FSTGOD3 OOB Thread
Moderator: B4UTRUST
#1 FSTGOD3 OOB Thread
Place Orders of Battle here. Charon and I will finalize who gets what power levels this afternoon, and I will record such in this post as well as the OOC thread.
Game Mechanics
Infantry:
.5 pts = 2000 Skirmishers, sling men, javlieners, etc, no armor, no shields, handweapons (swords, axes, maces, etc)
1 pts = 2000 light infantry, no to leather armor, small shields, handweapons
2pts = 2000 medium infantry, Leather to scale/chainmail, shields, handweapons, pikes or 2 handed weapons.
3pts = 2000 heavy infantry, chainmail, shields, handweapons, pikes, or 2 handed weapons
Cavalry:
1pt = 500 light cavalry/horse archers, no to light armor, horses unarmored, spears, hand weapons.
2pts = 500 medium cavalry, leather to scale/chain mail, shields, handweapons, bows, lances, horses lightly armored
3pts = 500 heavy cavalry chain mail, sheilds, handweapons, bows, lances.
Horses fully armored
Archers:
1pt= 1000 shortbows. leather armor, shortbow, handweapon
2pts= 1000 crossbows, leather armor, crossbow, handweapon
3pts= 1000 longbows, leather armor, long bow, handweapon.
Navy:
1pt= 20 Scout ships, (unsure on approximate weapon loadout), light and fast, skirmishing and scouting.
2pt= 20 Light Warships, (unsure on approximate weapon loadout), Medium build, sea warfare.
3pt+ 20 Heavy Warships, (unsure on approximate weapon loadout), Heavily reinforced timber, sea warfare or troop transport.
Siege Weapons:
Ballista-
1pt= 10 Light Ballista, anti-infantry and cavalry work.
2pt= 10 Medium Ballista, fortress sieges.
3pt= 10 Anti-Air ballista, taking down air units.
Onager-
1pt= 10 Light Onager, Easily transported but not strong.
2pt= 10 Medium Onager, siege of fortresses.
3pt= 10 Heavy Onager, destroy heavily fortified objects.
Trebuchet-
2pt= 10 Light Trebuchet, Improved accuracy and distance over Onager.
3pt= 10 Heavy Trebuchet, destroys practically anything it pleases.
Magic:
Magic is mostly left up to the players and characters. There are limitations; while sorcery can be powerful, wizards are still capped at two points just like other unique characters; see below. They will not be able to decimate entire armies by themselves. Charon's idea is to have dragons attracted to high magic to serve as beating sticks for the moderators if someone's magic gets too out of control.
Divination is an inexact magic at best, and you can expect most fortresses and major cities to be shielded against it in some way. Communication magic works fine, albeit on a limited scale.
Unique Characters:
1pt= A champion, a small-time hero or perhaps lesser general of an army.
2pt= A hero, a champion of your country, an extremely powerful mage or the best warrior(s) of your country.
Experience or Better Equipment:
A unit's experience, access to superior equipment, or superior training is shown through extra point expenditure past the original cost. This cannot exceed the initial point cost + 3.
Points breakdown by nation strength is as follows:
Minor Power: 50
Regional Power: 80
Major Power: 110
Grand Power: 140
Game Mechanics
Infantry:
.5 pts = 2000 Skirmishers, sling men, javlieners, etc, no armor, no shields, handweapons (swords, axes, maces, etc)
1 pts = 2000 light infantry, no to leather armor, small shields, handweapons
2pts = 2000 medium infantry, Leather to scale/chainmail, shields, handweapons, pikes or 2 handed weapons.
3pts = 2000 heavy infantry, chainmail, shields, handweapons, pikes, or 2 handed weapons
Cavalry:
1pt = 500 light cavalry/horse archers, no to light armor, horses unarmored, spears, hand weapons.
2pts = 500 medium cavalry, leather to scale/chain mail, shields, handweapons, bows, lances, horses lightly armored
3pts = 500 heavy cavalry chain mail, sheilds, handweapons, bows, lances.
Horses fully armored
Archers:
1pt= 1000 shortbows. leather armor, shortbow, handweapon
2pts= 1000 crossbows, leather armor, crossbow, handweapon
3pts= 1000 longbows, leather armor, long bow, handweapon.
Navy:
1pt= 20 Scout ships, (unsure on approximate weapon loadout), light and fast, skirmishing and scouting.
2pt= 20 Light Warships, (unsure on approximate weapon loadout), Medium build, sea warfare.
3pt+ 20 Heavy Warships, (unsure on approximate weapon loadout), Heavily reinforced timber, sea warfare or troop transport.
Siege Weapons:
Ballista-
1pt= 10 Light Ballista, anti-infantry and cavalry work.
2pt= 10 Medium Ballista, fortress sieges.
3pt= 10 Anti-Air ballista, taking down air units.
Onager-
1pt= 10 Light Onager, Easily transported but not strong.
2pt= 10 Medium Onager, siege of fortresses.
3pt= 10 Heavy Onager, destroy heavily fortified objects.
Trebuchet-
2pt= 10 Light Trebuchet, Improved accuracy and distance over Onager.
3pt= 10 Heavy Trebuchet, destroys practically anything it pleases.
Magic:
Magic is mostly left up to the players and characters. There are limitations; while sorcery can be powerful, wizards are still capped at two points just like other unique characters; see below. They will not be able to decimate entire armies by themselves. Charon's idea is to have dragons attracted to high magic to serve as beating sticks for the moderators if someone's magic gets too out of control.
Divination is an inexact magic at best, and you can expect most fortresses and major cities to be shielded against it in some way. Communication magic works fine, albeit on a limited scale.
Unique Characters:
1pt= A champion, a small-time hero or perhaps lesser general of an army.
2pt= A hero, a champion of your country, an extremely powerful mage or the best warrior(s) of your country.
Experience or Better Equipment:
A unit's experience, access to superior equipment, or superior training is shown through extra point expenditure past the original cost. This cannot exceed the initial point cost + 3.
Points breakdown by nation strength is as follows:
Minor Power: 50
Regional Power: 80
Major Power: 110
Grand Power: 140
The Paladin's Domain, My Blog (Updated 5/18/2009)
"Live free or die: Death is not the worst of evils." -- General John Stark
"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."
"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
"Live free or die: Death is not the worst of evils." -- General John Stark
"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."
"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
#2
Eire-Pict Royal Confederation
Location: Yucatan
Geography: Pending
Power level: Major
Races: Human, dwarf
Prominent Local Figures:
King Artair (1 point unique character): King of the Royal Confederation and head of the Order of the Silver Hand, Artair is the son of the great King Artorius, who united the dwarven and human peoples of Eire and Pict by rescuing and saving the king of the dwarf-realm of Dragaleth in the Battle of the Three Fords, for which action King Farin Stonehammer swore a life-debt to Artorius and his descendants, and was joined by his people in gratitude in swearing fealty to his kingdom. Artorius refused simple feudal lordship over these people; for although they felt it their honor-bound duty to serve him, they would have resented overlordship even as they bore it in the name of honor. Instead, he shared his power with the Council of Clans, an arrangement that has continued by law to his son. Artair is five years into his reign, and hopes to live up to his father's deeds.
Farin Stonehammer (1 point unique character): War-King (or Thane, as they title the office) of the Dwarves, Farin Stonehammer leads the Council of Clans. Stonehammer is 186 years old, still the prime of his life.
Sir Gilchrist (2 points unique character): Human First Lord of the Silver Hand, Sir Gilchrist is the battle-leader of the Paladins in time of war, and also the king's personal champion. Widely acknowledged as the most skilled knight in the kingdom, he is thought by some to be the most skilled in the Known World. Only time and opportunity will determine whether this is true. Regardless, he is among the most merciful and chivalrous; his vassals have known no better lord, and he often spends time and his skills ministering the sick and wounded of his feudal village when on his estate.
Sir Uisdean (1.5 points unique character): First Lord of the Order of the Crown, Uisdean has nearly the battle prowess of Lord Gilchrist, but not the paladin's mystical abilities. Uisdean and Gilchrist share a friendly rivalry, though at the end of the day they both know and accept their places in the order of things.
Sir Borin of Dwarrowdelf (1 point unique character): One of the relatively few dwarves in the Order of the Silver Hand, Sir Borin, unusually for his order, possesses a gryphon for a mount rather than a horse. He is fond of swooping upon smaller enemy cavalry formations and simply bowling them over. Only a fool would joust with him; one beat of his gryphon's wings at the right moment, and he suddenly has the higher ground and momentum to boot. And his gryphon, a remarkably intelligent specimen named Gorewing, never misses that precise right moment.
Sir Kendrick (1 point unique character): First Lord of the Grey Mist, Sir Kendrick is a dour and practical man. Not so skilled at arms as either Gilchrist or Uisdean, he makes up for it in tactical skill and court politics. While not the equal of Uisdean, he is still highly skilled at personal combat. Typical of his order, however, he will generally not accept a challenge he does not feel he can win.
Sir Raibeart (1 point unique character): First Lord of the Order of the Blade, Sir Raibeart is the youngest of the First Lords and something of a firebrand. He is highly skilled at arms, devoted to chivalry almost to a fault, prone to rash actions in response to any questioning of his honor or character, and fairly worships Sir Gilchrist. He holds something of a dislike for Sir Kendrick, though not something to take up arms over; he just doesn't care to socialize with the other knight. This suits Kendrick just fine, as he finds Raibeart an insufferable hothead.
Darvin Greycastle (1.5 point unique character): High Priest and head of the Church, Archbishop Greycastle was elected to head the church by the clergy, but they uncharacteristically chose a warpriest instead of one of the more peaceful clerics. While he has mellowed with age, Greycastle can still wield his mace and had a rather militant attitude.
Rynskald of Morwood Forest (2 points unique character): Rynskald is a powerful wizard, arguably the most powerful in Eire. He is court advisor to King Artair, and a skilled seer. While not primarily a battle sorcerer, he is capable in that regard, though his most important and specialized skills lie in the area of farsight. He is a wise and patient man, counseling caution to the king whenever it is called for, even when the king himself feels the need to rush headlong into something; and he is usually right in his counsel.
Aratheal of Morwood (2 points unique character): Aratheal is the half elven leader of the Morwood Rangers, and the most skilled woodsman and wilderness fighter in the land. He once crept into Kalfyra's lair without waking her, a feat never managed before or since, and is acknowledged as the best archer in the Ranger corps. He nearly always wears his utilitarian cloak and simple traveler's clothing; he is uncomfortable with the trappings of his true position at court, though he does wear a clean cloak for important functions at the least.
Farathiel (1 point unique character): One of the few remaining high elven citizens of Eire, Farathiel is a skilled ranger with nearly two centuries of experience. He trains new recruits to the ranger corps, a fact which leads many to believe that he is retired, but he is still in the prime of his millennium-long lifespan, and quite capable of stalking and silently killing enemies with the best of them.
Kalfyra: Kalfyra is a red dragon residing in the extreme southern Rocky Mountains, in an imposing height near the coast known as Mount Bladetooth. She bears no special animosity to the kingdom below her home beyond normal red dragon arrogance and disregard for the "lesser" creatures as anything but playthings and targets. She makes occasional raids, but is held back from extended raiding forays away from her lair and hoard by both the Knights of the Silver Hand and the presence of Lothirlondodis; see below.
Lothirlondonis: A young (for a dragon) silver dragon, Lothirlondonis (or Lothir, as he allows humans who have trouble with his complex draconic name to call him) lives in the mountains of the Yucca Island, across the sound from Yucatan proper. While passively friendly to the humans and dwarves below his lair, he does not concern himself greatly with their affairs. In the last two hundred years, he has intervened in great matters only three times, all three to intervene during major natural disasters. He is slightly younger than Kalfyra, and an intense rival; he despises her rapacious ways and she in turn looks down upon him for turning from the "true" draconic destiny of lording over the lesser creatures. While neither is willing to risk open combat with the other, the threat each poses to the other keeps them in check; Lothir cannot involve himself heavily with the kingdom without great risk to his territory and Kalfyra cannot make a concentrated or extended attempt to pillage the countryside without similar threat from Lothir. Mostly they figuratively glower at each other across the strait (their lairs are, of course, far out of actual line of sight).
Klorphaxius: A green dragon residing in the Morwood, Klorphaxius is a bully. One of the younger dragons in Eire, he loves to inspire terror in his "lessers," but like all bullies, he is a coward at heart. He has had occasional territorial clashes with Kalfyra, but always withdraws before it gets too serious. He maintains his lair deep in the Morwood, the entrance hidden behind a waterfall.
Eyruaad: A young bronze dragon, Eyruaad makes his home in a partially submerged tide-carved cave on the rocky southern shores of Yucca Island. His lair is far from most Eire-controlled ports and cities. Eyruaad, like all dragons of his species, is quite able to live in the sea as well as land, and can hold his breath for periods of time comparable to whales. He has a fondness for humans, but vigorously protects his territory. He makes no bones over simply passing through, but attempting to hunt or fish in "his" waters is a good way to have your ship forcibly towed to the other end of the island by a lecturing dragon at the very least. Eyruaad will go to great lengths to save the crew of a foundered vessel, taking them to land and leaving them with directions to the port.
Government: Limited monarchy. The Confederation is a joining of the human and dwarven cultures of the region. The nation is ruled by a human hereditary monarch in conjunction with the dwarves' Council of the Clans. Neither the King nor the Council wields absolute power. There is also a Council of Nobles and a Citizen's Parliament joined together in a sort of congress or parliament house, but these bodies wield less power than the monarch or Council.
Culture: Though the ways of life of the humans and the dwarves are quite different, they do share a cultural sense of honor, which led to the joining of the two peoples a century ago, when the Knights of the Crown charged to the relief of a beleaguered dwarven regiment led by the dwarven monarch, who swore a life-debt to King Artorius and his kin.
Human culture: The Men of the Royal Confederation live aboveground in a sort of a feudal system, following a sort of code of chivalry. Unlike the ancient historical medieval code, the nobles are held responsible for the well-being of those under them; to mistreat one's vassals for pure personal gain is considered a grave dishonour.
However, those lower in station than another are expected to obey their lord's reasonable commands. It is still a peasant's task to work the fields, though he may seek redress for overwork, overtaxation, or other exploitation. A knight must answer his liege's call to arms as in the old feudal system. While more enlightened, this is still a feudal monarchy.
Dwarven culture: Most dwarves live in mountain halls, mostly in north Scotland, though there are strongholds in the southern Eire mountains as well. Curiously, there are also seafaring dwarves on the west coast of Ireland, building their ships with just as much care and artistry as a dwarf stonemason of the mountains does his architecture. The dwarves are a militaristic and regimented culture, bound heavily to their own rigid forms of honor, often to the point of a fault. Save a dwarf's life and you have ever made a friend. Befriend a dwarf and he will be generous with you, but steal from one and woe be upon your head if you are caught.
There are several subgroups of dwarves. First are the mountain dwarves, who live in the mountain halls, employ heavy infantry tactics in warfare, and so forth. Secondly, there is the Rockdweller Clan, a group of cliffdwellers who live in houses built into the sides of cliffs, accessed by ladders and ropes. In keeping with the nature of their homes, they use longspears and pikes rather than the traditional waraxes and heavy hammers. They also raise bees in tunnel mouths, and make mead with the honey. Third are the seafarers of Kreel, who befuddle other dwarves who fear sea travel with their revelry in sailing the high seas. They are superb shipbuilders.
Military
The Knights of the Crown (4 points heavy cav, 80% numbers): The Order of the Crown is a group of knights tried in honor, valor, and skill at arms, and sworn to the service of the Throne and Crown. Comprising some 400 heavily armed, mounted, and landed knights, the Order is the armored fist of the Royal Confederation's military.
Knights of the Grey Mist (4 points heavy cav): The Order of the Grey Mist is a slightly larger knightly order than the Order of the Crown, and holds to different ideals. While the Crown Knights hold chivalry and personal virtue above all, the Knights of the Mist place honor in victory and service to one's lord over the more abstract chivalric code. While still bound to chivalry, it is not their first consideration. As a whole, their membership is more militant than other orders, frequently advocating expansion beyond the Artorian Wall into the untamed lands of Gaul, advice that King Artair has not seen fit to heed. The Order of the Grey Mist counts 500 knights among it's membership, the majority of them landed.
Knights of the Blade (6 points heavy cav, double numbers [effectively two heavy cavalry regiments]): The Order of the Blade is the largest of the land's orders of chivalry, but is also the least centrally controlled and has wide variation in the ideals of its members. Many of the Blade Knights are second sons, disinherited, have unusually long-lived fathers, or are otherwise unlanded and errant. All are sworn to the service of king and country, but otherwise they hold little central ideology or philosophies. There are approximately 1,000 Knights of the Blade in the rolls of the Order at any one time.
The Order of the Silver Hand (3 points heavy cav/magical, 30% numbers): The Knights of the Silver Hand, or Paladins, are the companions of the court of King Artair. Some 150 in all, they are skilled at arms, but share a slightly different calling than the Order of the Crown. While perfectly willing and able to ride to combat (indeed, the best knighted champions in the land are counted among the Companions), the Companions are bestowed through their faith mystical abilities of healing, protection, and particularly the striking down of evil. Their horses are seemingly bound to them, and are unusually strong, intelligent, and exceedingly long-lived. The Companions all hold their own fiefs, and peasants count themselves fortunate to have a Knight of the Silver Hand as their lord.
The Gryphon Riders of Eyrie Peak (3 points heavy cav/fantastical, 50% numbers): The dwarves of the northern Scottish mountains raise the strange creatures known as gryphons as companions and mounts. While gryphons are used for quick transport, errand running, and simply the pleasure of flight, some clans train small amounts of gryphons as war mounts, and train some of their number to use them as such. There are perhaps 250 war gryphons in the entire kingdom, with 200 in the Riders of Eyrie, and the others attached to various army units and naval vessels. Gryphon riders carry long lances, composite bows, javelins, and some carry Greek fire for air bombardment.
The Iron Guard (4 points heavy infantry, 70% numbers): The elite dwarven heavy infantry of the Scottish mountains, the Iron Guard is composed of the best infantry of the already formidable dwarves. Made up of some 1,400 foot, with attached warpriests, sorcerers, and a few gryphon riders, the Iron Guard is a force to be reckoned with in the field. Many underestimate the dwarves because of their four foot stature, but this is not as overbearing a weakness as some believe. A dwarf masses as much as a comparable human, but is much more compact and burly, the better for moving in low mountain tunnels. This fact has led to the downfall of many careless commanders of the Tall Folk who thought to simply run down the grim Guard. The dwarves are highly trained, wielding their axes and warhammers with skill and precision in combat.
Stonehammer Brigade (4 points heavy infantry w/ archer support, 70% numbers): The Stonehammer Brigade is a mixed force battalion from the southern Eire mountains, composed of heavy infantry backed by pikemen and archers from the Rockdweller Clan. The force is composed of about 800 heavy infantry, 400 pikemen, and 200 archers.
Steel Legions (9 points heavy infantry, triple numbers [three units]): The militaristic dwarves of the Welsh mountains send three regiments of heavy infantry to the service of the king and council. Equipped with mixed armament of heavy axes and pikes, with javelins and heavy crossbows carried by every plate-clad member, these dwarves are truly the product of the necessity of guarding against Kalfyra's depredations. Each of the three Legions numbers 2,000 dwarves.
Siege Engineers (1 point special): The dwarves are skilled at building, and therefore possess the requisite knowledge of the strengths and weaknesses as structures. Some train as military sappers, and are used to undermine fortifications and operate siege engines during a siege. They are armed with battleaxes and leather armor, but are not terribly useful on the field, counting as understrength light infantry.
Outriders (1 point light cavalry): The Outriders are a force composed of about 500 light cavalry. Armed with composite bows, longswords, and spears, the Outriders perform raiding and pursuit duties.
First through Fourth Infantry (Each 2 points medium infantry): Human infantry brigades, each composed of two thousand foot soldiers armed with swords, spears, and bows and armored in chainmail, with organic warpriests for healing.
First and Second Archery (Each 2 points crossbow infantry): Human crossbow battalions, composed of 1,000 archers armed with crossbows and swords and armored in leather.
Morwood Rangers (3 points longbow archers/magical, 50% numbers): 500 wilderness skirmishers and scouts, armed with short swords and longbows. Skilled at moving through rough terrain and tracking enemy forces without being seen. When speed is required they will use light horses, but normally do not ride to battle.
Border Guard (4 points medium infantry, double numbers): 4,000 foot soldiers and attached priests, tasked with manning the Artorian Wall and border fortresses.
Arcane Order (5 points magical, 500 war wizards of varying power and specialty): The wizards of the kingdom who choose to serve the country for a time are either attached to one of the military regiments to supplement their strength or are assigned to the Arcane Order. The potent battle-magic of the wizards is a formidable presence on the battlefield. The membership of the Order is as a rule just as heavily involved in court politics as the upper ranks of the knightly orders. At present, there are some 500 wizards in the Arcane Order.
Hammer of Tyr (5 points magical, 600 warpriests): Warpriests dedicated to Eire's god of war and justice, these men are bolstered by the magic of faith. Though not as potent in battle magic as the Arcane Order, the Tyrrans are adept at supporting other troops, both with magical protection and by bolstering morale with their mere presence.
Navy: The Royal Navy consists of eighty sailing/rowed warships of dwarven construction. These are exceedingly well made, using liveoak construction for extra toughness of the hull, though this makes for slower ship construction.
There are four classes of ship. Forty ships (4 points naval, 40 longships) are light warships, roughly analagous to a larger Viking longboat. Each light warship is equipped with four large ballistae on deck; the ballista bolts are iron pointed, but have a hollow center, filled with Greek fire. The bolts are designed to penetrate and shatter on impact with their target. The ships also carry ordinary solid shaft, iron headed ballista bolts, as well as ones with cables attached to the ends for boarding actions.
Twenty more of the naval vessels (3 points naval, 20 heavy war galleys) are heavy war galleys. Equipped with oars and masts for sails, these ships are equipped with an iron-shod ram and eight heavy ballistae on deck, using the same types of ammunition as the lighter ships.
Ten more (1.5 points heavy transport) are wallowing heavy transports, designed to transport men and horses across the seas. Each mounts a pair of ballistae, but is not designed for combat.
The remaining ten ships (1.5 points special) are gryphon carriers. The rear cabin holds two large rooms with doors opening onto a cleared space of deck aft of the mast. Each of these holds a gryphon. The stalls take up space that is used for rowers on the other ships. As such, they are slower in combat and don't bother with a ram. Three ballistae are on each carrier mounted forward of the mast, of the same type as the ones on the other ships and with the same types of ammunition.
Each ship also has a sorcerer in its crew knowledgeable in at least limited wind control, though the duration of the winds they can put up are limited and the control can only be exercised a few times a day at most. Like most military magicians these are also skilled in some form of battle magic, but since they are so vital to the ship's performance, most captains do not like to expose them to enemy fire until the ship is in danger that he does not believe his crew can handle on it's own.
Unit cost breakdown:
Knights of the Crown - 4 points heavy cav, 80% numbers
Knights of the Grey Mist - 4 points heavy cav, full numbers
Knights of the Blade - 6 points heavy cav, double numbers (effectively two heavy cavalry regiments)
Order of the Silver Hand - 3 points heavy cav/magical, 30% numbers
Gryphon Riders - 3 points heavy cav/fantastical, 50% numbers
Iron Guard - 4 points heavy infantry, 70% numbers
Stonehammer Brigade - 4 points heavy infantry w/ archer support, 70% numbers
Steel Legions - 9 points heavy infantry, triple numbers (three units)
Siege Engineer Battalion - 1 point special, 500 dwarves skilled at siege warfare
Outriders - 1 point light cavalry, full numbers
1st Infantry - 2 points medium infantry, full numbers
2nd Infantry - 2 points medium infantry, full numbers
3rd Infantry - 2 points medium infantry, full numbers
4th Infantry - 2 points medium infantry, full numbers
1st Archery - 2 points crossbow infantry, full numbers
2nd Archery - 2 points crossbow infantry, full numbers
Morwood Rangers - 3 points longbow archers, 50% numbers
Border Guard - 4 points medium infantry, double numbers
Arcane Order - 5 points magical, 500 war wizards of varying power
Hammer of Tyr - 5 points magical, 600 warpriests
Heavy trebuchet - 6 points siege
Anti-air ballistae - 6 points siege
Light ballistae - 3 points siege
Light warships - 4 points naval, 40 longships
Heavy warships - 3 points naval, 20 heavy war galleys
Heavy transports - 1.5 points naval, 10 heavy troop and horse transports
Gryphon carriers - 1.5 points naval, 10 heavy ships capable of carrying and supporting a pair of war gryphons
King Artair - 1 point unique character, King of Eire
Thane Farin Stonehammer - 1 point unique character, War-King of the dwarves
Rynskald - 2 points unique character, battlemage and diviner
Lord Bishop Darvin Greycastle - 1.5 points unique character, battle priest and religious leader
Sir Gilchrist - 2 points unique character, paladin and First Lord (Silver Hand)
Sir Uisdean - 1.5 points unique character, knight and First Lord (Crown)
Sir Kendrick - 1 point unique character, knight and First Lord (Grey Mist)
Sir Raibeart - 1 point unique character, knight and First Lord (Blade)
Sir Borin - 1 point unique character, paladin and Champion (Silver Hand)
Aratheal of Morwood - 2 point unique character, ranger captain (Morwood)
Farathiel - 1 point unique character, veteran ranger (Morwood)
2 points for the Artorian Wall
2 points given up for a chance of either Lothirlondonis or Eyruaad interfering in my favor in the event of invasion
I need to give credit for the portrait for Sir Uisdean, because that's the deal I was given when I asked to use it. It's a detail of a drawing in progress entitled "Another Year of Torture." Image is © 2004 Derek Henderson and Dan Sudkamp. The full image is here. He also asked if I would toss in a link to his site, so that's here.
Location: Yucatan
Geography: Pending
Power level: Major
Races: Human, dwarf
Prominent Local Figures:
King Artair (1 point unique character): King of the Royal Confederation and head of the Order of the Silver Hand, Artair is the son of the great King Artorius, who united the dwarven and human peoples of Eire and Pict by rescuing and saving the king of the dwarf-realm of Dragaleth in the Battle of the Three Fords, for which action King Farin Stonehammer swore a life-debt to Artorius and his descendants, and was joined by his people in gratitude in swearing fealty to his kingdom. Artorius refused simple feudal lordship over these people; for although they felt it their honor-bound duty to serve him, they would have resented overlordship even as they bore it in the name of honor. Instead, he shared his power with the Council of Clans, an arrangement that has continued by law to his son. Artair is five years into his reign, and hopes to live up to his father's deeds.
Farin Stonehammer (1 point unique character): War-King (or Thane, as they title the office) of the Dwarves, Farin Stonehammer leads the Council of Clans. Stonehammer is 186 years old, still the prime of his life.
Sir Gilchrist (2 points unique character): Human First Lord of the Silver Hand, Sir Gilchrist is the battle-leader of the Paladins in time of war, and also the king's personal champion. Widely acknowledged as the most skilled knight in the kingdom, he is thought by some to be the most skilled in the Known World. Only time and opportunity will determine whether this is true. Regardless, he is among the most merciful and chivalrous; his vassals have known no better lord, and he often spends time and his skills ministering the sick and wounded of his feudal village when on his estate.
Sir Uisdean (1.5 points unique character): First Lord of the Order of the Crown, Uisdean has nearly the battle prowess of Lord Gilchrist, but not the paladin's mystical abilities. Uisdean and Gilchrist share a friendly rivalry, though at the end of the day they both know and accept their places in the order of things.
Sir Borin of Dwarrowdelf (1 point unique character): One of the relatively few dwarves in the Order of the Silver Hand, Sir Borin, unusually for his order, possesses a gryphon for a mount rather than a horse. He is fond of swooping upon smaller enemy cavalry formations and simply bowling them over. Only a fool would joust with him; one beat of his gryphon's wings at the right moment, and he suddenly has the higher ground and momentum to boot. And his gryphon, a remarkably intelligent specimen named Gorewing, never misses that precise right moment.
Sir Kendrick (1 point unique character): First Lord of the Grey Mist, Sir Kendrick is a dour and practical man. Not so skilled at arms as either Gilchrist or Uisdean, he makes up for it in tactical skill and court politics. While not the equal of Uisdean, he is still highly skilled at personal combat. Typical of his order, however, he will generally not accept a challenge he does not feel he can win.
Sir Raibeart (1 point unique character): First Lord of the Order of the Blade, Sir Raibeart is the youngest of the First Lords and something of a firebrand. He is highly skilled at arms, devoted to chivalry almost to a fault, prone to rash actions in response to any questioning of his honor or character, and fairly worships Sir Gilchrist. He holds something of a dislike for Sir Kendrick, though not something to take up arms over; he just doesn't care to socialize with the other knight. This suits Kendrick just fine, as he finds Raibeart an insufferable hothead.
Darvin Greycastle (1.5 point unique character): High Priest and head of the Church, Archbishop Greycastle was elected to head the church by the clergy, but they uncharacteristically chose a warpriest instead of one of the more peaceful clerics. While he has mellowed with age, Greycastle can still wield his mace and had a rather militant attitude.
Rynskald of Morwood Forest (2 points unique character): Rynskald is a powerful wizard, arguably the most powerful in Eire. He is court advisor to King Artair, and a skilled seer. While not primarily a battle sorcerer, he is capable in that regard, though his most important and specialized skills lie in the area of farsight. He is a wise and patient man, counseling caution to the king whenever it is called for, even when the king himself feels the need to rush headlong into something; and he is usually right in his counsel.
Aratheal of Morwood (2 points unique character): Aratheal is the half elven leader of the Morwood Rangers, and the most skilled woodsman and wilderness fighter in the land. He once crept into Kalfyra's lair without waking her, a feat never managed before or since, and is acknowledged as the best archer in the Ranger corps. He nearly always wears his utilitarian cloak and simple traveler's clothing; he is uncomfortable with the trappings of his true position at court, though he does wear a clean cloak for important functions at the least.
Farathiel (1 point unique character): One of the few remaining high elven citizens of Eire, Farathiel is a skilled ranger with nearly two centuries of experience. He trains new recruits to the ranger corps, a fact which leads many to believe that he is retired, but he is still in the prime of his millennium-long lifespan, and quite capable of stalking and silently killing enemies with the best of them.
Kalfyra: Kalfyra is a red dragon residing in the extreme southern Rocky Mountains, in an imposing height near the coast known as Mount Bladetooth. She bears no special animosity to the kingdom below her home beyond normal red dragon arrogance and disregard for the "lesser" creatures as anything but playthings and targets. She makes occasional raids, but is held back from extended raiding forays away from her lair and hoard by both the Knights of the Silver Hand and the presence of Lothirlondodis; see below.
Lothirlondonis: A young (for a dragon) silver dragon, Lothirlondonis (or Lothir, as he allows humans who have trouble with his complex draconic name to call him) lives in the mountains of the Yucca Island, across the sound from Yucatan proper. While passively friendly to the humans and dwarves below his lair, he does not concern himself greatly with their affairs. In the last two hundred years, he has intervened in great matters only three times, all three to intervene during major natural disasters. He is slightly younger than Kalfyra, and an intense rival; he despises her rapacious ways and she in turn looks down upon him for turning from the "true" draconic destiny of lording over the lesser creatures. While neither is willing to risk open combat with the other, the threat each poses to the other keeps them in check; Lothir cannot involve himself heavily with the kingdom without great risk to his territory and Kalfyra cannot make a concentrated or extended attempt to pillage the countryside without similar threat from Lothir. Mostly they figuratively glower at each other across the strait (their lairs are, of course, far out of actual line of sight).
Klorphaxius: A green dragon residing in the Morwood, Klorphaxius is a bully. One of the younger dragons in Eire, he loves to inspire terror in his "lessers," but like all bullies, he is a coward at heart. He has had occasional territorial clashes with Kalfyra, but always withdraws before it gets too serious. He maintains his lair deep in the Morwood, the entrance hidden behind a waterfall.
Eyruaad: A young bronze dragon, Eyruaad makes his home in a partially submerged tide-carved cave on the rocky southern shores of Yucca Island. His lair is far from most Eire-controlled ports and cities. Eyruaad, like all dragons of his species, is quite able to live in the sea as well as land, and can hold his breath for periods of time comparable to whales. He has a fondness for humans, but vigorously protects his territory. He makes no bones over simply passing through, but attempting to hunt or fish in "his" waters is a good way to have your ship forcibly towed to the other end of the island by a lecturing dragon at the very least. Eyruaad will go to great lengths to save the crew of a foundered vessel, taking them to land and leaving them with directions to the port.
Government: Limited monarchy. The Confederation is a joining of the human and dwarven cultures of the region. The nation is ruled by a human hereditary monarch in conjunction with the dwarves' Council of the Clans. Neither the King nor the Council wields absolute power. There is also a Council of Nobles and a Citizen's Parliament joined together in a sort of congress or parliament house, but these bodies wield less power than the monarch or Council.
Culture: Though the ways of life of the humans and the dwarves are quite different, they do share a cultural sense of honor, which led to the joining of the two peoples a century ago, when the Knights of the Crown charged to the relief of a beleaguered dwarven regiment led by the dwarven monarch, who swore a life-debt to King Artorius and his kin.
Human culture: The Men of the Royal Confederation live aboveground in a sort of a feudal system, following a sort of code of chivalry. Unlike the ancient historical medieval code, the nobles are held responsible for the well-being of those under them; to mistreat one's vassals for pure personal gain is considered a grave dishonour.
However, those lower in station than another are expected to obey their lord's reasonable commands. It is still a peasant's task to work the fields, though he may seek redress for overwork, overtaxation, or other exploitation. A knight must answer his liege's call to arms as in the old feudal system. While more enlightened, this is still a feudal monarchy.
Dwarven culture: Most dwarves live in mountain halls, mostly in north Scotland, though there are strongholds in the southern Eire mountains as well. Curiously, there are also seafaring dwarves on the west coast of Ireland, building their ships with just as much care and artistry as a dwarf stonemason of the mountains does his architecture. The dwarves are a militaristic and regimented culture, bound heavily to their own rigid forms of honor, often to the point of a fault. Save a dwarf's life and you have ever made a friend. Befriend a dwarf and he will be generous with you, but steal from one and woe be upon your head if you are caught.
There are several subgroups of dwarves. First are the mountain dwarves, who live in the mountain halls, employ heavy infantry tactics in warfare, and so forth. Secondly, there is the Rockdweller Clan, a group of cliffdwellers who live in houses built into the sides of cliffs, accessed by ladders and ropes. In keeping with the nature of their homes, they use longspears and pikes rather than the traditional waraxes and heavy hammers. They also raise bees in tunnel mouths, and make mead with the honey. Third are the seafarers of Kreel, who befuddle other dwarves who fear sea travel with their revelry in sailing the high seas. They are superb shipbuilders.
Military
The Knights of the Crown (4 points heavy cav, 80% numbers): The Order of the Crown is a group of knights tried in honor, valor, and skill at arms, and sworn to the service of the Throne and Crown. Comprising some 400 heavily armed, mounted, and landed knights, the Order is the armored fist of the Royal Confederation's military.
Knights of the Grey Mist (4 points heavy cav): The Order of the Grey Mist is a slightly larger knightly order than the Order of the Crown, and holds to different ideals. While the Crown Knights hold chivalry and personal virtue above all, the Knights of the Mist place honor in victory and service to one's lord over the more abstract chivalric code. While still bound to chivalry, it is not their first consideration. As a whole, their membership is more militant than other orders, frequently advocating expansion beyond the Artorian Wall into the untamed lands of Gaul, advice that King Artair has not seen fit to heed. The Order of the Grey Mist counts 500 knights among it's membership, the majority of them landed.
Knights of the Blade (6 points heavy cav, double numbers [effectively two heavy cavalry regiments]): The Order of the Blade is the largest of the land's orders of chivalry, but is also the least centrally controlled and has wide variation in the ideals of its members. Many of the Blade Knights are second sons, disinherited, have unusually long-lived fathers, or are otherwise unlanded and errant. All are sworn to the service of king and country, but otherwise they hold little central ideology or philosophies. There are approximately 1,000 Knights of the Blade in the rolls of the Order at any one time.
The Order of the Silver Hand (3 points heavy cav/magical, 30% numbers): The Knights of the Silver Hand, or Paladins, are the companions of the court of King Artair. Some 150 in all, they are skilled at arms, but share a slightly different calling than the Order of the Crown. While perfectly willing and able to ride to combat (indeed, the best knighted champions in the land are counted among the Companions), the Companions are bestowed through their faith mystical abilities of healing, protection, and particularly the striking down of evil. Their horses are seemingly bound to them, and are unusually strong, intelligent, and exceedingly long-lived. The Companions all hold their own fiefs, and peasants count themselves fortunate to have a Knight of the Silver Hand as their lord.
The Gryphon Riders of Eyrie Peak (3 points heavy cav/fantastical, 50% numbers): The dwarves of the northern Scottish mountains raise the strange creatures known as gryphons as companions and mounts. While gryphons are used for quick transport, errand running, and simply the pleasure of flight, some clans train small amounts of gryphons as war mounts, and train some of their number to use them as such. There are perhaps 250 war gryphons in the entire kingdom, with 200 in the Riders of Eyrie, and the others attached to various army units and naval vessels. Gryphon riders carry long lances, composite bows, javelins, and some carry Greek fire for air bombardment.
The Iron Guard (4 points heavy infantry, 70% numbers): The elite dwarven heavy infantry of the Scottish mountains, the Iron Guard is composed of the best infantry of the already formidable dwarves. Made up of some 1,400 foot, with attached warpriests, sorcerers, and a few gryphon riders, the Iron Guard is a force to be reckoned with in the field. Many underestimate the dwarves because of their four foot stature, but this is not as overbearing a weakness as some believe. A dwarf masses as much as a comparable human, but is much more compact and burly, the better for moving in low mountain tunnels. This fact has led to the downfall of many careless commanders of the Tall Folk who thought to simply run down the grim Guard. The dwarves are highly trained, wielding their axes and warhammers with skill and precision in combat.
Stonehammer Brigade (4 points heavy infantry w/ archer support, 70% numbers): The Stonehammer Brigade is a mixed force battalion from the southern Eire mountains, composed of heavy infantry backed by pikemen and archers from the Rockdweller Clan. The force is composed of about 800 heavy infantry, 400 pikemen, and 200 archers.
Steel Legions (9 points heavy infantry, triple numbers [three units]): The militaristic dwarves of the Welsh mountains send three regiments of heavy infantry to the service of the king and council. Equipped with mixed armament of heavy axes and pikes, with javelins and heavy crossbows carried by every plate-clad member, these dwarves are truly the product of the necessity of guarding against Kalfyra's depredations. Each of the three Legions numbers 2,000 dwarves.
Siege Engineers (1 point special): The dwarves are skilled at building, and therefore possess the requisite knowledge of the strengths and weaknesses as structures. Some train as military sappers, and are used to undermine fortifications and operate siege engines during a siege. They are armed with battleaxes and leather armor, but are not terribly useful on the field, counting as understrength light infantry.
Outriders (1 point light cavalry): The Outriders are a force composed of about 500 light cavalry. Armed with composite bows, longswords, and spears, the Outriders perform raiding and pursuit duties.
First through Fourth Infantry (Each 2 points medium infantry): Human infantry brigades, each composed of two thousand foot soldiers armed with swords, spears, and bows and armored in chainmail, with organic warpriests for healing.
First and Second Archery (Each 2 points crossbow infantry): Human crossbow battalions, composed of 1,000 archers armed with crossbows and swords and armored in leather.
Morwood Rangers (3 points longbow archers/magical, 50% numbers): 500 wilderness skirmishers and scouts, armed with short swords and longbows. Skilled at moving through rough terrain and tracking enemy forces without being seen. When speed is required they will use light horses, but normally do not ride to battle.
Border Guard (4 points medium infantry, double numbers): 4,000 foot soldiers and attached priests, tasked with manning the Artorian Wall and border fortresses.
Arcane Order (5 points magical, 500 war wizards of varying power and specialty): The wizards of the kingdom who choose to serve the country for a time are either attached to one of the military regiments to supplement their strength or are assigned to the Arcane Order. The potent battle-magic of the wizards is a formidable presence on the battlefield. The membership of the Order is as a rule just as heavily involved in court politics as the upper ranks of the knightly orders. At present, there are some 500 wizards in the Arcane Order.
Hammer of Tyr (5 points magical, 600 warpriests): Warpriests dedicated to Eire's god of war and justice, these men are bolstered by the magic of faith. Though not as potent in battle magic as the Arcane Order, the Tyrrans are adept at supporting other troops, both with magical protection and by bolstering morale with their mere presence.
Navy: The Royal Navy consists of eighty sailing/rowed warships of dwarven construction. These are exceedingly well made, using liveoak construction for extra toughness of the hull, though this makes for slower ship construction.
There are four classes of ship. Forty ships (4 points naval, 40 longships) are light warships, roughly analagous to a larger Viking longboat. Each light warship is equipped with four large ballistae on deck; the ballista bolts are iron pointed, but have a hollow center, filled with Greek fire. The bolts are designed to penetrate and shatter on impact with their target. The ships also carry ordinary solid shaft, iron headed ballista bolts, as well as ones with cables attached to the ends for boarding actions.
Twenty more of the naval vessels (3 points naval, 20 heavy war galleys) are heavy war galleys. Equipped with oars and masts for sails, these ships are equipped with an iron-shod ram and eight heavy ballistae on deck, using the same types of ammunition as the lighter ships.
Ten more (1.5 points heavy transport) are wallowing heavy transports, designed to transport men and horses across the seas. Each mounts a pair of ballistae, but is not designed for combat.
The remaining ten ships (1.5 points special) are gryphon carriers. The rear cabin holds two large rooms with doors opening onto a cleared space of deck aft of the mast. Each of these holds a gryphon. The stalls take up space that is used for rowers on the other ships. As such, they are slower in combat and don't bother with a ram. Three ballistae are on each carrier mounted forward of the mast, of the same type as the ones on the other ships and with the same types of ammunition.
Each ship also has a sorcerer in its crew knowledgeable in at least limited wind control, though the duration of the winds they can put up are limited and the control can only be exercised a few times a day at most. Like most military magicians these are also skilled in some form of battle magic, but since they are so vital to the ship's performance, most captains do not like to expose them to enemy fire until the ship is in danger that he does not believe his crew can handle on it's own.
Unit cost breakdown:
Knights of the Crown - 4 points heavy cav, 80% numbers
Knights of the Grey Mist - 4 points heavy cav, full numbers
Knights of the Blade - 6 points heavy cav, double numbers (effectively two heavy cavalry regiments)
Order of the Silver Hand - 3 points heavy cav/magical, 30% numbers
Gryphon Riders - 3 points heavy cav/fantastical, 50% numbers
Iron Guard - 4 points heavy infantry, 70% numbers
Stonehammer Brigade - 4 points heavy infantry w/ archer support, 70% numbers
Steel Legions - 9 points heavy infantry, triple numbers (three units)
Siege Engineer Battalion - 1 point special, 500 dwarves skilled at siege warfare
Outriders - 1 point light cavalry, full numbers
1st Infantry - 2 points medium infantry, full numbers
2nd Infantry - 2 points medium infantry, full numbers
3rd Infantry - 2 points medium infantry, full numbers
4th Infantry - 2 points medium infantry, full numbers
1st Archery - 2 points crossbow infantry, full numbers
2nd Archery - 2 points crossbow infantry, full numbers
Morwood Rangers - 3 points longbow archers, 50% numbers
Border Guard - 4 points medium infantry, double numbers
Arcane Order - 5 points magical, 500 war wizards of varying power
Hammer of Tyr - 5 points magical, 600 warpriests
Heavy trebuchet - 6 points siege
Anti-air ballistae - 6 points siege
Light ballistae - 3 points siege
Light warships - 4 points naval, 40 longships
Heavy warships - 3 points naval, 20 heavy war galleys
Heavy transports - 1.5 points naval, 10 heavy troop and horse transports
Gryphon carriers - 1.5 points naval, 10 heavy ships capable of carrying and supporting a pair of war gryphons
King Artair - 1 point unique character, King of Eire
Thane Farin Stonehammer - 1 point unique character, War-King of the dwarves
Rynskald - 2 points unique character, battlemage and diviner
Lord Bishop Darvin Greycastle - 1.5 points unique character, battle priest and religious leader
Sir Gilchrist - 2 points unique character, paladin and First Lord (Silver Hand)
Sir Uisdean - 1.5 points unique character, knight and First Lord (Crown)
Sir Kendrick - 1 point unique character, knight and First Lord (Grey Mist)
Sir Raibeart - 1 point unique character, knight and First Lord (Blade)
Sir Borin - 1 point unique character, paladin and Champion (Silver Hand)
Aratheal of Morwood - 2 point unique character, ranger captain (Morwood)
Farathiel - 1 point unique character, veteran ranger (Morwood)
2 points for the Artorian Wall
2 points given up for a chance of either Lothirlondonis or Eyruaad interfering in my favor in the event of invasion
I need to give credit for the portrait for Sir Uisdean, because that's the deal I was given when I asked to use it. It's a detail of a drawing in progress entitled "Another Year of Torture." Image is © 2004 Derek Henderson and Dan Sudkamp. The full image is here. He also asked if I would toss in a link to his site, so that's here.
Last edited by Rogue 9 on Tue Dec 05, 2006 1:10 pm, edited 4 times in total.
The Paladin's Domain, My Blog (Updated 5/18/2009)
"Live free or die: Death is not the worst of evils." -- General John Stark
"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."
"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
"Live free or die: Death is not the worst of evils." -- General John Stark
"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."
"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
- LadyTevar
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#3
Aethelmearc: The Nithgaard (Eastern NPC)
Symbol: A white shield, with three black mountain peaks rising from the bottom, one larger than the others.
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Exports: Lumber, Gold/silver, Furs, Fancy Seafood (lobster/crab), and Luxury Items (elven craftmanship)
Imports: Silk, Magical Substances (Dusk), Ivory, Whalebone/oil (Urskan), Cotton, Fine Cloth, Wine, and Spices (Koronan Empire)
Government: Five ruling nobles, each caring for a duchy, ruled by the High Queen Gliadrachan from Taranach, the capital city at the southern tip of Lake Nimsulista. The five duchies are LoughRee, LoughErne, LoughCorrib, LoughDeru, and LoughNeagh, each named for the noble family that leads it from one of five large fortified cities: Abhainglas (Erne), Heronter (Neagh), Myrkfaelinn (Corrib), Thescorre (Deru), and Rhydderach (Ree).
People: Tall, lithe, and graceful, yet fully as strong as a human, the Nithgaard have pointed ears, slanted eyes of green, gold, or amber, and hair in shades of sunlight, from white to golden to fiery red. They are elegant, attractive, enchanting, and hide their arrogance behind a haughtly politeness.
Terrain: The nation of Aethelmearc is a lush land of nearly untouched forests, with the great WorldSpine Mountains (The Rockies) forming a natural northern boundry. From the mountaintops, griffons are captured and trained for the Queen's Cavalry. The great lake Nimsulista is formed by runoff from the WorldSpine, as is Lake Myrkulista, and both are rich in cold-water fish. Lake Myrkulista is on a nearly flat plain, thougth to have been cleared by a great flood, perhaps from a glacierdam breaking. The Nithgaard's horsefarms are all located here.
Off the coast and in the Western Gulf are plentiful fish stock and crusteaseans. The central woodlands hide several small towns and farms, all within one of the five duchies or under Taranach's control. There are several carefully managed mines in the foothills of the Worldspine, where the Nithgaard find good iron ore, as well as precious metals such as gold and silver.
Mrykfaelinn and Rhydderach are the most northern cities, each on the border of the Worldspine, with Rhydderach on the Gulf, and Myrkfaelinn on Lake Mrykulista. Abhainglas also is on the Gulf, the gateway to Aethelmearc's waters, while Heronter and Thescorre are seaports on the eastern channel, with Heronter the more northerly.
Military: All Nith are expected to serve in the military for a period of no more than ten years. This leaves the Nith with a competent volunteer milita that can be called up in time of need. Those with the talent are trained as archers, and some Nith continue to serve for decades, becoming quite skilled in archery and the small magics used by the archers (improved aim, flaming arrows, etc).
Those with animal skills are sent to the cavalry, starting as lightly armored Skirmisher-Scouts, and those wishing to remain taught armored cavalry. Only the best archers and Cavalry riders are taken to Taranach to join the Queens Guard. The Griffon Riders serve a minimum of fifty years (the lifespan of a griffon), the archers for a century. They are the Elite of the Military, and only sent out from Taranach in cases of total warfare.
The last defense of Aethelmearc is the Chiachglas, the High Mages of Taranach. These ten, chosen from the most talented and powerful mages throughout the Nithgaard, are charged with protecting Aethelmearc from the worst of storms and earthquakes, and devising new magics for use in everyday and in warfare.
History:
If you believe the Nithgaard, they were the first in this land. The Ilthids would disagree.
What is true is that the Nithgaard fought with the Ilthianian Empire in the past, and both races suffered great losses. It took over two decades before the Chiachglas found a way to prevent the Ilthids from raising Nithgaard dead as warriors for their own army. The Nithgaard finally withdrew to the WorldSpine, leaving the area below the Appalachians to the Ilthids. Since the cooler weather of the north left the Ilthids sluggish, an uneasy peace was formed, with the Queen Gliadrachan awaiting a day when they might surge south again.
In the meanwhile, there were other beings in the North. The Darkbeasts, those that the humans came to call Nightgaunts and other names, were thick in the dark forested hills lying against the WorldSpine. The Nithgaard fought for several centuries to cleanse the darkbeasts from their chosen land, and finally the Nithgaard drove them north over the WorldSpine, into the LandAbove.
To the East, in the isles off the coast, the Nithgaard discovered the lair of a great dragon. The ship that landed upon his isle was all but destroyed, the dragon leaving a pittance of the crew behind to spread word of his dominance of the isle. It is said that Queen Gliadrachan herself went to treat with the Dragon, so that the Nithgaard could sail the channels around the isle in peace, as long as they did not land on Dragon Isle.
The rise of humans was watched carefully, yet the Nithgaard did nothing to help nor hinder the fledgling race until the first kingdoms began ... and then only offered to trade after the humans 'discovered' the Nithgaard first. In all matters the Nithgaard tried to stay neutral, apart from the humans.
There were exceptions to this. A group, lead by a charismatic Nith, argued with Queen Gliadrachan and sought to aid the humans. He gathered a sizable following amongst the Nithgaard, and forced Gliadrachan to act. She cast a spell-curse upon them, causing them and their children to grow hair black as night, and then banished them all from Aethelmearc. Those that did not make it outside the borders were slaughtered, and are hunted down as traitors to the Nithgaard to this day. The name of their leader was struck from all records, and only in whispers is it suggested he was the Queen's wayward son.
This status has lasted for the last five centuries. They trade with the humans, yet very few humans are allowed to venture beyond one of the five border cities. None have met Queen Gliadrachan herself, for she never leaves Taranach, yet her magics allow her to converse with her nobles and her ambassadors with ease.
However, within the last few years, something has caught the Nithgaard's notice. The long-banished darkbeasts have started sneaking over the WorldSpine in numbers. The WitchKing Malevan's defeat of the monsters have driven them south yet again, and the Queen is watching the Confederacy of Dusk closely. As for the so-called Grey Elves that fled to the south ... no one can be sure of the Queen's mind.
Nithgaard Order of Battle:
Standing Army (Archers:all totals +1 for Experience/Magic)
The Ree - Short bow: 10,000 (30)
The Erne - Longbow: 10,000 (40)
The Corrib - Skirmisher-Scouts: (light cavalry) 5,000 (10)
The Neagh - Med. Infantry: 10,000 (10)
The Deru - Heavy Infantry: 6000 (9)
Militia: 20,000 (20) (Called up as needed from populace)
Queen's Guard
led by Sir Mangus Cnoic-na-Mori (Champion 1)
Elite Archers: 5000 (25)
Elite Griffon Cavalry: 1000 (8)
Navy:
Scout Ships 200 (10)
Light Warships 100 (10)
Heros and Generals
The Chiachglas (Mages Circle) (10)
Five ruling nobles McRee, McErne, NicCorrib, McNeagh, NicDeru (Champions 5)
Queen Gliadrachan NicErne (Heroic Mage 2)
Magic
Minor magics are used by the Ree and the Erne on their bows to strengthen and improve aim, or to aid them when concealing themselves amongst the trees and brushes of their home.
The Queens Guard know more potent magics to increase their abilities with sword and bow, as well as to speak with the griffons they ride. It is said that the Nobles of the Ruling Houses have a magics as well, able to call elemental powers down upon their foes, yet only the Ilthids would know the truth of those claims.
The Chiachglas can cast elemental magics, calling fire or lightning down, but their most important work is ritual circles to protect Æthelmearc from the deadly storms that sometime sweep along the Rockies. They are also responsible for the Life Crystals
Life Crystals are worn now by every Nithgaard. The method to make the crystals was discovered during the Ilthid War as a way to prevent the necromanic Snake-men from using the bodies of the slain as soldiers. At the moment of death, the crystal captures the life-essence of the wearer, preventing necromanic magic from working on the corpsel. Removing the crystal from the body shatters it as the life essence dissapates to nothingness, once again preventing necromancy from capturing body or soul.
Symbol: A white shield, with three black mountain peaks rising from the bottom, one larger than the others.
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Exports: Lumber, Gold/silver, Furs, Fancy Seafood (lobster/crab), and Luxury Items (elven craftmanship)
Imports: Silk, Magical Substances (Dusk), Ivory, Whalebone/oil (Urskan), Cotton, Fine Cloth, Wine, and Spices (Koronan Empire)
Government: Five ruling nobles, each caring for a duchy, ruled by the High Queen Gliadrachan from Taranach, the capital city at the southern tip of Lake Nimsulista. The five duchies are LoughRee, LoughErne, LoughCorrib, LoughDeru, and LoughNeagh, each named for the noble family that leads it from one of five large fortified cities: Abhainglas (Erne), Heronter (Neagh), Myrkfaelinn (Corrib), Thescorre (Deru), and Rhydderach (Ree).
People: Tall, lithe, and graceful, yet fully as strong as a human, the Nithgaard have pointed ears, slanted eyes of green, gold, or amber, and hair in shades of sunlight, from white to golden to fiery red. They are elegant, attractive, enchanting, and hide their arrogance behind a haughtly politeness.
Terrain: The nation of Aethelmearc is a lush land of nearly untouched forests, with the great WorldSpine Mountains (The Rockies) forming a natural northern boundry. From the mountaintops, griffons are captured and trained for the Queen's Cavalry. The great lake Nimsulista is formed by runoff from the WorldSpine, as is Lake Myrkulista, and both are rich in cold-water fish. Lake Myrkulista is on a nearly flat plain, thougth to have been cleared by a great flood, perhaps from a glacierdam breaking. The Nithgaard's horsefarms are all located here.
Off the coast and in the Western Gulf are plentiful fish stock and crusteaseans. The central woodlands hide several small towns and farms, all within one of the five duchies or under Taranach's control. There are several carefully managed mines in the foothills of the Worldspine, where the Nithgaard find good iron ore, as well as precious metals such as gold and silver.
Mrykfaelinn and Rhydderach are the most northern cities, each on the border of the Worldspine, with Rhydderach on the Gulf, and Myrkfaelinn on Lake Mrykulista. Abhainglas also is on the Gulf, the gateway to Aethelmearc's waters, while Heronter and Thescorre are seaports on the eastern channel, with Heronter the more northerly.
Military: All Nith are expected to serve in the military for a period of no more than ten years. This leaves the Nith with a competent volunteer milita that can be called up in time of need. Those with the talent are trained as archers, and some Nith continue to serve for decades, becoming quite skilled in archery and the small magics used by the archers (improved aim, flaming arrows, etc).
Those with animal skills are sent to the cavalry, starting as lightly armored Skirmisher-Scouts, and those wishing to remain taught armored cavalry. Only the best archers and Cavalry riders are taken to Taranach to join the Queens Guard. The Griffon Riders serve a minimum of fifty years (the lifespan of a griffon), the archers for a century. They are the Elite of the Military, and only sent out from Taranach in cases of total warfare.
The last defense of Aethelmearc is the Chiachglas, the High Mages of Taranach. These ten, chosen from the most talented and powerful mages throughout the Nithgaard, are charged with protecting Aethelmearc from the worst of storms and earthquakes, and devising new magics for use in everyday and in warfare.
History:
If you believe the Nithgaard, they were the first in this land. The Ilthids would disagree.
What is true is that the Nithgaard fought with the Ilthianian Empire in the past, and both races suffered great losses. It took over two decades before the Chiachglas found a way to prevent the Ilthids from raising Nithgaard dead as warriors for their own army. The Nithgaard finally withdrew to the WorldSpine, leaving the area below the Appalachians to the Ilthids. Since the cooler weather of the north left the Ilthids sluggish, an uneasy peace was formed, with the Queen Gliadrachan awaiting a day when they might surge south again.
In the meanwhile, there were other beings in the North. The Darkbeasts, those that the humans came to call Nightgaunts and other names, were thick in the dark forested hills lying against the WorldSpine. The Nithgaard fought for several centuries to cleanse the darkbeasts from their chosen land, and finally the Nithgaard drove them north over the WorldSpine, into the LandAbove.
To the East, in the isles off the coast, the Nithgaard discovered the lair of a great dragon. The ship that landed upon his isle was all but destroyed, the dragon leaving a pittance of the crew behind to spread word of his dominance of the isle. It is said that Queen Gliadrachan herself went to treat with the Dragon, so that the Nithgaard could sail the channels around the isle in peace, as long as they did not land on Dragon Isle.
The rise of humans was watched carefully, yet the Nithgaard did nothing to help nor hinder the fledgling race until the first kingdoms began ... and then only offered to trade after the humans 'discovered' the Nithgaard first. In all matters the Nithgaard tried to stay neutral, apart from the humans.
There were exceptions to this. A group, lead by a charismatic Nith, argued with Queen Gliadrachan and sought to aid the humans. He gathered a sizable following amongst the Nithgaard, and forced Gliadrachan to act. She cast a spell-curse upon them, causing them and their children to grow hair black as night, and then banished them all from Aethelmearc. Those that did not make it outside the borders were slaughtered, and are hunted down as traitors to the Nithgaard to this day. The name of their leader was struck from all records, and only in whispers is it suggested he was the Queen's wayward son.
This status has lasted for the last five centuries. They trade with the humans, yet very few humans are allowed to venture beyond one of the five border cities. None have met Queen Gliadrachan herself, for she never leaves Taranach, yet her magics allow her to converse with her nobles and her ambassadors with ease.
However, within the last few years, something has caught the Nithgaard's notice. The long-banished darkbeasts have started sneaking over the WorldSpine in numbers. The WitchKing Malevan's defeat of the monsters have driven them south yet again, and the Queen is watching the Confederacy of Dusk closely. As for the so-called Grey Elves that fled to the south ... no one can be sure of the Queen's mind.
Nithgaard Order of Battle:
Standing Army (Archers:all totals +1 for Experience/Magic)
The Ree - Short bow: 10,000 (30)
The Erne - Longbow: 10,000 (40)
The Corrib - Skirmisher-Scouts: (light cavalry) 5,000 (10)
The Neagh - Med. Infantry: 10,000 (10)
The Deru - Heavy Infantry: 6000 (9)
Militia: 20,000 (20) (Called up as needed from populace)
Queen's Guard
led by Sir Mangus Cnoic-na-Mori (Champion 1)
Elite Archers: 5000 (25)
Elite Griffon Cavalry: 1000 (8)
Navy:
Scout Ships 200 (10)
Light Warships 100 (10)
Heros and Generals
The Chiachglas (Mages Circle) (10)
Five ruling nobles McRee, McErne, NicCorrib, McNeagh, NicDeru (Champions 5)
Queen Gliadrachan NicErne (Heroic Mage 2)
Magic
Minor magics are used by the Ree and the Erne on their bows to strengthen and improve aim, or to aid them when concealing themselves amongst the trees and brushes of their home.
The Queens Guard know more potent magics to increase their abilities with sword and bow, as well as to speak with the griffons they ride. It is said that the Nobles of the Ruling Houses have a magics as well, able to call elemental powers down upon their foes, yet only the Ilthids would know the truth of those claims.
The Chiachglas can cast elemental magics, calling fire or lightning down, but their most important work is ritual circles to protect Æthelmearc from the deadly storms that sometime sweep along the Rockies. They are also responsible for the Life Crystals
Life Crystals are worn now by every Nithgaard. The method to make the crystals was discovered during the Ilthid War as a way to prevent the necromanic Snake-men from using the bodies of the slain as soldiers. At the moment of death, the crystal captures the life-essence of the wearer, preventing necromanic magic from working on the corpsel. Removing the crystal from the body shatters it as the life essence dissapates to nothingness, once again preventing necromancy from capturing body or soul.
Last edited by LadyTevar on Thu Oct 19, 2006 6:27 pm, edited 2 times in total.
Dogs are Man's Best Friend
Cats are Man's Adorable Little Serial Killers
- frigidmagi
- Dragon Death-Marine General
- Posts: 14757
- Joined: Wed Jun 08, 2005 11:03 am
- 19
- Location: Alone and unafraid
#4
The Taurian
Symbol Axe with bullhorns
Territory Heavily urban coast on the western side of the inner sea, rural inland areas, plains and light forest.
Population Centers 12 cities on the coast.
Exports Cattle, Leather, Rice, Corn, Cotton, Dyes
Imports Iron, fruit, copper, silk, silver, horses
Government The Taurian are ruled by a PriestKing and PriestessQueen who are selected by a series of magical religious rituals. They are then married and expected to rule jointly. While it is not required they have children, it is considered a good omen and sign of favor if they do. Below them stand the various priest and priestess who govern Taurian life. The priesthood declares when to plant, when to harvest, whether more land is cleared or not, dispenses justice, etc, etc. While there are landed nobles and wealthy merchants political power rest solely with the priest/esshoods. The center of each city, town or village is the temple or shrine. Landed Nobles control the cotton and Cattle herds and own estates inland, mostly serving in the military or diplomatic affairs having little place in the domestic hierarchy. In the cities merchants led councils that advise the priest and assist the day to day affairs of running the city. Weavers, Dyers and Merchants tend to dominate these councils with dockworkers a close 2nd.
History Long ago, in the dark times of the world, we were held in bondage and cried out for deliverance. The Ilithian Empire, treated us as cattle and beasts of the field and we were afraid. But it came to be in that dark stillness, among the fires of the slaves a stranger appeared. He named himself Taur and spoke of a Great God who would deliver us and a Great Goddess who kept a land for our dwelling. They would be our gods and we would be their People, if we had faith enough. Many nights pasted and the men and women were led away from the fires into the darkness and brought into the secrets of Altian and Mairen, the God and the Goddess. The people remained silent towards their masters, not one spoke even as they were devoured. Finally came the day, the people did not appear to their appointed tasks, they did not appear on the word of their rulers. Instead they rallied in the fields and cried out for Divine favor. The snake-men appeared before the people and demanded submission and received it not. So they massed their armies and the men and women cried out to the God and Goddess. The earth shook and a great storm rent the sky, the snakemen were burned and the earth swallowed them up. The people trembled in awe and gave thanks. On the urging of Taur they gathered up their children, cattle and goods and fled to the north. When they had fled beyond the reach of the Ilithian Empire they received an omen, seeing a star cast down into the Inner sea. They stopped and built the first city. Taur ruled well over the people and they multiplied and grew and when he reached a great old age Taur died and was gathered to his rest and the voice of Altian, the God, spoke out to the people. In remember of Taur and all he did for you, I shall name you Taurian and his memory shall be a witness to you and his spirit a reminder to me, until the end of all things.
Religion: The Taurian worship 4 gods and 4 goddess. Each is served by a priesthood or a priestesshood. The PriestKing and PriestessQueen can come from any of these orders. The deities are listed below.
Altian: head of the pantheon, creator of the universe and lord of the sky, stars and storms. His symbols are the Ax and the Bull. Liberator of the Taurian, he is a somewhat distant god and is not prayed to often by the common people unless disaster has struck. The PriestKing sacrifices a bull to him 3 times a year, at the beginning and end of storm season and on the celebration of liberation.
Mairen: Lady of the pantheon, earth goddess, protector of farmers, lady of growing things. Her symbols are the staff and bushel of grain. She is more frequently worshiped then her husband especially by the farmers of the inlands areas and weavers and dyers of the coastal lands. While she is sacrificed to often year around her major sacrifices are during planting, harvest and the celebration of liberation.
Lairen: Eldest daughter of the two, the herald of spring, lady of rains, streams and rivers. Born when Altian first sent the rains to quench the thirst of Mairen. She is sacrificed to on the first day of spring, the ceremony is performed by a virgin priestess and farmers daughters. Her symbol is a raindrop and blooming flowers. She is known to watch over new born children and newly born animals.
Beltian: Eldest son of the two, Lord of Fire and Summer. His father's closest Lieutenant , he stands at Altian's right hand and punishes the wicked who have offended his father. Judges pray to him, as do those who have been wronged. His symbol is the flame and the hammer.
Vorltian: Last born of the family, Lord of Winter and the deep, dark Wilds. A savage godling who is believed to run the wilds around the nation, he hunts slavers, kin killers and rapist at the head of a mighty pack of pure white wolves. He grants frenzied strength and manic will to those who please him and his priest are often found in battle. His symbol is the sword and white wolves. His priests over time develop pure white hair and never go bald.
Annairen: The middle daughter, the wise goddess, she whispers council and advice, leads generals to victory and mages to wisdom. She taught women to weave cotton and men how to create dyes. Her symbol is the spear and the loom. She is prayed to often, especially to by students and is considered a patron of wisdom seekers or problem solvers. She especially loves cities.
Cailtian: The middle son, the herdsmen who teaches men how to correctly care for their cattle and horses. The horsemen of the interior swear by him and maintain alters to him on the routes their herds travel. He also watches over travelers and enforces guest rights and host laws. He is known to test men by appearing as a battered old one eyed man in a grey cloak and hood, asking to stay as a guest at their fires. He rewards those who treats travelers kindly and punishes those who abuse them. His season is autumn and his symbols are a horse shoe and horsemen mace.
Wynniren: The youngest daughter and perhaps the favored of the nation. She is the lady of healing, love and mercy. Her priestess use their power to heal the sick and injured. Those in love pray to her as do the sick and afflicted. She teaches and encourages men and women to be kind and faithful to one another. Her symbols are a pair of empty outstretched hands and the shield.
Military:
Medium Infantry Units.
Pikemen, men in scale mail, with shields, helmets and a 12 foot long pike. Raised from the men in the cities they fight in deep, dense squares. Surrounded by family and friends they are stubborn and hard to move. They make up the line of any Taurian army and are the majority of it's solders.
20,000 strong, 20pts.
Sea Guard, men who serve as solders on the ships of the navy. Armed with light armor, shields and swords. Better trained then most they can also attack from the ships or serve in a battleline at need.
6,000 strong 12pts
Heavy Infantry Units:
Altian Temple Guard, led by the Priest of Altian, these axemen know no fear. They are armored with chainmail, carry shields and fight with blessed waraxes. They are marked by the long beards they grow.
2000 strong 6pts
Vorltian Guard, the Vorltian does not guard any temples in any city, for Vorltian is not a god given to urban temples. Instead these wildmen rove the rural areas of the nation at the call of one of Vorltian senor priest. In Battle madness falls upon them and men swear they change into half wolves, half men, clawing and biting as well as striking out with their greatswords.
2000 strong 6pts
Archers:
Crossbowmen, Recruited from the small farmers of the rural lands, these men use weapons that are easy to learn and use.
8,000 strong 16pts
Light Cav:
Horse Archers, the retainers of the noble families learn their skills herding their cattle and defending them against raiders and predators. In war they use these skills to harass and scout the enemy.
3000 strong 6pts
Medium Cav:
The nobles maintain themselves and their immediate followers as lancers against the need for war, They depend on speed and the violence of the charge to break the enemy.
2000 strong 8pts
Heavy Cav:
Cailtian Guard, the guardians of the holy places of Cailtian are riders as benefit the lord of herds. Wearing heavy chainmail , shields, bearing enchanted lances and swords to smite the enemies of the nation, these men follow the priests of Cailtian into battle at a gallop.
500 strong 6pts
Special Units:
Beltian mage priest, these men are aesthetics who devote themselves to a very specialized form of magic. They sacrifice flexibility and deeper understanding for the ability to wield destructive energy on the battle field. Able to summon fire and lightening they strike down the foes of the nation in an effective if limited way.
1000 strong 8pts
The Sky Guard, the riders of the mighty hippogriffs, with crossbow, lance and sword they guard the sky over the nation. Armored in chain mail and led by priests of Altian and Beltian, no one shall pass.
1000 strong 10pts.
Artillery:
Light Ballista, engines that can throw spears a great distance to bring down a number of foes.
30 strong, 3pts.
Medium oneagers, Meant to reduce walls and gates as well as striking at enemy formations.
10 strong 2pts
Heavy Trebuchet, The destroyers of fortresses.
10 strong 3pts
Navy:
The Taurian Navy prefers tactics of boarding enemy vessels and letting the Seaguard get to grips with their crews.
Scouts ships, to seek out the enemy.
60 strong, 3pts
Light warships, fast and nimble they seek to maneuver around the enemy and close from weak sides.
100 strong 10pts
Heavy Warships. The great brawlers of the navy.
60 strong, 9pts
Characters:
PriestKing Alessian, CoRuler of the Taur, beloved of Altian and his mortal voice on earth. His political and magical power in the nation is only matched by his wife. He has ruled for 10 years now and at the age of 30 is at his prime. Truly fond of his wife, they have had 3 children together, 2 boys and a girl. It is his hope to expand the Taur to new lands and throw back the slaving snakes to the South, securing safety for the people of the nation.
2pts
PriestessQueen Judiren, CoRuler of the Taur, beloved of Mairen and her mortal voice on earth. She wields political and magical power in a graceful union matched only by her husband. She has ruled for 10 years now, at the age of 29. She fully supports her husband plans and cares deeply both for him and his success. She is somewhat involved in domestic intrigue intending on establishing a independent temple guard for the goddess Mairen and Annairen.
2pts
Michiltian, High Priest of Vorltian. The wildest of the wild. It is said he took his holy vows under the hand of Vorltian himself and spent his early years of Priesthood in the great pack of white wild wolves. With long white hair and a great wild beard and wearing a grey robe and cloak, topped by a grey hat. He is apt to appear anywhere at anytime leading a pack of large white wolves. It is claimed that bloodshed and trouble draw him.
1pt
Sarihiren, High Priestess of Annairen, a tall, dark haired, grey eyed lady. A master mage and talented politician, she hopes to create a guard for her goddess and increase her temple's standing.
1pt
Morltian, High Priest of Belitan, loyal if mostly apolitical, but rather talented mage and warrior. He is known by his shaved head and rumbled robes, however little escape his notice and it is best not call down his temper.
1pt
Eairen, High Priestess of Wynniren, one of the greatest healers and sages of the nation. She is widely admired for her dedication to improving the lot of the poor. Youngest of the high Priest/Priestess, she has little ambition in the political sense, wishing only to serve her Goddess and the Taurian
1pt.
Greltian, High General of the Armies of the Taurian. Eldest son of the last PriestKing and a veteran of the Altian Temple Guard. He has had many bloody adventures ventureing deep into the heart of the snake lands and beyond, seeing fabled realms where mountains fly and frogs walk and speak as men. Wielder of the sword SerpentBane, a weapon that causes the blood of snake men to burn when it strikes them.
1pt
TaurHold: Capital of the Taurian Nation, built according to visions sent to Taur by Altian himself. Surrounded by massive walls which are warded both within and without against attack. The Center of the city is dominated by Temples to the gods and goddesses all linked by the palace of the PriestKing/Queen. The temples and palace are actually one massive spell written in stone on the earth itself. The spells are designed to empower the PriestKing and PriestessQueen, increasing their magical power within the bounds of the city itself, as long as they are doing the will of the gods/goddesses. For major spells, to draw upong the power of the city, the approval of all the high priests/priestess are required.
2pts.
*thanks to cat to catching the mistakes, now I know whose actually reading these things.*
Symbol Axe with bullhorns
Territory Heavily urban coast on the western side of the inner sea, rural inland areas, plains and light forest.
Population Centers 12 cities on the coast.
Exports Cattle, Leather, Rice, Corn, Cotton, Dyes
Imports Iron, fruit, copper, silk, silver, horses
Government The Taurian are ruled by a PriestKing and PriestessQueen who are selected by a series of magical religious rituals. They are then married and expected to rule jointly. While it is not required they have children, it is considered a good omen and sign of favor if they do. Below them stand the various priest and priestess who govern Taurian life. The priesthood declares when to plant, when to harvest, whether more land is cleared or not, dispenses justice, etc, etc. While there are landed nobles and wealthy merchants political power rest solely with the priest/esshoods. The center of each city, town or village is the temple or shrine. Landed Nobles control the cotton and Cattle herds and own estates inland, mostly serving in the military or diplomatic affairs having little place in the domestic hierarchy. In the cities merchants led councils that advise the priest and assist the day to day affairs of running the city. Weavers, Dyers and Merchants tend to dominate these councils with dockworkers a close 2nd.
History Long ago, in the dark times of the world, we were held in bondage and cried out for deliverance. The Ilithian Empire, treated us as cattle and beasts of the field and we were afraid. But it came to be in that dark stillness, among the fires of the slaves a stranger appeared. He named himself Taur and spoke of a Great God who would deliver us and a Great Goddess who kept a land for our dwelling. They would be our gods and we would be their People, if we had faith enough. Many nights pasted and the men and women were led away from the fires into the darkness and brought into the secrets of Altian and Mairen, the God and the Goddess. The people remained silent towards their masters, not one spoke even as they were devoured. Finally came the day, the people did not appear to their appointed tasks, they did not appear on the word of their rulers. Instead they rallied in the fields and cried out for Divine favor. The snake-men appeared before the people and demanded submission and received it not. So they massed their armies and the men and women cried out to the God and Goddess. The earth shook and a great storm rent the sky, the snakemen were burned and the earth swallowed them up. The people trembled in awe and gave thanks. On the urging of Taur they gathered up their children, cattle and goods and fled to the north. When they had fled beyond the reach of the Ilithian Empire they received an omen, seeing a star cast down into the Inner sea. They stopped and built the first city. Taur ruled well over the people and they multiplied and grew and when he reached a great old age Taur died and was gathered to his rest and the voice of Altian, the God, spoke out to the people. In remember of Taur and all he did for you, I shall name you Taurian and his memory shall be a witness to you and his spirit a reminder to me, until the end of all things.
Religion: The Taurian worship 4 gods and 4 goddess. Each is served by a priesthood or a priestesshood. The PriestKing and PriestessQueen can come from any of these orders. The deities are listed below.
Altian: head of the pantheon, creator of the universe and lord of the sky, stars and storms. His symbols are the Ax and the Bull. Liberator of the Taurian, he is a somewhat distant god and is not prayed to often by the common people unless disaster has struck. The PriestKing sacrifices a bull to him 3 times a year, at the beginning and end of storm season and on the celebration of liberation.
Mairen: Lady of the pantheon, earth goddess, protector of farmers, lady of growing things. Her symbols are the staff and bushel of grain. She is more frequently worshiped then her husband especially by the farmers of the inlands areas and weavers and dyers of the coastal lands. While she is sacrificed to often year around her major sacrifices are during planting, harvest and the celebration of liberation.
Lairen: Eldest daughter of the two, the herald of spring, lady of rains, streams and rivers. Born when Altian first sent the rains to quench the thirst of Mairen. She is sacrificed to on the first day of spring, the ceremony is performed by a virgin priestess and farmers daughters. Her symbol is a raindrop and blooming flowers. She is known to watch over new born children and newly born animals.
Beltian: Eldest son of the two, Lord of Fire and Summer. His father's closest Lieutenant , he stands at Altian's right hand and punishes the wicked who have offended his father. Judges pray to him, as do those who have been wronged. His symbol is the flame and the hammer.
Vorltian: Last born of the family, Lord of Winter and the deep, dark Wilds. A savage godling who is believed to run the wilds around the nation, he hunts slavers, kin killers and rapist at the head of a mighty pack of pure white wolves. He grants frenzied strength and manic will to those who please him and his priest are often found in battle. His symbol is the sword and white wolves. His priests over time develop pure white hair and never go bald.
Annairen: The middle daughter, the wise goddess, she whispers council and advice, leads generals to victory and mages to wisdom. She taught women to weave cotton and men how to create dyes. Her symbol is the spear and the loom. She is prayed to often, especially to by students and is considered a patron of wisdom seekers or problem solvers. She especially loves cities.
Cailtian: The middle son, the herdsmen who teaches men how to correctly care for their cattle and horses. The horsemen of the interior swear by him and maintain alters to him on the routes their herds travel. He also watches over travelers and enforces guest rights and host laws. He is known to test men by appearing as a battered old one eyed man in a grey cloak and hood, asking to stay as a guest at their fires. He rewards those who treats travelers kindly and punishes those who abuse them. His season is autumn and his symbols are a horse shoe and horsemen mace.
Wynniren: The youngest daughter and perhaps the favored of the nation. She is the lady of healing, love and mercy. Her priestess use their power to heal the sick and injured. Those in love pray to her as do the sick and afflicted. She teaches and encourages men and women to be kind and faithful to one another. Her symbols are a pair of empty outstretched hands and the shield.
Military:
Medium Infantry Units.
Pikemen, men in scale mail, with shields, helmets and a 12 foot long pike. Raised from the men in the cities they fight in deep, dense squares. Surrounded by family and friends they are stubborn and hard to move. They make up the line of any Taurian army and are the majority of it's solders.
20,000 strong, 20pts.
Sea Guard, men who serve as solders on the ships of the navy. Armed with light armor, shields and swords. Better trained then most they can also attack from the ships or serve in a battleline at need.
6,000 strong 12pts
Heavy Infantry Units:
Altian Temple Guard, led by the Priest of Altian, these axemen know no fear. They are armored with chainmail, carry shields and fight with blessed waraxes. They are marked by the long beards they grow.
2000 strong 6pts
Vorltian Guard, the Vorltian does not guard any temples in any city, for Vorltian is not a god given to urban temples. Instead these wildmen rove the rural areas of the nation at the call of one of Vorltian senor priest. In Battle madness falls upon them and men swear they change into half wolves, half men, clawing and biting as well as striking out with their greatswords.
2000 strong 6pts
Archers:
Crossbowmen, Recruited from the small farmers of the rural lands, these men use weapons that are easy to learn and use.
8,000 strong 16pts
Light Cav:
Horse Archers, the retainers of the noble families learn their skills herding their cattle and defending them against raiders and predators. In war they use these skills to harass and scout the enemy.
3000 strong 6pts
Medium Cav:
The nobles maintain themselves and their immediate followers as lancers against the need for war, They depend on speed and the violence of the charge to break the enemy.
2000 strong 8pts
Heavy Cav:
Cailtian Guard, the guardians of the holy places of Cailtian are riders as benefit the lord of herds. Wearing heavy chainmail , shields, bearing enchanted lances and swords to smite the enemies of the nation, these men follow the priests of Cailtian into battle at a gallop.
500 strong 6pts
Special Units:
Beltian mage priest, these men are aesthetics who devote themselves to a very specialized form of magic. They sacrifice flexibility and deeper understanding for the ability to wield destructive energy on the battle field. Able to summon fire and lightening they strike down the foes of the nation in an effective if limited way.
1000 strong 8pts
The Sky Guard, the riders of the mighty hippogriffs, with crossbow, lance and sword they guard the sky over the nation. Armored in chain mail and led by priests of Altian and Beltian, no one shall pass.
1000 strong 10pts.
Artillery:
Light Ballista, engines that can throw spears a great distance to bring down a number of foes.
30 strong, 3pts.
Medium oneagers, Meant to reduce walls and gates as well as striking at enemy formations.
10 strong 2pts
Heavy Trebuchet, The destroyers of fortresses.
10 strong 3pts
Navy:
The Taurian Navy prefers tactics of boarding enemy vessels and letting the Seaguard get to grips with their crews.
Scouts ships, to seek out the enemy.
60 strong, 3pts
Light warships, fast and nimble they seek to maneuver around the enemy and close from weak sides.
100 strong 10pts
Heavy Warships. The great brawlers of the navy.
60 strong, 9pts
Characters:
PriestKing Alessian, CoRuler of the Taur, beloved of Altian and his mortal voice on earth. His political and magical power in the nation is only matched by his wife. He has ruled for 10 years now and at the age of 30 is at his prime. Truly fond of his wife, they have had 3 children together, 2 boys and a girl. It is his hope to expand the Taur to new lands and throw back the slaving snakes to the South, securing safety for the people of the nation.
2pts
PriestessQueen Judiren, CoRuler of the Taur, beloved of Mairen and her mortal voice on earth. She wields political and magical power in a graceful union matched only by her husband. She has ruled for 10 years now, at the age of 29. She fully supports her husband plans and cares deeply both for him and his success. She is somewhat involved in domestic intrigue intending on establishing a independent temple guard for the goddess Mairen and Annairen.
2pts
Michiltian, High Priest of Vorltian. The wildest of the wild. It is said he took his holy vows under the hand of Vorltian himself and spent his early years of Priesthood in the great pack of white wild wolves. With long white hair and a great wild beard and wearing a grey robe and cloak, topped by a grey hat. He is apt to appear anywhere at anytime leading a pack of large white wolves. It is claimed that bloodshed and trouble draw him.
1pt
Sarihiren, High Priestess of Annairen, a tall, dark haired, grey eyed lady. A master mage and talented politician, she hopes to create a guard for her goddess and increase her temple's standing.
1pt
Morltian, High Priest of Belitan, loyal if mostly apolitical, but rather talented mage and warrior. He is known by his shaved head and rumbled robes, however little escape his notice and it is best not call down his temper.
1pt
Eairen, High Priestess of Wynniren, one of the greatest healers and sages of the nation. She is widely admired for her dedication to improving the lot of the poor. Youngest of the high Priest/Priestess, she has little ambition in the political sense, wishing only to serve her Goddess and the Taurian
1pt.
Greltian, High General of the Armies of the Taurian. Eldest son of the last PriestKing and a veteran of the Altian Temple Guard. He has had many bloody adventures ventureing deep into the heart of the snake lands and beyond, seeing fabled realms where mountains fly and frogs walk and speak as men. Wielder of the sword SerpentBane, a weapon that causes the blood of snake men to burn when it strikes them.
1pt
TaurHold: Capital of the Taurian Nation, built according to visions sent to Taur by Altian himself. Surrounded by massive walls which are warded both within and without against attack. The Center of the city is dominated by Temples to the gods and goddesses all linked by the palace of the PriestKing/Queen. The temples and palace are actually one massive spell written in stone on the earth itself. The spells are designed to empower the PriestKing and PriestessQueen, increasing their magical power within the bounds of the city itself, as long as they are doing the will of the gods/goddesses. For major spells, to draw upong the power of the city, the approval of all the high priests/priestess are required.
2pts.
*thanks to cat to catching the mistakes, now I know whose actually reading these things.*
Last edited by frigidmagi on Sun Oct 15, 2006 4:40 pm, edited 3 times in total.
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
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#5
Hylidaeus
Territory: The area surrounding lakes Crysalmir and Kalifrost.
Symbol: A blue webbed hand on green background.
Abstract:
Hylidaeus is a nation set into the rolling forested hills and fertile valleys surrounding the mountain fed lakes Crysalmir (the larger one) and Kalifrost (the lsmaller one). They worship the god Dahhok, who has three aspects. A nurturing aspect, who concerns himself with morality, fertility and the family; an aggressive war-loving aspect who concerns himself with law enforcement, warfare and logistics, and a scholarly aspect who concerns himself with magic, law, and knowledge and organization.
Racial information:
The Hylidaeians are Tree Frog people, plain and simple. The millennia old result of the experimentations of a mage who liked frogs far more than any person had the right. He magically crossed a local species of
Tree frog with humans and created this hybrid. The Hylidaeians stand on average about a foot taller than human height. Their arms and legs are longer by about a foot for the legs and six inches for each arm than human arms and legs. They also have elongated fingers and toes, with special climbing pads on their ends and webbing between the toes. They have more frog-like heads, with a frog like wide mouth, a long extendable tongue, and large forward facing eyes which bulge out slightly.
They spawn at the beginning of winter in lakes Crysalmir and Kalifrost, in a massive Spawning Festival to the Nurturing Aspect of Dahhok. Each adult who is able, goes to the lake they grew up in to spawn. Each male sets up a territory and makes a shrill call which attracts females. When a female arrives in his territory, typically a stretch of shallow water no more than 5 meters from the water’s edge. They engage in conversation, introductions and the like. If the female is willing to mate (the male most certainly is) they mate in deep water, able to hold their breath for considerable lengths of time and respire through the skin. Fertilization is internal and is done by typical humanoid mating with a penis and vagina, whole nine yards. However, the eggs are laid a few minutes after copulation in clumps attached to submerged vegetation. The female is capable of holding eggs from being fertilized and thus fertilize different sets of eggs with different mates. The eggs, of which a single female may lay several dozen but with a high mortality rate, hatch in about a week into little six inch long larvae which metamorphose into toddler size froglets in about a year. Their metamorphosis is timed to coincide with the next festival. The young are then adopted by couples leaving the festival the net morning. The Hylidaeians are sexually very promiscuous, but socially monogamous, they either go as a couple, or form a pair bond with an unattached conspecific they have mated with, and leave as a couple, with adopted offspring. The young then take around 16 years to reach sexual maturity and if they wish, participate in Spawning Festivals. Mating does occur between festivals and sex is recreational. However, the female is not fertile during these periods.
Due to genetic drift, this had led to two color morphs. A green skinned red eyed morph, and a yellow skinned blue eyed morph, referred to as Crysals and Frostians respectively.
As far as physical abilities are concerned, the Hyliaeians are accomplished climbers, jumpers and swimmers, as befitting their magical and amphibian heritage. An average adult male is capable of jumping ten to fifteen feet straight up, and twenty to thirty feet horizontally. He can hold his breath for up to an hour, and is capable of climbing trees and rock faces without mechanical aids or abundant hand or footholds, as well as having excellent night vision. However, they are vulnerable to cold ambient temperatures due to a lack of a cutaneous fat layer, and their skin is permeable to water. They secrete a waxy substance which mediates this at average temperatures, but it beads off at higher temperatures leaving them open to rapid dehydration under poor conditions.
Government:
The government of Elasime is a combination of Magocracy, Theocracy, and a guild-based representative democracy depending on what branch of government one looks at. The major guilds of each city or town select from their members a representative to go to the municipal guild council meeting. From there they split into committees which decide on issues related to the general governance of their set of trades (the mercantile guilds all participate in business regulation for example) From each of these committees the council sends one member to the national council which meets in the city of Crysalisian, the capitol. This serves as the Legislative Branch. The Executive branch is controlled by the Mage guild, who take no part in the legislative proceeding. Each large municipality is governed by an Archmagus (same you will see in the army) who has command over the city garrison and the legion stationed in the fortress nearest to the city. Smaller towns are governed by a Magus, and protected by a pallisade, a small garrison the fact that the towns are built into trees, as well as any legion on maneuvers in the area. The judiciary is run by the church. Clerics who focus upon the Scholarly aspect of the god Dahhok serve as lawyers and judges. With a group of citizens acting as a jury.
History: The realm of Hylidaeus had a rather odd start. Around a thousand years ago, the mad mage Ranus created a hybrid between tree frogs and the human barbarians which lived in the area. The resulting humanoids were intelligent and possessed a mix of human and amphibian features. They also possessed due to the magical nature of their creation, a talent for channeling magic. The mad mage had more an interest in creating such chimeras than actually doing anything with them, and they were left to their own devices in the thousands, due to their mother stock being frog eggs. Eventually, they established themselves near the largest sources of permanent water and started to make lives for themselves. They founded the cities of Crysalisian, and Kalifrostan. Eventually Ranus died and they were truly alone. Until a few centuries ago when missionaries from the Koronan empire arrived, bringing the gospel of Dahhok with them. The Hylidaeians, having no religion, but an innate human desire for a solid belief structure, converted in droves. The way they worshiped their new God was slightly different than the missionaries would have preferred, but it did not approach heresy. Eventually, the Hylidaeians started to spread out from the lakes. Branching along the rivers which fed them and into the countryside. Founding new towns and villages as they went, all of them built into the trees.
However, they encountered natives who lived in these lands. Humans who would not tolerate strange people living in their midst. They waged war upon the Hylidaeians, who fought back with sword, spell, and prayer. It was during this time that the organization unit called the Legion was born. It’s flexible nature, and internal discipline allowed the Hylidaeians to crush their opposition and take control of their current territory.
Religion and Culture:
The God Dahhok is not just one deity. He has three aspects. All of them Dahhok. Dahhok the Family Man concerns himself with family, fertility and living the Good Life. The Hylidaeians worship him not through active prayer or entering the clergy, but by trying to uphold his ideals. That family comes first, that others should be treated with kindness and compassion, truth is a valuable thing. He concerns himself with safety as well, and the proper functioning of systems. Father Asmodeus is the only known priest of Dahhok the Family Man who exists among the Hylidaeians. And he is the Inquisitor, who keeps the people safe from lies and subversion. There is one major festival to Dahhok the Nurturer, and that is the annual Spawning Festival
Dahhok the Scholar’s portfolio consists of knowledge, wisdom and law. As well as magic and organization. He is worthiped through doing business, perusing master of the arts, sciences, magic and mathematics. He is also worshiped in the courts, where his clergy hold sway as Lawyers and Judges. There are no festivals to the Scholar, save for every time someone opens a book, or begins a court proceeding, or creates a work of art.
Dahhok the Warrior is fairly self explanatory. He concerns himself with war, religious missionary work, self defense and law enforcement, and military logistics. He is the source of the church’s missionary impulse. And also the source of the Battle-Clerics and other armor clad clergy seen in the Country’s line of battle.
The sect of the church of Dahhok found in Hylidaeus is somewhat different than the main church however. Partially because they are a different species, and partially because of the distance. This causes them to occasionally be seen as Mavericks by the rest of the church. For example, the court system, while run by clergy is not and so far as they are concerned, never will be controlled by the church proper. The Hylidaeians are a pragmatic people and the best person for the job tends to get it. This means that the clergy, who have access to truth spells, tend to run the courts. If the main church in the Koronan empire tries to influence part of a trial, they will be rebuffed as it is not the place of the church to decide matters of guilt or innocence, only to determine such, and only the priest who handles the affairs can hope to determine that.
Economics: The primary Imports of Hylidaeus include finished goods, certain building materials such as brick and specialty stone such as marble, and high quality steel. And specialty foods such as mammalian cattle. Exports include honey, bees wax, finished goods, weapons, wood, fish roe (delicacy) and other things like silk (the production of which is a cloesly guarded state secret)
The economy of the Hylidaeians is relatively self sustaining. Their homes are built into nature itself where wood and other building materials are never in short supply, and there is ample stone within the borders to supply the basic needs of fortifications, and enough iron deposits for most weapons. However, due to the construction of most cities, it can be dangerous to smelt iron and often they ship iron to others to do that stage of production.
Agriculture is also very very different from that of the humanoid powers. They do not farm grasses for food. Instead, they have largly domesticated a local termite species and farm them for food. The termites are used as a food staple and can be processed into a great many dishes. Bees are also domesticated and used as a direct and indirect food source. Their honey and bees wax are harvested and what is not used by the bee keepers is sold locally or exported. The Hylidaians also produce silk for use and export. Lots of it.
Towns: There are 4 major cities in Hylidaeus. The Capitol Crysalisian, and her sister city Kalifrostan which lay on opposite sides of the stretch of land between the two lakes. As well as two outlying cities. Elesime which lies on the far southeastern border, and Alaksar which is on the northern border. Each of these cities is built into the branches of the massive fire resistant Ironwood trees native to the region. And is surrounded by a clearing or no man’s land which can be watched for traveling merchants as well as armies. The cities themselves are walled.
Provisonal Military stats based on Major power designation
A legion: 4000 heavy Infantry (3000 maces, 1000 pikes)
1000 longbowmen
10 Magi (1 pt)
1 Arch magus (1.5 pt) (named character)
12.5 pts per legion
7 legions
Troops descriptions
Heavy Infantry 3 pts per 2000
Arms: Mace or 6 meter pike, with a long sword as a backup
Armor: heavy chainmail, kettle drum helmet with a steel shield(if no pike) mall round shield strapped to arm if armed with a pike
Longbowmen 4 pts per 1000
Arms: Longbow, short sword
Armor:Leather armor,
Longbowmen are not heavily armored and thus are able to take advantage of the racial abilities of the Hylidaeians while in their gear. In addition, their longbows are of composite construction for better range and penetrative power.
Magic
Magi 10 in each legion. 1/10 of a point 1 pts per legion
Arms: Spells, quarter staff, dagger
Armor: spells, robes
Spells: Remove Fear 3, Cause fear 3, Sleep 3, Elemental Missiles 3, Armor self 3, armor other 3 mass armor other 2, protection from arrows 3, wind wall cinder cone 3, protection from energy 3, levitate. Flaming sphere 2, invisibility, displacement. Improved counterspell. Apparition. Fireball 2, lighting bolt 2, fire shield (protects from fire, or cold based attacks), wall of fire, stoneskin (Skin becomes as storng as granite). chain lighting 1, energy immunity (immunity from elemental damage of mages choice), spell turning (reverses spells back on caster), spell mantle(Immune to the next 5 spells to hit the mage). Illusory terrain makes enemies see the wrong terrain type). Cure major wounds, cause major wounds, mass cure light wounds. (Plus a few utility spells and spells seen in personal interactions, but these are the ones you will see in combat)
Special abilities: Can take advantage of froggyness.
Archmagus 1.5 each
Arms: Spells, quarter staff, dagger
Armor: spells, robes
Spells: Remove Fear 4, Cause fear 4, Sleep 4, Elemental Missiles 4, Armor self 4, armor other 4 mass armor other 3, protection from arrows 4, wind wall cinder cone 4, protection from energy 4, levitate. Flaming sphere 3, invisibility, displacement.. Apparition. Fireball 3, lighting bolt 3, fire shield, wall of fire,, stoneskin (same as above). chain lighting 2, energy immunity(as above), spell turning(same), spell mantle(same). Improved spell mantle (immune to first ten spells that hit the mage), spell immunity(Immune to a specific sort of spell for several minutes. Such as immune to area effect spells, debuff spells, etc), iron guard (metal weapons pass through harmlessly), disintegrate (disintegrates living target, or 10 cubic meters of non-living material). Wall of force (creates an impenetrable barrier of variable size) illusory terrain (same as above), illusory host (creates an illusory army), disjoin (dispells magic cast by lesser mages). Heal, Harm, Mass Cure Wounds, Waves of fatigue (fatigue and wearyness sweep over enemy troops), waves of Renewal(washes away fatique), telekinesis. Telekinetic wave(Plus a few utility spells and spells seen in personal interactions, but these are the ones you will see in combat)
Special Abilities: Can place curses on individuals, working in concert they can alter weather patters and lay grand magical effects. Can control area effect spells to not harm friendly troops. Can take advantage of froggyness
Rules of magic.
Magi: Magi are a bit limited in what each one can do at once. Only one spell which has a duration, such as a defensive spell, or illusion can be maintained at any one time. Instantaneous spells such as an attack spell can be cast while a durationed spell is in place. They also need both verbal and somatic components to cast their spells. If they are gagged or bound, they are pretty much helpless
Archmages: Are less limited. They can have up to three durationed spells maintained at once. They also only need to verbal or somatic components to cast spells, and are only incapacitated if bound AND gagged
Elan:he can have up to 5 durationed spells maintained at a time. he can also cast spells with just a thought, so binding and gagging him will not work.
SPell Descriptions: I figure I will list the spells and what they do. That way my mages are a known quantity. As a general notation, spells with variable effects have a number next to them. This indicates the power level of the spell. So Fireball 4 is much nastier than fireball 2 for example
Remove Fear: Increases Morale in Power Level^2 radius in meters.
Cause fear: Reverse of Remove fear
Sleep: Causes targets in a Power Level^2 meter radius to fall into a deep sleep.
Elemental Missiles: Causes Power Level^2 magical projectiles to spring forth from the casters hands, doing elemental damage of the casters choice on a number of targets equal to the number of missiles
Armor self: Protects the mage
armor other: Protects another
mass armor other:Protects many others
protection from arrows: Gives complete immunity to 10 arrow strikes
wind wall: Knocks projectiles off course as if the arrows were flying in gale force winds
cinder cone: A cone of fire with 90 degree spread and a power level^2 meter radius
protection from energy: grants some protection from all elemental attacks
levitate: allows the caster to fly
Flaming sphere: Creates a ball of fire which travels around at the Mage's direction. It has a radius of Power Level feet
invisibility: Turns a target invisible
displacement: Makes a target seem to be somewhere it isnt
Apparition: creates an illusion of a creature
Fireball: Causes a fiery explosion with a radius of Power Level^2 feet
lighting bolt: Creates a Lighting bolt with is Power Level^2 feet wide
fire shield:Protects from fire and cold based attacks, and causes damage to those physically attacking the mage
wall of fire: Creates a wall of fire 20 meters in length and 5 meters high
stoneskin:target's skin becomes as hard as granite
chain lighting: Same as lighting only the width is 1 foot. However it arcs from target to target within a 3(Power Level) meter radius
energy immunity:grants total immunity to one sort of elemental attack
spell turning:turns offensive spells back on the caster
spell mantle:grants complete immunity to the first 3 spells that strike the target)
Improved spell mantle: grants complete immunity to the fiorst 6 spells which strike a target
spell immunity: grants complete immunity to a type of spell (area effect, elemental damage etc)
iron guard: Metal weapons pass through harmlessly
disintegrate:Disintegrates a living target, or fragments 5 cubic meters of non-living material
Wall of force: Creates an impenetrable barrier of no less than ten square feet, and no greater than 200 square feet. Lasts for 5 min
illusory terrain:creates a full sensory illusion of terrain that is not really there. Does not effect friendlies
illusory host:Modifies an existing unit of soliders to appear differently. Friendly troops do not see the illusory image
disjoin and Improved Counterspell: Dispels the magic of other mages
Cure and Wound Spells: Cause or cure specified type of wounds to a single target. Also has mass versions
Waves of fatigue: Causes fatuique in a 16 meter cone
Waves of Renewal removes fatique in a 16 meter cone
telekinesis. Pick up and throw around up to 1 ton
Telekinetic wave: Pick up and throw 1 ton objects in a radius of 16 meters from the caster
City defenses: Each of the four major cities has a permanent garrison of 1500 Medium infantry, and 1000 Crossbowmen. And is surrounded by a 40 foot high (measured at the wall walk), 10 foot thick masonry rubble composite wall(standard construction for the medieval period) with 55 foot high towers set at regular intervals. Both towers, and walls are capped with crenellated battlements and there are several well fortified gatehouses controlling entrance. (Note: talked to rogue, a standard city wall like this shouldn’t cost any extra unless one goes overboard with them. Same with fortresses. They provide a tactical advantage, but are useless without soliders in them we have already paid for)
Smaller towns have smaller garrisons. Towns typically have a garrison of 100 medium infantry, and 50 crossbowmen, and are surrounded by an earthen wall faced with a n ironwood stockade,
Medium Infantry: 2 pts per 2000
Arms: Halberd, longsword
Armor: Chainmail hauberk, conical helmet
Crossbowmen 2 pts per 1000
Arms: Crossbow, shortsword
Armor: Ringmail.
18 points spent
Father Asmodeus: Church Inquisitor (2 points)
Arms: Morning Star spells
Armor; Brigadine and chain, Conical Helmet, steel shield spells
Spells: Zone of truth, Detect Lies, Dominate Person, Apparition, Dreamscape, Dreamwalk, Holy Strike2, Holy Shield2, Detect thoughts, hold person, displacement, silence, telekinesis. Heal, harm, implosionm..
Elan. Head of the Conclave. (2 pts)
Arms:longsword, spells
Armor: robes, spells
Spells: there isn’t much this guy cant do.
Special abilities: as archmagus
The archmages:
Versicolor (Kalifrost) and Arrencolor(Alaksar): These identical twins hatched from the same egg and managed to survive and get adopted by the same parents. They each showed talent for magic and were trained by the guild. Each rising in time from the rank of apprentice to through Magus, and finally to he rank of Archmagus, each second only to Elan in power and rank. They administrate seperate cities and command seperate legions, but they spend as much time together as they can.
Arlenian: A female archmagus of considerable power she is known for her fiery temper and complete and utter lack of tact. It is also well known but not publically acknowledged that she has never participated in the Spawning, but has had her own children, by Versicolor, and some suspect Arrencolor as well.
Viridis: The Green Wizard as he is called, clads himself in nothing but shades of green. Enigmatic and prone to somwaht hermit-like tendencies he is seen as a recluse, caring more (and rightly so according to many) about the nature of magic than for his more prosaic duties.
Lorak(Elisime): Prefers guile over flashy displays of power. He is distrusted by most, save the people who he rules with more still and tact than one would think possible for someone who spends his life with a nose burried in books.
Avivoca (Crysalisian):Elan's life-long friend since the Academy (and some speculate his lover). He balances his exceptionsl skill in magic with a wonderful singing voice. Something he enjoys combining when using magic
Syracusa: Is in charge of a fortress based frontier legion that typically watches the eastern border.
More to come
4 pts spent
There are seven fortresses placed at strategic locations around Hylidaeus. They are of the standard keep and bailey model. They typically have a 40 foot curtain wall, 55 foot tower are regular intervals, and a single well defended gatehouse. The keep is a 65 foot tall square structure with a 80 foot tower on each corner. The door is situated 20 feet above the ground and is approached by a causeway which runs up the wall. The causeway itself does not reach the door. Rather, it stops 7 feet from the door.
Territory: The area surrounding lakes Crysalmir and Kalifrost.
Symbol: A blue webbed hand on green background.
Abstract:
Hylidaeus is a nation set into the rolling forested hills and fertile valleys surrounding the mountain fed lakes Crysalmir (the larger one) and Kalifrost (the lsmaller one). They worship the god Dahhok, who has three aspects. A nurturing aspect, who concerns himself with morality, fertility and the family; an aggressive war-loving aspect who concerns himself with law enforcement, warfare and logistics, and a scholarly aspect who concerns himself with magic, law, and knowledge and organization.
Racial information:
The Hylidaeians are Tree Frog people, plain and simple. The millennia old result of the experimentations of a mage who liked frogs far more than any person had the right. He magically crossed a local species of
Tree frog with humans and created this hybrid. The Hylidaeians stand on average about a foot taller than human height. Their arms and legs are longer by about a foot for the legs and six inches for each arm than human arms and legs. They also have elongated fingers and toes, with special climbing pads on their ends and webbing between the toes. They have more frog-like heads, with a frog like wide mouth, a long extendable tongue, and large forward facing eyes which bulge out slightly.
They spawn at the beginning of winter in lakes Crysalmir and Kalifrost, in a massive Spawning Festival to the Nurturing Aspect of Dahhok. Each adult who is able, goes to the lake they grew up in to spawn. Each male sets up a territory and makes a shrill call which attracts females. When a female arrives in his territory, typically a stretch of shallow water no more than 5 meters from the water’s edge. They engage in conversation, introductions and the like. If the female is willing to mate (the male most certainly is) they mate in deep water, able to hold their breath for considerable lengths of time and respire through the skin. Fertilization is internal and is done by typical humanoid mating with a penis and vagina, whole nine yards. However, the eggs are laid a few minutes after copulation in clumps attached to submerged vegetation. The female is capable of holding eggs from being fertilized and thus fertilize different sets of eggs with different mates. The eggs, of which a single female may lay several dozen but with a high mortality rate, hatch in about a week into little six inch long larvae which metamorphose into toddler size froglets in about a year. Their metamorphosis is timed to coincide with the next festival. The young are then adopted by couples leaving the festival the net morning. The Hylidaeians are sexually very promiscuous, but socially monogamous, they either go as a couple, or form a pair bond with an unattached conspecific they have mated with, and leave as a couple, with adopted offspring. The young then take around 16 years to reach sexual maturity and if they wish, participate in Spawning Festivals. Mating does occur between festivals and sex is recreational. However, the female is not fertile during these periods.
Due to genetic drift, this had led to two color morphs. A green skinned red eyed morph, and a yellow skinned blue eyed morph, referred to as Crysals and Frostians respectively.
As far as physical abilities are concerned, the Hyliaeians are accomplished climbers, jumpers and swimmers, as befitting their magical and amphibian heritage. An average adult male is capable of jumping ten to fifteen feet straight up, and twenty to thirty feet horizontally. He can hold his breath for up to an hour, and is capable of climbing trees and rock faces without mechanical aids or abundant hand or footholds, as well as having excellent night vision. However, they are vulnerable to cold ambient temperatures due to a lack of a cutaneous fat layer, and their skin is permeable to water. They secrete a waxy substance which mediates this at average temperatures, but it beads off at higher temperatures leaving them open to rapid dehydration under poor conditions.
Government:
The government of Elasime is a combination of Magocracy, Theocracy, and a guild-based representative democracy depending on what branch of government one looks at. The major guilds of each city or town select from their members a representative to go to the municipal guild council meeting. From there they split into committees which decide on issues related to the general governance of their set of trades (the mercantile guilds all participate in business regulation for example) From each of these committees the council sends one member to the national council which meets in the city of Crysalisian, the capitol. This serves as the Legislative Branch. The Executive branch is controlled by the Mage guild, who take no part in the legislative proceeding. Each large municipality is governed by an Archmagus (same you will see in the army) who has command over the city garrison and the legion stationed in the fortress nearest to the city. Smaller towns are governed by a Magus, and protected by a pallisade, a small garrison the fact that the towns are built into trees, as well as any legion on maneuvers in the area. The judiciary is run by the church. Clerics who focus upon the Scholarly aspect of the god Dahhok serve as lawyers and judges. With a group of citizens acting as a jury.
History: The realm of Hylidaeus had a rather odd start. Around a thousand years ago, the mad mage Ranus created a hybrid between tree frogs and the human barbarians which lived in the area. The resulting humanoids were intelligent and possessed a mix of human and amphibian features. They also possessed due to the magical nature of their creation, a talent for channeling magic. The mad mage had more an interest in creating such chimeras than actually doing anything with them, and they were left to their own devices in the thousands, due to their mother stock being frog eggs. Eventually, they established themselves near the largest sources of permanent water and started to make lives for themselves. They founded the cities of Crysalisian, and Kalifrostan. Eventually Ranus died and they were truly alone. Until a few centuries ago when missionaries from the Koronan empire arrived, bringing the gospel of Dahhok with them. The Hylidaeians, having no religion, but an innate human desire for a solid belief structure, converted in droves. The way they worshiped their new God was slightly different than the missionaries would have preferred, but it did not approach heresy. Eventually, the Hylidaeians started to spread out from the lakes. Branching along the rivers which fed them and into the countryside. Founding new towns and villages as they went, all of them built into the trees.
However, they encountered natives who lived in these lands. Humans who would not tolerate strange people living in their midst. They waged war upon the Hylidaeians, who fought back with sword, spell, and prayer. It was during this time that the organization unit called the Legion was born. It’s flexible nature, and internal discipline allowed the Hylidaeians to crush their opposition and take control of their current territory.
Religion and Culture:
The God Dahhok is not just one deity. He has three aspects. All of them Dahhok. Dahhok the Family Man concerns himself with family, fertility and living the Good Life. The Hylidaeians worship him not through active prayer or entering the clergy, but by trying to uphold his ideals. That family comes first, that others should be treated with kindness and compassion, truth is a valuable thing. He concerns himself with safety as well, and the proper functioning of systems. Father Asmodeus is the only known priest of Dahhok the Family Man who exists among the Hylidaeians. And he is the Inquisitor, who keeps the people safe from lies and subversion. There is one major festival to Dahhok the Nurturer, and that is the annual Spawning Festival
Dahhok the Scholar’s portfolio consists of knowledge, wisdom and law. As well as magic and organization. He is worthiped through doing business, perusing master of the arts, sciences, magic and mathematics. He is also worshiped in the courts, where his clergy hold sway as Lawyers and Judges. There are no festivals to the Scholar, save for every time someone opens a book, or begins a court proceeding, or creates a work of art.
Dahhok the Warrior is fairly self explanatory. He concerns himself with war, religious missionary work, self defense and law enforcement, and military logistics. He is the source of the church’s missionary impulse. And also the source of the Battle-Clerics and other armor clad clergy seen in the Country’s line of battle.
The sect of the church of Dahhok found in Hylidaeus is somewhat different than the main church however. Partially because they are a different species, and partially because of the distance. This causes them to occasionally be seen as Mavericks by the rest of the church. For example, the court system, while run by clergy is not and so far as they are concerned, never will be controlled by the church proper. The Hylidaeians are a pragmatic people and the best person for the job tends to get it. This means that the clergy, who have access to truth spells, tend to run the courts. If the main church in the Koronan empire tries to influence part of a trial, they will be rebuffed as it is not the place of the church to decide matters of guilt or innocence, only to determine such, and only the priest who handles the affairs can hope to determine that.
Economics: The primary Imports of Hylidaeus include finished goods, certain building materials such as brick and specialty stone such as marble, and high quality steel. And specialty foods such as mammalian cattle. Exports include honey, bees wax, finished goods, weapons, wood, fish roe (delicacy) and other things like silk (the production of which is a cloesly guarded state secret)
The economy of the Hylidaeians is relatively self sustaining. Their homes are built into nature itself where wood and other building materials are never in short supply, and there is ample stone within the borders to supply the basic needs of fortifications, and enough iron deposits for most weapons. However, due to the construction of most cities, it can be dangerous to smelt iron and often they ship iron to others to do that stage of production.
Agriculture is also very very different from that of the humanoid powers. They do not farm grasses for food. Instead, they have largly domesticated a local termite species and farm them for food. The termites are used as a food staple and can be processed into a great many dishes. Bees are also domesticated and used as a direct and indirect food source. Their honey and bees wax are harvested and what is not used by the bee keepers is sold locally or exported. The Hylidaians also produce silk for use and export. Lots of it.
Towns: There are 4 major cities in Hylidaeus. The Capitol Crysalisian, and her sister city Kalifrostan which lay on opposite sides of the stretch of land between the two lakes. As well as two outlying cities. Elesime which lies on the far southeastern border, and Alaksar which is on the northern border. Each of these cities is built into the branches of the massive fire resistant Ironwood trees native to the region. And is surrounded by a clearing or no man’s land which can be watched for traveling merchants as well as armies. The cities themselves are walled.
Provisonal Military stats based on Major power designation
A legion: 4000 heavy Infantry (3000 maces, 1000 pikes)
1000 longbowmen
10 Magi (1 pt)
1 Arch magus (1.5 pt) (named character)
12.5 pts per legion
7 legions
Troops descriptions
Heavy Infantry 3 pts per 2000
Arms: Mace or 6 meter pike, with a long sword as a backup
Armor: heavy chainmail, kettle drum helmet with a steel shield(if no pike) mall round shield strapped to arm if armed with a pike
Longbowmen 4 pts per 1000
Arms: Longbow, short sword
Armor:Leather armor,
Longbowmen are not heavily armored and thus are able to take advantage of the racial abilities of the Hylidaeians while in their gear. In addition, their longbows are of composite construction for better range and penetrative power.
Magic
Magi 10 in each legion. 1/10 of a point 1 pts per legion
Arms: Spells, quarter staff, dagger
Armor: spells, robes
Spells: Remove Fear 3, Cause fear 3, Sleep 3, Elemental Missiles 3, Armor self 3, armor other 3 mass armor other 2, protection from arrows 3, wind wall cinder cone 3, protection from energy 3, levitate. Flaming sphere 2, invisibility, displacement. Improved counterspell. Apparition. Fireball 2, lighting bolt 2, fire shield (protects from fire, or cold based attacks), wall of fire, stoneskin (Skin becomes as storng as granite). chain lighting 1, energy immunity (immunity from elemental damage of mages choice), spell turning (reverses spells back on caster), spell mantle(Immune to the next 5 spells to hit the mage). Illusory terrain makes enemies see the wrong terrain type). Cure major wounds, cause major wounds, mass cure light wounds. (Plus a few utility spells and spells seen in personal interactions, but these are the ones you will see in combat)
Special abilities: Can take advantage of froggyness.
Archmagus 1.5 each
Arms: Spells, quarter staff, dagger
Armor: spells, robes
Spells: Remove Fear 4, Cause fear 4, Sleep 4, Elemental Missiles 4, Armor self 4, armor other 4 mass armor other 3, protection from arrows 4, wind wall cinder cone 4, protection from energy 4, levitate. Flaming sphere 3, invisibility, displacement.. Apparition. Fireball 3, lighting bolt 3, fire shield, wall of fire,, stoneskin (same as above). chain lighting 2, energy immunity(as above), spell turning(same), spell mantle(same). Improved spell mantle (immune to first ten spells that hit the mage), spell immunity(Immune to a specific sort of spell for several minutes. Such as immune to area effect spells, debuff spells, etc), iron guard (metal weapons pass through harmlessly), disintegrate (disintegrates living target, or 10 cubic meters of non-living material). Wall of force (creates an impenetrable barrier of variable size) illusory terrain (same as above), illusory host (creates an illusory army), disjoin (dispells magic cast by lesser mages). Heal, Harm, Mass Cure Wounds, Waves of fatigue (fatigue and wearyness sweep over enemy troops), waves of Renewal(washes away fatique), telekinesis. Telekinetic wave(Plus a few utility spells and spells seen in personal interactions, but these are the ones you will see in combat)
Special Abilities: Can place curses on individuals, working in concert they can alter weather patters and lay grand magical effects. Can control area effect spells to not harm friendly troops. Can take advantage of froggyness
Rules of magic.
Magi: Magi are a bit limited in what each one can do at once. Only one spell which has a duration, such as a defensive spell, or illusion can be maintained at any one time. Instantaneous spells such as an attack spell can be cast while a durationed spell is in place. They also need both verbal and somatic components to cast their spells. If they are gagged or bound, they are pretty much helpless
Archmages: Are less limited. They can have up to three durationed spells maintained at once. They also only need to verbal or somatic components to cast spells, and are only incapacitated if bound AND gagged
Elan:he can have up to 5 durationed spells maintained at a time. he can also cast spells with just a thought, so binding and gagging him will not work.
SPell Descriptions: I figure I will list the spells and what they do. That way my mages are a known quantity. As a general notation, spells with variable effects have a number next to them. This indicates the power level of the spell. So Fireball 4 is much nastier than fireball 2 for example
Remove Fear: Increases Morale in Power Level^2 radius in meters.
Cause fear: Reverse of Remove fear
Sleep: Causes targets in a Power Level^2 meter radius to fall into a deep sleep.
Elemental Missiles: Causes Power Level^2 magical projectiles to spring forth from the casters hands, doing elemental damage of the casters choice on a number of targets equal to the number of missiles
Armor self: Protects the mage
armor other: Protects another
mass armor other:Protects many others
protection from arrows: Gives complete immunity to 10 arrow strikes
wind wall: Knocks projectiles off course as if the arrows were flying in gale force winds
cinder cone: A cone of fire with 90 degree spread and a power level^2 meter radius
protection from energy: grants some protection from all elemental attacks
levitate: allows the caster to fly
Flaming sphere: Creates a ball of fire which travels around at the Mage's direction. It has a radius of Power Level feet
invisibility: Turns a target invisible
displacement: Makes a target seem to be somewhere it isnt
Apparition: creates an illusion of a creature
Fireball: Causes a fiery explosion with a radius of Power Level^2 feet
lighting bolt: Creates a Lighting bolt with is Power Level^2 feet wide
fire shield:Protects from fire and cold based attacks, and causes damage to those physically attacking the mage
wall of fire: Creates a wall of fire 20 meters in length and 5 meters high
stoneskin:target's skin becomes as hard as granite
chain lighting: Same as lighting only the width is 1 foot. However it arcs from target to target within a 3(Power Level) meter radius
energy immunity:grants total immunity to one sort of elemental attack
spell turning:turns offensive spells back on the caster
spell mantle:grants complete immunity to the first 3 spells that strike the target)
Improved spell mantle: grants complete immunity to the fiorst 6 spells which strike a target
spell immunity: grants complete immunity to a type of spell (area effect, elemental damage etc)
iron guard: Metal weapons pass through harmlessly
disintegrate:Disintegrates a living target, or fragments 5 cubic meters of non-living material
Wall of force: Creates an impenetrable barrier of no less than ten square feet, and no greater than 200 square feet. Lasts for 5 min
illusory terrain:creates a full sensory illusion of terrain that is not really there. Does not effect friendlies
illusory host:Modifies an existing unit of soliders to appear differently. Friendly troops do not see the illusory image
disjoin and Improved Counterspell: Dispels the magic of other mages
Cure and Wound Spells: Cause or cure specified type of wounds to a single target. Also has mass versions
Waves of fatigue: Causes fatuique in a 16 meter cone
Waves of Renewal removes fatique in a 16 meter cone
telekinesis. Pick up and throw around up to 1 ton
Telekinetic wave: Pick up and throw 1 ton objects in a radius of 16 meters from the caster
City defenses: Each of the four major cities has a permanent garrison of 1500 Medium infantry, and 1000 Crossbowmen. And is surrounded by a 40 foot high (measured at the wall walk), 10 foot thick masonry rubble composite wall(standard construction for the medieval period) with 55 foot high towers set at regular intervals. Both towers, and walls are capped with crenellated battlements and there are several well fortified gatehouses controlling entrance. (Note: talked to rogue, a standard city wall like this shouldn’t cost any extra unless one goes overboard with them. Same with fortresses. They provide a tactical advantage, but are useless without soliders in them we have already paid for)
Smaller towns have smaller garrisons. Towns typically have a garrison of 100 medium infantry, and 50 crossbowmen, and are surrounded by an earthen wall faced with a n ironwood stockade,
Medium Infantry: 2 pts per 2000
Arms: Halberd, longsword
Armor: Chainmail hauberk, conical helmet
Crossbowmen 2 pts per 1000
Arms: Crossbow, shortsword
Armor: Ringmail.
18 points spent
Father Asmodeus: Church Inquisitor (2 points)
Arms: Morning Star spells
Armor; Brigadine and chain, Conical Helmet, steel shield spells
Spells: Zone of truth, Detect Lies, Dominate Person, Apparition, Dreamscape, Dreamwalk, Holy Strike2, Holy Shield2, Detect thoughts, hold person, displacement, silence, telekinesis. Heal, harm, implosionm..
Elan. Head of the Conclave. (2 pts)
Arms:longsword, spells
Armor: robes, spells
Spells: there isn’t much this guy cant do.
Special abilities: as archmagus
The archmages:
Versicolor (Kalifrost) and Arrencolor(Alaksar): These identical twins hatched from the same egg and managed to survive and get adopted by the same parents. They each showed talent for magic and were trained by the guild. Each rising in time from the rank of apprentice to through Magus, and finally to he rank of Archmagus, each second only to Elan in power and rank. They administrate seperate cities and command seperate legions, but they spend as much time together as they can.
Arlenian: A female archmagus of considerable power she is known for her fiery temper and complete and utter lack of tact. It is also well known but not publically acknowledged that she has never participated in the Spawning, but has had her own children, by Versicolor, and some suspect Arrencolor as well.
Viridis: The Green Wizard as he is called, clads himself in nothing but shades of green. Enigmatic and prone to somwaht hermit-like tendencies he is seen as a recluse, caring more (and rightly so according to many) about the nature of magic than for his more prosaic duties.
Lorak(Elisime): Prefers guile over flashy displays of power. He is distrusted by most, save the people who he rules with more still and tact than one would think possible for someone who spends his life with a nose burried in books.
Avivoca (Crysalisian):Elan's life-long friend since the Academy (and some speculate his lover). He balances his exceptionsl skill in magic with a wonderful singing voice. Something he enjoys combining when using magic
Syracusa: Is in charge of a fortress based frontier legion that typically watches the eastern border.
More to come
4 pts spent
There are seven fortresses placed at strategic locations around Hylidaeus. They are of the standard keep and bailey model. They typically have a 40 foot curtain wall, 55 foot tower are regular intervals, and a single well defended gatehouse. The keep is a 65 foot tall square structure with a 80 foot tower on each corner. The door is situated 20 feet above the ground and is approached by a causeway which runs up the wall. The causeway itself does not reach the door. Rather, it stops 7 feet from the door.
Last edited by Comrade Tortoise on Mon Nov 27, 2006 10:16 pm, edited 8 times in total.
"Nothing in biology makes sense except in the light of evolution."
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
- Cynical Cat
- Arch-Magician
- Posts: 11930
- Joined: Thu Jun 09, 2005 8:53 pm
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- Contact:
#6
Confederacy of Dusk
Symbol: A yellow sun in an orange background over crescent moon, horns down, with a blue background.
Territory: Gulf coast through the forested interior to the base of the Rockies (most of the Forest of Night). The land consists mostly of forest with some cleared and cultivated areas around human habitation.
Government: The Witch King Malevan's rule is theoretically based on the consensus of tribes. In reality, it would require a substantial majority of the chieftains to repudiate the Witch King, an event that is unlikely to ever happen. The tribal ties are now mostly ceremonial, with the elected chieftainships now being associated mostly with various public offices.
Population centers: The six towns, each one the traditional center of one of the tribes. Smaller towns, villages, and farmsteads, dot the land
Trade:
Imports: Fine steel, precious metals, fine cloth, spices, horses
Exports: fruit, furs, amber, timber, fish, silk, and magical substances (mostly health related).
Religion: Minor offerings are made to the lumen, benevolent spirits who are inclined to aid humanity. Worship of the local gods, cruel beings who demand blood sacrifice and worse, is punishable by death. This punishment hasn't been known to be imposed in one hundred years.
History: The tribes came the the land ages ago. It was a rich and concealed magical treasures within its depths, but perilous as well. Nightgaunts, quicksilver ghosts, swarm spiders, morden panthers, nand bears and worse things stalked the night. Cruel gods demanded sacrifice or inflicted torments. Witches learned the strange magic of the land and could provide some protection as well as make use of the magical substances to be found in the forest. The lumen were discovered and they provided a measure of relief as well. The tribes were a strong people and so prospered despite the trials. And so things remained for centuries.
Then Malevan came, a stranger from a far land. He wielded magic that was not of the land. He fought the creatures of the night, collecting rewards and venturing to seize the treasures of the forest. He learned the magic of the land from witches and the lumen in the house he built, Torchbearer Hall.
From there he trained others in his ways, the first Firebearers. Men and women flocked to his banner and he began a campaign to push back the creatures of the night. The hidden society of priests made to wipe him out by surprise, but Malevan and his followers were warned by the lumen and met darkness and death with fire and light.
In the depths of the wood he found and bargained with Azzerekess the Night Dragon and warred with the gods, slaying them or reducing them to shadow. His following elevation to kingship was inevitable.
Military Forces:
Militia lead by professional warrior class (thanes) and their retainers (armsmen) forms the bulk of the Confederacy's forces. The force includes witches capable of healing, blessings, some counter magic, and cursing.
Rangers act to maintain the protective fetishes, keep the roads safe, and keep the nightborn in check. They can also be mustered as irregular archers. Knowledge of witchcraft and minor charms is common among them.
The Shining Knights and the Hallowed Ones (heavy infantry) are the Witch-King's household troops and military elite. They have enchanted arms and armour. Although they lack witches among their number, their protective standards and talismans can repell much hostile magic.
Witches are minor magic workers who make use of the magic of the land, mostly to do with the manipulation of magicals substances, darkness, despair, warding against nightspawn, and death. The Firebearers have some training in this primal magic, but their skills lie elsewhere. They are masters of the more traditional and destructive sorcery brought to the land by Ilthan (emphasis on fire, light, and protection). Typically they surround their cadres with powerful wards against magical and mundane harm while unleashes terribly destructive magics against their foes. On the field of battle they are grouped into cadres protected by shield bearers. The typical cadre is compossed of a sorcerer of rank, two initiates, and half a dozen shield bearers.
The Nightmare Cavaclade consists of the nightspawn bound and compelled by the Witch King. They are normally kept in a secret prison. Inhumanely tough, strong, and quick nightgaunts are the most numerous members but dark fae, quicksilver ghosts, trolls, mordant panthers, and various others are also present.
Militia
Typical Gear: leather armour, wooden shield, 2 spears, one handed axe.
16,000 light infantry(1pt) 8pts
Thanes and soldiers
Typical Gear: Spears, sword, mail shirt and leather armour, metal helmet.
10,000 medium infantry, better than average equipment, skill, decent magical support (2.4) 12pts
2000 heavy cavalry
Typical Gear: Full helm, full mail, lance, axe or mace, sword
-skill magical support, gear(3.5) 14pts
2000 Longbowmen 6pts
1000 Rangers (magic, skill, magical gear) 6pts
500 Shining Knights (heavy cavalry, magical gear, skill, protective talismans, no mages) 5pts
2000 Hallowed Ones (heavy infantry, magical gear, skill, no mages but protective talismans) 5pts
2000 Nighmare Cavaclade (monsters, as uber heavy infantry) -6pts
Azzerekess, The Night Dragon 2pts
Marshall Theodocius and bodyguard 1pts
Grandmaster Nadia Szerikos(mage lord) 2pts
Mage Cadres 5x2pts=10pts
Witch King (3pt mage lord, discounted) 1pts
Favorable home terrain: Forest of Night. It can still be hazardous to us and we live there. Invaders should be wary of camping too near to swarm spider or hawk wasp nests. 1pt
Ships: 10 light warships for coast defence 1pt
Symbol: A yellow sun in an orange background over crescent moon, horns down, with a blue background.
Territory: Gulf coast through the forested interior to the base of the Rockies (most of the Forest of Night). The land consists mostly of forest with some cleared and cultivated areas around human habitation.
Government: The Witch King Malevan's rule is theoretically based on the consensus of tribes. In reality, it would require a substantial majority of the chieftains to repudiate the Witch King, an event that is unlikely to ever happen. The tribal ties are now mostly ceremonial, with the elected chieftainships now being associated mostly with various public offices.
Population centers: The six towns, each one the traditional center of one of the tribes. Smaller towns, villages, and farmsteads, dot the land
Trade:
Imports: Fine steel, precious metals, fine cloth, spices, horses
Exports: fruit, furs, amber, timber, fish, silk, and magical substances (mostly health related).
Religion: Minor offerings are made to the lumen, benevolent spirits who are inclined to aid humanity. Worship of the local gods, cruel beings who demand blood sacrifice and worse, is punishable by death. This punishment hasn't been known to be imposed in one hundred years.
History: The tribes came the the land ages ago. It was a rich and concealed magical treasures within its depths, but perilous as well. Nightgaunts, quicksilver ghosts, swarm spiders, morden panthers, nand bears and worse things stalked the night. Cruel gods demanded sacrifice or inflicted torments. Witches learned the strange magic of the land and could provide some protection as well as make use of the magical substances to be found in the forest. The lumen were discovered and they provided a measure of relief as well. The tribes were a strong people and so prospered despite the trials. And so things remained for centuries.
Then Malevan came, a stranger from a far land. He wielded magic that was not of the land. He fought the creatures of the night, collecting rewards and venturing to seize the treasures of the forest. He learned the magic of the land from witches and the lumen in the house he built, Torchbearer Hall.
From there he trained others in his ways, the first Firebearers. Men and women flocked to his banner and he began a campaign to push back the creatures of the night. The hidden society of priests made to wipe him out by surprise, but Malevan and his followers were warned by the lumen and met darkness and death with fire and light.
In the depths of the wood he found and bargained with Azzerekess the Night Dragon and warred with the gods, slaying them or reducing them to shadow. His following elevation to kingship was inevitable.
Military Forces:
Militia lead by professional warrior class (thanes) and their retainers (armsmen) forms the bulk of the Confederacy's forces. The force includes witches capable of healing, blessings, some counter magic, and cursing.
Rangers act to maintain the protective fetishes, keep the roads safe, and keep the nightborn in check. They can also be mustered as irregular archers. Knowledge of witchcraft and minor charms is common among them.
The Shining Knights and the Hallowed Ones (heavy infantry) are the Witch-King's household troops and military elite. They have enchanted arms and armour. Although they lack witches among their number, their protective standards and talismans can repell much hostile magic.
Witches are minor magic workers who make use of the magic of the land, mostly to do with the manipulation of magicals substances, darkness, despair, warding against nightspawn, and death. The Firebearers have some training in this primal magic, but their skills lie elsewhere. They are masters of the more traditional and destructive sorcery brought to the land by Ilthan (emphasis on fire, light, and protection). Typically they surround their cadres with powerful wards against magical and mundane harm while unleashes terribly destructive magics against their foes. On the field of battle they are grouped into cadres protected by shield bearers. The typical cadre is compossed of a sorcerer of rank, two initiates, and half a dozen shield bearers.
The Nightmare Cavaclade consists of the nightspawn bound and compelled by the Witch King. They are normally kept in a secret prison. Inhumanely tough, strong, and quick nightgaunts are the most numerous members but dark fae, quicksilver ghosts, trolls, mordant panthers, and various others are also present.
Militia
Typical Gear: leather armour, wooden shield, 2 spears, one handed axe.
16,000 light infantry(1pt) 8pts
Thanes and soldiers
Typical Gear: Spears, sword, mail shirt and leather armour, metal helmet.
10,000 medium infantry, better than average equipment, skill, decent magical support (2.4) 12pts
2000 heavy cavalry
Typical Gear: Full helm, full mail, lance, axe or mace, sword
-skill magical support, gear(3.5) 14pts
2000 Longbowmen 6pts
1000 Rangers (magic, skill, magical gear) 6pts
500 Shining Knights (heavy cavalry, magical gear, skill, protective talismans, no mages) 5pts
2000 Hallowed Ones (heavy infantry, magical gear, skill, no mages but protective talismans) 5pts
2000 Nighmare Cavaclade (monsters, as uber heavy infantry) -6pts
Azzerekess, The Night Dragon 2pts
Marshall Theodocius and bodyguard 1pts
Grandmaster Nadia Szerikos(mage lord) 2pts
Mage Cadres 5x2pts=10pts
Witch King (3pt mage lord, discounted) 1pts
Favorable home terrain: Forest of Night. It can still be hazardous to us and we live there. Invaders should be wary of camping too near to swarm spider or hawk wasp nests. 1pt
Ships: 10 light warships for coast defence 1pt
Last edited by Cynical Cat on Wed Dec 06, 2006 4:48 am, edited 2 times in total.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
#7
The Koronan Empire
Map:
Map
Power Level: Major
Symbol: A silver Eagle with wings spread, in it's mouth it carries a laural, a shield in it's left claw and a mace in it's right. This is set infront of a red on top, black on bottom field.
Government: The Government of the Koronan Empire is often in flux. Most often it is switches between various Monarchys and Theocracys. The sense of an Imperial Kaina is still something relatively fresh to the citizens of the Koronan Empire who have been in tribes for much of their history.
Races: Humans who refer to themselves as Kainans.
Population Centers: There are 14 cities that are a part of the Koronan Empire, spread out throughout most of the territory. The capital city is called Bailin, a large walled city which stands as the gem of the Koronan Empire. A number of fortresses are placed in strategically important locations and towns dot the countryside.
Trade:
imports- steel, furs, silk, precious metals
exports- cotton, fish, spices, fine cloth, wine
Religion: The Holy Church of Dahhok.
"There is but one god worthy of worhip and that god is Dahhok." While the Church of Dahhok does not state that there are no other gods but Dahhok, it believes that these other gods are inferior to the 'One God'. As such worship of other gods, or, heaven forbid, a multitude of gods is seen as heretical. The Koronan Empire will still form trade agreements with nations that follow a multitude of gods, they will not enter into extended alliances with such heathens.
Dahhok himself is worshipped in one of his three forms. That of the warrior, that of the scholar, or that of the family man. Each of these forms are worshipped more or less equally in the Empire, as it is taught that only through an understanding of all three forms can one truly gain salvation. It is still recognized that each form has it's strength though, as such this equal worship can change between times of war and times of peace, or if a famine or plague is running through the state. Dahhok is worshipped as a benevolent god, bringing good cheer and moral wealth to those who worship him, and helping his worshippers against those who do not believe in him.
As a counterpoint to Dahhok is the three unnamed daemons. Representing hate, cowardice, and ignorance. Legends say that deep within the vaults of the Central Ecclesiarchy lies tomes which name these daemons. But out of fear of even these creatures names they have been lost to the ages. Despite this cults devoted to these daemons occasionally spring up, though they are quickly put down by the inquisitors and their assistants.
Those who die are cremated, their ashes thrown to a strong North wind where they will be collected by Dahhok's servants and either be judged wholesome worshippers join Dahhok to become one of his many servants. Those who are not judged worthy are buried deep into the earth where they will serve some good as fertilization for the ground.
The Holy Church of Dahhok believes heavily in conversion attempts and has many missionaries across the continent, working in their churches to spread the word of Dahhok and his prophets teachings. The Koronan Empire has moved away from a militaristic conversion as of late, prefering a more diplomatic method.
The Holy Father, based in the Empire's Holy city of Valien, is a native-born Kainan named Jonathon Fitz. The Head Father of the Koronan Empire is Armillo Maleri.
15 points- Inquisitors, missionaries, political influence.
Culture: The Kainan are a proud people, though a divided people. Many citizens still think in terms of the old tribes of Kainan rather than a united Kainan race. As such while a Kainan will fight to the death over their own land, they are less likely to defend a neighbor, and some of the old rivalries survive to this day.
History: For thousands of years the Kainan have been expanding across the continent, so much so that they have a presence in much of the East. But these nations were always very independant of one another and as such have never become a military threat. As the Kainan spread East, they uncovered a great power to the East, a dragon of unimaginable power who did not take kindly to being disturbed. It destroyed most of the force that had come to investigate. Unexplicably however, it lost interest with the Kainan quickly after first contact. The reason remains unknown, as though many believed the dragon capable of speaking practically any tongue it wished, it did not deign to speak anything but it's own language.
It was only within the last thousand years that some Kainan have begun forming into empires, some with more success than others. On the land now occupied by the Koronan Empire this process of empire building came about with the Church of Dahhok, in the city of Valien on the Southernmost shore. It quickly spread, absorbing tribes into it's influence, reaching the northernmost shore, though it did not reach to the Western portion of the land. The kingdom, the Holy Valien Empire, was a theocracy, but within one hundred years internal strife caused it to collapse, especially once it's founder, a woman named Leah Astrof, died.
Shortly after the collapse of the Holy Valien Empire the Western tribes united into a confederacy and through military strength expanded East, this confederacy managed to take over most of the land that the Koronan Empire currently inhabits, taking on the Holy Church of Dahhok as their official religion. The Confederation of Wodir lasted for one hundred and fifty years, expanding their influence to the Kainan on the smallest of the islands directly off their coast. Eventually, internal disputes once again split up the kingdom. Outside of the kingdom, it was about this time that other Kainan began having more contact with the kingdoms around them.
Fifty years after the fall of the Confederation of Wodir, The Koronan Empire came into being in it's first dynasty. The capital city of Gehern, based in the Western portion of the kingdom expanded quickly to the borders of the Confederation. Fifty years after it was formed, there was a coup as the Holy Father grabbed control of the Empire, relocating it's capital to the Holy city of Valien again. The Kainan once again changed to a theocracy for eighty years until the death of Holy Father Nikolas. A general at this point in time made his bid for power and succeeded, ruling harshly for twenty years from Valien before he and his entire family was assassinated by his own guards and another general took control of the Empire, moving the capital once more, this time to Bailen. During the first rulers reign, the Koronan Empire was expanded to the larger island to their West. This dynasty has managed to last for the longest at an unprecedented 170 years.
Ten years ago, a general by the name of Adolfo Gehern was forced to jumpstart a coup attempt he'd been orchestrating for five years when Bernard King, another general, told the king of Adolfo's plan. The casualties on both sides were heavy as Adolfo had gained quite a following, six years ago, Adolfo's men were forced to retreat to the small island of Denhoon. Later that same year they were chased down to a man, Adolfo was himself brought back to Bailin where he was brutally executed.
Military: The Koronan Empire has recently suffered tremendous casualties, decimating what was once a formidable army. With the coming of the last dynasty of the Koronan Empire, the military was turned from something that consisted of knights, serfs, and mercenaries to being made up of professional soldiers. The recent coup attempt has left the armies tired and confused, having lost a number of men to the promises of the would-be ruler and more in taking him and the traitors down.
Gothic Knights (Heavy Cavalry)- Formerly a unit made up out of noble gentries, the ranks of the Gothic Knights have lost little of their prestige, as few men in the Empire are suited for the rigors of being a heavy cavalryman. They often supply their own horses, who have a better connection with the horsemen that they have ridden with their entire lives.
3 points, 500 men
Tundaz Cavalry (Light Cavalry)- These horsemen have their horses supplied by the state, they serve as skirmishers, often keeping enemy horsemen away from flanking the army.
3 points, 1500 men
Zweihander (Heavy Infantry)- Fitted with heavy chainmail and their signiture two-handed swords that have earned them their namesake, only the most burly of recruits are brought into the ranks of the Zweihanders. They often serve as the second line of combat, breaking through enemy lines after the Weshde have slowed the advance. The coup has completely wiped out this group of units, as they all sided with Adolfo.
0 points, 0 men
Toren Infantry (Medium Infantry)- Armored in scalemail, these recruits usually come from the countryside and are often as strong as their Zweihander counterparts. The Toren serve as the armor breaking unit, armed with maces, warhammers, and other heavy blunt weapons they are meant to smash through heavily armored resistance. To compliment their weapons the Toren Infantry carry shields to defend themselves.
4 points, 4000 men
Weshde Infantry (Medium Infantry)- The Weshde serve as the buffer to enemy charges, equipped with pikes and large shields the Weshde are taught to hold their ground no matter what. Armored in hardened leather only enforces this doctrine of not letting the enemy pass, it also allows the Weshde to move quickly from spot to spot, or away from their enemies, once the formation is broken up.
4 points, 4000 men
Dahhok's Chosen (Heavy Infantry)- These terrifying beasts of men are armed in the finest of tools, blessed by the Head Father himself, and then have runes carved into their flesh. Dahhok's Chosen are berserkers to a man, covered in chainmail, beneath the chainmail they are covered in runes to increase their strength, durability, fire resistance, and protection from magic. Each man carries two weapons of immense size, each themselves covered in runes to lighten the weight of the weapon while increasing it's durability. They are among the most feared warriors of the Eastern Seaboard.
6 points, 2000 men
Zumen Infantry (Light Infantry)- Given small shields and swords and leather armor, these men serve to give the weight of numbers behind the armies of the Empire as well as suppliment their more heavily armed fellows.
4 points, 8000 men
Hrethgen Infantry (Light Infantry)- Given larger shield and spears and leather armor, the Hrethgen serve as a more mobile, and more expendable, force of Weshde, serving to fill in gaps in the battle line as they appear and protect the flanks of the army from enemy forces.
4 points, 8000 men
Wryvyen Bowmen (crossbowmen)- Equipped with the crossbow, shortswords, and leather armor.
4 points, 2000 men
Anti-Air ballista- The Koronan Empire lacks air power, as such they attempt to make up for it by creating large ballista meant for the express purpose of taking down air units.
6 points, 20 weapons
Blitzkreig Scout Ships (Scout ships)- These quick ships are made all the faster and more maneuverable by the fact that they take advantage of the recent innovation of the triangular sail. Allowing them to often outrace most ships in the seas.
4 points, 40 ships
Astrof Warship (Light warship)- Named after the founder of the Holy Church of Dahhok, these ships are also equipped with triangular sails, allowing them to quickly take control of battle situations to defeat larger ships.
12 points, 80 ships
Wodil Warship (Heavy warship)- Named after a famous Kainan admiral, Ader Wodil, these heavy warships have been equipped with triangular sail, making their weapon loadout and maneuverability deadly on the seas. With a week of refitting, these ships can also be used as large troop transports, though they lose a great deal of their weapon loadout.
8 points, 40 ships
2000 Akontion- The spies and assassins of the Koronan Empire. They are almost never seen in court and are usually out in the world, watching the other powers, most of them have their own seeing mirror to contact the court when they need to.
5 points
Infiltrators- There are some in nearly every major settlement. Native born men, or magically altered Kainan who live within the society and work to achieve the Koronan Empire's goals.
10 points
The Great Northern Wall- This wall was built three centuries ago across the connecting land bridge between the Koronan Empire and the mainland. It is well looked after and has a guard posted.
5 points
Magic: Magic has been actively pursued by the Kainan since their discovery of the great dragon. Kainan magic is very different though, instead of focusing upon more potent magic, they opted to study a stronger magic. The Kainan's magic circulates around runes that, most often, are carved into the item. This makes the magic extremely resilient as, to break the magic, you must break the item the magic is on. The runes can still be overpowered, but this takes some effort.
Strengthen- This rune increases the durability of whatever it is placed on, be it armor, shield, weapon, or wall. If the rune is carved into a person, it increases their resiliency and strength. The rune takes about 2 hours to finish.
Fire Resistance- A rune that will be used most often on the boats or battering rams. The rune makes the boat almost completely resistant to all forms of conventional fire. The passengers are still quite susceptible. This rune takes about three hours to finish, longer on bigger objects.
Greater Fire resistance- This rune is also most often to be used on the boats, this protects the ship from all conventional flames and most magical flames. Again, the passengers are another story. This rune takes about a week to finish.
Magical Protection- This rune, when placed, counteracts the effects of magic directly in contact with the rune covered object. This includes fireballs (heat is still a problem), but not if a large rock is dropped on the person. The rune can still be overpowered by a moderately powerful mage champion. This rune takes about 2 hours to complete.
Greater Magical Protection- This rune acts the same way it's lesser does, but it is much harder to overpower the rune. Taking a mage hero to overpower it. This rune takes about a week to complete.
Area Protection- A recently discovered addition to the Magical Protection rune, this allows the effects of the magical protection to protect a bubble around the rune aproximately 15 meters in diameter. This rune adds an additional hour to the time needed to make a magical protection rune, another day to the Greater Magical Protection rune.
Lighten- This rune approximately halves the weight of the object it is placed on. Takes about three hours to complete.
Guide- This rune is placed on the arrows of assassins. The rune guides the arrow, to a small extent, and thus making it harder to miss. All the user must do is whisper the name of the target and the arrow will pinpoint them. Each arrow is specified to a target. This rune takes about two hours to complete.
Light- A more household rune, this rune simply lights up an area the size a normal fire would, it gives off almost no heat in comparison however. This rune takes about an hour to complete.
Heat- Another household rune, this rune gives off very little light but gives off a great deal of heat, allowing a room to be heated in cold conditions. This rune takes about an hour to complete.
Explosive- When a rune is done wrong, it will simply be inert, useless. This style of rune however proved to be extremely volatile, able to create large holes in stone walls once it explodes. The rune takes an hour to complete and explodes ten minutes after its completion.
Healing- This is the only rune that does not require being etched into the target, it does however require human blood to work. This rune quickly heals wounds, but it cannot heal grievous wounds. This rune takes about one minute to complete.
Seeing- One of the first runes used by the Kainan, this rune is etched into the side of two mirror like objects. When one is activated it allows the user to see and hear what is going on at the opposite mirror. These objects are spread out along the cities to allow for quick contact, another mirror is given to each general, and all spies have one such mirror. All the mirrors go to the mirror room at the capital city. This rune takes about one week to complete.
500 Leroani- These mages know all of the runes sanctioned by the Empire, and are often working on discovering a new rune to be made. The Leroani themselves are covered in Strengthen, Greater Fire Resistance, and Greater magic protection with area protection runes. Some more enterprising Leroani also have light runes carved as well, while the more suicidal, and thankfully even fewer, have placed nearly completed explosive runes on themselves, which merely await the few minutes it would take to complete the rune.
5 points
Important Figures:
Nikolai Kainus (48)- King of the Koronan Empire. Having taken the Imperial Kainus as his last name, Nicolas has been the latest king of the Koronan Empire since he was 20 years old. Nicolas is a wise man, though his position with the church has been on bumpy ground as of late due to his autonomy from the church.
1 point
Markus Caustus (25)- General of the armies. Sometimes refered to as the greatest military mind of all the Kainan, Markus leads the First Army, though he is filled with brilliant ideas and has yet to lose a battle, he has not had much experience as of yet, having only become a general three years ago, while the latest large war the Empire was involved in was the coup which began ten years ago and had ended five years ago.
1 point
Bernard King (37)- General of the armies. Commander of the Second Army, Bernard proved his loyalties to the crown of the Kainus during the Coup. Having become a general shortly before the war started, Bernard had been approached by the rogue general Adolfo Gehern who attempted to gain King's loyalty. Bernard refused the offer, when attacked by Adolfo immediately after, Bernard lost an eye in his escape. It was Bernard who warned Nicolas of Adolfo's betrayal and thus saved the Empire.
1 point
Jonathon Fitz (68)- Holy Father of the Holy Church of Dahhok. The Holy Father has had his post since the age of 43, and is expected to live another fifteen years before finally taking his place at Dahhok's side. During the Coup, Jonathon refused to openly support either side, though many speculate that his Highness had hoped Adolfo would succeed, as he was a far more religiously pliable man than the headstrong Nikolai. Jonathon has long been trying to reverse the recent de-militarization of the conversion of heathens, but has been headed off by the Head Fathers every time.
Armillo Maleri (49)- Head Father of the Koronan Empire for the Holy Church of Dahhok. Armillo has served as Head Father for twelve years. During his reign as the Head Father of the Koronan Empire, he has greatly increased the strength of the Inquisition, discovering a great deal of weakness within the church and having banished and even outright destroyed more daemons than any other Head Father's reign.
Gregori Bradley (34)- Inquisitor of the Holy Church of Dahhok. Called the most holy man in the continent, considered to have been touched by Dahhok himself. Gregori Bradley has served as an Inquisitor for fifteen years. Gregori has banished more daemons than any other recorded Inquisitor, and achieved a feat only a few before him have achieved, the outright destruction of daemons. Despite his fearsome reputation, Gregori is also known for his kindness, having converted thousands to the word of Dahhok and even saving heathens from both supernatural and natural enemies. Gregori loves preaching to children and has been one of the most adamant supporters of the de-militarization of the missionaries. Gregori, despite his obvious connection to Dahhok, and the adoration of the public, has refused many calls to become Head Father, saying that his place has been determined by Dahhok, and that place is among the people.
3 points
Hrontiir (64)- Head Leroani of Advancement of Runes. Hrontiir has been the head of the Advancement of Runes for twenty years, and himself accepted into the list of runes Area Protection and Explosive. Hrontiir has had some falling out with the church as he and Jonathon hold different views on a great many things, both men however have enough power that neither can make a move against the other.
1 point
Thomas (73)- Head Leroani of the Mirror Room. Thomas is an old man, there are no doubts about this. As such he spends much of his time relaying messages. He is regarded as one of the wisest men in all of the Koronan Empire however.
1 point
Map:
Map
Power Level: Major
Symbol: A silver Eagle with wings spread, in it's mouth it carries a laural, a shield in it's left claw and a mace in it's right. This is set infront of a red on top, black on bottom field.
Government: The Government of the Koronan Empire is often in flux. Most often it is switches between various Monarchys and Theocracys. The sense of an Imperial Kaina is still something relatively fresh to the citizens of the Koronan Empire who have been in tribes for much of their history.
Races: Humans who refer to themselves as Kainans.
Population Centers: There are 14 cities that are a part of the Koronan Empire, spread out throughout most of the territory. The capital city is called Bailin, a large walled city which stands as the gem of the Koronan Empire. A number of fortresses are placed in strategically important locations and towns dot the countryside.
Trade:
imports- steel, furs, silk, precious metals
exports- cotton, fish, spices, fine cloth, wine
Religion: The Holy Church of Dahhok.
"There is but one god worthy of worhip and that god is Dahhok." While the Church of Dahhok does not state that there are no other gods but Dahhok, it believes that these other gods are inferior to the 'One God'. As such worship of other gods, or, heaven forbid, a multitude of gods is seen as heretical. The Koronan Empire will still form trade agreements with nations that follow a multitude of gods, they will not enter into extended alliances with such heathens.
Dahhok himself is worshipped in one of his three forms. That of the warrior, that of the scholar, or that of the family man. Each of these forms are worshipped more or less equally in the Empire, as it is taught that only through an understanding of all three forms can one truly gain salvation. It is still recognized that each form has it's strength though, as such this equal worship can change between times of war and times of peace, or if a famine or plague is running through the state. Dahhok is worshipped as a benevolent god, bringing good cheer and moral wealth to those who worship him, and helping his worshippers against those who do not believe in him.
As a counterpoint to Dahhok is the three unnamed daemons. Representing hate, cowardice, and ignorance. Legends say that deep within the vaults of the Central Ecclesiarchy lies tomes which name these daemons. But out of fear of even these creatures names they have been lost to the ages. Despite this cults devoted to these daemons occasionally spring up, though they are quickly put down by the inquisitors and their assistants.
Those who die are cremated, their ashes thrown to a strong North wind where they will be collected by Dahhok's servants and either be judged wholesome worshippers join Dahhok to become one of his many servants. Those who are not judged worthy are buried deep into the earth where they will serve some good as fertilization for the ground.
The Holy Church of Dahhok believes heavily in conversion attempts and has many missionaries across the continent, working in their churches to spread the word of Dahhok and his prophets teachings. The Koronan Empire has moved away from a militaristic conversion as of late, prefering a more diplomatic method.
The Holy Father, based in the Empire's Holy city of Valien, is a native-born Kainan named Jonathon Fitz. The Head Father of the Koronan Empire is Armillo Maleri.
15 points- Inquisitors, missionaries, political influence.
Culture: The Kainan are a proud people, though a divided people. Many citizens still think in terms of the old tribes of Kainan rather than a united Kainan race. As such while a Kainan will fight to the death over their own land, they are less likely to defend a neighbor, and some of the old rivalries survive to this day.
History: For thousands of years the Kainan have been expanding across the continent, so much so that they have a presence in much of the East. But these nations were always very independant of one another and as such have never become a military threat. As the Kainan spread East, they uncovered a great power to the East, a dragon of unimaginable power who did not take kindly to being disturbed. It destroyed most of the force that had come to investigate. Unexplicably however, it lost interest with the Kainan quickly after first contact. The reason remains unknown, as though many believed the dragon capable of speaking practically any tongue it wished, it did not deign to speak anything but it's own language.
It was only within the last thousand years that some Kainan have begun forming into empires, some with more success than others. On the land now occupied by the Koronan Empire this process of empire building came about with the Church of Dahhok, in the city of Valien on the Southernmost shore. It quickly spread, absorbing tribes into it's influence, reaching the northernmost shore, though it did not reach to the Western portion of the land. The kingdom, the Holy Valien Empire, was a theocracy, but within one hundred years internal strife caused it to collapse, especially once it's founder, a woman named Leah Astrof, died.
Shortly after the collapse of the Holy Valien Empire the Western tribes united into a confederacy and through military strength expanded East, this confederacy managed to take over most of the land that the Koronan Empire currently inhabits, taking on the Holy Church of Dahhok as their official religion. The Confederation of Wodir lasted for one hundred and fifty years, expanding their influence to the Kainan on the smallest of the islands directly off their coast. Eventually, internal disputes once again split up the kingdom. Outside of the kingdom, it was about this time that other Kainan began having more contact with the kingdoms around them.
Fifty years after the fall of the Confederation of Wodir, The Koronan Empire came into being in it's first dynasty. The capital city of Gehern, based in the Western portion of the kingdom expanded quickly to the borders of the Confederation. Fifty years after it was formed, there was a coup as the Holy Father grabbed control of the Empire, relocating it's capital to the Holy city of Valien again. The Kainan once again changed to a theocracy for eighty years until the death of Holy Father Nikolas. A general at this point in time made his bid for power and succeeded, ruling harshly for twenty years from Valien before he and his entire family was assassinated by his own guards and another general took control of the Empire, moving the capital once more, this time to Bailen. During the first rulers reign, the Koronan Empire was expanded to the larger island to their West. This dynasty has managed to last for the longest at an unprecedented 170 years.
Ten years ago, a general by the name of Adolfo Gehern was forced to jumpstart a coup attempt he'd been orchestrating for five years when Bernard King, another general, told the king of Adolfo's plan. The casualties on both sides were heavy as Adolfo had gained quite a following, six years ago, Adolfo's men were forced to retreat to the small island of Denhoon. Later that same year they were chased down to a man, Adolfo was himself brought back to Bailin where he was brutally executed.
Military: The Koronan Empire has recently suffered tremendous casualties, decimating what was once a formidable army. With the coming of the last dynasty of the Koronan Empire, the military was turned from something that consisted of knights, serfs, and mercenaries to being made up of professional soldiers. The recent coup attempt has left the armies tired and confused, having lost a number of men to the promises of the would-be ruler and more in taking him and the traitors down.
Gothic Knights (Heavy Cavalry)- Formerly a unit made up out of noble gentries, the ranks of the Gothic Knights have lost little of their prestige, as few men in the Empire are suited for the rigors of being a heavy cavalryman. They often supply their own horses, who have a better connection with the horsemen that they have ridden with their entire lives.
3 points, 500 men
Tundaz Cavalry (Light Cavalry)- These horsemen have their horses supplied by the state, they serve as skirmishers, often keeping enemy horsemen away from flanking the army.
3 points, 1500 men
Zweihander (Heavy Infantry)- Fitted with heavy chainmail and their signiture two-handed swords that have earned them their namesake, only the most burly of recruits are brought into the ranks of the Zweihanders. They often serve as the second line of combat, breaking through enemy lines after the Weshde have slowed the advance. The coup has completely wiped out this group of units, as they all sided with Adolfo.
0 points, 0 men
Toren Infantry (Medium Infantry)- Armored in scalemail, these recruits usually come from the countryside and are often as strong as their Zweihander counterparts. The Toren serve as the armor breaking unit, armed with maces, warhammers, and other heavy blunt weapons they are meant to smash through heavily armored resistance. To compliment their weapons the Toren Infantry carry shields to defend themselves.
4 points, 4000 men
Weshde Infantry (Medium Infantry)- The Weshde serve as the buffer to enemy charges, equipped with pikes and large shields the Weshde are taught to hold their ground no matter what. Armored in hardened leather only enforces this doctrine of not letting the enemy pass, it also allows the Weshde to move quickly from spot to spot, or away from their enemies, once the formation is broken up.
4 points, 4000 men
Dahhok's Chosen (Heavy Infantry)- These terrifying beasts of men are armed in the finest of tools, blessed by the Head Father himself, and then have runes carved into their flesh. Dahhok's Chosen are berserkers to a man, covered in chainmail, beneath the chainmail they are covered in runes to increase their strength, durability, fire resistance, and protection from magic. Each man carries two weapons of immense size, each themselves covered in runes to lighten the weight of the weapon while increasing it's durability. They are among the most feared warriors of the Eastern Seaboard.
6 points, 2000 men
Zumen Infantry (Light Infantry)- Given small shields and swords and leather armor, these men serve to give the weight of numbers behind the armies of the Empire as well as suppliment their more heavily armed fellows.
4 points, 8000 men
Hrethgen Infantry (Light Infantry)- Given larger shield and spears and leather armor, the Hrethgen serve as a more mobile, and more expendable, force of Weshde, serving to fill in gaps in the battle line as they appear and protect the flanks of the army from enemy forces.
4 points, 8000 men
Wryvyen Bowmen (crossbowmen)- Equipped with the crossbow, shortswords, and leather armor.
4 points, 2000 men
Anti-Air ballista- The Koronan Empire lacks air power, as such they attempt to make up for it by creating large ballista meant for the express purpose of taking down air units.
6 points, 20 weapons
Blitzkreig Scout Ships (Scout ships)- These quick ships are made all the faster and more maneuverable by the fact that they take advantage of the recent innovation of the triangular sail. Allowing them to often outrace most ships in the seas.
4 points, 40 ships
Astrof Warship (Light warship)- Named after the founder of the Holy Church of Dahhok, these ships are also equipped with triangular sails, allowing them to quickly take control of battle situations to defeat larger ships.
12 points, 80 ships
Wodil Warship (Heavy warship)- Named after a famous Kainan admiral, Ader Wodil, these heavy warships have been equipped with triangular sail, making their weapon loadout and maneuverability deadly on the seas. With a week of refitting, these ships can also be used as large troop transports, though they lose a great deal of their weapon loadout.
8 points, 40 ships
2000 Akontion- The spies and assassins of the Koronan Empire. They are almost never seen in court and are usually out in the world, watching the other powers, most of them have their own seeing mirror to contact the court when they need to.
5 points
Infiltrators- There are some in nearly every major settlement. Native born men, or magically altered Kainan who live within the society and work to achieve the Koronan Empire's goals.
10 points
The Great Northern Wall- This wall was built three centuries ago across the connecting land bridge between the Koronan Empire and the mainland. It is well looked after and has a guard posted.
5 points
Magic: Magic has been actively pursued by the Kainan since their discovery of the great dragon. Kainan magic is very different though, instead of focusing upon more potent magic, they opted to study a stronger magic. The Kainan's magic circulates around runes that, most often, are carved into the item. This makes the magic extremely resilient as, to break the magic, you must break the item the magic is on. The runes can still be overpowered, but this takes some effort.
Strengthen- This rune increases the durability of whatever it is placed on, be it armor, shield, weapon, or wall. If the rune is carved into a person, it increases their resiliency and strength. The rune takes about 2 hours to finish.
Fire Resistance- A rune that will be used most often on the boats or battering rams. The rune makes the boat almost completely resistant to all forms of conventional fire. The passengers are still quite susceptible. This rune takes about three hours to finish, longer on bigger objects.
Greater Fire resistance- This rune is also most often to be used on the boats, this protects the ship from all conventional flames and most magical flames. Again, the passengers are another story. This rune takes about a week to finish.
Magical Protection- This rune, when placed, counteracts the effects of magic directly in contact with the rune covered object. This includes fireballs (heat is still a problem), but not if a large rock is dropped on the person. The rune can still be overpowered by a moderately powerful mage champion. This rune takes about 2 hours to complete.
Greater Magical Protection- This rune acts the same way it's lesser does, but it is much harder to overpower the rune. Taking a mage hero to overpower it. This rune takes about a week to complete.
Area Protection- A recently discovered addition to the Magical Protection rune, this allows the effects of the magical protection to protect a bubble around the rune aproximately 15 meters in diameter. This rune adds an additional hour to the time needed to make a magical protection rune, another day to the Greater Magical Protection rune.
Lighten- This rune approximately halves the weight of the object it is placed on. Takes about three hours to complete.
Guide- This rune is placed on the arrows of assassins. The rune guides the arrow, to a small extent, and thus making it harder to miss. All the user must do is whisper the name of the target and the arrow will pinpoint them. Each arrow is specified to a target. This rune takes about two hours to complete.
Light- A more household rune, this rune simply lights up an area the size a normal fire would, it gives off almost no heat in comparison however. This rune takes about an hour to complete.
Heat- Another household rune, this rune gives off very little light but gives off a great deal of heat, allowing a room to be heated in cold conditions. This rune takes about an hour to complete.
Explosive- When a rune is done wrong, it will simply be inert, useless. This style of rune however proved to be extremely volatile, able to create large holes in stone walls once it explodes. The rune takes an hour to complete and explodes ten minutes after its completion.
Healing- This is the only rune that does not require being etched into the target, it does however require human blood to work. This rune quickly heals wounds, but it cannot heal grievous wounds. This rune takes about one minute to complete.
Seeing- One of the first runes used by the Kainan, this rune is etched into the side of two mirror like objects. When one is activated it allows the user to see and hear what is going on at the opposite mirror. These objects are spread out along the cities to allow for quick contact, another mirror is given to each general, and all spies have one such mirror. All the mirrors go to the mirror room at the capital city. This rune takes about one week to complete.
500 Leroani- These mages know all of the runes sanctioned by the Empire, and are often working on discovering a new rune to be made. The Leroani themselves are covered in Strengthen, Greater Fire Resistance, and Greater magic protection with area protection runes. Some more enterprising Leroani also have light runes carved as well, while the more suicidal, and thankfully even fewer, have placed nearly completed explosive runes on themselves, which merely await the few minutes it would take to complete the rune.
5 points
Important Figures:
Nikolai Kainus (48)- King of the Koronan Empire. Having taken the Imperial Kainus as his last name, Nicolas has been the latest king of the Koronan Empire since he was 20 years old. Nicolas is a wise man, though his position with the church has been on bumpy ground as of late due to his autonomy from the church.
1 point
Markus Caustus (25)- General of the armies. Sometimes refered to as the greatest military mind of all the Kainan, Markus leads the First Army, though he is filled with brilliant ideas and has yet to lose a battle, he has not had much experience as of yet, having only become a general three years ago, while the latest large war the Empire was involved in was the coup which began ten years ago and had ended five years ago.
1 point
Bernard King (37)- General of the armies. Commander of the Second Army, Bernard proved his loyalties to the crown of the Kainus during the Coup. Having become a general shortly before the war started, Bernard had been approached by the rogue general Adolfo Gehern who attempted to gain King's loyalty. Bernard refused the offer, when attacked by Adolfo immediately after, Bernard lost an eye in his escape. It was Bernard who warned Nicolas of Adolfo's betrayal and thus saved the Empire.
1 point
Jonathon Fitz (68)- Holy Father of the Holy Church of Dahhok. The Holy Father has had his post since the age of 43, and is expected to live another fifteen years before finally taking his place at Dahhok's side. During the Coup, Jonathon refused to openly support either side, though many speculate that his Highness had hoped Adolfo would succeed, as he was a far more religiously pliable man than the headstrong Nikolai. Jonathon has long been trying to reverse the recent de-militarization of the conversion of heathens, but has been headed off by the Head Fathers every time.
Armillo Maleri (49)- Head Father of the Koronan Empire for the Holy Church of Dahhok. Armillo has served as Head Father for twelve years. During his reign as the Head Father of the Koronan Empire, he has greatly increased the strength of the Inquisition, discovering a great deal of weakness within the church and having banished and even outright destroyed more daemons than any other Head Father's reign.
Gregori Bradley (34)- Inquisitor of the Holy Church of Dahhok. Called the most holy man in the continent, considered to have been touched by Dahhok himself. Gregori Bradley has served as an Inquisitor for fifteen years. Gregori has banished more daemons than any other recorded Inquisitor, and achieved a feat only a few before him have achieved, the outright destruction of daemons. Despite his fearsome reputation, Gregori is also known for his kindness, having converted thousands to the word of Dahhok and even saving heathens from both supernatural and natural enemies. Gregori loves preaching to children and has been one of the most adamant supporters of the de-militarization of the missionaries. Gregori, despite his obvious connection to Dahhok, and the adoration of the public, has refused many calls to become Head Father, saying that his place has been determined by Dahhok, and that place is among the people.
3 points
Hrontiir (64)- Head Leroani of Advancement of Runes. Hrontiir has been the head of the Advancement of Runes for twenty years, and himself accepted into the list of runes Area Protection and Explosive. Hrontiir has had some falling out with the church as he and Jonathon hold different views on a great many things, both men however have enough power that neither can make a move against the other.
1 point
Thomas (73)- Head Leroani of the Mirror Room. Thomas is an old man, there are no doubts about this. As such he spends much of his time relaying messages. He is regarded as one of the wisest men in all of the Koronan Empire however.
1 point
Last edited by Charon on Wed Oct 11, 2006 6:29 pm, edited 4 times in total.
Moderator of Philosophy and Theology
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- Apprentice
- Posts: 98
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#8
Arcto-Morka-Morsum.
Power Level: Regional
Government: Tribal Theocracy
Symbol: A Compass rose, slashed by a bear’s claw.
General: Urskan—or The Morkan, as this race of bipedal, intelligent bears call themselves—are a culturally rich race which currently inhabit the northernmost Peninsula of our continent—what we would call the Aleutian islands. Morkan are omnivorous, industrious, albeit occasionally violent. They are larger than normal creatures, roughly the size of a large polar bear. Finding it quite easy getting around on two or four legs, dependant entirely upon the mood of the individual, as well as being accomplished swimmers. Morkan are quite intelligent, despite rumors, and capable of working their own forms of magic. Hailing from such a cold and unforgiving environment, Morkan ignore the effects of winter’s chill, as well as dangers presented by arctic waters, even upon the coldest nights. Morkan are neither nocturnal nor diurnal, as many of their own—and especially their ancestors reigned from the farthest reaches of north, not knowing night and day.
Location: Northernmost Peninsula and the surrounding ice and sea.
Exports: Whale oil, whale leather, raw timber, ivory, furs, salt.
Imports: worked steel, silk/fine cloth, glass.
Religion:
The Morkan (or Urskan) acknowledge many gods, believing that the races of the land were born of the stars. Each of the gods can be seen each evening, if one knows where to look for their forms among the stars.
Draco beget the mighty dragons, his wings cradling the sky: their domain.
Orion the loathsome hunter sired all men.
Tauros the Great Bull spawned the mighty horned creatures.
Ebulum (The Red dwarf) seeded the earth with those who love to dig, delve, and mine.
Candida (The pale haired maiden) crafted the fair elves, to honor her lover:
Philyra, who was cursed with the eternal form of a tree, who’s branches seed all plants and cradle the world.
Aestus: Lord of the sea and her creatures his form is never seen but instead is the black that encompasses all the divine sparks that dot the night.
Caseus the amorphous: all other ‘lesser’ races came from this outcast son of Aestus and weakling.
Apart from a few Mammoth Trainers, and some of the more dedicated Sailors and Whalers, Morkans worship two gods:
Ursa Major and Ursa Minor. The Larger of the two, The Great Bear, represents strength, physical skill at arms, and the endurance and hardiness that are bred into every Morkan child, from the first day as a cub. Those who revere Major are warriors and chieftains. Brute force is often the answer to them, whether it be through claw, hammer, or iron boots. Ursa Major also reveres strategic warfare.
Ursa Minor represents something beyond physical might. The knowledge and intelligence that sets Morkans apart from everyday polar bears and the lesser races of men. This ursine deity focuses on rising above the brutality and savagery that permeates the beast races, though does not oppose conquering. Ursa Minor encourages the practice of Aurora Magic: An intricate and complicated power that the Morkans themselves can’t quite explain, save to say it occurs naturally to their shamans, and that they draw upon the rainbow of colors that illuminates their territory every night.
Aurora magic is a form of the mystic art that draws upon the icy spirits and unforgiving nature of the land, and the rainbow patterns and vivid, almost alive feature of the night sky above Morkan territory. Practitioners of the magic have a limited scope of abilities that are focused, and tend to be more powerful when cast under the shimmering glow of the Aurora Borealis—also known as the Helyanwey—itself. The scope of powers is extensive control of wind, darkening of the sky, weather (cold related, generally the creation of blizzard conditions through the cooperation of several, or many Aurora Magi.), and a dazzling array of rainbow-oriented magic. Aurora mages have never been seen to hurl fireballs, or rain giant ice knives from the sky, but stronger individuals and covens have raised spiked battlements of ice, and even created dangerous, albeit temporary, ice beasts to defend their homes.
Finally, another aspect tying the magic itself to the land, and the Morkan is: as the Morkan have settled south, so too has the Borealis grown brighter, and stronger over their territories. The temperatures where they settle drops, Helyanwey strengthens, and the Children of Ursa revel as the icy soul of the land comes to life.
The Lands:
There are many geographical anomalies situated within the lands of the Morkan. Despite the deceptively small size of the peninsula, the icy plains to the north offer a great expanse more territory than one might guess. The island to the south and west, known as Gilidae is home to the sacred outdoor temple where Morkan trek across the ice every dead winter in a pilgrimage to Ursa Major and Minor. Upon the island lives a great and giant polar bear, as smart as any man and capable of speech, thought, and Aurora magic. Helalsius, as she calls herself, teaches the magic to any Morkan who cares to make the journey, and is deemed worthy (often through a series of trials). The ancient bear is said to be a daughter of a union betwixt Ursa Major and Ursa Minor, sent as a blessing to their beloved.
Gilidae is a town perhaps half the size of the island itself. While it may not be the capitol, it is certainly the power center. The isle is generally covered in snow—raised around a flat shield volcano that lacks any name in the Morkan language. Sacred weapons for the elite Morkan warriors are forged here from ore to finished product—often great plates and gargantuan steel hammers on long poles, and great shields to protect the warriors from the missiles of their enemies. The town is a splendorous place, with buildings carved from ice-covered stone, or just plain ice. The place is bright when there is light, and frigid in the night. Lodging is available for those who would make pilgrimages to beg wisdom from Helalsius. They are sent to stay within the volcano itself for their brief visits. A necessity, more than anything else, as a night in the cold of –any- city within the Morsum would claim the lives of even hardy men.
The sea fifty miles or so north of Gilidae is often frozen—locked in ice until the midsummer melt. This is where some of the smaller Icoplor-ships spend their time being repaired by the Morkan. When an Icoplor has seen enough of the seas, it is sent as deep into the oceanic glacier as the highest point of melt passes, and another is carefully carved away and sent adrift in the sea, manned by the old one’s crew. Over the course of a hundred years a ship may be rotated in and out many times.
Aquila-Arcus is, itself, an enigma to the uneducated. Certainly powerful mages have seen floating mountains, but there be no earth within this mass. A rainbow of colored ice—a veritable iceberg of the sky, riddled with caves in which the Morkan live their lives, above the ground—though many find the existence to be unsettling, and only the scholarly amongst them bother with the mere thought of even visiting Aquila-Arcus. Morkan Aurora mages do regular magical maintenance on the thing growing lost ice, and strengthening the core of the thing. For the most part its sails—as the Skyberg is covered in sails, magical locomotion being too great of an investment for the Morkan, are operated at sub-staff levels. Aquila-Arcus is, more, a show of power to keep the local Ice Giant and Frost Trolls in line than a viable threat to foreign nations. It never leaves the ‘settled’ Borealis areas, and rarely travels at all, being quite slow and a bit awkward. This is the only place non-Morkans (traders excepted) are tolerated in all the mainland of the Morsum.
Most other Morkan villages are either coastal or situated within hills and mountains. In fact, either coast is dotted with villages supported by whaling, fishing, and peaceful hard-working Morkan life. The more peaceful minded among them live out their lives in the southern coastal regions: growing what crops they can cultivate in the cold soil—mostly giant cabbages and other hardy vegetables. The off-season spent whaling, logging, herding, and mining. Villages are Matriarchal in nature, with the leaders often being an older Aurora Mage chosen by way of high priests in the temple of Ursa Minor, or even appointed by Helalsius herself. Rule is generally not draconian among Morkans themselves, but outsiders who step out of their bounds are often stripped of their belongings and thrown out to the elements—or into the icy ocean.
Whales are the heart of the Morkan coastal settlements—they use all parts of the creatures, for even with their great size and natural aptitude for swimming, hunting such beasts on the open seas is a dangerous endeavor at best. The oil is more often than not used in trade, as are the bones. Whale-meat is a staple food, and the blubber sees many utilitarian uses throughout the common Morkan household.
Morkan settled in the mountains live in great caves—sometimes-natural formations, but more often than not hewn from the stone. It is here that Morkans mine for precious ores that they may work their precious metals into heavy armor and great weapons as well as tools—metal claws to enhance their own, and large hammers and harpoons. Morkans have a certain love for well-wrought metal items, and will pay full price for excellent craftsmanship, and even embellishments.
Corthorn is a good example of a Morkan mountain settlement. It is located in the northerly area of the small mountain chain that runs up the peninsula that makes the Morsum. Its exact depth has never been measured, but the city is a great-gated cave network that honeycombs beneath the mountain. Forges are set in the heart, channeling fire from the bowels of the earth, as nearly all Morkan forges do. Mining is an important trade here, though the place is mostly empty. Many lesser-fortified caves exist along the spine that civilians are to retreat to in the event of an invasion. Long narrow tunnels, allowing for the quick sending of messengers between some forts, but certainly not all, connect several more northerly and older fortifications.
The Morkan of the hills are merely there to be thrown in with the Giants and trolls who inhabit the lands also. They spend their days logging the great evergreens that grow in the southern expanses of Morsum. This helps the gradual creep of the state itself, also. It is here and near here, also, that the herders of the lands make their living. Morkan keep many stock of Woolly Mammoths, great tusked fur-covered elephants, some trained as terrible siege-breakers in times of war, but mostly used for a livestock method of feeding. Again, the creep of cold and desire for more space forces these herders southward, slowly but surely.
Perhaps the southernmost settlement: Fort Chimn sits on the edge of the Southern border of the Morsum, in the southeast. It’s sister settlement lays on the other side of the mountain range that splits the Morsum in twain, each watching for mischievous and distant neighbors, and ready for armies of the wild monsters that roam the untamed lands south of Morkan territories. It is here that grim Frost Trolls and mighty Ice Giants work and live. They harvest the oversized lumber that grows so well in this area. The Fortifications are crude at best, well stacked logs of the great trees forming high walls, shod with iron at the lower levels. It is here that much of the crude wood harvested is processed—much sent north to be worked, but some remains here, in the city.
History:
Morkan history for the past period of time has been via oral tradition. As such, dates get confused, jumbled, and even exaggerated in the general sense of 'how long'. Morkan breed quickly, but due to their inherently mystical nature are reasonably long lived. While not immortal, and certainly not enjoying the longevity of classical Elves, these ursine creatures often live to see their second century—but not often long beyond that. For some four, or possibly five-hundred years they have stayed mostly to their peninsula, occasionally mounting ritualistic hunting expeditions farther south, or small parties venturing out beyond their borders as traders, or part of a diplomatic envoy.
Legend dictates that by way of a union of Ursa Major and Ursa Minor, the Morkan were begot. While some divine influence may have been involved at the root of their origins, the earliest accounts of the creatures comes from records held by those who fled the Aleutian area. A more ‘scientific’ explanation may be of several polar bears that were affected, even mutated by the magic of the Aurora Borealis, hundreds, even thousands of years before the creatures spread southward.
In these records, the Morkan came from the north, far north, an army of what they called “Iron Bears.â€
Power Level: Regional
Government: Tribal Theocracy
Symbol: A Compass rose, slashed by a bear’s claw.
General: Urskan—or The Morkan, as this race of bipedal, intelligent bears call themselves—are a culturally rich race which currently inhabit the northernmost Peninsula of our continent—what we would call the Aleutian islands. Morkan are omnivorous, industrious, albeit occasionally violent. They are larger than normal creatures, roughly the size of a large polar bear. Finding it quite easy getting around on two or four legs, dependant entirely upon the mood of the individual, as well as being accomplished swimmers. Morkan are quite intelligent, despite rumors, and capable of working their own forms of magic. Hailing from such a cold and unforgiving environment, Morkan ignore the effects of winter’s chill, as well as dangers presented by arctic waters, even upon the coldest nights. Morkan are neither nocturnal nor diurnal, as many of their own—and especially their ancestors reigned from the farthest reaches of north, not knowing night and day.
Location: Northernmost Peninsula and the surrounding ice and sea.
Exports: Whale oil, whale leather, raw timber, ivory, furs, salt.
Imports: worked steel, silk/fine cloth, glass.
Religion:
The Morkan (or Urskan) acknowledge many gods, believing that the races of the land were born of the stars. Each of the gods can be seen each evening, if one knows where to look for their forms among the stars.
Draco beget the mighty dragons, his wings cradling the sky: their domain.
Orion the loathsome hunter sired all men.
Tauros the Great Bull spawned the mighty horned creatures.
Ebulum (The Red dwarf) seeded the earth with those who love to dig, delve, and mine.
Candida (The pale haired maiden) crafted the fair elves, to honor her lover:
Philyra, who was cursed with the eternal form of a tree, who’s branches seed all plants and cradle the world.
Aestus: Lord of the sea and her creatures his form is never seen but instead is the black that encompasses all the divine sparks that dot the night.
Caseus the amorphous: all other ‘lesser’ races came from this outcast son of Aestus and weakling.
Apart from a few Mammoth Trainers, and some of the more dedicated Sailors and Whalers, Morkans worship two gods:
Ursa Major and Ursa Minor. The Larger of the two, The Great Bear, represents strength, physical skill at arms, and the endurance and hardiness that are bred into every Morkan child, from the first day as a cub. Those who revere Major are warriors and chieftains. Brute force is often the answer to them, whether it be through claw, hammer, or iron boots. Ursa Major also reveres strategic warfare.
Ursa Minor represents something beyond physical might. The knowledge and intelligence that sets Morkans apart from everyday polar bears and the lesser races of men. This ursine deity focuses on rising above the brutality and savagery that permeates the beast races, though does not oppose conquering. Ursa Minor encourages the practice of Aurora Magic: An intricate and complicated power that the Morkans themselves can’t quite explain, save to say it occurs naturally to their shamans, and that they draw upon the rainbow of colors that illuminates their territory every night.
Aurora magic is a form of the mystic art that draws upon the icy spirits and unforgiving nature of the land, and the rainbow patterns and vivid, almost alive feature of the night sky above Morkan territory. Practitioners of the magic have a limited scope of abilities that are focused, and tend to be more powerful when cast under the shimmering glow of the Aurora Borealis—also known as the Helyanwey—itself. The scope of powers is extensive control of wind, darkening of the sky, weather (cold related, generally the creation of blizzard conditions through the cooperation of several, or many Aurora Magi.), and a dazzling array of rainbow-oriented magic. Aurora mages have never been seen to hurl fireballs, or rain giant ice knives from the sky, but stronger individuals and covens have raised spiked battlements of ice, and even created dangerous, albeit temporary, ice beasts to defend their homes.
Finally, another aspect tying the magic itself to the land, and the Morkan is: as the Morkan have settled south, so too has the Borealis grown brighter, and stronger over their territories. The temperatures where they settle drops, Helyanwey strengthens, and the Children of Ursa revel as the icy soul of the land comes to life.
The Lands:
There are many geographical anomalies situated within the lands of the Morkan. Despite the deceptively small size of the peninsula, the icy plains to the north offer a great expanse more territory than one might guess. The island to the south and west, known as Gilidae is home to the sacred outdoor temple where Morkan trek across the ice every dead winter in a pilgrimage to Ursa Major and Minor. Upon the island lives a great and giant polar bear, as smart as any man and capable of speech, thought, and Aurora magic. Helalsius, as she calls herself, teaches the magic to any Morkan who cares to make the journey, and is deemed worthy (often through a series of trials). The ancient bear is said to be a daughter of a union betwixt Ursa Major and Ursa Minor, sent as a blessing to their beloved.
Gilidae is a town perhaps half the size of the island itself. While it may not be the capitol, it is certainly the power center. The isle is generally covered in snow—raised around a flat shield volcano that lacks any name in the Morkan language. Sacred weapons for the elite Morkan warriors are forged here from ore to finished product—often great plates and gargantuan steel hammers on long poles, and great shields to protect the warriors from the missiles of their enemies. The town is a splendorous place, with buildings carved from ice-covered stone, or just plain ice. The place is bright when there is light, and frigid in the night. Lodging is available for those who would make pilgrimages to beg wisdom from Helalsius. They are sent to stay within the volcano itself for their brief visits. A necessity, more than anything else, as a night in the cold of –any- city within the Morsum would claim the lives of even hardy men.
The sea fifty miles or so north of Gilidae is often frozen—locked in ice until the midsummer melt. This is where some of the smaller Icoplor-ships spend their time being repaired by the Morkan. When an Icoplor has seen enough of the seas, it is sent as deep into the oceanic glacier as the highest point of melt passes, and another is carefully carved away and sent adrift in the sea, manned by the old one’s crew. Over the course of a hundred years a ship may be rotated in and out many times.
Aquila-Arcus is, itself, an enigma to the uneducated. Certainly powerful mages have seen floating mountains, but there be no earth within this mass. A rainbow of colored ice—a veritable iceberg of the sky, riddled with caves in which the Morkan live their lives, above the ground—though many find the existence to be unsettling, and only the scholarly amongst them bother with the mere thought of even visiting Aquila-Arcus. Morkan Aurora mages do regular magical maintenance on the thing growing lost ice, and strengthening the core of the thing. For the most part its sails—as the Skyberg is covered in sails, magical locomotion being too great of an investment for the Morkan, are operated at sub-staff levels. Aquila-Arcus is, more, a show of power to keep the local Ice Giant and Frost Trolls in line than a viable threat to foreign nations. It never leaves the ‘settled’ Borealis areas, and rarely travels at all, being quite slow and a bit awkward. This is the only place non-Morkans (traders excepted) are tolerated in all the mainland of the Morsum.
Most other Morkan villages are either coastal or situated within hills and mountains. In fact, either coast is dotted with villages supported by whaling, fishing, and peaceful hard-working Morkan life. The more peaceful minded among them live out their lives in the southern coastal regions: growing what crops they can cultivate in the cold soil—mostly giant cabbages and other hardy vegetables. The off-season spent whaling, logging, herding, and mining. Villages are Matriarchal in nature, with the leaders often being an older Aurora Mage chosen by way of high priests in the temple of Ursa Minor, or even appointed by Helalsius herself. Rule is generally not draconian among Morkans themselves, but outsiders who step out of their bounds are often stripped of their belongings and thrown out to the elements—or into the icy ocean.
Whales are the heart of the Morkan coastal settlements—they use all parts of the creatures, for even with their great size and natural aptitude for swimming, hunting such beasts on the open seas is a dangerous endeavor at best. The oil is more often than not used in trade, as are the bones. Whale-meat is a staple food, and the blubber sees many utilitarian uses throughout the common Morkan household.
Morkan settled in the mountains live in great caves—sometimes-natural formations, but more often than not hewn from the stone. It is here that Morkans mine for precious ores that they may work their precious metals into heavy armor and great weapons as well as tools—metal claws to enhance their own, and large hammers and harpoons. Morkans have a certain love for well-wrought metal items, and will pay full price for excellent craftsmanship, and even embellishments.
Corthorn is a good example of a Morkan mountain settlement. It is located in the northerly area of the small mountain chain that runs up the peninsula that makes the Morsum. Its exact depth has never been measured, but the city is a great-gated cave network that honeycombs beneath the mountain. Forges are set in the heart, channeling fire from the bowels of the earth, as nearly all Morkan forges do. Mining is an important trade here, though the place is mostly empty. Many lesser-fortified caves exist along the spine that civilians are to retreat to in the event of an invasion. Long narrow tunnels, allowing for the quick sending of messengers between some forts, but certainly not all, connect several more northerly and older fortifications.
The Morkan of the hills are merely there to be thrown in with the Giants and trolls who inhabit the lands also. They spend their days logging the great evergreens that grow in the southern expanses of Morsum. This helps the gradual creep of the state itself, also. It is here and near here, also, that the herders of the lands make their living. Morkan keep many stock of Woolly Mammoths, great tusked fur-covered elephants, some trained as terrible siege-breakers in times of war, but mostly used for a livestock method of feeding. Again, the creep of cold and desire for more space forces these herders southward, slowly but surely.
Perhaps the southernmost settlement: Fort Chimn sits on the edge of the Southern border of the Morsum, in the southeast. It’s sister settlement lays on the other side of the mountain range that splits the Morsum in twain, each watching for mischievous and distant neighbors, and ready for armies of the wild monsters that roam the untamed lands south of Morkan territories. It is here that grim Frost Trolls and mighty Ice Giants work and live. They harvest the oversized lumber that grows so well in this area. The Fortifications are crude at best, well stacked logs of the great trees forming high walls, shod with iron at the lower levels. It is here that much of the crude wood harvested is processed—much sent north to be worked, but some remains here, in the city.
History:
Morkan history for the past period of time has been via oral tradition. As such, dates get confused, jumbled, and even exaggerated in the general sense of 'how long'. Morkan breed quickly, but due to their inherently mystical nature are reasonably long lived. While not immortal, and certainly not enjoying the longevity of classical Elves, these ursine creatures often live to see their second century—but not often long beyond that. For some four, or possibly five-hundred years they have stayed mostly to their peninsula, occasionally mounting ritualistic hunting expeditions farther south, or small parties venturing out beyond their borders as traders, or part of a diplomatic envoy.
Legend dictates that by way of a union of Ursa Major and Ursa Minor, the Morkan were begot. While some divine influence may have been involved at the root of their origins, the earliest accounts of the creatures comes from records held by those who fled the Aleutian area. A more ‘scientific’ explanation may be of several polar bears that were affected, even mutated by the magic of the Aurora Borealis, hundreds, even thousands of years before the creatures spread southward.
In these records, the Morkan came from the north, far north, an army of what they called “Iron Bears.â€
Last edited by Masterharper on Mon Oct 09, 2006 12:46 am, edited 2 times in total.
- Stofsk
- Secret Agent Man
- Posts: 1710
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#9
The Holy Kingdom of Saint Steven
Power level: Regional.
Symbol: Golden cross on a black background.
Government: Monarchy. The King is named after and has a direct lineage to Saint Steven, who brought the tribes together originally. There is a nobility and clergy, and a large mass of common folk.
Terrain: Mostly plains, fertile grounds good for farming and breeding horses. Some forests and hilly areas. One mountain (Eagle Mountain) near the Great Lake. The Kingdom's main urban centres are situated near the Great Lake, and benefit from fishing as well as trading over the waters. Though most trade takes place through the use of caravan traders.
Exports: agriculture (farm, fruit and fishing), wood, mineral ore, horses.
Imports: beef, cotton, rice, corn.
History: The tribes were migratory, and settled on the land because it was fertile and bountiful. Saint Steven was chosen by the Seraphim, mysterious angelic beings of light, to settle the land. To help him they used their powers to call herds of horses to the land, and the Kingdom has relied on their equine servants ever since.
MILITARY
The Kingdom's main offensive force is it's hussar cavalry, who patrol the plains and can react quickly to any incursion. They are usually armed with lances and swords. Quicker, light cavalry raiders (archers on horseback) provide light skirmishing to harass and discourage invaders.
500 Paladins, with wards, buffs and healing. These cavalry men provide holy protection to their brethren by calling on healing light, armour enhancement and other Seraph magic. They are the King's men.
5,000 medium cavalry. The medium cavalry is made up of richer citizens who can provide better equipment for themselves.
10,000 light cavalry, raiders/skirmishers mainly focused on horse archery. Most of the fighting force comes from these skirmishers, who can attack in numbers and raid against their enemies. Light equipment allows for low upkeep, and thus an ability to live off the land is a bonus. Most raiders then come from experienced horsemen who may not be rich enough to provide for the medium cavalry, but still have a horse and the woodlore that comes from a life lived in the frontier.
AIR FORCE
Eagle Mountain provides an aerie for giant eagles, who have been tamed by the St Stevens for use as elite airborne cavalry. These special mounts are provided to noblemen who are committed to defending the Kingdom and thus provide much needed air support for the ground forces.
500 Eagle riders. Eagles are not armoured, nor are the riders. In fact, the less gear the better for the mount. Too much weight and the eagle cannot fly far or fast. Therefore, most Eagle riders have gear that light cavalry make do with, and can then act as harassers but from the air. Eagle riders allow the kingdom to have reliable and fairly quick intelligence on it's borders and some outlying areas.
NAVY
The Kingdom has a small navy that is comprised of a contingent of heavy warships that can transport troops, and a fleet of scout vessels that can act as raiders and skirmishers. Given that they patrol a large lake which has no real other naval presence from rival nations, this is more than adequate to protect the Kingdom's offshore markets and commerce.
7 War galleys. Though small in number, these warships allow the Kingdom more than enough force to claim the Great Lake for itself. No more is required. Their holds are big enough to carry a troop of horses and their riders, making their main utility a troop transport.
30 Scout and patrol ships. These ships patrol the Great Lake, searching islands and other shores for brigands, pirates or raiders, and are highly trained and motivated crews. (+1 bonus)
Artillery?
There are no siege engines available to the Kingdom. They do not conduct massive land invasions, prefering instead to raid and harass with their skirmishers. It is a particular strategic shortsight which may or may not be corrected in the future. However, scholars in the Kingdom have invented Alchemical Fire, a quasi-magical substance that can, if used correctly, be used in explosive or incendiary devices. Research is a closely guarded secret.
Notable Personalities:
King Steven VII - 2 points
The leader of the realm, and the embodiment of the spirit of Saint Steven the First.
Duke Prospero - 2 points
Scouts from the navy came across an island in the Great Lake and found this man living there with his daughter. He claimed to be the right Duke of the city-state Milano but was usurped by his brother. He has since thrown in his lot with King Steven, in exchange for his knowledge and abilities in magic he was given a Duchy.
Lady Miranda - 2 points
Miranda, the daughter of Prospero, is herself a capable spellcaster. She was taught by her father during their exile, and also has a love for chess and other strategy games.
Ariel, a Seraphim - 2 points
Beholden to Prospero for reasons unknown, Ariel is the only Seraphim who directly serves the Kingdom. However, it is thought his powers are not what are typically attributed to those powerful beings of light. Ariel can assume any shape and often serves Prospero as a spy.
Steven Dobó - 1 point
A minor general in the King's army, Dobó leads a contingent of light cavalry to patrol the frontier extents of the Kingdom.
Gerge Bornemissza - 1 point
A born scholar, Gerge Bornemissza is an alchemist who is often at work in labs learning all there is to know of the strange world he lives in. However, recently he has desired to serve his King in a more expeditionary role.
Count Pongrács - 1 point
One of the Kingdom's more eccentric personalities, the good Count has a small estate and dreams of chasing glory. He regularly raises his peasants as an army and fights illusory phantasms conjured up by Attila. His people often regard him as a queer patron,
Atilla, a Seraphim - 1 point
A minor Seraphim, Attila constantly roams the Kingdom's countryside, causing mischief through a variety of pranks; but these pranks are not really harmful. He enjoys plaguing Count Pongrács with illusions and phantom armies, giving the Count fulfillment and a chance to do something.
Sister Katalin - 1 point
Sister Katalin is a leader of a group of Paladins.
List of point breakdown:
+80 (regional power)
-4 (navy)
-10 Alchemical school
-6 Heavy cav with +3 bonus
-20 5,000 medium cav
-20 10,000 raider cav
-7 500 eagle riders
-13 personalities
Power level: Regional.
Symbol: Golden cross on a black background.
Government: Monarchy. The King is named after and has a direct lineage to Saint Steven, who brought the tribes together originally. There is a nobility and clergy, and a large mass of common folk.
Terrain: Mostly plains, fertile grounds good for farming and breeding horses. Some forests and hilly areas. One mountain (Eagle Mountain) near the Great Lake. The Kingdom's main urban centres are situated near the Great Lake, and benefit from fishing as well as trading over the waters. Though most trade takes place through the use of caravan traders.
Exports: agriculture (farm, fruit and fishing), wood, mineral ore, horses.
Imports: beef, cotton, rice, corn.
History: The tribes were migratory, and settled on the land because it was fertile and bountiful. Saint Steven was chosen by the Seraphim, mysterious angelic beings of light, to settle the land. To help him they used their powers to call herds of horses to the land, and the Kingdom has relied on their equine servants ever since.
MILITARY
The Kingdom's main offensive force is it's hussar cavalry, who patrol the plains and can react quickly to any incursion. They are usually armed with lances and swords. Quicker, light cavalry raiders (archers on horseback) provide light skirmishing to harass and discourage invaders.
500 Paladins, with wards, buffs and healing. These cavalry men provide holy protection to their brethren by calling on healing light, armour enhancement and other Seraph magic. They are the King's men.
5,000 medium cavalry. The medium cavalry is made up of richer citizens who can provide better equipment for themselves.
10,000 light cavalry, raiders/skirmishers mainly focused on horse archery. Most of the fighting force comes from these skirmishers, who can attack in numbers and raid against their enemies. Light equipment allows for low upkeep, and thus an ability to live off the land is a bonus. Most raiders then come from experienced horsemen who may not be rich enough to provide for the medium cavalry, but still have a horse and the woodlore that comes from a life lived in the frontier.
AIR FORCE
Eagle Mountain provides an aerie for giant eagles, who have been tamed by the St Stevens for use as elite airborne cavalry. These special mounts are provided to noblemen who are committed to defending the Kingdom and thus provide much needed air support for the ground forces.
500 Eagle riders. Eagles are not armoured, nor are the riders. In fact, the less gear the better for the mount. Too much weight and the eagle cannot fly far or fast. Therefore, most Eagle riders have gear that light cavalry make do with, and can then act as harassers but from the air. Eagle riders allow the kingdom to have reliable and fairly quick intelligence on it's borders and some outlying areas.
NAVY
The Kingdom has a small navy that is comprised of a contingent of heavy warships that can transport troops, and a fleet of scout vessels that can act as raiders and skirmishers. Given that they patrol a large lake which has no real other naval presence from rival nations, this is more than adequate to protect the Kingdom's offshore markets and commerce.
7 War galleys. Though small in number, these warships allow the Kingdom more than enough force to claim the Great Lake for itself. No more is required. Their holds are big enough to carry a troop of horses and their riders, making their main utility a troop transport.
30 Scout and patrol ships. These ships patrol the Great Lake, searching islands and other shores for brigands, pirates or raiders, and are highly trained and motivated crews. (+1 bonus)
Artillery?
There are no siege engines available to the Kingdom. They do not conduct massive land invasions, prefering instead to raid and harass with their skirmishers. It is a particular strategic shortsight which may or may not be corrected in the future. However, scholars in the Kingdom have invented Alchemical Fire, a quasi-magical substance that can, if used correctly, be used in explosive or incendiary devices. Research is a closely guarded secret.
Notable Personalities:
King Steven VII - 2 points
The leader of the realm, and the embodiment of the spirit of Saint Steven the First.
Duke Prospero - 2 points
Scouts from the navy came across an island in the Great Lake and found this man living there with his daughter. He claimed to be the right Duke of the city-state Milano but was usurped by his brother. He has since thrown in his lot with King Steven, in exchange for his knowledge and abilities in magic he was given a Duchy.
Lady Miranda - 2 points
Miranda, the daughter of Prospero, is herself a capable spellcaster. She was taught by her father during their exile, and also has a love for chess and other strategy games.
Ariel, a Seraphim - 2 points
Beholden to Prospero for reasons unknown, Ariel is the only Seraphim who directly serves the Kingdom. However, it is thought his powers are not what are typically attributed to those powerful beings of light. Ariel can assume any shape and often serves Prospero as a spy.
Steven Dobó - 1 point
A minor general in the King's army, Dobó leads a contingent of light cavalry to patrol the frontier extents of the Kingdom.
Gerge Bornemissza - 1 point
A born scholar, Gerge Bornemissza is an alchemist who is often at work in labs learning all there is to know of the strange world he lives in. However, recently he has desired to serve his King in a more expeditionary role.
Count Pongrács - 1 point
One of the Kingdom's more eccentric personalities, the good Count has a small estate and dreams of chasing glory. He regularly raises his peasants as an army and fights illusory phantasms conjured up by Attila. His people often regard him as a queer patron,
Atilla, a Seraphim - 1 point
A minor Seraphim, Attila constantly roams the Kingdom's countryside, causing mischief through a variety of pranks; but these pranks are not really harmful. He enjoys plaguing Count Pongrács with illusions and phantom armies, giving the Count fulfillment and a chance to do something.
Sister Katalin - 1 point
Sister Katalin is a leader of a group of Paladins.
List of point breakdown:
+80 (regional power)
-4 (navy)
-10 Alchemical school
-6 Heavy cav with +3 bonus
-20 5,000 medium cav
-20 10,000 raider cav
-7 500 eagle riders
-13 personalities
#10
High Korlech
The Sublime State
The multitude of duchies and hercegas which make up High Korlech are administered by the Sublime State- based in the city of Korlech itself, it is a functional republic in which the Lords Embalmed elect leaders, ministers, and other functionaries. The Kiralyi (King) is the highest rank, elected on a centenial basis by the quorom of Lords Embalmed and endowed with executive power.
The Throne
The current ruler of High Korlech is Kiralyi Andras III Gar Szalasi, who is in the 24th year of his reign. He is the master of the State Armies (the honveds,) holder of power over the miniszterium, and the highest authority in the Circle of Five, the state's official priesthood. However, he must aquire the assent of the nobles, through the Orszaggyules (Quorom) to appoint new leaders in the miniszterium. His rule will last one century until a new kiralyi is elected by the Quorom.
The Orszaggyules
(The Quorom)
The Lords Embalmed, the wealthiest and most powerful of the thanati, meet in the Quorom to discuss issues of importance. The day-to-day running of High Korlech is not in the hands of this body, which meets only once every couple of years- it's primary functions are to elect a new kiralyi in the event of the fulldeath of the current ruler or to make sweeping changes in the legal system- the power of the Quorom has waxed and waned over the centuries, sometimes acting as the preponderant authorities, other times, being wholly subservient to the throne. Currently, the Quorom is required by law to meet every five years. Also, a small quorom containing at least half of the eligible nobles must be called to ratify the royal appointment of ministers over the various Minisztirium.
The Minisztirium
There are five orders of the Miniszterium:
The State Honved, which is the organized army of Immortals which represents the bulk of Korlech's power. It's leaders are appointed by the king, and are usually but not always nobles.
The Seats of Power, which are charged with ensuring that the nobles follow the writ of the State- they ensure that hercegal highways are maintained, that State law is implemented in the demesnes of nobles, and that border-posts and fortresses are maintained.
The Embassy to Barbarians, which is charged with organizing embassies and keeping tabs on the surrounding nations.
The Five Orders, which are the State priestly organizations, charged with maintaining the Korlechi religion and dealing with issues related to magic.
The Magistry, which organizes the courts and deals with criminal jsutice. The Magistrates control the gendarmes which keep the peace, while implementing the strict laws which maintain the caste system and keep the peace.
The Castes
The Lords Embalmed At the highest level of Korlechi society sit the Lords Embalmed. They are thanati, intelligent undead snuffed and raised in the great noble families. The ranks of the Lords Embalmed include hercega (dukes,)(counts,) and (barons), as well as the wealthiest merchants. The highest officers and administrators of the Sublime State are appointed from this class. They are immortal, though many elect to "pass on" after a few centuries. The oldest have existed for millenia, still as perfectly preserved as the day the life was gently pushed from their bodies. It should be noted that the noble families are not by blood- A Lord or Lady chooses new neonates, usually from the ranks of thanati in their service. Their lineages are traced through this system of patronage. The proper form of address for a Lord Embalmed is "deadlord," for a woman, "deadlady."
The Thanati "Thanati" refer to the sentient raised, but most are not members of the noble class. Consisting of former livemen who earned or bought promotion, the sons and daughters of wealthy thanati concieved before snuffing, retainers and officers in the service of the Lords Embalmed and, perhaps most importantly, the members of the State Army, the Immortals. The proper form of address for a thanati is "deadman" or "deadwoman."
The Livemen The free living make up about 20% of Korlech's population. They do the jobs too sensitive for animated but not prestigious enough for the attention of the thanati, acting as everything from auxiliaries in the retinues of deadlords to clerks to gendarmes. The proper form of address for a free breather is "Liveman" or "livewoman."
The Breeders While the ranks of the Lords Embalmed are replenished by merit, the average deadman will usually have a small cadre of living blood relatives, some concieved before snuffing, others by still-breathing relatives. This class of breathing young people live entirely within the household of the thanati, existing only to propagate the bloodline, eventually being released into the free live caste, or even being snuffed themselves. There is no proper form of address for a breeder, as they are not considered citizens seperate from their patriarch or matriarch. Many serve as personal servants or even as "pets."
The Animated The semisentient undead make up the majority of Korlech's population. They are raised en masse in farms, and are snuffed as soon as the bodies are useful and animated. They rot slowly but surely, and work ceaselessly and without complaint. By tradition, their mouths are sewn shut.
The Abdead Vampir, Ghuls, and Trow- the semi-undead, beasts of the night, are seen largely as vermin. Vampir are the only sentient members of this class, and are seen as hopeless addicts, sad victims of heliophobia haemophilia. They may live in peace, but are fed only by the kindess of others- Typically, if the drained corpse of a liveman or breeder is found, the gendarmes will search for the specific killer through thaumaturgic means. In practice, however, the response is usually a simple purge of all the local abdead. This leads to a self-policing society for the vampir, who tend to make sure that any who have a predilection for taking what must be given freely never again see the dark of night.
Order of Battle
Korlech has long relied on discipline and organization to take the place of magickal flim-flammery. The Korlechi military consists of a professional core supported by massed hordes of animated corpses and the personal guards of the nobility.
Immortals
The Immortals are the professional field army of the Korlechi state. They consist of newly-snuffed volunteers from the Breathing Class, partially raised and embalmed. Successful Immortals are rewarded with ascension to the aristocracy.
The Immortals fight as heavy infantry, fighting either as pikemen, heavy infantry with swords and large shields, or as armoured crossbowmen.
9xImmortals Honved-5 points
-800 heavy infantry
-800 pikes
-400 crossbows
1xImmortal Seige Engineers Honved-5 points
-10 light trebuchets
-10 anti-air ballistae
-50 pts total
Animated
The Animated Auxilia make up the bulk of the State Army. They are mass-reanimated troops of the absolute lowest quality, slow, clumsy, and armed with at most simple clubs. They are mindless, stupid, but immune to pain. Traditionally, their mouths are sewn shut before animation.
They are "officered" by low-ranked nobles trained in the basic chants necessary to keep them fresh and direct them in the general direction of the enemy in battle.
20xAnimated Honved.5
-5 noble officers
-variable numbers of Animated, around 2,000
-10 pts total
Ducal Levies
The Lords Embalmed have long been required by State law to maintain personal bodyguards of horsemen. Like all aristocracts, they base their privelege in their warrior past. This is maintained to this day, though few of the Lords Embalmed lead their cohorts into battle as they had in the past.
The heaviest cavalry consist entirely of the embalmed, but most grofa or baras must round out their forces with living hirelings or vassals.
5xHercega(Ducal) Bodyguard-1
-100 mounted heavy cavalry, barding and lances.
5xGrofa(Count's) Bodyguard-1
-250 mounted medium cavalry
5xBaroy)Baron's) Bodyguard-1
-500 light cavalry skirmishers
-15 pts total
Five Orders of the State
The Five Orders are the Priestly caste of the Korlechi aristocracy. They specialise in ritual magick, and are often seen on the battlefield, raising armies from the corpses of the dead or summoning horrific monstrosities to break enemy lines. Their specialty, however, is defensive- The Five Orders devote most of their studies to the defense against magickal warfare.
-5 points total
The Sublime State
The multitude of duchies and hercegas which make up High Korlech are administered by the Sublime State- based in the city of Korlech itself, it is a functional republic in which the Lords Embalmed elect leaders, ministers, and other functionaries. The Kiralyi (King) is the highest rank, elected on a centenial basis by the quorom of Lords Embalmed and endowed with executive power.
The Throne
The current ruler of High Korlech is Kiralyi Andras III Gar Szalasi, who is in the 24th year of his reign. He is the master of the State Armies (the honveds,) holder of power over the miniszterium, and the highest authority in the Circle of Five, the state's official priesthood. However, he must aquire the assent of the nobles, through the Orszaggyules (Quorom) to appoint new leaders in the miniszterium. His rule will last one century until a new kiralyi is elected by the Quorom.
The Orszaggyules
(The Quorom)
The Lords Embalmed, the wealthiest and most powerful of the thanati, meet in the Quorom to discuss issues of importance. The day-to-day running of High Korlech is not in the hands of this body, which meets only once every couple of years- it's primary functions are to elect a new kiralyi in the event of the fulldeath of the current ruler or to make sweeping changes in the legal system- the power of the Quorom has waxed and waned over the centuries, sometimes acting as the preponderant authorities, other times, being wholly subservient to the throne. Currently, the Quorom is required by law to meet every five years. Also, a small quorom containing at least half of the eligible nobles must be called to ratify the royal appointment of ministers over the various Minisztirium.
The Minisztirium
There are five orders of the Miniszterium:
The State Honved, which is the organized army of Immortals which represents the bulk of Korlech's power. It's leaders are appointed by the king, and are usually but not always nobles.
The Seats of Power, which are charged with ensuring that the nobles follow the writ of the State- they ensure that hercegal highways are maintained, that State law is implemented in the demesnes of nobles, and that border-posts and fortresses are maintained.
The Embassy to Barbarians, which is charged with organizing embassies and keeping tabs on the surrounding nations.
The Five Orders, which are the State priestly organizations, charged with maintaining the Korlechi religion and dealing with issues related to magic.
The Magistry, which organizes the courts and deals with criminal jsutice. The Magistrates control the gendarmes which keep the peace, while implementing the strict laws which maintain the caste system and keep the peace.
The Castes
The Lords Embalmed At the highest level of Korlechi society sit the Lords Embalmed. They are thanati, intelligent undead snuffed and raised in the great noble families. The ranks of the Lords Embalmed include hercega (dukes,)(counts,) and (barons), as well as the wealthiest merchants. The highest officers and administrators of the Sublime State are appointed from this class. They are immortal, though many elect to "pass on" after a few centuries. The oldest have existed for millenia, still as perfectly preserved as the day the life was gently pushed from their bodies. It should be noted that the noble families are not by blood- A Lord or Lady chooses new neonates, usually from the ranks of thanati in their service. Their lineages are traced through this system of patronage. The proper form of address for a Lord Embalmed is "deadlord," for a woman, "deadlady."
The Thanati "Thanati" refer to the sentient raised, but most are not members of the noble class. Consisting of former livemen who earned or bought promotion, the sons and daughters of wealthy thanati concieved before snuffing, retainers and officers in the service of the Lords Embalmed and, perhaps most importantly, the members of the State Army, the Immortals. The proper form of address for a thanati is "deadman" or "deadwoman."
The Livemen The free living make up about 20% of Korlech's population. They do the jobs too sensitive for animated but not prestigious enough for the attention of the thanati, acting as everything from auxiliaries in the retinues of deadlords to clerks to gendarmes. The proper form of address for a free breather is "Liveman" or "livewoman."
The Breeders While the ranks of the Lords Embalmed are replenished by merit, the average deadman will usually have a small cadre of living blood relatives, some concieved before snuffing, others by still-breathing relatives. This class of breathing young people live entirely within the household of the thanati, existing only to propagate the bloodline, eventually being released into the free live caste, or even being snuffed themselves. There is no proper form of address for a breeder, as they are not considered citizens seperate from their patriarch or matriarch. Many serve as personal servants or even as "pets."
The Animated The semisentient undead make up the majority of Korlech's population. They are raised en masse in farms, and are snuffed as soon as the bodies are useful and animated. They rot slowly but surely, and work ceaselessly and without complaint. By tradition, their mouths are sewn shut.
The Abdead Vampir, Ghuls, and Trow- the semi-undead, beasts of the night, are seen largely as vermin. Vampir are the only sentient members of this class, and are seen as hopeless addicts, sad victims of heliophobia haemophilia. They may live in peace, but are fed only by the kindess of others- Typically, if the drained corpse of a liveman or breeder is found, the gendarmes will search for the specific killer through thaumaturgic means. In practice, however, the response is usually a simple purge of all the local abdead. This leads to a self-policing society for the vampir, who tend to make sure that any who have a predilection for taking what must be given freely never again see the dark of night.
Order of Battle
Korlech has long relied on discipline and organization to take the place of magickal flim-flammery. The Korlechi military consists of a professional core supported by massed hordes of animated corpses and the personal guards of the nobility.
Immortals
The Immortals are the professional field army of the Korlechi state. They consist of newly-snuffed volunteers from the Breathing Class, partially raised and embalmed. Successful Immortals are rewarded with ascension to the aristocracy.
The Immortals fight as heavy infantry, fighting either as pikemen, heavy infantry with swords and large shields, or as armoured crossbowmen.
9xImmortals Honved-5 points
-800 heavy infantry
-800 pikes
-400 crossbows
1xImmortal Seige Engineers Honved-5 points
-10 light trebuchets
-10 anti-air ballistae
-50 pts total
Animated
The Animated Auxilia make up the bulk of the State Army. They are mass-reanimated troops of the absolute lowest quality, slow, clumsy, and armed with at most simple clubs. They are mindless, stupid, but immune to pain. Traditionally, their mouths are sewn shut before animation.
They are "officered" by low-ranked nobles trained in the basic chants necessary to keep them fresh and direct them in the general direction of the enemy in battle.
20xAnimated Honved.5
-5 noble officers
-variable numbers of Animated, around 2,000
-10 pts total
Ducal Levies
The Lords Embalmed have long been required by State law to maintain personal bodyguards of horsemen. Like all aristocracts, they base their privelege in their warrior past. This is maintained to this day, though few of the Lords Embalmed lead their cohorts into battle as they had in the past.
The heaviest cavalry consist entirely of the embalmed, but most grofa or baras must round out their forces with living hirelings or vassals.
5xHercega(Ducal) Bodyguard-1
-100 mounted heavy cavalry, barding and lances.
5xGrofa(Count's) Bodyguard-1
-250 mounted medium cavalry
5xBaroy)Baron's) Bodyguard-1
-500 light cavalry skirmishers
-15 pts total
Five Orders of the State
The Five Orders are the Priestly caste of the Korlechi aristocracy. They specialise in ritual magick, and are often seen on the battlefield, raising armies from the corpses of the dead or summoning horrific monstrosities to break enemy lines. Their specialty, however, is defensive- The Five Orders devote most of their studies to the defense against magickal warfare.
-5 points total
Last edited by Thirdfain on Mon Dec 11, 2006 5:18 pm, edited 2 times in total.
"Winter is Coming"
#11
The Yorathan Alliance
Symbol
A crossed magical staff and broadsword, inset over a silver griffon. The Alliance's banner colors are typically red and silver.
Territory
Map
The Alliance primarily occupies a large cape on the easternmost shores of the continent, extending into the Eastern Bay. Inland holdings extend into an area commonly known among the humans of Brynmor as the "Wildlands".
Religion
The people of Brynmor primarily worship any number of gods, mainly local dieties that embody such things as Sky, Sun, Healing, War, Wisdom, and Smithing. Foreign dieties are also acknowledged and followed. Adalstien also acknowledges foreign dieties, but mainly follow gods such as Odin and Thor. The gray elves almost universally follow a god from the same pantheon, Freyr.
Government
The Alliance is not lead by any one person, but rather by the consensus of the rulers of Brynmor, Adalstein, and Faer Elloth. These three leaders often meet at a central location, known as the Celestial Tower, a structure which in ancient times was the home of a powerful sorceress, now long dead. In other times, the three rulers usually communicate via three magical divining orbs. However, if any magic-users are watching them, the rulers also use foot messengers to keep in touch.
Brynmor
The heavily fortified city of Brynmor is ruled over by the King Hywel Knethell II, an aging and wise man that spent his younger days fighting as a knight in service of his father.
Under King Hywel are the dukes, duchesses, lords, and ladies that run the various towns within Brynmor's control.
Adalstein
The old city of Adalstien is ruled by King Frodi Arnesson, a younger king who assumed the throne after the untimely death of his father. He is nonetheless an effective ruler, and has kept all the old alliances, including with Brynmor and the gray elves of Faer Elloth.
Faer Elloth
The gray elves of Faer Elloth are ruled by Queen Thiniell, a very wise and skilled sorceress, who has a penchant for Air magicks, thus giving Thniell her human-coined nickname, the Lady of Thunder.
Under Queen Thiniell are a group of five other sorcerers and sorceresses, known as the Arbiters, who serve as her personal aides and command various sections of the elves' government. The individual Arbiters are responsible for the Fleet, the Host (Army), wellbeing of the populace, and trade, while the eldest and most trusted of the Arbiters, Fergannel, oversees magic and the affairs of magic-users, including the training of mages and sorcerers.
Below the Arbiters are the various lords and ladies who rule over individual elven towns within their lands.
Population Centers
Besides the chief cities of Brynmor, Adalstein, and Faer Elloth, there are seven other human and elven towns spread throughout the Alliance's territitory. Most elven towns are located along the coasts, while the humans inhabit the fertile inland regions, which they use for farming and grazing.
Exports
Agricultural
Food, Timber, Cattle
Finished Goods
Military Weapons, High-Quality Enchanted Weapons, Magical Items, Elven Ships
Imports
Iron and Steel, Stone, Gemstones
Military
The hosts of Brynmor rely primarily on a purpose-trained army, rather than hordes of armed peasents, for defense. These forces are given cursory training, though it is far better than outright conscripts recieve. Most young men around 17 must be a part of this force for several years.
Brynmoran forces consist mainly of light infantry and crossbowmen, backed up by professional battle-sorcerers. Knights are the nobleman (and in some cases, noblewoman) captains and leaders of the troops, as the days of knights leading charges in Brynmor are long past. Brynmor also posesses mounted light cavalry, which are often used as scouts and also as support for infantry forces.
Adalstien relies much more on numbers, and posesses the typical peasant army. They also posess crossbowmen for ranged attack, but they are not as skilled or accurate as their Brynmoran breatheren. Like Brynmor, Adalsteinish forces posess battle-sorcerers. However, unlike their brother-kingdom, these magic-users are the actual leaders of the troops as well as magical support.
The elves are the main naval power, posessing elegant sail-ships (mainly of the light warship class) that fire ballistae, and are manned with archers. They rely heavily on these archers to kill as much of the crew as possible before the enemy can close in and board. Some ships will also have a battle-sorcerer/sorceress aboard to magically augment their defenses. A popular tactic is to use Water-magicks - especially the summoning of Water Elementals - to attack enemy warships.
The elves also posess a very small ground army, most of the members of which actually serve as naval archers. But on the ground, the elves make up for their lack of numbers as best as possible with sheer training and equipment. The elves posess professional heavy infantry forces, backed up by longbowmen and battle-sorcerers. They are also led by elven nobles who are trained as warriors. Because of their small numbers, the gray elven host is mainly used in a defensive role.
Races
There are three races that inhabit the lands of the Alliance; the humans, the gray elves, and the orcs. The former two make up the legitimate power of the Alliance, while the orcs are completely neutral, ignoring Alliance borders and living within Alliance lands, and out in the Wildlands to the south. Though one would might find such an arrangement to be most troublesome, there have been no real clashes between the orcs and Alliance members for several generations, which is mainly because both sides know to leave each other alone. Humans usually do not wander into the lands held by the orc tribes, while orcs typically do not wander into human villages, but this has not prevented some isolated incidents.
No one knows where the gray elves are originally from, but they have lived along the coastlands of Yoratha for nearly a thousand years now. A race of tall (both genders can reach over six feet tall) immortals with predominantly black hair and gray or blue eyes, the gray elves are most distinguished by their elongated, pointed ears. The gray elves are just as strong as humans, and many of their warriors are quite muscular.
The gray elves are mariners at heart, living exclusively along the coasts in their beautiful cities. Few to no elven villages exist. From their cities the elves build beautiful yet functional sailing vessels, and amongst the Alliance are the primary naval power. This also gives them quite the leverage for trade at sea (while conversely the humans dominate overland trade), though Brynmor has made a point of building a few merchant ships over the years.
Contrary to popular belief amongst the humans, the elves were not inherently more powerful at magic insomuch as they simply had brought with them vast amonts of Arcane knowledge. In fact, several human sorcerers have proved themselves to be actually better than many elves at magical use. Today, however, magical art is shared amongst the human and elven populations, with many of both race's potential magic-users going to the joint city of Brighthill to study the Arcane. Today both the humans and elves of the Alliance have made a reputation for producing very high-quality magical weapons, which have become a rare but very high-value export for them. Both elven and human magic is Elemental in nature.
Military Stats
Navy, Elven
1 - 20 Scout Ships (Cair-o-Tirad, Ship of Seeing)
8 - 80 Light Warships (Cair-o-Auth, Ship of War)
3 - 20 Heavy Warships (Cair-uin-Ti, Ship of the Line)
Army, Elven
3 - 1000 Heavy Infantry
3 - 1000 Longbowmen
18 Points
Army, Brynmoran
8 - 4000 Medium Infantry
4 - 2000 Crossbowmen
1 - 500 Light Cavalry
2 - 10 Ballistae
15 Points
Army, Adalsteinish
8 - 8000 Light Infantry
4 - 2000 Crossbowmen
2 - 10 Ballistae
14 Points
Champions
1 - Gilriheryn - A skilled sorceress, Gilriheryn is the honorable general of the small gray elven army. Specializing in fire magicks, she often hurls small fire orbs, and can cast more destructive fireballs, as well as create walls of fire in front of her if necessary.
1 - Sir Ailen Fannon - A knight and general in the Brynmoran army, Sir Ailen wields a broadsword enchanted by air magicks, giving it a shocking hit.
1 - Gudrin Vidarsson - A great warrior in the Adalsteinish army, Gudrin is considered the hero of his entire army, and an inspiration to many. He wields a massive morningstar.
50 Points Total
Symbol
A crossed magical staff and broadsword, inset over a silver griffon. The Alliance's banner colors are typically red and silver.
Territory
Map
The Alliance primarily occupies a large cape on the easternmost shores of the continent, extending into the Eastern Bay. Inland holdings extend into an area commonly known among the humans of Brynmor as the "Wildlands".
Religion
The people of Brynmor primarily worship any number of gods, mainly local dieties that embody such things as Sky, Sun, Healing, War, Wisdom, and Smithing. Foreign dieties are also acknowledged and followed. Adalstien also acknowledges foreign dieties, but mainly follow gods such as Odin and Thor. The gray elves almost universally follow a god from the same pantheon, Freyr.
Government
The Alliance is not lead by any one person, but rather by the consensus of the rulers of Brynmor, Adalstein, and Faer Elloth. These three leaders often meet at a central location, known as the Celestial Tower, a structure which in ancient times was the home of a powerful sorceress, now long dead. In other times, the three rulers usually communicate via three magical divining orbs. However, if any magic-users are watching them, the rulers also use foot messengers to keep in touch.
Brynmor
The heavily fortified city of Brynmor is ruled over by the King Hywel Knethell II, an aging and wise man that spent his younger days fighting as a knight in service of his father.
Under King Hywel are the dukes, duchesses, lords, and ladies that run the various towns within Brynmor's control.
Adalstein
The old city of Adalstien is ruled by King Frodi Arnesson, a younger king who assumed the throne after the untimely death of his father. He is nonetheless an effective ruler, and has kept all the old alliances, including with Brynmor and the gray elves of Faer Elloth.
Faer Elloth
The gray elves of Faer Elloth are ruled by Queen Thiniell, a very wise and skilled sorceress, who has a penchant for Air magicks, thus giving Thniell her human-coined nickname, the Lady of Thunder.
Under Queen Thiniell are a group of five other sorcerers and sorceresses, known as the Arbiters, who serve as her personal aides and command various sections of the elves' government. The individual Arbiters are responsible for the Fleet, the Host (Army), wellbeing of the populace, and trade, while the eldest and most trusted of the Arbiters, Fergannel, oversees magic and the affairs of magic-users, including the training of mages and sorcerers.
Below the Arbiters are the various lords and ladies who rule over individual elven towns within their lands.
Population Centers
Besides the chief cities of Brynmor, Adalstein, and Faer Elloth, there are seven other human and elven towns spread throughout the Alliance's territitory. Most elven towns are located along the coasts, while the humans inhabit the fertile inland regions, which they use for farming and grazing.
Exports
Agricultural
Food, Timber, Cattle
Finished Goods
Military Weapons, High-Quality Enchanted Weapons, Magical Items, Elven Ships
Imports
Iron and Steel, Stone, Gemstones
Military
The hosts of Brynmor rely primarily on a purpose-trained army, rather than hordes of armed peasents, for defense. These forces are given cursory training, though it is far better than outright conscripts recieve. Most young men around 17 must be a part of this force for several years.
Brynmoran forces consist mainly of light infantry and crossbowmen, backed up by professional battle-sorcerers. Knights are the nobleman (and in some cases, noblewoman) captains and leaders of the troops, as the days of knights leading charges in Brynmor are long past. Brynmor also posesses mounted light cavalry, which are often used as scouts and also as support for infantry forces.
Adalstien relies much more on numbers, and posesses the typical peasant army. They also posess crossbowmen for ranged attack, but they are not as skilled or accurate as their Brynmoran breatheren. Like Brynmor, Adalsteinish forces posess battle-sorcerers. However, unlike their brother-kingdom, these magic-users are the actual leaders of the troops as well as magical support.
The elves are the main naval power, posessing elegant sail-ships (mainly of the light warship class) that fire ballistae, and are manned with archers. They rely heavily on these archers to kill as much of the crew as possible before the enemy can close in and board. Some ships will also have a battle-sorcerer/sorceress aboard to magically augment their defenses. A popular tactic is to use Water-magicks - especially the summoning of Water Elementals - to attack enemy warships.
The elves also posess a very small ground army, most of the members of which actually serve as naval archers. But on the ground, the elves make up for their lack of numbers as best as possible with sheer training and equipment. The elves posess professional heavy infantry forces, backed up by longbowmen and battle-sorcerers. They are also led by elven nobles who are trained as warriors. Because of their small numbers, the gray elven host is mainly used in a defensive role.
Races
There are three races that inhabit the lands of the Alliance; the humans, the gray elves, and the orcs. The former two make up the legitimate power of the Alliance, while the orcs are completely neutral, ignoring Alliance borders and living within Alliance lands, and out in the Wildlands to the south. Though one would might find such an arrangement to be most troublesome, there have been no real clashes between the orcs and Alliance members for several generations, which is mainly because both sides know to leave each other alone. Humans usually do not wander into the lands held by the orc tribes, while orcs typically do not wander into human villages, but this has not prevented some isolated incidents.
No one knows where the gray elves are originally from, but they have lived along the coastlands of Yoratha for nearly a thousand years now. A race of tall (both genders can reach over six feet tall) immortals with predominantly black hair and gray or blue eyes, the gray elves are most distinguished by their elongated, pointed ears. The gray elves are just as strong as humans, and many of their warriors are quite muscular.
The gray elves are mariners at heart, living exclusively along the coasts in their beautiful cities. Few to no elven villages exist. From their cities the elves build beautiful yet functional sailing vessels, and amongst the Alliance are the primary naval power. This also gives them quite the leverage for trade at sea (while conversely the humans dominate overland trade), though Brynmor has made a point of building a few merchant ships over the years.
Contrary to popular belief amongst the humans, the elves were not inherently more powerful at magic insomuch as they simply had brought with them vast amonts of Arcane knowledge. In fact, several human sorcerers have proved themselves to be actually better than many elves at magical use. Today, however, magical art is shared amongst the human and elven populations, with many of both race's potential magic-users going to the joint city of Brighthill to study the Arcane. Today both the humans and elves of the Alliance have made a reputation for producing very high-quality magical weapons, which have become a rare but very high-value export for them. Both elven and human magic is Elemental in nature.
Military Stats
Navy, Elven
1 - 20 Scout Ships (Cair-o-Tirad, Ship of Seeing)
8 - 80 Light Warships (Cair-o-Auth, Ship of War)
3 - 20 Heavy Warships (Cair-uin-Ti, Ship of the Line)
Army, Elven
3 - 1000 Heavy Infantry
3 - 1000 Longbowmen
18 Points
Army, Brynmoran
8 - 4000 Medium Infantry
4 - 2000 Crossbowmen
1 - 500 Light Cavalry
2 - 10 Ballistae
15 Points
Army, Adalsteinish
8 - 8000 Light Infantry
4 - 2000 Crossbowmen
2 - 10 Ballistae
14 Points
Champions
1 - Gilriheryn - A skilled sorceress, Gilriheryn is the honorable general of the small gray elven army. Specializing in fire magicks, she often hurls small fire orbs, and can cast more destructive fireballs, as well as create walls of fire in front of her if necessary.
1 - Sir Ailen Fannon - A knight and general in the Brynmoran army, Sir Ailen wields a broadsword enchanted by air magicks, giving it a shocking hit.
1 - Gudrin Vidarsson - A great warrior in the Adalsteinish army, Gudrin is considered the hero of his entire army, and an inspiration to many. He wields a massive morningstar.
50 Points Total
Last edited by Ra on Tue Oct 24, 2006 9:18 pm, edited 2 times in total.
Jonathan McKenzie
Half-Insane Snakehead | MSPaint Acolyte | Wierd TGOD'er
"Every time you stay abstinent...Kitten kills a god."
Half-Insane Snakehead | MSPaint Acolyte | Wierd TGOD'er
"Every time you stay abstinent...Kitten kills a god."
#12
The Isle Nation Of LahkNi.
Government: Human; Council of 22 people comprised of 11 Nobles and 11 Merchants. There is also 1 Commander In Chief who is chosen via tournament. Sahuagin; A King and Queen with a board of Advisors.
Religion: Human; 2 Divine Entities. SineJ. SineJ is female and embodies competition on many levels. She enjoys combat, tactics, and any form of competitive event. She stresses overcoming others by any means. Her symbol is the roman numeral one, or I. AuriL. AuriL came after Sinej, but still has a strong following on Lahkni for all the things he has brought to them. Auril, a male god, brought a numerical and mathematical system, and as opposed to being competitive, stresses self-growth and the pursuit of knowledge. His symbol is the roman numeral X, or ten. Sahuagin; This sea-dwelling race practices a form of ancestral worship in which accomplishements is everything. Therefore, the first of their people, though revered, is not the most notable figure. This honor goes to one from the third generation who, although deaf, managed to sense an impending attack based upon the movement of fish, displaying the sahuagin virtues of overcoming adversity, duty to ones people, and understanding nature.
History: Early in their history, the inhabitants of the Isle only had the goddess SineJ. They had a very violent, turbulent and tribal culture and little historical documentation survived. Then came AuriL, who instituted a long era of peace and personal growth. He also mandated that a basic understanding of mathematics be required by law for all citizens which was, at first shunned but lead to vastly increased trade revenues and was then quickly accepted. It was during this time that the Sahuagin were beset upon by a terrible foe in the form of sharkpeople. Seeing that their nearby human counterparts were doing well and knew how to make far superior weapons than their own, the then king decided to attempt an alliance. The human council, only recently established, decided to aid them. Armed with their man made weaponry, the sahuagin took to new fervor against the beasts and quickly rooted them. After this, a formal alliance between the humans and sahuagin was drafted and signed. After several hundred years of peaceful coexistance, the 2 race's cultures have blead together to an extent and crossbreeding, while uncommon, does occure.
Exports: Lumber, Grains.
Imports: Fruits, Textiles.
Population Centers: Human: The Isle of LahkNi is comprised of 11 different regions. There are 5 outer regions, 5 inner regions, and then the center, capital region.
TasiT: An outer region, TasiT is known for their shipbuilding. This is where a large portion of the nations half-sahuagin population resides. Lord: Lady AgilH Merchant: Sir AuW
CaniR: An inner region known for their lumber, this region also has the smallest population. Lord: Lord GraweTe Merchant: Sir RepaPe
KiDe: An outer region, KiDe contains the nations leading Warmage training center. Lord: Lord NelgRa Merchant: Sir RiC
PontorH: An inner region whose primary crops is potatoes. Lord: Lady DemH Merchant: Sir SechniH
DufahL: An outer region that produces large quantities of rice, this region is also known for the only female merchant leader. Lord: Lady ResiNey Merchant: Mistress Ria
RusahR: A lumber producing inner region that was the birth place of the current commander in chief. Lord: Lord RuMa Merchant: Sir RienahG
Commander In Chief: TifalL
EscaR: Auril's high temple resides in this outer region and it is also the main port area of the nation, making this region rich in mercantile wealth.
Lord: Lady PohF Merchant: Sir CiR
ShooP: This inner regions primary trade is livestock. Lord: Lord DesiX Merchant: Sir GarL
SipeaR: Several different base metal mines reside in this outer region, so it is known for its crafting. Lord: Lady RuhN Merchant: Sir PLaT
MonT: This inner region, known for their horsebreeding, holds the nations main cavalry training grounds. Lord: Lady DinnaH Merchant: Sir TRaiy
LahG: LahG is the center and capital region of Lahkni. A center for military power, including training facilities and weapon production, LahG is extremely ordered. Lord: Lady HeirsH Merchant: Sir IbaR
Sahuagin: Primarily a nomadic race, the Sahuagin rotate around the island, moving from one settlement to another, sometimes abandoning settlements and forming new ones entirely. Therefore, there population resides in a splotchy ring around the isle.
Point Rundown: Regional Power.
1.5 Point/s for TifalL, the Commander in Chief. Being from a lumber producing region, TifalL wields a rather large ax. Surprising to most is his ability to use moderate magics.
1.5 Point/s for P.I.C.O. The People for the Improvement of Care for Orphans. Actually a secretive assassins guild, P.I.C.O. finds their more mundane cover helps get into towns. It should be noted, however, that they do in fact work towards the betterment of orphans whenever the option presents itself. Their lifestyle however does prevent them from adopting.
1 Point/s for SelahL. Incredibly skilled at archery, Selahl is of course in the military. While some of her superior officers have begun to notice she rarely misses, it has yet to gain her any real rank.
1 Point/s for DiCa. An incredibly skilled mage, DiCa stays at the right of TifalL at all times, acting in part as an advisor.
1 Point/s for 2000 light infantry, leather armor, no shields, scimitars. +3 Pts for Specialty Training: Magic
6 Point/s for 4000 heavy infantry, chainmail. 400 with Halberds, no shields. 400 with greatswords, no shields. 3200 with Axes and Shields. +3 Point/s for Superior Equipment.+2 Point/s for Experience. +1 Point/s for Carriages and Horses to speed them towards battle.
6 Point/s for 6000 medium infantry, chainmail. 3000 Pikes, 3000 Greataxes. +2 Point/s for Superior Equipment. +2 Point/s for Experience.
1 Point/s for 2000 light infantry, leather armor, no shields, Dual Knives. +3 Pts for Specialty Training: Curative Magic
.5 Point/s for 2000 Skirmishers with short swords. +2 Point/s for Specialty Training: Espionage. 1500 Espionage (Calculators) 500 counterespionage (abaci)
6 Point/s for 1000 heavy cavalry chain mail. 100 with bows, no shields. 200 with long handled and bladed swords. 700 with swords, shields, and lances. Horses fully armored. +3 Point/s for Superior Equipment. +3 Point/s for Experience.
3 Point/s for 1000 longbowmen, leather armor, spiked maces. +1.5 Point/s for Superior Equipment. +1.5 Point/s for Experience.
1 Point/s for 20 Scout ships. 5 refitted to not have weaponry and instead have extra storage space.
7 Point/s for 70 Light warships.
6 Point/s for 40 Heavy Warships.
.5 Point/s for 250 Crossbows. +.25 Point/s for water breathing. +.25 Point/s for better equipment.
.25 Point/s for 500 Light Infantry. Leather Armor. Shortswords. +.25 Point/s for water breathing. +.5 Point/s for Magical Training. 250 Curative, 250 offensive.
1 Point/s for 1000 Medium infantry. Scalemail. Tridents. +.5 Point/s for waterbreathing +.5 Point/s for Experience +.5 Point/s for Better Equipment.
4 Point/s for 4000 Medium Infantry. Scalemail. 2000 Axes, 2000 Mauls. Acquatic Only.
2 Point/s for 500 Medium Cavalry. Scalemail, Greataxes. Acquatic only. Dolphin Riders.
Government: Human; Council of 22 people comprised of 11 Nobles and 11 Merchants. There is also 1 Commander In Chief who is chosen via tournament. Sahuagin; A King and Queen with a board of Advisors.
Religion: Human; 2 Divine Entities. SineJ. SineJ is female and embodies competition on many levels. She enjoys combat, tactics, and any form of competitive event. She stresses overcoming others by any means. Her symbol is the roman numeral one, or I. AuriL. AuriL came after Sinej, but still has a strong following on Lahkni for all the things he has brought to them. Auril, a male god, brought a numerical and mathematical system, and as opposed to being competitive, stresses self-growth and the pursuit of knowledge. His symbol is the roman numeral X, or ten. Sahuagin; This sea-dwelling race practices a form of ancestral worship in which accomplishements is everything. Therefore, the first of their people, though revered, is not the most notable figure. This honor goes to one from the third generation who, although deaf, managed to sense an impending attack based upon the movement of fish, displaying the sahuagin virtues of overcoming adversity, duty to ones people, and understanding nature.
History: Early in their history, the inhabitants of the Isle only had the goddess SineJ. They had a very violent, turbulent and tribal culture and little historical documentation survived. Then came AuriL, who instituted a long era of peace and personal growth. He also mandated that a basic understanding of mathematics be required by law for all citizens which was, at first shunned but lead to vastly increased trade revenues and was then quickly accepted. It was during this time that the Sahuagin were beset upon by a terrible foe in the form of sharkpeople. Seeing that their nearby human counterparts were doing well and knew how to make far superior weapons than their own, the then king decided to attempt an alliance. The human council, only recently established, decided to aid them. Armed with their man made weaponry, the sahuagin took to new fervor against the beasts and quickly rooted them. After this, a formal alliance between the humans and sahuagin was drafted and signed. After several hundred years of peaceful coexistance, the 2 race's cultures have blead together to an extent and crossbreeding, while uncommon, does occure.
Exports: Lumber, Grains.
Imports: Fruits, Textiles.
Population Centers: Human: The Isle of LahkNi is comprised of 11 different regions. There are 5 outer regions, 5 inner regions, and then the center, capital region.
TasiT: An outer region, TasiT is known for their shipbuilding. This is where a large portion of the nations half-sahuagin population resides. Lord: Lady AgilH Merchant: Sir AuW
CaniR: An inner region known for their lumber, this region also has the smallest population. Lord: Lord GraweTe Merchant: Sir RepaPe
KiDe: An outer region, KiDe contains the nations leading Warmage training center. Lord: Lord NelgRa Merchant: Sir RiC
PontorH: An inner region whose primary crops is potatoes. Lord: Lady DemH Merchant: Sir SechniH
DufahL: An outer region that produces large quantities of rice, this region is also known for the only female merchant leader. Lord: Lady ResiNey Merchant: Mistress Ria
RusahR: A lumber producing inner region that was the birth place of the current commander in chief. Lord: Lord RuMa Merchant: Sir RienahG
Commander In Chief: TifalL
EscaR: Auril's high temple resides in this outer region and it is also the main port area of the nation, making this region rich in mercantile wealth.
Lord: Lady PohF Merchant: Sir CiR
ShooP: This inner regions primary trade is livestock. Lord: Lord DesiX Merchant: Sir GarL
SipeaR: Several different base metal mines reside in this outer region, so it is known for its crafting. Lord: Lady RuhN Merchant: Sir PLaT
MonT: This inner region, known for their horsebreeding, holds the nations main cavalry training grounds. Lord: Lady DinnaH Merchant: Sir TRaiy
LahG: LahG is the center and capital region of Lahkni. A center for military power, including training facilities and weapon production, LahG is extremely ordered. Lord: Lady HeirsH Merchant: Sir IbaR
Sahuagin: Primarily a nomadic race, the Sahuagin rotate around the island, moving from one settlement to another, sometimes abandoning settlements and forming new ones entirely. Therefore, there population resides in a splotchy ring around the isle.
Point Rundown: Regional Power.
1.5 Point/s for TifalL, the Commander in Chief. Being from a lumber producing region, TifalL wields a rather large ax. Surprising to most is his ability to use moderate magics.
1.5 Point/s for P.I.C.O. The People for the Improvement of Care for Orphans. Actually a secretive assassins guild, P.I.C.O. finds their more mundane cover helps get into towns. It should be noted, however, that they do in fact work towards the betterment of orphans whenever the option presents itself. Their lifestyle however does prevent them from adopting.
1 Point/s for SelahL. Incredibly skilled at archery, Selahl is of course in the military. While some of her superior officers have begun to notice she rarely misses, it has yet to gain her any real rank.
1 Point/s for DiCa. An incredibly skilled mage, DiCa stays at the right of TifalL at all times, acting in part as an advisor.
1 Point/s for 2000 light infantry, leather armor, no shields, scimitars. +3 Pts for Specialty Training: Magic
6 Point/s for 4000 heavy infantry, chainmail. 400 with Halberds, no shields. 400 with greatswords, no shields. 3200 with Axes and Shields. +3 Point/s for Superior Equipment.+2 Point/s for Experience. +1 Point/s for Carriages and Horses to speed them towards battle.
6 Point/s for 6000 medium infantry, chainmail. 3000 Pikes, 3000 Greataxes. +2 Point/s for Superior Equipment. +2 Point/s for Experience.
1 Point/s for 2000 light infantry, leather armor, no shields, Dual Knives. +3 Pts for Specialty Training: Curative Magic
.5 Point/s for 2000 Skirmishers with short swords. +2 Point/s for Specialty Training: Espionage. 1500 Espionage (Calculators) 500 counterespionage (abaci)
6 Point/s for 1000 heavy cavalry chain mail. 100 with bows, no shields. 200 with long handled and bladed swords. 700 with swords, shields, and lances. Horses fully armored. +3 Point/s for Superior Equipment. +3 Point/s for Experience.
3 Point/s for 1000 longbowmen, leather armor, spiked maces. +1.5 Point/s for Superior Equipment. +1.5 Point/s for Experience.
1 Point/s for 20 Scout ships. 5 refitted to not have weaponry and instead have extra storage space.
7 Point/s for 70 Light warships.
6 Point/s for 40 Heavy Warships.
.5 Point/s for 250 Crossbows. +.25 Point/s for water breathing. +.25 Point/s for better equipment.
.25 Point/s for 500 Light Infantry. Leather Armor. Shortswords. +.25 Point/s for water breathing. +.5 Point/s for Magical Training. 250 Curative, 250 offensive.
1 Point/s for 1000 Medium infantry. Scalemail. Tridents. +.5 Point/s for waterbreathing +.5 Point/s for Experience +.5 Point/s for Better Equipment.
4 Point/s for 4000 Medium Infantry. Scalemail. 2000 Axes, 2000 Mauls. Acquatic Only.
2 Point/s for 500 Medium Cavalry. Scalemail, Greataxes. Acquatic only. Dolphin Riders.
FEAR THE VALUE OF X!
#13
(Hope this is more readable. Noticed I made a mistake on the archer numbers, adjusted accordingly.)
Ehk’reh’tehk (80 points total)
(Infantry 22, Calvary 20, Archers 14, Weapons 11, High-Level Defenders: 10, Lower Level Commanders: 3)
Infantry: 22 points
· Skirmishers: 40,000 (equivalent to 20,000 human skirmishers), composed of lesser plant-beasts. (5 pts)
· Light armor: 8,000 greater plant beasts. (4 pts)
· Medium armor: 8,000 Seedless warriors (8 pts)
· Heavy Armor: 2,000 Ha’galn (2 point extra expenditure for special ability to control plants 1x/week, making travel faster for selves or slower for enemies). (5 pts)
Calvary: 20
· Medium Calvary: 2,000 Ek’taln Riders (light armor, longspear and shortbow) (8 pts)
· Heavy Calvary: 2,000 Sh’khen riders. (light armor, javelin, bow; aerial) (12)
Archers: 14
· Shortbow: 5,000 T’eseh (The T’ensi) (5)
· Longbow: 3,000 Teseh (M’eike t’ Eda’hki) (9)
Weaponry: 11
· Light Ballista: 10 (1)
· Medium Ballista: 10 (2)
· Anti-Air ballista: 10 (3)
· Light Trebuchet: 10 (2)
· Heavy Trebuchet: 10 (3)
Navy:
Nonexistent
Battalion Leaders: 3 pts
A’sunni: 1 pt Druid, leads ground units.
En’kishi: 1 pt Wizard, leads weapons specialist units
N’dhka: 1 pt Druid, leads air units.
Greater Powers: 10 pts
Esunn: 2 point shaman, watches over the Gar people as their Eldest.
Meren: 2 point druid, Water elemental specialty. This Gar watches over the coastal region.
Seluni: 2 point wizard, watches over northern border
Nehar; 2 point druid, Earth specialty. This gar watches over the western border.
Sarghass: 2 pt aquatic plant-beast, Gargantuan sized, capable of dragging ships into the deep. Highly intelegent, it chooses to listen to Meren when it happens to agree. Able to utilize illusions to confuse and misdirect seafarers as well. Small offerings to Sarghass are usually recommended to those who seek to travel the coast.
Creature types used in units:
Lesser plant-beasts: ( 2 lesser beast units = one .5 skirmisher unit)
Ehk’reh’tehk means ‘the land that walks,’ speaking of the strange quantity of mobile plant-based creatures. Some of the lesser creatures can be commanded, much like attack dogs. These are the main skirmishers of the Gar’lar’andh. Individually weaker than a man, each has its’ own unique strength, and the sheer power of numbers.
Types:
Ekke’taln: Fierce and ever-hungry, these resemble nothing less than a leafy, thorned dog. They hunt in pack-units of six, a unit capable of taking down a full-grown man. (1 = 2.5 .5 skirmisher)
Shkh’khen: These look like large butterflies of palest green. However, they’re a bit more menacing, as one finds when one attaches and drains the victim’s blood in a rather stirge-like manner. A group of five could drain a man, but beyond their smaller size, they’re not terribly hard to beat away. (1= 5 .5 skirmisher types.)
Sa’shehn: These serpentine vines are roughly the size of an Anaconda. They grapple prey, then attach and drain prey with flower-like suckers that emit a sickly, rotting meat smell. These are as strong as two men, but can only travel at one third the speed of men. (1-1 .5 skirmisher type)
Greater Plant Beasts:
These are the equal to a lightly-armored man in battle. These are higher intelligence than the lesser beasts, and can herd the lesser, to an extent.
A point represents all greater plant beast units.
Ki’suun: Spidery creatures, delicately jointed, and topped by a cluster of flowers, these beings seem unassuming. However, they are surprisingly quick, and readily capture unwary prey. Their barked skin gives them natural armor.
Ek’taln: A larger, more intelligent variety of Ekke’taln, these have the strength and cunning to take a man on their own. These are large enough to serve as mounts.
Gar’lar’andh units:
All Gar who go into battle are of the Seedless variety, a result of 1:4 breedings. These are unable to breed, have natural armor, and are capable of wielding weapons. These are raised from maturity onward with a sense of duty to the marshes of their home. Some are trained in melee, while the more clever ones are trained in mounted combat, either from the backs of Ek’taln or the Sh’kehn, a huge variety of butterfly-like flighted plant beast.
Ha’galn units: Giant-sized plant men, the Ha’galn are fierce in defense of the marshes of Ehk’reh’tehk. They utilize hurled boulders, large spears, and clubs. A few use gigantic scythes or sickles as well. These have the ability to control plants around them, easing progress through forested areas for their own troops and inhibiting the movements of opposing troops. This ability is usable once per week, and can only affect enough area for an entire unit if a circle is used.
T’eseh Elves:
The T’eseh are not obligated to fight. They are considered protected by the Gar, and exempt from combat. However, an elite unit of archers volunteers themselves as the thorns of the Gar. They consider it an honor to fight with their guardians. These are also the only ones who can actually speak Common, the other creatures unable to produce the proper sounds.
Ehk’reh’tehk (80 points total)
(Infantry 22, Calvary 20, Archers 14, Weapons 11, High-Level Defenders: 10, Lower Level Commanders: 3)
Infantry: 22 points
· Skirmishers: 40,000 (equivalent to 20,000 human skirmishers), composed of lesser plant-beasts. (5 pts)
· Light armor: 8,000 greater plant beasts. (4 pts)
· Medium armor: 8,000 Seedless warriors (8 pts)
· Heavy Armor: 2,000 Ha’galn (2 point extra expenditure for special ability to control plants 1x/week, making travel faster for selves or slower for enemies). (5 pts)
Calvary: 20
· Medium Calvary: 2,000 Ek’taln Riders (light armor, longspear and shortbow) (8 pts)
· Heavy Calvary: 2,000 Sh’khen riders. (light armor, javelin, bow; aerial) (12)
Archers: 14
· Shortbow: 5,000 T’eseh (The T’ensi) (5)
· Longbow: 3,000 Teseh (M’eike t’ Eda’hki) (9)
Weaponry: 11
· Light Ballista: 10 (1)
· Medium Ballista: 10 (2)
· Anti-Air ballista: 10 (3)
· Light Trebuchet: 10 (2)
· Heavy Trebuchet: 10 (3)
Navy:
Nonexistent
Battalion Leaders: 3 pts
A’sunni: 1 pt Druid, leads ground units.
En’kishi: 1 pt Wizard, leads weapons specialist units
N’dhka: 1 pt Druid, leads air units.
Greater Powers: 10 pts
Esunn: 2 point shaman, watches over the Gar people as their Eldest.
Meren: 2 point druid, Water elemental specialty. This Gar watches over the coastal region.
Seluni: 2 point wizard, watches over northern border
Nehar; 2 point druid, Earth specialty. This gar watches over the western border.
Sarghass: 2 pt aquatic plant-beast, Gargantuan sized, capable of dragging ships into the deep. Highly intelegent, it chooses to listen to Meren when it happens to agree. Able to utilize illusions to confuse and misdirect seafarers as well. Small offerings to Sarghass are usually recommended to those who seek to travel the coast.
Creature types used in units:
Lesser plant-beasts: ( 2 lesser beast units = one .5 skirmisher unit)
Ehk’reh’tehk means ‘the land that walks,’ speaking of the strange quantity of mobile plant-based creatures. Some of the lesser creatures can be commanded, much like attack dogs. These are the main skirmishers of the Gar’lar’andh. Individually weaker than a man, each has its’ own unique strength, and the sheer power of numbers.
Types:
Ekke’taln: Fierce and ever-hungry, these resemble nothing less than a leafy, thorned dog. They hunt in pack-units of six, a unit capable of taking down a full-grown man. (1 = 2.5 .5 skirmisher)
Shkh’khen: These look like large butterflies of palest green. However, they’re a bit more menacing, as one finds when one attaches and drains the victim’s blood in a rather stirge-like manner. A group of five could drain a man, but beyond their smaller size, they’re not terribly hard to beat away. (1= 5 .5 skirmisher types.)
Sa’shehn: These serpentine vines are roughly the size of an Anaconda. They grapple prey, then attach and drain prey with flower-like suckers that emit a sickly, rotting meat smell. These are as strong as two men, but can only travel at one third the speed of men. (1-1 .5 skirmisher type)
Greater Plant Beasts:
These are the equal to a lightly-armored man in battle. These are higher intelligence than the lesser beasts, and can herd the lesser, to an extent.
A point represents all greater plant beast units.
Ki’suun: Spidery creatures, delicately jointed, and topped by a cluster of flowers, these beings seem unassuming. However, they are surprisingly quick, and readily capture unwary prey. Their barked skin gives them natural armor.
Ek’taln: A larger, more intelligent variety of Ekke’taln, these have the strength and cunning to take a man on their own. These are large enough to serve as mounts.
Gar’lar’andh units:
All Gar who go into battle are of the Seedless variety, a result of 1:4 breedings. These are unable to breed, have natural armor, and are capable of wielding weapons. These are raised from maturity onward with a sense of duty to the marshes of their home. Some are trained in melee, while the more clever ones are trained in mounted combat, either from the backs of Ek’taln or the Sh’kehn, a huge variety of butterfly-like flighted plant beast.
Ha’galn units: Giant-sized plant men, the Ha’galn are fierce in defense of the marshes of Ehk’reh’tehk. They utilize hurled boulders, large spears, and clubs. A few use gigantic scythes or sickles as well. These have the ability to control plants around them, easing progress through forested areas for their own troops and inhibiting the movements of opposing troops. This ability is usable once per week, and can only affect enough area for an entire unit if a circle is used.
T’eseh Elves:
The T’eseh are not obligated to fight. They are considered protected by the Gar, and exempt from combat. However, an elite unit of archers volunteers themselves as the thorns of the Gar. They consider it an honor to fight with their guardians. These are also the only ones who can actually speak Common, the other creatures unable to produce the proper sounds.
Last edited by Lia on Mon Oct 16, 2006 9:35 pm, edited 2 times in total.
- Dark Silver
- Omnipotent Overlord
- Posts: 5477
- Joined: Wed Jun 08, 2005 12:15 pm
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#14
The Ilithian Empire, Beloved of Chemosh
Symbol: A red coba's hood with a white skull face, on a black field
Exports: Glass, Herbs, Weapons, Various minor Magical Items, Spices, metalwork, shipbuilding, exotic fruits
Imports: Slaves, exotic lumbers, wine, spices, slaves for food purposes.
Government: Totalitarian Obliarchy, the Ilithian Empire is ruled by five of the strongest Necromancers on the world, known as the Heads of the Hydra. The Heads of the Hydra are lead by by a Mage-King, the supreme magical power of the Empire, who bears the title Lord of Demise
People: Tall (approximatly 2 meters in height), bipedal with flesh in the tones of grey, brown and green. Flesh is naturally scaled, as they are descended from reptiles. They are seperated into Breeds, each bearing great resemblence to various reptilian species. From the Komodo Dragon like Nag'ha-Tkan Warriors, to the King Cobra like Trac'ret-Mol.
The Ilithian Breed's are all carnivorous, and are adapted well for a variety of environs, though they still retain the cold blooded aspect as their reptilian ancestors. They are rarely seen above the Mid-Temperate Zones, and rarely, if ever in the mountains.
Breeds of Ilithian:
Trac'ret-Mol
The Royal Breed, they bear striking resemblence to king Cobra's, from the head hoods, to the elongated fangs. This is the most magically capable of the breeds, being incredibly intellegent and fluid in movements.
Nag'ha-Tkan
The Warrior breed, heavily muscled, large of body, with especially thick scales. These Snake-men bear resemblence to various lizard breeds, including the komodo dragon, the monitor lizard, the chinese water dragon, and the chemealon. Various breeds of alligator-descended are apart of this group.
Tying'Rta-Kohb
The Worker Breed, more supply of body, not as heavy scaled at thier breathern, or magically inclined as thier royal breed. They are still intellegent, but have not much in the way of higher aspirations beyond worship of thier God and living.
Terrain: The Snake's Den, as the island is most commonly known, is a large island found in the Northern portion of the Ske'tek Ocean. It is a temperate island, covered by vast forests, and long strips of beaches. Several parts of the coastline become treacherous cliffs. The island is home to the Ilithian Capital, built around the magical fortress of Gret-ngu, as well as several outlying villages.
While thier territory once streched the bulk of the southern mainland, the snakemen now only possess a relatively small patch of mainland. The land they still control is verdant plainsland, with lush temperate forests, a jewel of natural beauty in the region. It is one of the wonders that such a violent, warlike, and death obssessed race as the Ilthian's control it.
Military: The Nag'ha-Tkan make up all of the Ilithian Empire's military forces. Born and breed for fighting prowess, there are fewer more savage foes on the battlefield. Nag'ha-tkan armies are often reinforced by small contingents of Tying'Rta-Khob civilians who act as caretakers, and several Trac'ret-Mol who lead them.
The Ilithian's also bolster thier armies with the dead. Corpses raised from previous battlefields, undead abominations are common sight amoungst the snake-men legion.
History:
We once were weak, we slithered on our bellies, crawled upon the ground and in the trees. Then our God came upon us, he saw upon us what may be, and he raised us to power. He taught us the means of magick, gave us power over the dead, then gave us power over the World. We ruled for centuries, before the hated Nithgaard crossed us. The Wars lasted for decades, till we struck accord. We kept the warmth, they obtained the cold.
We ruled over our Empire, feasted upon the cattle which roamed, made them out slaves, feasted upon thier flesh, and raised thier corpses in our God's name. Then a Usurper God came forth, invoked rebellion against He who empowered us, took our slaves from us, took the cattle from the pens. The cattle works against us, we shall have them again...
Religion: The Ilithian Empire worship the God of Death, known as Chemosh. The snake-men's power of Necromancy stem from his teachings and thier faith in him. Recently two new gods, Lin'kn and Pi'ark have begun to be worshipped within the Nag'ha-tkan, the God and Goddess of Might and Destruction, followers of Chemosh himself.
.:Order of Battle:.
Infantry (45 pts)
18,000 Light Footmen (9pts)
- Leather armor ontop of natural hide, shortswords and morning stars. Light Infantry
2000 Shock Warriors (1 pt)
-Undead Creatures with no armor and no weapons. Fast, moving, and used primarily as shock troops in initial assaults to sow discord and fear.
10,000 Undead Hordes (15 pts)
- ressurected warriors returned to life and preserved via necromancy. Leather armor, most with swords or spears, able to take larger amounts of punishment prior to "death" (3 pt medium infantry)
16000 Pikemen (8 pts)
- Scale armor, pikes, medium infantry
8000 Elites (12 pts)
- chainmail armor, heavy swords or spears, and shields.
Calvary (20 pts)
4000 Mounted Lancemen (8 pts)
- scale armor, lances, with short swords for backup weapon if dismounted, medium calvary
2000 Skirmisher Knights (12 pts)
-chainmail armor, mixed lances and swords with shield, heavy calvary
Archers (22 pts)
4000 Undead Longbow men (16 pts)
- raised from dead humans and other races, little to no armor, magically improved vision, longer range of fire due to magical strength (4 pt Longbow men)
2000 Undead Crossbow men (6 pts)
- humans and other more suited races returned via Necromancy, more accurate due to magically enhanced vision (3 pt crossbow men)
Navy (40 pts)
60 Scouts (6 pts)
-Sloop style, 1 forward firing ballista, minimal crew, speedier than average scouts
120 Light Warships (14 pts)
-Galleon style, 4 ballista per ship, triple masted, able to take more damage than average medium ship and remain seaworthy
25 Heavy Air-Warships (20 pts)
-War Galleon style, 12 ballistas per ship on two levels, ballista's magically reinforced for greater range and damage
Seige "Weapons" (42 pts)
35 Draco-liches (42 pts)
-Necromancy raised drake corpses, possess superior durability and mobility.
-Increased resillence to non-holy damage, subceptable to fire based damage
-Has a "frost breath" weapon - launches a ball of frozen matter from it's mouth. Has innate magical resistence
Heads of the Hydra (11pt)
Rasss'tah - Lord of Demise (3 pt)
-Most powerful of the Necromancers of the Ilithian Empire, he rules the country as it's Mage-King. He is also it's Religious Head, speaking directly to the Death God, Chemosh.
Massss'teka, Dru'ngo, Belt'hass and Gret-mun - Heads of the Hydra (8 pts)
-The four directly below the Lord of Demise, high priests and necromancers of great power. Usually act as Generals of the Armies in times of war.
Symbol: A red coba's hood with a white skull face, on a black field
Exports: Glass, Herbs, Weapons, Various minor Magical Items, Spices, metalwork, shipbuilding, exotic fruits
Imports: Slaves, exotic lumbers, wine, spices, slaves for food purposes.
Government: Totalitarian Obliarchy, the Ilithian Empire is ruled by five of the strongest Necromancers on the world, known as the Heads of the Hydra. The Heads of the Hydra are lead by by a Mage-King, the supreme magical power of the Empire, who bears the title Lord of Demise
People: Tall (approximatly 2 meters in height), bipedal with flesh in the tones of grey, brown and green. Flesh is naturally scaled, as they are descended from reptiles. They are seperated into Breeds, each bearing great resemblence to various reptilian species. From the Komodo Dragon like Nag'ha-Tkan Warriors, to the King Cobra like Trac'ret-Mol.
The Ilithian Breed's are all carnivorous, and are adapted well for a variety of environs, though they still retain the cold blooded aspect as their reptilian ancestors. They are rarely seen above the Mid-Temperate Zones, and rarely, if ever in the mountains.
Breeds of Ilithian:
Trac'ret-Mol
The Royal Breed, they bear striking resemblence to king Cobra's, from the head hoods, to the elongated fangs. This is the most magically capable of the breeds, being incredibly intellegent and fluid in movements.
Nag'ha-Tkan
The Warrior breed, heavily muscled, large of body, with especially thick scales. These Snake-men bear resemblence to various lizard breeds, including the komodo dragon, the monitor lizard, the chinese water dragon, and the chemealon. Various breeds of alligator-descended are apart of this group.
Tying'Rta-Kohb
The Worker Breed, more supply of body, not as heavy scaled at thier breathern, or magically inclined as thier royal breed. They are still intellegent, but have not much in the way of higher aspirations beyond worship of thier God and living.
Terrain: The Snake's Den, as the island is most commonly known, is a large island found in the Northern portion of the Ske'tek Ocean. It is a temperate island, covered by vast forests, and long strips of beaches. Several parts of the coastline become treacherous cliffs. The island is home to the Ilithian Capital, built around the magical fortress of Gret-ngu, as well as several outlying villages.
While thier territory once streched the bulk of the southern mainland, the snakemen now only possess a relatively small patch of mainland. The land they still control is verdant plainsland, with lush temperate forests, a jewel of natural beauty in the region. It is one of the wonders that such a violent, warlike, and death obssessed race as the Ilthian's control it.
Military: The Nag'ha-Tkan make up all of the Ilithian Empire's military forces. Born and breed for fighting prowess, there are fewer more savage foes on the battlefield. Nag'ha-tkan armies are often reinforced by small contingents of Tying'Rta-Khob civilians who act as caretakers, and several Trac'ret-Mol who lead them.
The Ilithian's also bolster thier armies with the dead. Corpses raised from previous battlefields, undead abominations are common sight amoungst the snake-men legion.
History:
We once were weak, we slithered on our bellies, crawled upon the ground and in the trees. Then our God came upon us, he saw upon us what may be, and he raised us to power. He taught us the means of magick, gave us power over the dead, then gave us power over the World. We ruled for centuries, before the hated Nithgaard crossed us. The Wars lasted for decades, till we struck accord. We kept the warmth, they obtained the cold.
We ruled over our Empire, feasted upon the cattle which roamed, made them out slaves, feasted upon thier flesh, and raised thier corpses in our God's name. Then a Usurper God came forth, invoked rebellion against He who empowered us, took our slaves from us, took the cattle from the pens. The cattle works against us, we shall have them again...
Religion: The Ilithian Empire worship the God of Death, known as Chemosh. The snake-men's power of Necromancy stem from his teachings and thier faith in him. Recently two new gods, Lin'kn and Pi'ark have begun to be worshipped within the Nag'ha-tkan, the God and Goddess of Might and Destruction, followers of Chemosh himself.
.:Order of Battle:.
Infantry (45 pts)
18,000 Light Footmen (9pts)
- Leather armor ontop of natural hide, shortswords and morning stars. Light Infantry
2000 Shock Warriors (1 pt)
-Undead Creatures with no armor and no weapons. Fast, moving, and used primarily as shock troops in initial assaults to sow discord and fear.
10,000 Undead Hordes (15 pts)
- ressurected warriors returned to life and preserved via necromancy. Leather armor, most with swords or spears, able to take larger amounts of punishment prior to "death" (3 pt medium infantry)
16000 Pikemen (8 pts)
- Scale armor, pikes, medium infantry
8000 Elites (12 pts)
- chainmail armor, heavy swords or spears, and shields.
Calvary (20 pts)
4000 Mounted Lancemen (8 pts)
- scale armor, lances, with short swords for backup weapon if dismounted, medium calvary
2000 Skirmisher Knights (12 pts)
-chainmail armor, mixed lances and swords with shield, heavy calvary
Archers (22 pts)
4000 Undead Longbow men (16 pts)
- raised from dead humans and other races, little to no armor, magically improved vision, longer range of fire due to magical strength (4 pt Longbow men)
2000 Undead Crossbow men (6 pts)
- humans and other more suited races returned via Necromancy, more accurate due to magically enhanced vision (3 pt crossbow men)
Navy (40 pts)
60 Scouts (6 pts)
-Sloop style, 1 forward firing ballista, minimal crew, speedier than average scouts
120 Light Warships (14 pts)
-Galleon style, 4 ballista per ship, triple masted, able to take more damage than average medium ship and remain seaworthy
25 Heavy Air-Warships (20 pts)
-War Galleon style, 12 ballistas per ship on two levels, ballista's magically reinforced for greater range and damage
Seige "Weapons" (42 pts)
35 Draco-liches (42 pts)
-Necromancy raised drake corpses, possess superior durability and mobility.
-Increased resillence to non-holy damage, subceptable to fire based damage
-Has a "frost breath" weapon - launches a ball of frozen matter from it's mouth. Has innate magical resistence
Heads of the Hydra (11pt)
Rasss'tah - Lord of Demise (3 pt)
-Most powerful of the Necromancers of the Ilithian Empire, he rules the country as it's Mage-King. He is also it's Religious Head, speaking directly to the Death God, Chemosh.
Massss'teka, Dru'ngo, Belt'hass and Gret-mun - Heads of the Hydra (8 pts)
-The four directly below the Lord of Demise, high priests and necromancers of great power. Usually act as Generals of the Armies in times of war.
Allen Thibodaux | Archmagus | Supervillain | Transfan | Trekker | Warsie |
"Then again, Detective....how often have you dreamed of hearing your father's voice once more? Of feeling your mother's touch?" - Ra's Al Ghul
"According to the Bible, IHVH created the Universe in six days....he obviously didn't know what he was doing." - Darek Steele bani Order of Hermes.
DS's Golden Rule: I am not a bigot, I hate everyone equally. | corollary: Some are more equal than others.
"Then again, Detective....how often have you dreamed of hearing your father's voice once more? Of feeling your mother's touch?" - Ra's Al Ghul
"According to the Bible, IHVH created the Universe in six days....he obviously didn't know what he was doing." - Darek Steele bani Order of Hermes.
DS's Golden Rule: I am not a bigot, I hate everyone equally. | corollary: Some are more equal than others.
- SirNitram
- The All-Seeing Eye
- Posts: 5178
- Joined: Thu Jun 30, 2005 7:13 pm
- 19
- Location: Behind you, duh!
- Contact:
#15
The Netherese Republic Regional Power.
The city of Paltar, a huge, sprawling metropolis built on all of the surfaces of an uprooted mountain, serves as the mobile capital of the Netherese Republic, a nation situated on the southern shore of the continent, and widely known for it's use of magic. Patterned after the city that transported itself through time and space to escape utter disaster, the Republic is governed by numerous laws and an elected council. The council requires members of various professions to ensure all citizens are properly represented, and rarely are entirely new laws passed.
The most prominent law within the boundaries is simple, and to most of the continent, shocking: Everyone must learn some magic. This has resulted in a sprawling public education system, to ensure that even the poorest worker can learn some simple cantrahs to ease his work and acheive greater results. Several universities have been established to facilitate the few who show true arcanist potential.
Population centres: Paltar. Numerous farming communities, ports, and centers of learning on the ground.
Trade Imports: Fruit, crystals of all kinds, precious metals.
Exports: Steel, silk, spices, coal, magical curiousities.
Religion: No state religion. While the natives of the Enclave Paltar worship Mystryl, they do not know if she is alive or dead. Those of surface lineage tend to worship local nature deities.
History
For the farming communities that stretched to the south of the Appalachians, live had been peaceful for generations. Regular tides and warm weather guaranteed plentiful crops. Then came the dark times. Orcs, ogres, and worse descended on the region, enslaving the inhabitants and reaping the benefits of the commnities. As the years wore on, whole generations knew only the suffering of their tyrannical humanoid masters, and even the half-breeds lived in terror.
The night known now as The Arrival remains an almost mythical occourance. The seas boiled, stormclouds gathered and reflected every colour in the rainbow. Magic sparked from every scrap of metal. As one, the humans and halfbreeds turned their heads to the sky. Their masters took several moments to realize what they were looking at, as a vast portal spell opened and a flying mountain, covered with a city, emerged into the world.
The war that followed was brutal. The inhabitants of the city had been fleeing disaster, but upon finding primitive humans enslaved, immediately took to arms. Devastating magical assaults blasted apart any military encampments, and the cities were cleansed with squads of volunteers armed with terrifying wands.
As the smoke cleared, the new arrivals were hailed as saviors. The long, painful process of rebuilding was accelerated as the citydwellers shared their magic, and soon the lands were providing again. The ogres and orcs fled beyond the mountains, never to be seen again. The halfbreeds, having been treated no better during the cruel period of tyranny, were initially viewed with suspicion by the people of Paltar, but eventually were accepted.
Military: The Republic's military is small, and there's no surprise as to why: The flying city of Paltar remains the most terrifying and efficient weapon in existance. Capable of travelling the length and breadth of the country in a day or two, it can rend entire armies to shreds from above.
The remaining military is designed for prolonged assaults and seiges, in an effort to ensure that the enemy does not make gains while the city travels. Armed with wands and alchemically treated armour, they are a small but professional force, primarily of volunteers.[/b]
Paltar Enclave: 40 pts.
Mythallars: 15pts. Used to provide additional defense to the landbound cities and increase productivity.
10,000 Heavy Infantry Equivalent: Mobile force, equipped with wands, personal defensive spells, and similar. (15 pts)
2,000 Crossbowman Equivalent: Mobile force, equipped with Battle Scepters. Considered the elite of the Republic.
Champions(1pt each):
Allister, Battlemage.
A rising star in the Republic for her mastery of combat spells and blade techniques, Allister prefers to test her mettle against anything she can find. Dragons, ogre camps, most anything. Very reckless.
Resonance, General.
The adopted name of a Netherese-descended General of the army. With a mere thousand under his command, his command of sonic-based spells makes him and his forces lethal to the ill-prepared.
Talyndrei, Summoner.
A potent sorceress, born a peasant farmer, has made a name for herself in conjuring powerful beings into existance. She has little interest in politics, however, and is most often seen assisting the defense of the Republic.
Valeron, Blademaster.
Though equipped with only the most rudimentary magic, Valeron is widely respected for his absolute mastery of combat. Known to take on students only who bring him new insight into his speciality, he's a bit of a loose cannon, but will answer the Republic's call.
Heros(2pts each).
Krikor, Shapeshifter.
Claiming to be part dragon by ancestry, none can doubt Krikors personal mastery of the art of changing his shape. He's shown himself the equal of whole groups of soldiers when he shifts into a form capable of taking on small siege trains.
Malkamar, Prime Minister.
Many doubted a half-ogre's abilities to learn either advanced blade techniques or Netherese Archwizardry. Valeron's most skilled student, and an extremely powerful generalist wizard, Malkamar has proven every naysayer wrong. His huge stature is contrasted by his soft spoken nature, though when roused to anger, he is lethal no matter the situation. His ascension to the rank of Prime Minister comes in the wake of his routing of a small group of dragons.. Single handedly.
The city of Paltar, a huge, sprawling metropolis built on all of the surfaces of an uprooted mountain, serves as the mobile capital of the Netherese Republic, a nation situated on the southern shore of the continent, and widely known for it's use of magic. Patterned after the city that transported itself through time and space to escape utter disaster, the Republic is governed by numerous laws and an elected council. The council requires members of various professions to ensure all citizens are properly represented, and rarely are entirely new laws passed.
The most prominent law within the boundaries is simple, and to most of the continent, shocking: Everyone must learn some magic. This has resulted in a sprawling public education system, to ensure that even the poorest worker can learn some simple cantrahs to ease his work and acheive greater results. Several universities have been established to facilitate the few who show true arcanist potential.
Population centres: Paltar. Numerous farming communities, ports, and centers of learning on the ground.
Trade Imports: Fruit, crystals of all kinds, precious metals.
Exports: Steel, silk, spices, coal, magical curiousities.
Religion: No state religion. While the natives of the Enclave Paltar worship Mystryl, they do not know if she is alive or dead. Those of surface lineage tend to worship local nature deities.
History
For the farming communities that stretched to the south of the Appalachians, live had been peaceful for generations. Regular tides and warm weather guaranteed plentiful crops. Then came the dark times. Orcs, ogres, and worse descended on the region, enslaving the inhabitants and reaping the benefits of the commnities. As the years wore on, whole generations knew only the suffering of their tyrannical humanoid masters, and even the half-breeds lived in terror.
The night known now as The Arrival remains an almost mythical occourance. The seas boiled, stormclouds gathered and reflected every colour in the rainbow. Magic sparked from every scrap of metal. As one, the humans and halfbreeds turned their heads to the sky. Their masters took several moments to realize what they were looking at, as a vast portal spell opened and a flying mountain, covered with a city, emerged into the world.
The war that followed was brutal. The inhabitants of the city had been fleeing disaster, but upon finding primitive humans enslaved, immediately took to arms. Devastating magical assaults blasted apart any military encampments, and the cities were cleansed with squads of volunteers armed with terrifying wands.
As the smoke cleared, the new arrivals were hailed as saviors. The long, painful process of rebuilding was accelerated as the citydwellers shared their magic, and soon the lands were providing again. The ogres and orcs fled beyond the mountains, never to be seen again. The halfbreeds, having been treated no better during the cruel period of tyranny, were initially viewed with suspicion by the people of Paltar, but eventually were accepted.
Military: The Republic's military is small, and there's no surprise as to why: The flying city of Paltar remains the most terrifying and efficient weapon in existance. Capable of travelling the length and breadth of the country in a day or two, it can rend entire armies to shreds from above.
The remaining military is designed for prolonged assaults and seiges, in an effort to ensure that the enemy does not make gains while the city travels. Armed with wands and alchemically treated armour, they are a small but professional force, primarily of volunteers.[/b]
Paltar Enclave: 40 pts.
Mythallars: 15pts. Used to provide additional defense to the landbound cities and increase productivity.
10,000 Heavy Infantry Equivalent: Mobile force, equipped with wands, personal defensive spells, and similar. (15 pts)
2,000 Crossbowman Equivalent: Mobile force, equipped with Battle Scepters. Considered the elite of the Republic.
Champions(1pt each):
Allister, Battlemage.
A rising star in the Republic for her mastery of combat spells and blade techniques, Allister prefers to test her mettle against anything she can find. Dragons, ogre camps, most anything. Very reckless.
Resonance, General.
The adopted name of a Netherese-descended General of the army. With a mere thousand under his command, his command of sonic-based spells makes him and his forces lethal to the ill-prepared.
Talyndrei, Summoner.
A potent sorceress, born a peasant farmer, has made a name for herself in conjuring powerful beings into existance. She has little interest in politics, however, and is most often seen assisting the defense of the Republic.
Valeron, Blademaster.
Though equipped with only the most rudimentary magic, Valeron is widely respected for his absolute mastery of combat. Known to take on students only who bring him new insight into his speciality, he's a bit of a loose cannon, but will answer the Republic's call.
Heros(2pts each).
Krikor, Shapeshifter.
Claiming to be part dragon by ancestry, none can doubt Krikors personal mastery of the art of changing his shape. He's shown himself the equal of whole groups of soldiers when he shifts into a form capable of taking on small siege trains.
Malkamar, Prime Minister.
Many doubted a half-ogre's abilities to learn either advanced blade techniques or Netherese Archwizardry. Valeron's most skilled student, and an extremely powerful generalist wizard, Malkamar has proven every naysayer wrong. His huge stature is contrasted by his soft spoken nature, though when roused to anger, he is lethal no matter the situation. His ascension to the rank of Prime Minister comes in the wake of his routing of a small group of dragons.. Single handedly.
Half-Damned, All Hero.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
- Agent Fisher
- Adept
- Posts: 1475
- Joined: Wed Jul 06, 2005 10:53 pm
- 19
- Contact:
#16
The Agon Holds Regional Power
Symbol: A black dragon on a green background.
Terrain: Five provinces situtated in the mountains.
Government: The Realm is ruled by a council of 5 Dragon Riders. Each province is under the control of a Rider.
Religion: Worship of the Great Mother Dragon, the being that gave birth to all of the land and sky.
History: Many years ago, the people of the tribes warred among themselves, until one day, a young witch, named Adani, came across a wounded dragon. She healed it and in doing so was bound to the dragon. With the help of the dragon, she united the warring tribes, and peace reigned. To help keep the peace, she recruited the best magic wielder from each tribe; each was bound to a dragon, and they formed the ruling council. Now the Riders keep the peace and watch over the realm.
Military: The Military has three levels. The Dragon Riders form the highest level. They are the elite, the nobilty of the realm. Below them is the Standing Army. This is a well trained, competent force.
Dragon Riders: 10 points total
Sinar(2 points): Born into the Ara Tribe, 33 years ago. He apprenticed to Praetor Arcani, the previous Dragon Rider. Under her guidance he learned to control his power, to lead troops in battle and how to ride a Dragon. He is headstrong and often arrogant. His mount is a female dragon named Emeleria.
Imrian(2 points): Born into the Furinax Tribe, 36 years ago. He served in the Standing Army until he became bound to his dragon, largely by accident. His mount is a male dragon named
Adani(2 points): Born into the Shelak Tribe, 21 years ago. She is named after the first Rider. She was destined to be a rider, as every rider from her tribe has been from her family. She is but the next in a long line from the Shelak. Her mount is a male dragon named Shalino.
Taldarin(2 points): Born into the Akla Tribe, 52 years ago. He is the oldest of the current riders, and is seen as the most wise. His softspoken manner belies his ferocity in battle, his martial skills are unmatched in the realm. His mount is a male dragon named Draco.
Aldara(2 points): Born into the Sargasi Tribe, 29 years ago. She was a healer attached to a Standing Army unit before she unlocked her full power and bonded with a dragon. Her mount is a female dragon named Kiara.
Standing Army Forces:
Infantry(30 points): 20,000 Heavy Infantry with chain mail, sword, shield and spear.
Cavalry(5 points): 2500 light cavalry with leather armor and spears
Archers(15 points): 5,000 Archers with Longbows
Ballista(5 points):50 lights ballista
Trebuchet(15 points):50 heavy trebuchets
Symbol: A black dragon on a green background.
Terrain: Five provinces situtated in the mountains.
Government: The Realm is ruled by a council of 5 Dragon Riders. Each province is under the control of a Rider.
Religion: Worship of the Great Mother Dragon, the being that gave birth to all of the land and sky.
History: Many years ago, the people of the tribes warred among themselves, until one day, a young witch, named Adani, came across a wounded dragon. She healed it and in doing so was bound to the dragon. With the help of the dragon, she united the warring tribes, and peace reigned. To help keep the peace, she recruited the best magic wielder from each tribe; each was bound to a dragon, and they formed the ruling council. Now the Riders keep the peace and watch over the realm.
Military: The Military has three levels. The Dragon Riders form the highest level. They are the elite, the nobilty of the realm. Below them is the Standing Army. This is a well trained, competent force.
Dragon Riders: 10 points total
Sinar(2 points): Born into the Ara Tribe, 33 years ago. He apprenticed to Praetor Arcani, the previous Dragon Rider. Under her guidance he learned to control his power, to lead troops in battle and how to ride a Dragon. He is headstrong and often arrogant. His mount is a female dragon named Emeleria.
Imrian(2 points): Born into the Furinax Tribe, 36 years ago. He served in the Standing Army until he became bound to his dragon, largely by accident. His mount is a male dragon named
Adani(2 points): Born into the Shelak Tribe, 21 years ago. She is named after the first Rider. She was destined to be a rider, as every rider from her tribe has been from her family. She is but the next in a long line from the Shelak. Her mount is a male dragon named Shalino.
Taldarin(2 points): Born into the Akla Tribe, 52 years ago. He is the oldest of the current riders, and is seen as the most wise. His softspoken manner belies his ferocity in battle, his martial skills are unmatched in the realm. His mount is a male dragon named Draco.
Aldara(2 points): Born into the Sargasi Tribe, 29 years ago. She was a healer attached to a Standing Army unit before she unlocked her full power and bonded with a dragon. Her mount is a female dragon named Kiara.
Standing Army Forces:
Infantry(30 points): 20,000 Heavy Infantry with chain mail, sword, shield and spear.
Cavalry(5 points): 2500 light cavalry with leather armor and spears
Archers(15 points): 5,000 Archers with Longbows
Ballista(5 points):50 lights ballista
Trebuchet(15 points):50 heavy trebuchets
Last edited by Agent Fisher on Fri Oct 20, 2006 1:30 pm, edited 2 times in total.
Morpheus:I remember that I am here not because of the path that lies before me but because of the path that lies behind me.
- The Silence and I
- Disciple
- Posts: 561
- Joined: Wed Sep 21, 2005 10:09 pm
- 19
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#17
The Allied Water Walker Tribes
Symbol:
A great rose colored scallop standing upright with two blue pebbles at the base.
Location:
Here.
Geography:
The The Allied Water Walker Tribes (TAWWT) have a small territory in the mountains where they use very little of the land. Partly because of the harsh soil and slopes, and partly because they don't need to use it for much. Their territory extends into the northern ocean which is used for fishing and many of their daily activities. The easiest way to reach their land settlements is by sea and they prefer it that way.
Map
Power Level:
Minor.
Race:
Skarklagger.
The Skarklagger are at home in water or on land and breath air. They are furless, instead covered in long stringy scales which come in several shades of blue, cream and rosie pink. Iridescence and constant motion adds to their colorful appearance. They stand tall on two legs with long narrow feet ending in wide webbing. Their torsos are long and lith and smoothly end in a long stout tail, used for swimming in the same manner as a crocodile. Their arms serve as feet or hands and are partially webbed, long and narrow like their feet. Their necks are longer than a man's and flexible. The head is flat on top and long and rather square from front to back. The jaw is deep and triangularly angled, with flat teeth in the back and pointed fish catching teeth in front. There are no lips or cheeks, but hairlike scales obscure most of the teeth and give the appearance of cheeks. The eyes are large and foreward facing. The face is not unfriendly, although cute might be stretching the truth of it painfully. All told, the average member stands 2.1 meters (7 feet) tall and masses 150 kg (330 lbs). Stretched out and counting their tail such an individual would measure nearly 3 meters (9 feet 6 inches). Playful and largely non aggressive, these creatures are cautious around landwalkers and are content to remain within their borders, on land--at sea they go where they please and can go quite far indeed.
Important Characters:
The Western Tribe, Settlement: Relief
Chief Dollindereum
Chief of the Western Tribe, Dollindereum is a shrewd and wise leader of many years. He shares the playfulness of his race and is fond, even in his advanced years, of rock diving. He has skillfully balanced control and freedoms in his tribe and is afforded the highest respect by all those in his tribe. His tribe has one of the highest standards of living in the known world.
Advisor Lymnno'kitcha
Old for a Skarklagger, Lymnno'kitcha has helped Dollindereum many times in the past. She was essential in forming the current tribal alliance and before that helped keep the conflict between the two tribes manageable before peace could be reached. Once an ambassador she has more skill dealing with and understanding people--Skarklagger or landwalker--than most in the two tribes. Dollindereum relies on her wisdom more than anyone else.
WarMaker Terikehh
Young during the tribal conflicts, Terikehh is now middle aged and well settled into his position. He was once known for his skill at ambush tactics, although long term planning is not his forte. He has moved into the Western settlement full time, to better manage his duties to the land patrols and Dollingdereum.
Ambassador Shemnolld
One of the few Skarklaggers fluent in landwalker speach, Shemnolld can speak the tongues of all who trade with the tribe. She rarely leaves her tribe, instead she is ambassador to the traders at the Western settlement. Truth be told this is a redundant job as most traders can speak some of the landwalker tongues, but she enjoys her job and has left her lands for serious ambassador work in the past.
Elemental Master Shante
Well along in years, Shante is even more playful than the average Skarklagger, with more than enough elemental power to find ways to have a good time. He shares the title of Elemental Master with only one other in the tribes, and for good reason. In the past conflict he was instrumental in defending his tribal cave system from massive attack, and has been trying to forget it ever since.
Eastern Tribe, Settlement: Boulder Stand
Chief Mauloullrye
Chief of the Eastern Tribe, Mauloullrye is young and still learning the ropes of his position. The people in his tribe support him, but few think he is one of the better leaders in recent memory. He relies on his two advisors more than perhaps he should, but still should not be considered a fool.
Elemental Lord Haukjanin
An advisor to Mauloullrye, Houkjanin's Elemental Lord title takes precedence. She is a veteran of the past conflict and has come out of it worse for the wear. Her coat is marred by a terrible scar down her side and she is unusually dark and brooding for a Skarklagger. Her experience can be denied no more than her power, and she is a valued advisor to the Chief.
Advisor Uidid
Young and lithe, Uidid has a way with the people and is valued by Mauloullrye for his knowledge of the tribe's satisfaction, their wants and needs.
WarMaker Seerah
Also a veterin, Seerah is able to quickly size up any situation and is an expert tactition in fast paced battle. He too struggles with long term ramifications of events, and does not trust easily.
Elemental Master Dardeo
Dardeo serves as ambassador for Mauloullrye as well as trainer for the Elite Battlers. He saw combat in the conflict before, but was relatively unskilled at the time, only a Heavy Battler. His experiences almost hardened him but recently becoming a father has changed his world view for the better.
Buildings:
The Skarklagger have built two small settlements on their land near the northern ocean. These are built of stone and wood and are lightly fortified. There is room for markets and lodgings for landwalkers and Skarklagger alike. The western settlement is Relief and the eastern is called Boulder Stand, after its unusual construction on and around large boulders. Each settlement is ruled by one of the two Tribes, and are usually independent of the other.
There are also several small outposts in the mountain snow that watch the common passes into their land. These are lightly manned and provided with quick access to hidden escape paths.
Most Skarklagger architecture is underwater where they have located undersea caves. The tribal leaders have their buildings here, young are hatched and raised here and stockpiles of food and other supplies are kept here. There is enough space to house the entire population of the two tribes and air is provided via magic.
Technology:
The Skarklagger are still in the stone age, their life in and control of water has resulted in limited use of fire and metal working.
Another consequence of their comfort and ability with water is a lack of any form of navy. They rely on their considerable stamina and swimming speed instead of boats.
This has also limited their weaponry to variations of clubs and sharpened sticks. Their armor is made of thick seaweed cloth with shells and bones woven in.
Magic:
(Note: This section has been completely overhauled.)
Skarklagger magic is limited to the manipulation of water, but due to an inherent magical nature all Skarklagger are capable of learning this power.
Skarklagger sense the presence of water remotely, and at a maximum distance proportional to the quantity of the water. The blood-water of a single man can be sensed at around 100 meters and the ocean is felt at a distance of up to 10 kilometers. If a Skarklagger can both sense and see a source of water, he or she may manipulate it.
All Skarklagger have three ways with which to manipulate water:
•Telekinesis
•Temperature reduction
•Temperature augmentation
Each is a separate action requiring concentration and time to execute.
Due to the nature of their magic telekinesis is the strongest and temperature augmentation the weakest with temperature reduction making up the middle, nearer to the low end. Skarklagger are separated into six ranks of power. Elemental Masters are the most powerful by far, followed distantly by Elemental Lords. Even further below those are Elite Battlers, and below them are Heavy Battlers. The last two ranks are Battlers and Folk. Of these six the five most powerful are suitable for military service. Folk possess all the abilities of the more powerful Skarklagger, but lack the brute force behind their magic to be effective in battle.
A result of the limitations on their ability to sense water sources at range is this: the greater the range is the larger the water source must be before a Skarklagger may manipulate it and naturally if the water body is too large it can not be significantly affected. At 100 meters a single man may be targeted, beyond this range more than one man or a similar quantity of water must be targeted—a single man cannot be felt at this range so affecting one man beyond 100 meters is impossible. With enough power a group of men may be affected as one, without that kind of power it is not possible to achieve much.
Religion:
Stories of nature inspired gods and goddesses are passed from generation to generation by word of mouth and forms the foundation of the Skarklagger religion. There is little doctrine and no written volumes on their beliefs and as a whole the race is not particularly pious.
Culture:
Skarklagger love stories and are eagerly share tall tales among themselves. Wether or not a story is true is less important than its entertainment value, and it could be said much of their spare time is spent creatively lying. Their spoken language is unique to their two tribes and few can communicate with landwalkers. Their written language is basic and used mostly to mark items and places with good luck, protection, fertility and other simple concepts.
Government:
Skarklagger are tribal, a chief rules over each of the two tribes and advisors and representatives of different age groups are below the chief. In times of need both chiefs rule together as one tribe. Military generals may also act as advisors but are typically outside of the political structure.
Economy:
Eager traders with landwalkers, the Skarklagger offer pearls, fish, dyes, shells, little blue rocks, shellfish, seaweed and driftwood for low prices. As payment they favor gemstones (not necessarily of value--a nice quartz crystal looks as good as most rubies to them), precious metals, smoked meats and certain brews.
Among themselves trade is more for the fun of it than anything else. Fish might be traded for seaweed strands--both items readily available to any Skarklagger. Some more uncommon items are traded too, woven bracelets and artistic driftwood for example, but most Skarklagger seem to trade for practice and fun instead of necessity.
History:
Tribal conflict used to occur over rights to cave useage but recently a new system of underwater caves was discovered and realestate tensions eased. Other than these recent conflicts there are only old stories--perhaps mythical--which tell of battles with monsters of the sea and the air, and being driven from distant lands by landwalkers.
Military:
(Note: this section has been completely rewritten)
Skarklagger forces are limited by their weapons and training, and so rely almost entirely on their magic to wage war. In the event of war with landwalkers their biggest advantages are generally greater engagement ranges, their ability to strike at ships of all classes with impunity(given enough time one Elemental Lord can conceivably rout a small fleet of wooden warships), and their ability to make extremely effective use of natural bodies of water for defense and offense. Their biggest disadvantages are their reliance on water, lack of magical healing and trickery, and poor melee abilities (their lack of cavalry is made up for by the local terrain which is highly unsuitable for cavalry).
NOTE: The times given, in seconds, are from the target's perspective. So an Elemental Lord using maximum concentration can freeze a human completely in a time span of about 0.15 seconds, but this does not count the time required to set up the attack. All magical abilities require just under 2 seconds to set up, so really that freezing attack takes the Elemental Lord almost 2.15 seconds, but the poor sap being frozen only notices the 0.15 seconds of freezing pain it takes to kill him.
Exception: Re-fire times are just what they look like. A 2 second re-fire means almost 2 seconds are spent preparing the ability, and the last small fraction of a second is spent accelerating the projectile.
Battler
(1 pt shortbow trooper, +1 skill = 2 pt for 1000)
Equipment
•Cloth armor
•Fire hardened double pointed short spear
•Stone knives
Abilities
•Concentration: 4
•May launch missile volleys while swimming without penalty.
•May walk sedately across water by continuously freezing the surface [4 concentration]
Defensive Abilities
•May create and maintain water or ice shields for personal defense against many forms of harm [3 concentration]
•May build, singly or cooperatively, ice fortifications with some time to burn [4 concentration]
Offensive Abilities
•Spear melee attack [1 concentration]
•May form 150g missiles of ice which perform much like slings, having a volley range of 200 meters [3 concentration; 2 sec re-fire]
•May form and maintain jets of nearly frozen water with a range of 40 meters [4 concentration]
Heavy Battler
(3 pt longbow trooper, +1 skill = 4 pt for 1000)
Equipment
•Cloth armor
•Fire hardened double pointed short spear
•Stone knives
Abilities
•Concentration: 8
•May launch missile volleys while swimming without penalty.
•May march across water by continuously freezing the surface [6 concentration]
Defensive Abilities
•May create and maintain water or ice shields for personal defense against many forms of harm [3 concentration]
•May build, singly or cooperatively, ice fortifications with some time to burn [4 to 8 concentration]
Offensive Abilities
•Spear melee attack [1 concentration]
•May form 150g missiles of ice which perform much like slings, having a volley range of 200 meters [3 concentration; 2 sec re-fire]
•May form 250g missiles of ice which perform considerable better than longbows, having a volley range of 350 meters [5 concentration; 2 sec re-fire]
•May form and maintain jets of nearly frozen water with a range of 40 meters [4 to 8 concentration]
Elite Battlers
(3 pt longbow trooper, +3 skill = 6 pt for 1000)
Equipment
•Cloth armor
•Fire hardened double pointed short spear
•Stone knives
Abilities
•Concentration: 12
•May launch missile volleys while swimming without penalty.
•May march across water by continuously freezing the surface [6 concentration]
Defensive Abilities
•May create and maintain water or ice shields for personal defense against many forms of harm [3 concentration]
•May create and maintain heavy water or ice shields for personal defense [5 concentration]
•May build, singly or cooperatively, ice fortifications with some time to burn [4 to 12 concentration]
Offensive Abilities
•Spear melee attack [1 concentration]
•May form 150g missiles of ice which perform much like slings, having a volley range of 200 meters [3 concentration; 2 sec re-fire]
•May form 250g missiles of ice which perform considerable better than longbows, having a volley range of 350 meters [5 concentration; 2 sec re-fire]
•May form 500g missiles of ice which possess a volley range of over 500 meters [9 concentration; 2 sec re-fire]
•May form 2000g missiles of ice which possess a volley range of 350 meters [9 concentration; 6 sec re-fire]
•May form and maintain jets of nearly frozen water with a range of 40 meters [4 to 12 concentration]
•May telekinetically attack humans via blood-water at a range of up to 100 meters [9 concentration to lift one human]
•May freeze a single human target’s blood-water at up to 100 meters [9 to 12 concentration; 4 to 3 seconds]
Elemental Lords
(1 pt unique character)
Equipment
•Cloth armor
•Fire hardened double pointed short spear
•Stone knives
Abilities
•Concentration: 240
•May launch missile volleys while swimming without penalty.
•May march across water by continuously freezing the surface [6 concentration]
•May freeze water surface, 100 cubic meters [40 to 240 concentration; 24 to 4 seconds]
•May melt frozen water surface, 100 cubic meters [40 to 240 concentration; 72 to 12 seconds]
•May cooperatively create powerful waves and rip tides [240 concentration]
•May increase personal water travel speed 10 fold [40 concentration]
•May increase group water travel speed 3 fold [80 concentration]
Defensive Abilities
•May create and maintain water or ice shields for personal defense against many forms of harm [3 concentration]
•May create and maintain heavy water or ice shields for personal defense [5 concentration]
•May create and maintain very heavy water or ice shields for personal defense [20 concentration]
•May create and maintain heavy water or ice shields for area defense [100 concentration]
•May build, singly or cooperatively, ice fortifications with some time to burn [4 to 240 concentration]
Offensive Abilities
•Spear melee attack [1 concentration]
•May form 150g missiles of ice which perform much like slings, having a volley range of 200 meters [3 concentration; 2 sec re-fire]
•May form 250g missiles of ice which perform considerable better than longbows, having a volley range of 350 meters [5 concentration; 2 sec re-fire]
•May form 500g missiles of ice which possess a volley range of over 500 meters [9 concentration; 2 sec re-fire]
•May form 2,000g missiles of ice which possess a volley range of 350 meters [9 concentration; 6 sec re-fire]
•May form 10,000g missiles of ice which posses a volley range of 500 meters [180 concentration; 2 sec re-fire]
•May form 50,000g missiles of ice which posses a volley range of 350 meters [225 concentration; 2 sec re-fire]
•May form 100,000g missiles of ice which posses a volley range of 100 meters [225 concentration; 6 sec re-fire]
•May form and maintain jets of nearly frozen water with a maximum range of 40 to 200 meters [4 to 240 concentration]
•May telekinetically attack humans via blood-water at a range of up to 100 meters [9 concentration to lift one human]
•May freeze a single human target’s blood-water at up to 100 meters [9 to 240 concentration; 4 to 0.15 seconds]
Elemental Masters
(2 pt unique character)
Equipment
•Cloth armor
•Fire hardened double pointed short spear
•Stone knives
Abilities
•Concentration: 480
•May launch missile volleys while swimming without penalty.
•May march across water by continuously freezing the surface [6 concentration]
•May freeze water surface, 100 cubic meters [40 to 480 concentration; 24 to 2 seconds]
•May melt frozen water surface, 100 cubic meters [40 to 240 concentration; 72 to 6 seconds]
•May increase personal water travel speed 20 fold [160 concentration]
•May increase group water travel speed 6 fold [300 concentration]
•May cooperatively create extremely powerful waves and rip tides [240 to 480 concentration]
•May force precipitation from humid skies [400 concentration]
Defensive Abilities
•May create and maintain water or ice shields for personal defense against many forms of harm [3 concentration]
•May create and maintain heavy water or ice shields for personal defense [5 concentration]
•May create and maintain very heavy water or ice shields for personal defense [20 concentration]
•May create and maintain heavy water or ice shields for area defense [100 concentration]
•May create and maintain very heavy water or ice shields for area defense [400 concentration]
•May build, singly or cooperatively, ice fortifications with some time to burn [4 to 480 concentration]
Offensive Abilities
•Spear melee attack [1 concentration]
•May form 150g missiles of ice which perform much like slings, having a volley range of 200 meters [3 concentration; 2 sec re-fire]
•May form 250g missiles of ice which perform considerable better than longbows, having a volley range of 350 meters [5 concentration; 2 sec re-fire]
•May form 500g missiles of ice which possess a volley range of over 500 meters [9 concentration; 2 sec re-fire]
•May form 2,000g missiles of ice which possess a volley range of 350 meters [9 concentration; 6 sec re-fire]
•May form 10,000g missiles of ice which posses a volley range of 500 meters [180 concentration; 2 sec re-fire]
•May form 50,000g missiles of ice which posses a volley range of 350 meters [225 concentration; 2 sec re-fire]
•May form 100,000g missiles of ice which posses a volley range of 350 meters [450 concentration; 2 sec re-fire]
•May form 200,000g missiles of ice which posses a volley range of 200 meters [450 concentration; 6 sec re-fire]
•May form and maintain jets of nearly frozen water with a maximum range of 40 to 300 meters [4 to 480 concentration]
•May telekinetically attack humans via blood-water at a range of up to 100 meters [9 concentration to lift one human]
•May freeze a single human target’s blood-water at up to 100 meters [9 to 480 concentration; 4 to 0.075 seconds]
Symbol:
A great rose colored scallop standing upright with two blue pebbles at the base.
Location:
Here.
Geography:
The The Allied Water Walker Tribes (TAWWT) have a small territory in the mountains where they use very little of the land. Partly because of the harsh soil and slopes, and partly because they don't need to use it for much. Their territory extends into the northern ocean which is used for fishing and many of their daily activities. The easiest way to reach their land settlements is by sea and they prefer it that way.
Map
Power Level:
Minor.
Race:
Skarklagger.
The Skarklagger are at home in water or on land and breath air. They are furless, instead covered in long stringy scales which come in several shades of blue, cream and rosie pink. Iridescence and constant motion adds to their colorful appearance. They stand tall on two legs with long narrow feet ending in wide webbing. Their torsos are long and lith and smoothly end in a long stout tail, used for swimming in the same manner as a crocodile. Their arms serve as feet or hands and are partially webbed, long and narrow like their feet. Their necks are longer than a man's and flexible. The head is flat on top and long and rather square from front to back. The jaw is deep and triangularly angled, with flat teeth in the back and pointed fish catching teeth in front. There are no lips or cheeks, but hairlike scales obscure most of the teeth and give the appearance of cheeks. The eyes are large and foreward facing. The face is not unfriendly, although cute might be stretching the truth of it painfully. All told, the average member stands 2.1 meters (7 feet) tall and masses 150 kg (330 lbs). Stretched out and counting their tail such an individual would measure nearly 3 meters (9 feet 6 inches). Playful and largely non aggressive, these creatures are cautious around landwalkers and are content to remain within their borders, on land--at sea they go where they please and can go quite far indeed.
Important Characters:
The Western Tribe, Settlement: Relief
Chief Dollindereum
Chief of the Western Tribe, Dollindereum is a shrewd and wise leader of many years. He shares the playfulness of his race and is fond, even in his advanced years, of rock diving. He has skillfully balanced control and freedoms in his tribe and is afforded the highest respect by all those in his tribe. His tribe has one of the highest standards of living in the known world.
Advisor Lymnno'kitcha
Old for a Skarklagger, Lymnno'kitcha has helped Dollindereum many times in the past. She was essential in forming the current tribal alliance and before that helped keep the conflict between the two tribes manageable before peace could be reached. Once an ambassador she has more skill dealing with and understanding people--Skarklagger or landwalker--than most in the two tribes. Dollindereum relies on her wisdom more than anyone else.
WarMaker Terikehh
Young during the tribal conflicts, Terikehh is now middle aged and well settled into his position. He was once known for his skill at ambush tactics, although long term planning is not his forte. He has moved into the Western settlement full time, to better manage his duties to the land patrols and Dollingdereum.
Ambassador Shemnolld
One of the few Skarklaggers fluent in landwalker speach, Shemnolld can speak the tongues of all who trade with the tribe. She rarely leaves her tribe, instead she is ambassador to the traders at the Western settlement. Truth be told this is a redundant job as most traders can speak some of the landwalker tongues, but she enjoys her job and has left her lands for serious ambassador work in the past.
Elemental Master Shante
Well along in years, Shante is even more playful than the average Skarklagger, with more than enough elemental power to find ways to have a good time. He shares the title of Elemental Master with only one other in the tribes, and for good reason. In the past conflict he was instrumental in defending his tribal cave system from massive attack, and has been trying to forget it ever since.
Eastern Tribe, Settlement: Boulder Stand
Chief Mauloullrye
Chief of the Eastern Tribe, Mauloullrye is young and still learning the ropes of his position. The people in his tribe support him, but few think he is one of the better leaders in recent memory. He relies on his two advisors more than perhaps he should, but still should not be considered a fool.
Elemental Lord Haukjanin
An advisor to Mauloullrye, Houkjanin's Elemental Lord title takes precedence. She is a veteran of the past conflict and has come out of it worse for the wear. Her coat is marred by a terrible scar down her side and she is unusually dark and brooding for a Skarklagger. Her experience can be denied no more than her power, and she is a valued advisor to the Chief.
Advisor Uidid
Young and lithe, Uidid has a way with the people and is valued by Mauloullrye for his knowledge of the tribe's satisfaction, their wants and needs.
WarMaker Seerah
Also a veterin, Seerah is able to quickly size up any situation and is an expert tactition in fast paced battle. He too struggles with long term ramifications of events, and does not trust easily.
Elemental Master Dardeo
Dardeo serves as ambassador for Mauloullrye as well as trainer for the Elite Battlers. He saw combat in the conflict before, but was relatively unskilled at the time, only a Heavy Battler. His experiences almost hardened him but recently becoming a father has changed his world view for the better.
Buildings:
The Skarklagger have built two small settlements on their land near the northern ocean. These are built of stone and wood and are lightly fortified. There is room for markets and lodgings for landwalkers and Skarklagger alike. The western settlement is Relief and the eastern is called Boulder Stand, after its unusual construction on and around large boulders. Each settlement is ruled by one of the two Tribes, and are usually independent of the other.
There are also several small outposts in the mountain snow that watch the common passes into their land. These are lightly manned and provided with quick access to hidden escape paths.
Most Skarklagger architecture is underwater where they have located undersea caves. The tribal leaders have their buildings here, young are hatched and raised here and stockpiles of food and other supplies are kept here. There is enough space to house the entire population of the two tribes and air is provided via magic.
Technology:
The Skarklagger are still in the stone age, their life in and control of water has resulted in limited use of fire and metal working.
Another consequence of their comfort and ability with water is a lack of any form of navy. They rely on their considerable stamina and swimming speed instead of boats.
This has also limited their weaponry to variations of clubs and sharpened sticks. Their armor is made of thick seaweed cloth with shells and bones woven in.
Magic:
(Note: This section has been completely overhauled.)
Skarklagger magic is limited to the manipulation of water, but due to an inherent magical nature all Skarklagger are capable of learning this power.
Skarklagger sense the presence of water remotely, and at a maximum distance proportional to the quantity of the water. The blood-water of a single man can be sensed at around 100 meters and the ocean is felt at a distance of up to 10 kilometers. If a Skarklagger can both sense and see a source of water, he or she may manipulate it.
All Skarklagger have three ways with which to manipulate water:
•Telekinesis
•Temperature reduction
•Temperature augmentation
Each is a separate action requiring concentration and time to execute.
Due to the nature of their magic telekinesis is the strongest and temperature augmentation the weakest with temperature reduction making up the middle, nearer to the low end. Skarklagger are separated into six ranks of power. Elemental Masters are the most powerful by far, followed distantly by Elemental Lords. Even further below those are Elite Battlers, and below them are Heavy Battlers. The last two ranks are Battlers and Folk. Of these six the five most powerful are suitable for military service. Folk possess all the abilities of the more powerful Skarklagger, but lack the brute force behind their magic to be effective in battle.
A result of the limitations on their ability to sense water sources at range is this: the greater the range is the larger the water source must be before a Skarklagger may manipulate it and naturally if the water body is too large it can not be significantly affected. At 100 meters a single man may be targeted, beyond this range more than one man or a similar quantity of water must be targeted—a single man cannot be felt at this range so affecting one man beyond 100 meters is impossible. With enough power a group of men may be affected as one, without that kind of power it is not possible to achieve much.
Religion:
Stories of nature inspired gods and goddesses are passed from generation to generation by word of mouth and forms the foundation of the Skarklagger religion. There is little doctrine and no written volumes on their beliefs and as a whole the race is not particularly pious.
Culture:
Skarklagger love stories and are eagerly share tall tales among themselves. Wether or not a story is true is less important than its entertainment value, and it could be said much of their spare time is spent creatively lying. Their spoken language is unique to their two tribes and few can communicate with landwalkers. Their written language is basic and used mostly to mark items and places with good luck, protection, fertility and other simple concepts.
Government:
Skarklagger are tribal, a chief rules over each of the two tribes and advisors and representatives of different age groups are below the chief. In times of need both chiefs rule together as one tribe. Military generals may also act as advisors but are typically outside of the political structure.
Economy:
Eager traders with landwalkers, the Skarklagger offer pearls, fish, dyes, shells, little blue rocks, shellfish, seaweed and driftwood for low prices. As payment they favor gemstones (not necessarily of value--a nice quartz crystal looks as good as most rubies to them), precious metals, smoked meats and certain brews.
Among themselves trade is more for the fun of it than anything else. Fish might be traded for seaweed strands--both items readily available to any Skarklagger. Some more uncommon items are traded too, woven bracelets and artistic driftwood for example, but most Skarklagger seem to trade for practice and fun instead of necessity.
History:
Tribal conflict used to occur over rights to cave useage but recently a new system of underwater caves was discovered and realestate tensions eased. Other than these recent conflicts there are only old stories--perhaps mythical--which tell of battles with monsters of the sea and the air, and being driven from distant lands by landwalkers.
Military:
(Note: this section has been completely rewritten)
Skarklagger forces are limited by their weapons and training, and so rely almost entirely on their magic to wage war. In the event of war with landwalkers their biggest advantages are generally greater engagement ranges, their ability to strike at ships of all classes with impunity(given enough time one Elemental Lord can conceivably rout a small fleet of wooden warships), and their ability to make extremely effective use of natural bodies of water for defense and offense. Their biggest disadvantages are their reliance on water, lack of magical healing and trickery, and poor melee abilities (their lack of cavalry is made up for by the local terrain which is highly unsuitable for cavalry).
NOTE: The times given, in seconds, are from the target's perspective. So an Elemental Lord using maximum concentration can freeze a human completely in a time span of about 0.15 seconds, but this does not count the time required to set up the attack. All magical abilities require just under 2 seconds to set up, so really that freezing attack takes the Elemental Lord almost 2.15 seconds, but the poor sap being frozen only notices the 0.15 seconds of freezing pain it takes to kill him.
Exception: Re-fire times are just what they look like. A 2 second re-fire means almost 2 seconds are spent preparing the ability, and the last small fraction of a second is spent accelerating the projectile.
Battler
(1 pt shortbow trooper, +1 skill = 2 pt for 1000)
Equipment
•Cloth armor
•Fire hardened double pointed short spear
•Stone knives
Abilities
•Concentration: 4
•May launch missile volleys while swimming without penalty.
•May walk sedately across water by continuously freezing the surface [4 concentration]
Defensive Abilities
•May create and maintain water or ice shields for personal defense against many forms of harm [3 concentration]
•May build, singly or cooperatively, ice fortifications with some time to burn [4 concentration]
Offensive Abilities
•Spear melee attack [1 concentration]
•May form 150g missiles of ice which perform much like slings, having a volley range of 200 meters [3 concentration; 2 sec re-fire]
•May form and maintain jets of nearly frozen water with a range of 40 meters [4 concentration]
Heavy Battler
(3 pt longbow trooper, +1 skill = 4 pt for 1000)
Equipment
•Cloth armor
•Fire hardened double pointed short spear
•Stone knives
Abilities
•Concentration: 8
•May launch missile volleys while swimming without penalty.
•May march across water by continuously freezing the surface [6 concentration]
Defensive Abilities
•May create and maintain water or ice shields for personal defense against many forms of harm [3 concentration]
•May build, singly or cooperatively, ice fortifications with some time to burn [4 to 8 concentration]
Offensive Abilities
•Spear melee attack [1 concentration]
•May form 150g missiles of ice which perform much like slings, having a volley range of 200 meters [3 concentration; 2 sec re-fire]
•May form 250g missiles of ice which perform considerable better than longbows, having a volley range of 350 meters [5 concentration; 2 sec re-fire]
•May form and maintain jets of nearly frozen water with a range of 40 meters [4 to 8 concentration]
Elite Battlers
(3 pt longbow trooper, +3 skill = 6 pt for 1000)
Equipment
•Cloth armor
•Fire hardened double pointed short spear
•Stone knives
Abilities
•Concentration: 12
•May launch missile volleys while swimming without penalty.
•May march across water by continuously freezing the surface [6 concentration]
Defensive Abilities
•May create and maintain water or ice shields for personal defense against many forms of harm [3 concentration]
•May create and maintain heavy water or ice shields for personal defense [5 concentration]
•May build, singly or cooperatively, ice fortifications with some time to burn [4 to 12 concentration]
Offensive Abilities
•Spear melee attack [1 concentration]
•May form 150g missiles of ice which perform much like slings, having a volley range of 200 meters [3 concentration; 2 sec re-fire]
•May form 250g missiles of ice which perform considerable better than longbows, having a volley range of 350 meters [5 concentration; 2 sec re-fire]
•May form 500g missiles of ice which possess a volley range of over 500 meters [9 concentration; 2 sec re-fire]
•May form 2000g missiles of ice which possess a volley range of 350 meters [9 concentration; 6 sec re-fire]
•May form and maintain jets of nearly frozen water with a range of 40 meters [4 to 12 concentration]
•May telekinetically attack humans via blood-water at a range of up to 100 meters [9 concentration to lift one human]
•May freeze a single human target’s blood-water at up to 100 meters [9 to 12 concentration; 4 to 3 seconds]
Elemental Lords
(1 pt unique character)
Equipment
•Cloth armor
•Fire hardened double pointed short spear
•Stone knives
Abilities
•Concentration: 240
•May launch missile volleys while swimming without penalty.
•May march across water by continuously freezing the surface [6 concentration]
•May freeze water surface, 100 cubic meters [40 to 240 concentration; 24 to 4 seconds]
•May melt frozen water surface, 100 cubic meters [40 to 240 concentration; 72 to 12 seconds]
•May cooperatively create powerful waves and rip tides [240 concentration]
•May increase personal water travel speed 10 fold [40 concentration]
•May increase group water travel speed 3 fold [80 concentration]
Defensive Abilities
•May create and maintain water or ice shields for personal defense against many forms of harm [3 concentration]
•May create and maintain heavy water or ice shields for personal defense [5 concentration]
•May create and maintain very heavy water or ice shields for personal defense [20 concentration]
•May create and maintain heavy water or ice shields for area defense [100 concentration]
•May build, singly or cooperatively, ice fortifications with some time to burn [4 to 240 concentration]
Offensive Abilities
•Spear melee attack [1 concentration]
•May form 150g missiles of ice which perform much like slings, having a volley range of 200 meters [3 concentration; 2 sec re-fire]
•May form 250g missiles of ice which perform considerable better than longbows, having a volley range of 350 meters [5 concentration; 2 sec re-fire]
•May form 500g missiles of ice which possess a volley range of over 500 meters [9 concentration; 2 sec re-fire]
•May form 2,000g missiles of ice which possess a volley range of 350 meters [9 concentration; 6 sec re-fire]
•May form 10,000g missiles of ice which posses a volley range of 500 meters [180 concentration; 2 sec re-fire]
•May form 50,000g missiles of ice which posses a volley range of 350 meters [225 concentration; 2 sec re-fire]
•May form 100,000g missiles of ice which posses a volley range of 100 meters [225 concentration; 6 sec re-fire]
•May form and maintain jets of nearly frozen water with a maximum range of 40 to 200 meters [4 to 240 concentration]
•May telekinetically attack humans via blood-water at a range of up to 100 meters [9 concentration to lift one human]
•May freeze a single human target’s blood-water at up to 100 meters [9 to 240 concentration; 4 to 0.15 seconds]
Elemental Masters
(2 pt unique character)
Equipment
•Cloth armor
•Fire hardened double pointed short spear
•Stone knives
Abilities
•Concentration: 480
•May launch missile volleys while swimming without penalty.
•May march across water by continuously freezing the surface [6 concentration]
•May freeze water surface, 100 cubic meters [40 to 480 concentration; 24 to 2 seconds]
•May melt frozen water surface, 100 cubic meters [40 to 240 concentration; 72 to 6 seconds]
•May increase personal water travel speed 20 fold [160 concentration]
•May increase group water travel speed 6 fold [300 concentration]
•May cooperatively create extremely powerful waves and rip tides [240 to 480 concentration]
•May force precipitation from humid skies [400 concentration]
Defensive Abilities
•May create and maintain water or ice shields for personal defense against many forms of harm [3 concentration]
•May create and maintain heavy water or ice shields for personal defense [5 concentration]
•May create and maintain very heavy water or ice shields for personal defense [20 concentration]
•May create and maintain heavy water or ice shields for area defense [100 concentration]
•May create and maintain very heavy water or ice shields for area defense [400 concentration]
•May build, singly or cooperatively, ice fortifications with some time to burn [4 to 480 concentration]
Offensive Abilities
•Spear melee attack [1 concentration]
•May form 150g missiles of ice which perform much like slings, having a volley range of 200 meters [3 concentration; 2 sec re-fire]
•May form 250g missiles of ice which perform considerable better than longbows, having a volley range of 350 meters [5 concentration; 2 sec re-fire]
•May form 500g missiles of ice which possess a volley range of over 500 meters [9 concentration; 2 sec re-fire]
•May form 2,000g missiles of ice which possess a volley range of 350 meters [9 concentration; 6 sec re-fire]
•May form 10,000g missiles of ice which posses a volley range of 500 meters [180 concentration; 2 sec re-fire]
•May form 50,000g missiles of ice which posses a volley range of 350 meters [225 concentration; 2 sec re-fire]
•May form 100,000g missiles of ice which posses a volley range of 350 meters [450 concentration; 2 sec re-fire]
•May form 200,000g missiles of ice which posses a volley range of 200 meters [450 concentration; 6 sec re-fire]
•May form and maintain jets of nearly frozen water with a maximum range of 40 to 300 meters [4 to 480 concentration]
•May telekinetically attack humans via blood-water at a range of up to 100 meters [9 concentration to lift one human]
•May freeze a single human target’s blood-water at up to 100 meters [9 to 480 concentration; 4 to 0.075 seconds]
Code: Select all
2 Elemental Masters @ 2 pts each 4 pts
7 Elemental Lords @ 1 pt each 7 pts
500 Elite Battlers @ 6 pts per 1000 3 pts
4,000 Heavy Battlers @ 4 pts per 1000 16 pts
10,000 Battlers @ 2 pts per 1000 20 pts
Sum Total 50 pts
Last edited by The Silence and I on Tue Dec 12, 2006 3:40 am, edited 6 times in total.
#18
The NPC Nations
1. The White Hand of N'ohd
Government: Council (The Deadlords), Territorial rule.
Symbol: A bony hand clutching a scorpion's tail.
Location: What was Baha, Mexico.
Leaders: Pharoah Khaen, Lystok the Tormented, Count von Barlovich, Man-Monster Skarsch, and The Lich King of Angmar.
Exports: Salt, Finished pottery, clay, lumber.
Imports: Ivory, gemstones, prisoners.
Religion: The rites and rituals of the populous of this land are gruesome, horrific, and disgusting. They worship old dark gods, embodiments of the worst that humankind is capable of, and it is best left at that.
General:
The White Hand of N’ohd dates back two hundred and sixty-three years, when the Council of N’ohd declared it’s borders in what was once the Babba desert valley, on the western coast of the continent. The founding members of the council are still in power to this day. After several years of locals and natives attempting to overrun what had not yet been a hostile ‘land of the dead.’ The borders of the N’ohd lands were retracted to what they are today and two great walls were built of stark, yet rock-hard bone. Some say that the wall itself is, in reality, bone, and others suggest that the finest craftsmanship creates such an illusion. Neighbors to the nation are, however, superstitious, and avoid the parched borders of the land.
The lands themselves vary greatly: one detail threading them together: the maddening mist. The mist rises from the land, issues from the plants, rolls from the lake and sea, and pours from black holes in the ground. It never leaves the borders, seeming to be contained by either of the Bone Walls. The mist has a mind-affecting ability, bringing out the worst in individuals: violence, jealousy, etc. Those exposed to the mist for prolonged times invariably hear voices: begging them to ‘join us’ or ‘slay the betrayer’, even persuading some to take their own lives. Many men resist, in the immediate. But the madness claiming them is inevitable. Help is to be had, often magical in nature for some—but given enough time, there is no turning back. The mist itself has not been explained: some call it the dregs of souls, the invisible spirits of murderers and worse who were spewed forth from Hell itself; others claim the land has become cursed by the black rituals that populate the vale; still more suspect magic to be behind the supernatural force. Still, the ruins of the kingdoms that stood before, and the pull of glory draw the occasional brave thrill-seekers and treasure-hunters, many of whom disappear, or return…changed.
In the south, and especially southeast by the Saline Sea, the ground is dry as a bone. Even weeds and hardy desert plants are loath to grow in the grit and sand. Those that do are twisted and maligned looking. Windstorms cut across the land unpredictably, but never do they shift the mist, only the sand and dirt. The oldest ‘settlement’ is the Fortress of Ebon Bone, N’ohd’s in the central-southeast; its ruler is the Lich Angmar. In the far-southwest lies the worst of the desert, a wasteland ruled by Khaen the mummy. Count Barlovich, who also claims a small settlement and Castle Barlovich, controls the northeastern-most territory. In the center of N’ohd is a haunted coastal-forest controlled by a ghost known as Lystok. And the northeast central area is a swampy forest where Skarsch the man-monster dwells.
The Five:
Of Lichdom:
The first city built in the name of N’ohd was the Fortress city of Ebon Bone. It sits in the southeast of the country, within view of the distant Bony Wall. Seven Black spires rise above the necropolis, brooding above the Haunted Shoals of the dead and black Saline Sea—the inland body of water bordering the N’ohdian lands. The lich Angmar oversaw construction of this city and rules from his unholy libraries in the highest center spire. The lake is too shallow for any sort of boating at this point, and has become an almost blackish brackish mud several hundred feat beyond Ebon Bone. The self-styled ‘Lich King of Angmar’ tyrannically rules over his servitors with ruthless efficiency. Most of the products of Castle Angmar are clay: a resource in great abundance in the Lich King’s territory. Angmar’s troops consist mostly of skeletal archers, skeletal warriors, and skeletal mages capable of mass confusion and mind affecting magic: wielded wildly due to it not functioning on the grunts of the N’ohd army.
Ancient Evils:
In the southwest Pharaoh Khaen is king and ruler. His word issues forth from an ancient ruined pyramid, half buried in the desert sands, where undead slaves mine salt and build great stone monuments to Khaen. Khaen is powerful in his own right, able to bring about biblical curses upon his foes: swarms of locusts, lice, bodily sores, spoiling food, turning water to blood, drought, pestilence, leprosy, and even floods. His armies consist of the mummified remains of past followers: persistent undead that, given enough time, Khaen is able to reform once they wear down, or are destroyed, and time is one thing he has plenty of.
Misanthropy:
Lystok is different from the other Deadlords. The ghost haunts a verdant coastal forest: meaning either the desert, or the very forest is magical in nature, because where one begins, the other abruptly ends. She spends his time among the flowers, trees, and plants: all of which have a decidedly evil feel. Lystok was an evil druidic misanthrope in life, and refused to part with her beloved lands in death. It is a mystery at all that she works with the other members of the Council of N’ohd. Also: her actual location of operation is unknown, though many suspect her favorite haunt is the grove that she lived out her secluded life in, hidden somewhere in the forest. To defend her territory from outsiders, and perhaps even the other Deadlords, Lystok has twisted mobile plants, and a small contingent of spirits at her command.
Playing God:
Skarsch is most comparable to Frankenstein’s Monster. He dwells in various caves and similar structures throughout the swamps that make up The Flesh Swamp—named for Skarsch and his creations. Skarsch the Man-Monster is seven feet tall. The stitched together flesh of several men, a concoction of muscle, steel, and magic. His might is righteous and terrible, and his cunning is formidable. He spends his time in various laboratories, working with the corpse-waste that comes from Barlovich lands—his vampiric neighbor. There he labors to create lesser protégés of himself. Fleshstitched men and beasts. These make up his own personal and elite army: A horde of diseased, bloated, swamp-zombies, led by a monstrosity.
On Manipulation:
The Vampire Barlovich is a classic example. He wreaths himself in the mists as he travels the lands, and beyond the borders of the kingdom, searching for blood to feed upon. Barlovich imports prisoners, and keeps his own personal ‘cattle’ to feed on in the cellars of Castle Barlovich. Some of his favorites dwell within the small settlement of thatch-roofed cottages surrounding the village—all the worst criminals he could obtain, trapped and living their lives in madness and horror. Barlovich is fond of diplomacy, as well as mind games. He often ventures to Lystok’s forest, and spends hours in discourse with the ghostly druid; she holds no esteem for the vampire, he is tolerated, but never welcome. Castle Barlovich is built into the northern Bony Wall. He employs a similar army as the lich Angmar.
Military Costs
Armies: 35 points assumed.
Special Units:
Barlovich: Barlovich is a vampire, albeit a bit stronger than the average vampire. He maintains his aversion to water, as well as exposure to sunlight (though his end would not be instant.) Garlic, Mirrors, and Holy symbols or artifacts don’t seem to faze him. He is capable of mental domination of his enemies, employing confusion spells, taking the form of a bat, mist, or a wolf. He is capable of bestowing the curse of lycanthropy, and is an expert at political maneuvering. Barlovich is also extremely cunning and stealthy, but not much for combat beyond striking from the shadows, or controlling others.
1 Point
Skarsch: Skarsch is a monstrosity, in and out of combat. He delights in experimentation and prefers living subjects (though he’ll take what he can get). As a creation of magic, he is resistant to magic as well as most weaponry, though not immune. He is quite easily harmed by things designed to end him, however, and will retreat once encountering any device. Skarsch is incredibly strong, and quite capable of ripping a man’s arm directly from his still-living body. Because of his preference for living experiments, Skarsch uses a great large club as his weapon, or simply pummels his foe into unconsciousness. He has no magical abilities, beyond his strength and resilience.
1.5 Points
Lystok: Lystok is a powerful druid. Her abilities are tied to the land, and she has the maddened creatures of her forest at her beck and call while she is there. Lystok prefers to avoid fire spells, as they might damage her beloved plants. She generally avoids combat, wearing armies down from a distance with acidic rain, vermin plagues, and using impenetrable thorny growths to herd militants into deadfall traps. As a ghost, she enjoys the distinct advantage of being often undetectable by standard sentries. Wandering through enemy camps, listening in on the strategic meetings of leaders, and possessing men, animals, and equipment. She is capable of creating more potent effects, such as storms of real acid, instant deadfalls, possessing her foes, horrifying her enemies, and conjuring ghostly beasts (what some believe to have been her companions in life, bound to her soul to come when she calls.)
2 Points
Khaen: Khaen is fairly fond of old-style combat. He meets his foes on the field, unleashing all of his abilities in rapid succession (curses are detailed earlier under his kingdom.). If things begin to look sour, he retreats, letting the diseases, plagues, and curses do their work. In single combat he wields a scepter, whose touch bestows horrible disease and agony upon those it strikes, and he emanates an aura of terror.
1.5 Points
Angmar: Angmar is arguably as powerful as Lystok. He, however, has fewer of the reservations she does concerning destruction. Angmar wields a wide variety of potent necromantic spells, and considers himself a master of the art. He is capable of animating fresh corpses into new troops, on the spot (something that has come in turning the tide of a battle or two.), creating magical confusion in enemy troops, forcing multiple enemies to quite forcibly empty the contents of their stomachs, tiring enemies, sewing terror among the ranks of soldiers, draining life and strength from individual foes, withering the limbs of his foes, as well as killing the weak to take power for himself. In short, Angmar employs area spells, nearly all of which his skeletal minions are impervious to.
2 Points
The Bone Wall: 1 point. Simple cost for a large, thick, bony fortification.
The Mist: 1 point. Magical effect on the entire land.
Total Special cost: 10 Points.
Troops:
5 Points for each Deadlord.
Angmar’s Army:
4000 Skeletal Skirmishers. Undead. Hand axes. Effective against archers (Skeletons. Seriously.) Armed with hand axes.
2 Points.
1000 skeletal archers. Shortbowmen. Bows, hand axes, plus leather armor.
2 Points
500 Skeletal Mages: Confusion spells, fear spells, nauseating spells, able to heal and direct the skeletons. Armed with daggers.
1 point.
Lystok’s Forces:
250 Ghostly Possessors. Spirits capable of possessing foes and controlling their actions. 4 points.
2000 Vile Vines. Light infantry. Bloodthirsty plants.
1 point.
Khaen's Finest:
8000 of the Pharaoh’s Finest. Light infantry. Mummified men with short swords.
4 points.
1000 of the Pharaoh’s Advance: Shortbowmen with leather armor and daggers.
1 point.
Skarsch's Horrors:
3000 Zombies: Slow, cleaver wielding, shield having, disease-ridden, flesh eating, undead. Medium Infantry
4 points.
150 Heavy “Disease bringers.â€
1. The White Hand of N'ohd
Government: Council (The Deadlords), Territorial rule.
Symbol: A bony hand clutching a scorpion's tail.
Location: What was Baha, Mexico.
Leaders: Pharoah Khaen, Lystok the Tormented, Count von Barlovich, Man-Monster Skarsch, and The Lich King of Angmar.
Exports: Salt, Finished pottery, clay, lumber.
Imports: Ivory, gemstones, prisoners.
Religion: The rites and rituals of the populous of this land are gruesome, horrific, and disgusting. They worship old dark gods, embodiments of the worst that humankind is capable of, and it is best left at that.
General:
The White Hand of N’ohd dates back two hundred and sixty-three years, when the Council of N’ohd declared it’s borders in what was once the Babba desert valley, on the western coast of the continent. The founding members of the council are still in power to this day. After several years of locals and natives attempting to overrun what had not yet been a hostile ‘land of the dead.’ The borders of the N’ohd lands were retracted to what they are today and two great walls were built of stark, yet rock-hard bone. Some say that the wall itself is, in reality, bone, and others suggest that the finest craftsmanship creates such an illusion. Neighbors to the nation are, however, superstitious, and avoid the parched borders of the land.
The lands themselves vary greatly: one detail threading them together: the maddening mist. The mist rises from the land, issues from the plants, rolls from the lake and sea, and pours from black holes in the ground. It never leaves the borders, seeming to be contained by either of the Bone Walls. The mist has a mind-affecting ability, bringing out the worst in individuals: violence, jealousy, etc. Those exposed to the mist for prolonged times invariably hear voices: begging them to ‘join us’ or ‘slay the betrayer’, even persuading some to take their own lives. Many men resist, in the immediate. But the madness claiming them is inevitable. Help is to be had, often magical in nature for some—but given enough time, there is no turning back. The mist itself has not been explained: some call it the dregs of souls, the invisible spirits of murderers and worse who were spewed forth from Hell itself; others claim the land has become cursed by the black rituals that populate the vale; still more suspect magic to be behind the supernatural force. Still, the ruins of the kingdoms that stood before, and the pull of glory draw the occasional brave thrill-seekers and treasure-hunters, many of whom disappear, or return…changed.
In the south, and especially southeast by the Saline Sea, the ground is dry as a bone. Even weeds and hardy desert plants are loath to grow in the grit and sand. Those that do are twisted and maligned looking. Windstorms cut across the land unpredictably, but never do they shift the mist, only the sand and dirt. The oldest ‘settlement’ is the Fortress of Ebon Bone, N’ohd’s in the central-southeast; its ruler is the Lich Angmar. In the far-southwest lies the worst of the desert, a wasteland ruled by Khaen the mummy. Count Barlovich, who also claims a small settlement and Castle Barlovich, controls the northeastern-most territory. In the center of N’ohd is a haunted coastal-forest controlled by a ghost known as Lystok. And the northeast central area is a swampy forest where Skarsch the man-monster dwells.
The Five:
Of Lichdom:
The first city built in the name of N’ohd was the Fortress city of Ebon Bone. It sits in the southeast of the country, within view of the distant Bony Wall. Seven Black spires rise above the necropolis, brooding above the Haunted Shoals of the dead and black Saline Sea—the inland body of water bordering the N’ohdian lands. The lich Angmar oversaw construction of this city and rules from his unholy libraries in the highest center spire. The lake is too shallow for any sort of boating at this point, and has become an almost blackish brackish mud several hundred feat beyond Ebon Bone. The self-styled ‘Lich King of Angmar’ tyrannically rules over his servitors with ruthless efficiency. Most of the products of Castle Angmar are clay: a resource in great abundance in the Lich King’s territory. Angmar’s troops consist mostly of skeletal archers, skeletal warriors, and skeletal mages capable of mass confusion and mind affecting magic: wielded wildly due to it not functioning on the grunts of the N’ohd army.
Ancient Evils:
In the southwest Pharaoh Khaen is king and ruler. His word issues forth from an ancient ruined pyramid, half buried in the desert sands, where undead slaves mine salt and build great stone monuments to Khaen. Khaen is powerful in his own right, able to bring about biblical curses upon his foes: swarms of locusts, lice, bodily sores, spoiling food, turning water to blood, drought, pestilence, leprosy, and even floods. His armies consist of the mummified remains of past followers: persistent undead that, given enough time, Khaen is able to reform once they wear down, or are destroyed, and time is one thing he has plenty of.
Misanthropy:
Lystok is different from the other Deadlords. The ghost haunts a verdant coastal forest: meaning either the desert, or the very forest is magical in nature, because where one begins, the other abruptly ends. She spends his time among the flowers, trees, and plants: all of which have a decidedly evil feel. Lystok was an evil druidic misanthrope in life, and refused to part with her beloved lands in death. It is a mystery at all that she works with the other members of the Council of N’ohd. Also: her actual location of operation is unknown, though many suspect her favorite haunt is the grove that she lived out her secluded life in, hidden somewhere in the forest. To defend her territory from outsiders, and perhaps even the other Deadlords, Lystok has twisted mobile plants, and a small contingent of spirits at her command.
Playing God:
Skarsch is most comparable to Frankenstein’s Monster. He dwells in various caves and similar structures throughout the swamps that make up The Flesh Swamp—named for Skarsch and his creations. Skarsch the Man-Monster is seven feet tall. The stitched together flesh of several men, a concoction of muscle, steel, and magic. His might is righteous and terrible, and his cunning is formidable. He spends his time in various laboratories, working with the corpse-waste that comes from Barlovich lands—his vampiric neighbor. There he labors to create lesser protégés of himself. Fleshstitched men and beasts. These make up his own personal and elite army: A horde of diseased, bloated, swamp-zombies, led by a monstrosity.
On Manipulation:
The Vampire Barlovich is a classic example. He wreaths himself in the mists as he travels the lands, and beyond the borders of the kingdom, searching for blood to feed upon. Barlovich imports prisoners, and keeps his own personal ‘cattle’ to feed on in the cellars of Castle Barlovich. Some of his favorites dwell within the small settlement of thatch-roofed cottages surrounding the village—all the worst criminals he could obtain, trapped and living their lives in madness and horror. Barlovich is fond of diplomacy, as well as mind games. He often ventures to Lystok’s forest, and spends hours in discourse with the ghostly druid; she holds no esteem for the vampire, he is tolerated, but never welcome. Castle Barlovich is built into the northern Bony Wall. He employs a similar army as the lich Angmar.
Military Costs
Armies: 35 points assumed.
Special Units:
Barlovich: Barlovich is a vampire, albeit a bit stronger than the average vampire. He maintains his aversion to water, as well as exposure to sunlight (though his end would not be instant.) Garlic, Mirrors, and Holy symbols or artifacts don’t seem to faze him. He is capable of mental domination of his enemies, employing confusion spells, taking the form of a bat, mist, or a wolf. He is capable of bestowing the curse of lycanthropy, and is an expert at political maneuvering. Barlovich is also extremely cunning and stealthy, but not much for combat beyond striking from the shadows, or controlling others.
1 Point
Skarsch: Skarsch is a monstrosity, in and out of combat. He delights in experimentation and prefers living subjects (though he’ll take what he can get). As a creation of magic, he is resistant to magic as well as most weaponry, though not immune. He is quite easily harmed by things designed to end him, however, and will retreat once encountering any device. Skarsch is incredibly strong, and quite capable of ripping a man’s arm directly from his still-living body. Because of his preference for living experiments, Skarsch uses a great large club as his weapon, or simply pummels his foe into unconsciousness. He has no magical abilities, beyond his strength and resilience.
1.5 Points
Lystok: Lystok is a powerful druid. Her abilities are tied to the land, and she has the maddened creatures of her forest at her beck and call while she is there. Lystok prefers to avoid fire spells, as they might damage her beloved plants. She generally avoids combat, wearing armies down from a distance with acidic rain, vermin plagues, and using impenetrable thorny growths to herd militants into deadfall traps. As a ghost, she enjoys the distinct advantage of being often undetectable by standard sentries. Wandering through enemy camps, listening in on the strategic meetings of leaders, and possessing men, animals, and equipment. She is capable of creating more potent effects, such as storms of real acid, instant deadfalls, possessing her foes, horrifying her enemies, and conjuring ghostly beasts (what some believe to have been her companions in life, bound to her soul to come when she calls.)
2 Points
Khaen: Khaen is fairly fond of old-style combat. He meets his foes on the field, unleashing all of his abilities in rapid succession (curses are detailed earlier under his kingdom.). If things begin to look sour, he retreats, letting the diseases, plagues, and curses do their work. In single combat he wields a scepter, whose touch bestows horrible disease and agony upon those it strikes, and he emanates an aura of terror.
1.5 Points
Angmar: Angmar is arguably as powerful as Lystok. He, however, has fewer of the reservations she does concerning destruction. Angmar wields a wide variety of potent necromantic spells, and considers himself a master of the art. He is capable of animating fresh corpses into new troops, on the spot (something that has come in turning the tide of a battle or two.), creating magical confusion in enemy troops, forcing multiple enemies to quite forcibly empty the contents of their stomachs, tiring enemies, sewing terror among the ranks of soldiers, draining life and strength from individual foes, withering the limbs of his foes, as well as killing the weak to take power for himself. In short, Angmar employs area spells, nearly all of which his skeletal minions are impervious to.
2 Points
The Bone Wall: 1 point. Simple cost for a large, thick, bony fortification.
The Mist: 1 point. Magical effect on the entire land.
Total Special cost: 10 Points.
Troops:
5 Points for each Deadlord.
Angmar’s Army:
4000 Skeletal Skirmishers. Undead. Hand axes. Effective against archers (Skeletons. Seriously.) Armed with hand axes.
2 Points.
1000 skeletal archers. Shortbowmen. Bows, hand axes, plus leather armor.
2 Points
500 Skeletal Mages: Confusion spells, fear spells, nauseating spells, able to heal and direct the skeletons. Armed with daggers.
1 point.
Lystok’s Forces:
250 Ghostly Possessors. Spirits capable of possessing foes and controlling their actions. 4 points.
2000 Vile Vines. Light infantry. Bloodthirsty plants.
1 point.
Khaen's Finest:
8000 of the Pharaoh’s Finest. Light infantry. Mummified men with short swords.
4 points.
1000 of the Pharaoh’s Advance: Shortbowmen with leather armor and daggers.
1 point.
Skarsch's Horrors:
3000 Zombies: Slow, cleaver wielding, shield having, disease-ridden, flesh eating, undead. Medium Infantry
4 points.
150 Heavy “Disease bringers.â€
Last edited by Charon on Fri Dec 08, 2006 2:30 pm, edited 1 time in total.
Moderator of Philosophy and Theology