goods in the city.
    • As a result of the nation's relative wealth and abundance of exotic goods, the nation has a bandit problem outside the walls of Amberhall. The forests and rivers can be treacherous during the night time, due to river pirates and rogues from other nations looking to make a quick profit. Travelers going to and from Amberhall are advised to stick to well-trod paths in the daytime.
    • As a nation, Amberholm claims fairly wide borders. But the vast majority of Ambers either live within the city of Amberhall proper or in the farmland immediately outside its walls. For this reason, the names Amberholm (the nation) and Amberhall (the city) are almost interchangeable.
    • Men from Amberholm and Romorant tend to clash in the regions along the river, mercenaries or brigands from either side meeting swords over squabbles or petty thievery.



  • Join the Discord!

    Joining the Discord server is not required, but it helps to keep informal chatter and plotting in one place where it's easy to comb through and search later.


  • HELP! WHAT DO I DO!?

    As a general rule: Don't be afraid to move scenes forward. Collaborate with your co-writers! Don't just react to previous posts; act as well! Assuming you aren't doing something absolutely bonkers, I'll probably roll with it.

    Chapter 1 Survival Guide
    • Chapter 1 is loose and easy and is meant as an intro chapter.
    • Heirs arrive to Amberhall and are received by a welcome party, namely Nanette and possibly Helene.
    • The main roads are like a parade. Everyone wants a chance to see the pretty nobles. Do your characters bask in the glory or do they hide? Did they maybe arrive days ahead of time in secret specifically to avoid the pageantry? Are they late? Why?
    • Once at the Keep, Heirs will be escorted to their quarters, which are furnished and will have most of the comforts of their home nations.
    • How do your heirs feel about the unification? Excited? Disgusted? Nervous? Do they need some mama lulu to relax?
    • Settle in and explore. Feel free to help worldbuild the city of Amberhall if you like. I will follow your lead on most things. Amberhall is like a slightly less shitty version of King's Landing from Game of Thrones.
    • Non-heirs can also take this time to start some antics as well. With all the city's attention turned upon the arrival of the Heirs, I'm sure you could get away with a lot of unsavory and/or illegal things...
 
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Another condottiere? And a Hawkwood at that - "Inglese Italianato è un Diavolo incarnato"!
>someone spotted the Hawkwood reference
my-man-rick-and-morty.gif
 
I mean, I basically made Machiavelli's Prince. With a little dose of Caterina Sforza, the Tigress of Forli.
 
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I mean, I basically made Machiavelli's Prince. With a little dose of Caterina Sforza, the Tigress of Forli.
Bruh you need to get yourself onto the Discord, cos I feel like there's gonna be some interesting connections between Romorant and Bocaccia we can figure out.
 
I mean, I basically made Machiavelli's Prince. With a little dose of Caterina Sforza, the Tigress of Forli.
Bruh you need to get yourself onto the Discord, cos I feel like there's gonna be some interesting connections between Romorant and Bocaccia we can figure out.

Sorry, but I'm really bad with Discord. I'd like to keep discussions here.
 
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I'd like my char to be from tol brida if thats ok sorry for the delay it's been an ugh day open to other options if I'm steping on toes
 
I'd like my char to be from tol brida if thats ok sorry for the delay it's been an ugh day open to other options if I'm steping on toes
If you make a character from Praxus/Tol Brandir, they cannot be an heir and you'll have to check with @Mglo
 
I mean, I basically made Machiavelli's Prince. With a little dose of Caterina Sforza, the Tigress of Forli.
Bruh you need to get yourself onto the Discord, cos I feel like there's gonna be some interesting connections between Romorant and Bocaccia we can figure out.

Sorry, but I'm really bad with Discord. I'd like to keep discussions here.
I will make sure to keep you informed! There is a lot of chatter on the Discord but we'll do our best to keep you in the loop.
 
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Quick question: is this first come first serve?
 
I believe Nation 9 is still open. I can consider freeing up Nation 4, Aurum, and rewriting the lore to suit 9, as that one seems to be the black sheep.
 
I believe Nation 9 is still open. I can consider freeing up Nation 4, Aurum, and rewriting the lore to suit 9, as that one seems to be the black sheep.
No worries, I'm still on the fence on whether or not I'll join. Ima sucker for nation-building projects like these tho, but before I tempt myself further, what's the posting speed gunna be like? I didn't notice it in the posting expectations section.
 
Under rules and expectations, the speed is given at once or twice a week. I'll probably be on the slower side :)
 
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Under rules and expectations, the speed is given at once or twice a week. I'll probably be on the slower side :)
aaaiiiiiiiie it was right there huh, ty!!

One last question before I leave ya alone: Is there a lore/narrative reason behind the "dead" spaces on the map? Are they uninhabitable? Points of interests we'll be exploring in the narrative? With 9 being the only kingdom left and with no mainland ties, I'm wondering how best to frame it in me head.
 
I'm gueesssssing that those are contested areas. The Unification may be mixing bloodlines, but the peace is tenuous.
 
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And again, I'm open to freeing up Nation 4 to write for 9; in the first incarnation I joined to fill in a writer who dropped out. We can talk more if you decide to app!
 
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And again, I'm open to freeing up Nation 4 to write for 9; in the first incarnation I joined to fill in a writer who dropped out. We can talk more if you decide to app!
I'll admit my posting speed is relatively slow, one post every two weeks with some collab replies in between. If that's too slow, lemme know, but if not, I'd be happy to throw up an app for 9 whenever the update is done / I get home. c:
 
Those could be old rules from her first iteration! Check with fatal though, I'm just level 1 tech support not the GM :D
And again, I'm open to freeing up Nation 4 to write for 9; in the first incarnation I joined to fill in a writer who dropped out. We can talk more if you decide to app!
I'll admit my posting speed is relatively slow, one post every two weeks with some collab replies in between. If that's too slow, lemme know, but if not, I'd be happy to throw up an app for 9 whenever the update is done / I get home. c:
 
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Reactions: rissa
And again, I'm open to freeing up Nation 4 to write for 9; in the first incarnation I joined to fill in a writer who dropped out. We can talk more if you decide to app!
I'll admit my posting speed is relatively slow, one post every two weeks with some collab replies in between. If that's too slow, lemme know, but if not, I'd be happy to throw up an app for 9 whenever the update is done / I get home. c:
This is plenty in terms of posting speed!
 
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Name: Apollonia Rehn

Age: 27

Appearance:
EIQffV9WkAAaxYE.jpg


Occupation: Heir of Kulvulcan/ Mercenary captain

Nationality: Kulvulcan

Formal Title: Serenissima of Kulvulcan; The Black Princess

Five Words That Describe Your Character: Ambitious; Perceptive; Cunning; Ruthless; Charming

Notable Skills:
Administration - It may seem boring, and it certainly is tedious at times, but paperwork is crucial to the functioning of a nation. And it grants a deep and subtle power to those who can grasp and wield it. Apollonia understands this and has dedicated long hours to mastering the dark arts of bureaucracy.
Generalship - Almost an extension of administration (and not the other way, as most of her men would have it), the leading of armies is an art unto itself, and one that Apollonia has been steeped in since childhood. She has grown up with the smell of saddle leather, sore feet and iron, and knows well how to organise and lead military forces. For all her fabled ruthlessness, she is well respected by her troops, because they know that they rarely go hungry and always get their back pay, as well as copious opportunities for looting. Flowery speeches and battlefield brilliance may read well in the history books, but they take a back seat to a well-fed, well-paid and well-drilled army.
Dissembling - Part of leadership is being all things to all men. And this is a skill that can be studied as well - "To look like the innocent flower, but be the serpent under't". Apollonia has been schooled in hiding her own feelings and presenting the image that the outside world wants and needs to see. That can be an inspiring leader, a serious governor, a cruel despot, a charming host, or whatever else will answer the demands of the moment.
Fighting - Once in a while, a leader needs to get their hands dirty. They might have to lead a crucial charge, storm a stronghold, or even defend themselves against an assassin. When that happens, they'd best be able to handle themselves. Apollonia is as much a warrior as any of her dogs of war, skilled in the use of lance, pollaxe, sword, dagger, or even bare hands. Her fighting style is direct and brutal, based on a vicious form of grappling that doesn't shy away from breaking legs or putting fingers into eyes.


Nation Info


Nation Number and Name: 8; Romorant

Capital City: Kulvulcan (see below)

System of Government: Federated monarchy - Kulvulcan is a city-state that has acquired a hinterland by virtue of being the main player in the region. It is situated on the island of Romorant, which has traditionally been fractured and fractious. But Kulvulcan has become the effective leader and capital of the island by becoming the richest polity. It has not sought that leadership, especially since trying to get the Romorantin states to get along is a fool's errand. It simply goes its own way, and the others follow along if they know what is good for them. That has been a surprisingly effective strategy for a couple of generations, and Romorant is well on its way to developing a stronger and more comprehensive union, alongside nascent island-wide institutions such as the Bank of Kulvulcan and the Black Company, a mercenary company that is essentially the federal Romorantin military.

Kulvulcan itself is led by a semi-hereditary monarchy. The King is theoretically elected by a council

Basic Terrain and Weather: Romorant is composed of two parts - the mountainous East, which covers two-thirds of the island and is characterised by windswept gorges and valleys, with small and isolated settlements of rugged fisherfolk and miners; and the flatter West, where most of the population, agriculture and industry reside, with a much more amenable climate. Even so, the island as a whole is often rocked by earthquakes and typhoons, making for a stubborn and resilient people.

Trade Specialization: Romorant has historically had to be largely self-sufficient, but it is well known as a source of craft goods and warriors - both mercenaries and privateers. While it does not produce large amounts of goods for export, it has a large merchant marine, and much of the trade in the Eastern seas (and indeed beyond) is carried in Romorantin hulls. This has brought in a large amount of ready cash for Romorant in general and Kulvulcan in particular, allowing the Bank of Kulvulcan to become the most influential commercial lender in the region. If a noble or polity has a loan, it is more than likely held by the Bank of Kulvulcan, either directly or through intermediaries. Alongside the still-secret development of double-entry bookkeeping, this has kept the coffers of Kulvulcan burgeoning.

Notable or Interesting Facts: The Romorantin language is a fluid, musical tongue, and gives its speakers a distinctive lilting accent when they speak Common. It has many different dialects, but they can be broadly classified into East and West Romorant.
Romorantin crafts are justly famous. They include fine ceramics, jewellery and textiles. Seasilk - woven from threads derived from seaweed - is soft but strong, and can be made into a dense, thin but light cloth that is cool in summer but warm in winter. Seasilk scarves and shawls are much in demand among the wealthy far and wide.
Romorantin culture is deeply concerned with appearances and propriety. The forms of courtesy and respect must be observed, regardless of one's actual feelings. This has given the Romorantin a reputation for being duplicitous; they claim they are simply misunderstood, and that it's not their fault if the vulgar and uncouth cannot grasp the subtler points of social interaction.

Anything Else: (Optional)

heya!

i sent everyone in the discord a questionnaire-type thingy and i forgot u werent in there, feel free to ignore if u want, its just optional brainstorming/plotting/worldbuilding stuff!

Kulvulcan

Are you only claiming the islands attached to Kingdom 8? Sorry if I'm misunderstanding, you just keep referring to Kulvulcan as an island as a whole.

I had the idea that the 13 Melodies would have a very fluid and melodical mother tongue, so I wonder if the Melodite language was at one point in time an offshoot of Romorantin language!

Going along with my previous tirade of past Melodites thriving on raids, I assume, with their militaristic and naval expertise, they would have often been at odds with one another, and even with the Unification and the absolvement of the Melodite raids, I bet their cultural differences would keep the tension alive between them!
 

heya!

i sent everyone in the discord a questionnaire-type thingy and i forgot u werent in there, feel free to ignore if u want, its just optional brainstorming/plotting/worldbuilding stuff!

Kulvulcan

Are you only claiming the islands attached to Kingdom 8? Sorry if I'm misunderstanding, you just keep referring to Kulvulcan as an island as a whole.

I had the idea that the 13 Melodies would have a very fluid and melodical mother tongue, so I wonder if the Melodite language was at one point in time an offshoot of Romorantin language!

Going along with my previous tirade of past Melodites thriving on raids, I assume, with their militaristic and naval expertise, they would have often been at odds with one another, and even with the Unification and the absolvement of the Melodite raids, I bet their cultural differences would keep the tension alive between them!
I'm claiming just the island as the Romorantin lands per se, but it could be that they have some colonies on the mainland as well. They wouldn't consider those part of the Romorantin heartland though, so for example if someone else attacked them the Kulvulcan forces (i.e. the Black Company and the Royal Kulvulcan Fleet) wouldn't automatically spring to their defence - it would depend on the situation.

And sorry but I don't know anything about the 13 Melodies, which haven't come up in this thread. Is it lore from a previous iteration of this game or something that's been mentioned on Discord?

But I'm down with anything that creates rivalries and tension! Even with the Unification, there would probably be a lot of "private entrepreneurs" seeking prey, and the legitimate rulers have to deal with them - so lots of privateers, false flags, deniable incidents, and so on.