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Eilam, a player driven fantasy Nations Game

Nepty

Biji YPG!
The continent of Eilam, 800 AE


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For the past 800 years, since the end of the Eilamite empire in the north, southern nations have risen and fallen. Now, perhaps, another great power can rise. The world is in the apex of its middle ages. Chainmail is the order of the day, and noble families hold the great majority of the power, through armies of armed retainers. Borders are constantly changing.


While this is fantasy, this is closer to low fantasy. There isn’t any well known magic, aside from stories of witchcraft, or devil worship that may or may not be unsubstantiated. Everyone goes their entire lives without seeing trolls or orcs, though everyone knows someone whose brother’s friend’s uncle’s wife’s father’s cousin swears he saw one, honest.


This is a nations game. EI, you will play as the lord of a faction, and send in ‘orders’ via PM each turn, generally a week long, and I’ll determine the result of those orders. This game is by its nature ‘potentially PVP’


There are 3 factions that you can choose to latch yourself onto as a vassal. or, go solo as your own faction.


Keep in mind, however, that the people you rule over have their own designs, and your orders are likely to be executed, but might be misinterpreted, intercepted, outright ignored, or otherwise fiddled with.


If you’re interested, just say so in the thread!


While you can play as an independent kingdom or culture, there are currently 3 major cultures on Eilam. Though each culture has multiple nations and subcultures within it, the three major nations are the Covenant, the Quwainn, and the Evarim.


Evarim


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The dark-eyed curly haired Evarim are the oldest faction on Eilam, claiming to be the heirs of the shrunken and largely disappeared Empire of Eilam, and rule from the imperial capital. Should you choose to be a state sworn in vassalage to the Empire of Evarim, you would enjoy the relatively lenient religious freedoms of the empire, as well as good relations with its pagan populace and a competent military force. However, you might also have to worry about being one of the most disliked factions on Eilam, for daring to be a polytheist.


The Covenant


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The knights of the northeastern plains are almost exclusively sworn to the Kingdom of the Covenant, or simply The Covenant. Fair-skinned and tall, these people favor heavy cavalry, and often have the most vassals and manpower of the three factions. However, to reap the benefits of their fertile home, one must be a Covenanter, and be prepared to receive the rewards of expanding their great Covenant, a strict polygamous theocracy, that eschews false manmade laws for the laws laid down by their first kings two and a half millennia ago, and at the age of 10, put on the chain of manhood, an iron bracelet that denotes one’s status as a Slave to the Almighty.


Quwainn


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Native to the lands further south, in both the desert, steppe and jungle, the Quwainn form the bridge between the Covenant and Evarim. Olive-skinned and dark eyed, with large mustachios and favoring curved swords, light cavalry and war elephants, the Quwainn are just emerging from their own dark ages, unified 200 years ago, when the Covenanters invaded their lands. Not a theocracy, they still put great stock in their religion, which, though it derives from the Covenanter religion, is significantly different.


However, if none of these societies appeals to you, you can go it solo, as a smaller kingdom, or as an ally of one of the larger powers. The possibilities are very broad indeed.


Now, a sheet! Each nation will have sheets similar to charachter sheets.


Name


Background/Culture


Banner


Headquarters (fortress, castle, capital, etc)


Location (Secret. PM this)


You will have 70 points to allot to your stats. For each stat, if it says ‘specify’, specify what you rely on primarily. For example, economy could be agriculture, trade, robbery or anything else.


Economy (Specify type)


Military: (For each point towards military, you should come up with a unit type)


Authority: (Specify govt type) (For each point here, your orders are more likely to be followed to the letter)


General Intelligence: (Please specify whether it’s to say, monks, nobility, peasantry etc, who is most well educated etc) This determines research speed, combat tactics, etc.


Loyalty: The loyalty of your population.


Population: 1 population is about 50,000 people, 60 would be about 40 million.


Infrastructure: How good you are at building


HOUSEHOLD


Each member of the household can be player created, or assigned by the GM (Me)


When giving stats, you can give each member of your household a virtue, but for each virtue, they must have an equal vice.


IE


“Kind: So and so is well known for being friendly and kind”


Balanced out by


“Dim: So and so isn’t the sharpest knife in the drawer”


Leader: Your main character and leader


Spouse (nonmarried also acceptable)


Children


Head of the Guard (In charge of protection)


Spymaster (In charge of intelligence)


Chamberlain (In charge of all the goings on within your household)


Vassals (assigned)


Religion


Religion is very important in this world. You can create your own, or follow an existing one. Depending on what it is, hidden bonuses and modifiers will be applied, and it will be taken into account when dealing with things involving religion or culture.


The Gods of the Choir (Choirling)


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"The Gods Are Good"


Factions belonging to the large Evarin culture, or the empire of the west mostly follow the Gods of the Choir. One of the last pantheons remaining, the Choir is a group of 5 gods, The Eternal (Said to be all the other gods in one) The King, The Queen, The Prince and The Traitor. There is a complex hierarchy between these gods and their various servants. Some modifiers for belonging to the Choirling religion include very good relations with Evari, and relatively little internal religious strife, as there is no holy book or strict path to follow. It also includes poor relations with Quwainn and Covenant-related factions.


they have no taboos aside from normal societal taboos


Their religious flag depicts 4 bars, showing the 4 gods, each labeled in the Evarim language, connected by one, The Eternal.


Quwainni (The Most High)


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"The Almighty Send The Righteous"


According to the Quwainni religion, of the olive-skinned Quwainni people of the same name native to the desert and jungle, who prefer light cavalry, God was originally a man, Quaylun, who lived on earth, and was so virtuous, he was exalted by all living human beings, and thus became God. They also believe in a greater life force that powers the universe, referred to as The Master (and declare that it is the god of the Covenant). Some modifiers for the Quwainni religion are good relations with Quwainni cultures, poor relations with Choirlings, and moderate relations with Covenanters. It also confers some Quwainni cultural taboos, like the forbidding of eating any water dwelling creatures without scales, or reptiles. They have a collection of holy books compiled into one, the Way of Quaylun. Their practices are as follows


There is to be no eating of reptiles or scale-less fish


There is to be no killing of women or children


It is the duty of every man capable of bearing a sword to wage holy war at some point in his life, and spread the Religion.


Women must cover their hair in places of worship


Do not convert at swordpoint, but use reasoned argument (if possible)


If the enemy offers peace, you are encouraged to accept it


You may only have one wife


The Quwainni flag of the religion reads "One God" above the pillar, indicating god, and "One Man" indicating Quaylun.


The Covenant


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"There is no honor but in the shadow of death, and no life but the life of the slaves. He Most High is The Our Master."


The Covenanters are light-skinned, northerners who favor chivalry and knightly codes, and their nobility often rides as heavy cavalry in battle. However, their religion is also the most hardline. They belive in one deity, and refer to it as The Master and to themselves as His Slaves. Covenanters have mellowed out in recent years, but still treat worship of any but The Master as a sin that can only be repaid for with death. As such, they have poor relations with Choirlings, and mediocre relations with the Astivi. All Covenanter cultures have excellent religious relations with one another (as they follow The Book of Heaven)


Their practices are as follows.


All Covenanters must live according to the laws of the Covenant.


There may be no eating of female cows


There may be no slaughtering of male cows (eating them is okay if they die of their own accord)


A man proven sane and witnessed worshipping any but The Master by 10 or more is to be beheaded


Protect women and children, no matter their religion


A Covenanter woman may never marry a Choirling, but a Covenanter man may.


Women are to cover their hair in public places


A man may have up to 3 wives.


On creating your own religion.


If you have branched out from one of the major ones, you gain moderate relations with those factions.


If you are a heresy (ei going directly against any of the primary principals) you gain poor relations with that faction)


if you have requests for religious symbolism, I'll be happy to make it for you.


WARFARE


Generally, you can declare war at any time for any reason. Of course, your reasons will impact your social standing and public opinion of you and your faction. It might be smarter just to play the intrigue game.


At any rate, war is fairly simple. When a battle occurs, it will happen in phases. I will PM you with an image of the battlefield, you will both set up deployment strategies. Failing to get deployments in on time (within 24 hours of the battlefield image and details being sent to you) will result in a subcommander handling the battle, as you were assumed indisposed.


The resulting battle will have 3 stages. The opening moves, the primary combat, and the end.


Battles that do not have a player character (the player lord or his heir) commanding are not controlled by the player, and instead by whichever vassal or child the command was given to. This may be better or worse, depending on the vassal’s competence.


Terrain Guide to the Map


Deep blue: Deep sea. Dangerous


Light blue: Coasts. Good for shipping.


Desert Tan: Less population, generally the population is tougher though. Water is an important resource here.


Steppe Very light green: Open grassland, often results in higher numbers of livestock and draft animals, as well as horses


Plains Green: Fields and farms. Far more food to a faction.


Woods Dark green: Lots of wood


Jungle Darkest green: Favors no one. Useful for dying in.


Rivers: Depends on the situation, favors quick transportation, fresh water, etc.


Hills: Brown: (areas around mountains) often rich in precious metals and gems


Mountains: Grey: Very rich in previous metals and gems, but extremely hostile.


Feel free to construct things such as roads, walls, fortresses as you play. This game has some stats, but the majority is based on common sense and GM thought
 
Name: The republic of Lavusa


Culture: Evarim


Background:The great city of lavusa is one with a long history, having belonged to a plethora of civilizations in its long history it has always served as a central trading hub thanks to its excellent location, ruled by the grand archon and the council of 6 the city is the center of imperial power in the Falaina sea and is one of the primary providers for the imperial navy, the city is ruled according to imperial guidelines which has brought prosperity and great infrastructural benefits, its one of the largest shipyards on the continent and it is protected by a great multitude of walls.


STATS


Economy: 15 (Trade and goods production)


Military: 6


Authority: 7 (Oligarchic republic)


General Intelligence: 13 (The high burgher class receives good education and they become the scholars, tacticians and traders in the republic)


Loyalty: 6


Population: 8


Infrastructure: 15


HOUSEHOLD


Heraklius Panagos (24)


The grand archon of the republic of Lavusa, a man known for wanting to expand the interests of the republic beyond the borders of the empire and has encouraged the growth of the Exkoubitoi, he is a very prideful man and is well known for leading his men into battle.


He is but a young man and has no heir yet but the world is ripe for him to pick.


Spouse, Ariadne (20)


Gregarious, Ariadne knows every other person in the city and her circle of friends and connections stretches all the way over the empire.


Greedy, loves the shine of gold and fine silk and will go through many lengths to achieve it.


Children (none yet)


Head of the Noumeroi, Alexios (35)


Just


Wrathful


Spymaster Xenon (40)


Conniving


Deceitful


Chamberlain, Salazar (52)


Diligent


Gluttonous


VASSALS (assigned)


Count Daffid Amoran


A half-Covenanter, the second highest ranking lord in the Republic of Lavusa is Count Daffid, who has little in the way of money, but keeps his troops well trained.


Military Strength: Medium (Naval Focus)


Economic Strength: Low


Strategy: High


Patrikos Konstantios


Constantios is a tall, severe man with a long beard, but a clean shaven face. Having married a Quwainni woman, he is well versed in dealing with them.


Aristocratic


Irreverent


Tactful


Stern


Konstantios has 2 sons.


Military Strength: Low (Infantry Focus)


Economic Strength: High


Strategy: Low


Patrikios Phillipes


An unmarried young man, Phillipes is something of a womanizer, a drunkard and a sot, but loves a good scrap. He’s gotten in trouble abroad for a myriad of reasons, mostly to do with women.


Military Strength: Medium (Cavalry Focus)


Economic Strength: Low


Strategy: Medium


MILITARY


The Exkoubitoi, the professional soldiery of the republic, clad in scale armor and riding a similarly armored horse, armed with a lance and a mace and carrying a recurve bow into battle these forces carry out hit and run lance strikes after which they fire arrow salvos, these forces are both the most expensive and most trusted forces in the republic, if the empire calls upon levies these would be expected to serve.


The Noumeroi, the protectors of the walls and the streets, these troops are the protectors of the great city of Lavusa fulfilling both the task of peacekeepers and garrison, in the streets and on the field they are armed with a spear, square shield and an axe or mace and clad in chainmail armor and on the walls they would carry a crossbow and arming sword, they vow to protect the grand archon and would form the heart of the armies in the case of a war.


The Gasmouli, the marines of the republic, lightly armed and armored these men specialize in boarding actions and close combat, these forces are often hired out along with the navy as mercenaries .


Dromons, the warships of the republic, , bireme sized galleys and often armed with a ballistae, they excel in inland seas and carry a crew of 140 men and a marine detachment of 100 men they protect the trade interests of the republic and are often hired out as mercenaries for other dominions to use.


Skoutatoi, The levy of the republic, armored with leather armor and a leather cap and armed with a shield and spear these men form the bulk of the army in the case of large scale war.


Pronoia, The skirmisher levy of the republic, armed with javelins, an arming sword and a shield and clad in leather armor these men screen the main army and harass the enemy, these forces also screen the army on the march to avoid unwanted encounters.
 
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Nice work Addy!


Here's an NPC faction


Name: The Covenant


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"We are those who love death, just as much as you love your life. We fear none, but the almighty as one."


Background/Culture


The Covenant is roughly 1000 years old. A loose confederation of states, it’s only been kept form expanding yet further likely by the amount of factionalism and internal wars it’s rife with. However, when it is roused, it is a force like no other.


Covenanters are, by and large, white-skinned and light eyes, with brown, blonde or black hair. Their men are known for ruddy complexions, and their most common drinks are mead and wine. The people of the Covenant generally come from the four vassal kingdoms of the northeast, and are tall and well built.


Covenanters belive wholly in the Way of the Almighty, that they were brought the Word of the Almighty by a series of kings who rose to power out of divine guidance. These prophet-kings are known as The True Lords, and are treated with great reverence. All that remains of them not lost to history is the names of a few, and their compiled holy words, The Book of Heaven, which is full of guidelines, such as how to pray, how to eat, how many spouses one can have at a time, what to wear on certain days, and the like. Their vassals vary, from the most devout, to the least.


Banner


Their banner eschews frippery for the hand-scrawled testimony of faith, locked in divine chains.


Headquarters: Kar Aradon, the City of Crowns.


The Covenanters are ruled by their King, a man supposedly descended from the True Lords, in that his mother or father comes from the house of Arrayne, one of the houses of the True Lords.


Location: The Mid-north east.


Economy (Specify type)


Military: 11


Authority: (Absolute Gavelkind monarchy) 3


The Covenanter Kingdom is rather famously disparate.


General Intelligence: 7


Loyalty: 30


There is no Life but the Life of the Slaves.


Population: 50 (roughly 18 million)


Infrastructure: 10


HOUSEHOLD


Leader: King Avanar a Bourbrand, aged 54.


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Fighter: King Avanar is a fantastic swordsman


Leader of Men: When on the field, King Avenar inspires his troops to great feats


Rich: He inherited a substantial amount of money


Humble: King Avenar is known for living in a tent and sleeping on a pile of hay on campaign


Faithful: He is well respected throughout the world for many reasons, not the least of wich being that he is well known to only sleep with his wife


Honorable: He gains quite good diplomatic bonuses for being such a swell guy


Firey: King Avenar is prone to rushing off into combat


To a Fault: Avenar may often accept peace terms even if it’s problematic for him


Theocrat: There are no prostitutes in his sight. If they are, they’re hanging from a gibbet with their intestines cut out. Thieves lose a hand, rapists their manhood, and murderers their lives.


Over-Generous: King Avenar is prone to giving away vast sums of money to charities


Bothersome Piety: Foreign ambassadors may be irritated, when they find that most creature comforts are banned in his castle and tent, and that he only eats bread and water.


Spouse: Yara of Oritane


Children: 2 mature adult sons, 1 son of age, and 2 daughters of age.


Head of the Guard: Randell a Dinant


Spymaster: Josev Hark


Chamberlain: Tommess Fayne


Vassals


The Principality of Karaq


The Kingdom of Toran


The County of Vayl


The Kingdom of Forhayne


(Others may follow)


Religion: The Covenant


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Unit Types


(4 points converted into military acumen)


1: Footman


A simple soldier with a padded jack, helmet, shield and spear


2: Bowman


A man with padded jack, helmet, bow, and sword.


3: Pikemen


The average soldier, with a padded jack, helmet, shield and long pike.


4: Brother


The Brothers form the mainstay of a Covenanter army. They fight with long-hafted axes, and carry broad sheilds and maces or swords for close fighting. They gained their name from the Covenant term for another male member of the Covenant -a brother. These men are wealthy peasants, who can afford their own arms and full mail and a full helm.


5: Feudal Knight


Armed with shields, longswords and full mail, these men can afford horses, and are famous for their charge.


6: Noble Knight


Essentially a very upgraded, blue-blooded version of the feudal knight. These men are incredibly wealthy, and are generally ransomed when captured, at a steep price.


7: The Brothers of Light


Also known as The Marchers, or the Death-Messengers, these men are truly terrifying.


They claim to be men that love death, and actively seek martyrdom on the battlefield. Clad in mail, they charge into battle with an axe in one hand, wrapped in coils of incense, wreathing themselves in sweet smelling smoke, and singing holy songs and verses in serene voices. Their second weapons are clay pots filled with a mixture of pitch, resin, and a tarry material that burns so brightly and furiously that it explodes like thunder. Generally these soldiers will throw these incredibly dangerous weapons, but every now and then, one will sprint into battle with a string of these in both hands and blow himself and everyone around him to smithereens.


8: The Pure.


Huge southerons, from islands far to the southeast, these men fight shirtless, with greatswords, and have filed teeth. They are not Covenanters, but instead, are the guards of the women who tend to the wounded. Generally they are deployed as shock troopers during combat, and go to guard their charges after the battle. They are trusted explicitly because they cannot be tempted by these women, because they are eunuchs.


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Name: Kharadin


Background:


Formed from a royal bloodline of Clan Kharad, the Kharadin have built a society around the idea of the lower born reincarnating as they follow the path to enlightenment through either royalty or performing great deeds. Up high on Mount Nadirkhin, the End of the World, Clan Kharad formed a society that has lasted a thousand years, living mostly in isolation from the outside. They are a smooth-skinned, pale race of humans, with odd slitted eyes and usually black hair. Their society is semi-feudalistic; the most powerful member of the most influential family of a village is the village head, who reports to the mayor of the nearest town. The mayor, chosen by Clan Khazad (but beholden to corruption rules that seem strange to outsiders), has a duty to ensure the protection and prosperity of the villages. Around the towns, and high in to the mountains, the nobles live, claiming the best land to form a plantation, or holy sites to build mansion-shrines upon. The mayors report to the council of nobility that rules their region, and the nobles report to Clan Kharad itself.


Their religion, and thus their society, is based on reincarnation and worship of heroic ancestors, almost like a combination of Buddhist reincarnation and the Chinese deification of heroes. The idea being the more you cling to the social order, or the greater your accomplishments, the higher up you are born in the next life, until finally, the royalty purebloods can ascend without accomplishing greatness by making sure policies encourage prosperity and social order. Those lower than the royalty can still ascend directly if they accomplish something truly great, and can at least ensure they'll rise to the next "tier" in their next life by following the laws and social norms.


Banner: To the right:


Headquarters: Kharabad Nadirkhin, "The Mountain Palace At the End of the World"


Economy: 10


-- Artisan-focused, with adaptive agriculture


Military: 8


Authority: 9


General Intelligence: 13


Loyalty: 13


Population: 5


Infrastructure: 12


Infantry Levees: Ubzakal


-- All able-bodied adults in the villages are given basic training twice a year by the nearest town's guardsmen, and villages keep a suitable stock of padded jackets, wood shields, helmets, and billhook polearms. When called to war, lots are drawn from the suitable candidates to determine who goes.


Infantry Garrisons: Kazakal


-- The guardsmen of each town are professional volunteers, working an assigned shift one week out of each month, and attending training at least one day each week when they are not working. They are equipped with a coat of mail, helmet, longsword, crossbow, and wooden shield. They are also trained in use of polearms, and their armory is stocked with billhooks in case of going to war.


Infantry Frontlines: Arkathal


-- The primary war infantry of the Kharadin, the Arkathal are equipped similarly to the Kazakal, but are better trained for offensive campaigns. They have more endurance, display more initiative, and are fully professional—the sole standing army of the Kharadin. To be part of the Arkathal is to pledge one’s life in defense of all villages and towns, and is looked as a sign of enlightenment. Merchants believe that supporting the Arkathal logistically shows similar enlightenment, without directly endangering themselves, though this is disputed by some of the commoners.


Infantry Elites: Bazrakal


-- Elite, highly trained infantry, the Bazrakal are suited up in full scalemail, wielding tower shields and hefty battleaxes and war-hammers. Though quite difficult to actually kill, the recovery of Bazrakal corpses appears to be important to the Kharadin, likely because they are the sons and daughters of the nobility, and the descendants of the most successful merchants and artisans who don’t enter their forebear’s trade.


Infantry Engineers: Zahiri


-- Engineers from the artisans, trained in war. They manage the siege engines, lay the traps, build the fortifications, and advise the commanders of the Kharadin. When put in to a unit, they can very quickly build traps and barriers to slow an approaching army down, or overcome barriers (natural or artificial) put in their way. As valuable as they are, they are given a breast- and back-plate over their coat of chain, but otherwise are equipped similarly to the Kazakal.


Heavy Cavalry: Ugruthal


-- In the plains, beasts called Ugruraz, looking much like a cross between bulls and boars, are kept as herd animals for meat and milk. The nobles who control these lands send their progeny to battle riding them, for while they are slow compared to traditional cavalry, they are still faster than infantry in a charge and are ferociously horned, stubborn tusk-fiends when driven in to a frenzy by their riders. Both boar and rider are equipped with heavy coats of chain, and the rider wears a distinctive tusked helmet and wields a longspear and long-hafted axe along with a suitable shield.


Infantry Specialists: Gilimal


-- The Gilimal are an enigma to even most of the Kharadin. Wearing camouflaged chain shirts and helmets, with vicious thrusting swords, bows, and bucklers, the Gilimal are not equipped like ordinary soldiers of the Kharadin. It is presumed they are at least semi-professional, as they do not behave like ordinary soldiers, either—instead of showing courage, they outwardly appear to show cowardice. What use they have to the Kharadin army is very difficult to discern, but in the last defensive campaign, the Gilimal units were rumored to achieve several stunning victories over superior forces.


Infantry Fanatics: Risskadi


-- The Risskadi, or Rising Shadows, are feared within the Kharadin society for a good reason. They are exiles, banded under a cult that claims to follow an immortal necromancer that broke the Kharadin cycle of rebirth. They consider themselves immortal in a sense—even if they are slain, they believe they will return eventually. Equipped in heavy leather coats and wielding two-handed axes and swords, they charge fearlessly in to battle, losses only seeming to encourage them in to greater feats of insane blood-rage in the service of their dark lord.


HOUSEHOLD: Clan Kharad


Leader: Buzani, (The) Lord Ascending


-- Pragmatic, less isolationist than past Lords Ascending. She is visionary who sees more for their people.


Spouse: Zarai, (The) Lord's Attendant


-- Isolationist and mildly xenophobic, he sees defending the borders as the first and foremost goal.


Children: Thakal, (The) Lord-to-Be


-- A powerful warrior who desires to be a hero in war some day, he is rash, but well-meaning and noble.


Head of the Guard: Uzan Thakid, (The) Lord of Blades


-- War hero from the last defensive war. In spite of being old by human standards, is one of hte deadliest fighters in the world. Views duty to Clan Kharad as the highest honor.


Spymaster: (The) Gilidin, name unknown.


-- Assumed to run the Gilimal, though few outside of Clan Kharad have seen them.


Chamberlain: Khaziz Farann, (The) Lord of Runes


-- Respected administrator, also from the last defensive war. Younger htan Thakid, they still are very close friends for their mutual experiences.
 
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i will be joining this.


Name: Verun


Background/Culture: Independent


the Verun have a long, but grueling history, much of it spent caught being taken by one Faction or the next, being subject to this religion or that, caught between the superpowers like a ragdoll.


It was the Covenant, that finally gave them the respite they needed. By chance or intention, one crusade side-stepped Veruns part of the north, giving them, for a moment, time to think for themselves.


And they had much to think on while cut off from their masters.


With no loyalty, no religion, no identity of their own, they realized they only had one thing to themselves, their bodies and the land they stood upon.


Over the next few years, every able bodied man, even ones as young as 7, was put through grueling training, as their wives and elderly forged and scavenged up armor and weaponry.


It was only 5 years time that the Evarim pushed back the Covenant and were able to 'free' the Verun lands, however upon entering the lands they were met with a hard drilled, though ramshacklely equipped, Army of over 70,000 Soldiers of Verun.


At first thinking it the peoples attempt to personally fight back the Covenant, they informed the Veruns that peace terms had been met and they could lay down their arms.


The Verun quickly informed the Evarim that this army was not to fight the Covenant only.


In a show of force, the Verun came down on the unprepared and tired Evarim forces, killing most and driving them back carrying a message: Verun was for Verunnians, and no one else.


Over the next few Generations, Verun solidified both its existence and identity. All men were trained from birth as Soldiers, the unable as Smiths and camp helpers.


The women were the farmers, the weavers, typically those who kept the Kingdom running while the Men made sure it continued to exist, through both fighting their neighbors, and being sellswords at the same time.


Verun is currently on Terrible Relations with the Covenant, only Two Generations ago the Verun struck down the Covenant Queen during peace talks, in answer to why they refused conversion, to which she was struck down, and the Verun king said “because no god can stop me from doing that.”


the ensuring war ended in a stalemate, though border tensions and diplomacy has never resurfaced, and no peace terms were ever actually agreed upon.


As for religion, all are allowed, however churches and open worship is not, and must be confined to ones house.


“Religion is to be between a man and his family, not him and his community.” is a common saying in Verun.


Banner:


http://i.imgur.com/iCuxuBj.png


Headquarters: Massive Fortress, Known as the Gods Rock, conquered long ago and held ever since, it is a massive thing, with 4 layers of hardy walls, with a central Building designed with defensibly both from getting entered and from within.


To make matters worse for Invaders, Slums, houses, and markets have formed around the Gods Rock, and in-between the walls, making navigation much more difficult.


Location (Secret. PM this)


STATS:


Economy: (Agricultural and Merc-Work) 8


Military: 14


Authority: (Kingdom-Dictatorship, the king rules absolutely with no Vassals or Lords) 12


General Intelligence: (generally spread about equally among the MALE population, though genrals, and oddly Weak and Cripples usually have a better education ,to make up for their lack of fighting ability) 10


Loyalty: 14


Population: 5


Infrastructure: 7


HOUSEHOLD:


Leader: Mark Valmun, 23-


with his father only having recently passed on, Mark is young, unmarried, and has a lot to learn. Like all men, he has served in the ranks of the army, and even climbed to mid ranks before his fathers passing.


He has the Soldiers and peoples hearts, however he himself has never had much faith inwardly of his leadership abilities.


“untapped potential; he is young, quick to learn, and shows much promise”


-”self doubting; he is apprehensive, he does not trust himself and can thus hesitate or even be to quick to give orders.”


Spouse: unmarried


Children: none


Head of the Guard: Captain Asval Dazoun-


A large, bearded and one-eyed former sellsword, Asval is likely the most famed axe fighter in Verun, but has a vicious streak a mile wide.


“Axe Fighter: Few can best Asval in combat when he’s armed with his dual axes.”


“Dirty Fighter: Asval is a good strategic commander, used to using raiding parties to achieve his goals.”


“Living Martyr: Asval seeks nothing more than death in battle, as he is personally very religious (of course he doesn’t mention it) and devoted to the Quwainn religion. As such, he has little fear, and will charge into battle even if his men all desert him.”


“Mean Streak: Asval is prone to being a bit of a bastard to anyone who isn’t his charge”


“Tarished Reputation: Something in his past still dogs him, and his honor has suffered as a result.”


“Old War Wound: Asval’s one eye has gotten the better of him in more than a few situations.”


Spymaster: Salmu Arkev-


“Genius: Salmu is so adept at infiltration and espianoge, it’s said that once he writes your name down in his little black book, you might as well get your funeral arraignments in order.”


“Ambitious: Salmu is also an ambitious man. Who knows what his plans are? He aspires to ever greater offices.”


Chamberlain: Dumvel Zalakma-


An ex soldier Dumvel has retired to the quiet life of bellowing at servants.


“Instinct: Dumvel can easily sense when something is amiss.”


“Voice Like A Horn: Dumval can intimidate almost anyone.”


“Abuser: He has something of a mysogenistic streak”


“Loving grandfather: He dotes on his grandchildren.”


Vassals: Verun do not hold vassals like other states do. Instead, all power flows from the leader and his appointed military governors over the 2 subsidiary regions, Vulsa and Dairun


Governor Averih Vulsa-


Staunch: An honorable and just man.


“Old: He’s getting up in years”


“Good Commander: His men love him”


“Honorable To a Fault: He can sometimes be too kind to his foes”


Governer Vazen Dairun-


“Cold Blooded: A cold-eyed strategist, he’s not afraid to do anything to gain victory”


“Unnerving: He can disturb even his own troops”


“Snakelike Cunning: He can analyze an enemy’s weakness extremely quickly, on the battlefield or in the political sphere.”


“Cruel And Unusual Punishment: He’s prone to crucifying captured enemy troops, and allowing his men to pillage to their heart’s content.”


Religion : None.


Military Units:


-Gold Swords-


Men who have come of age at 13, to Serve as Mercenaries on Loan from Veruns Military to gain experience when Verun has no war of its own.


*Armed with lighter Bronze or Iron Armor and helm, a Longsword and small shield.


-Knight Guards-


Those men who showed the most promise during training, which is thus lengthened to the age of 16. These men form the Core of the Kings own forces, and Guard the Heart of the Kingdom.


*Heavily armored, their face masks are made to instill fear in enemies, aswell as the depictions on their tower Shields. They usually carry a Spear and Axe.


-Swarm Men-


Those who are still of able body to fight, but who do not even show a knack for even the basics of soldiering. Too un adept to be Gold Swords, these light troops form the front ranks, where they can take the Brunt of the enemies Attack.


*very lightly armored, with Medium shields but only short swords or clubs.


-Chosen-


the best of those who entered into training as Knight Guards, who showed a knack even above the elite.


Trained til 20, these men are very few, and once training is done, serve as existing Generals commanders, to hopefully one day be worthy of being a General themselves.


*Horses are extremely rare and valuable in Verun, but these men are worthy of mounting one, though this is more to give them more mobility and sight. Given heavy armor, Lance, and any other equipment of their choice.


-Verun Veterans-


Whether from one of Veruns own wars, or having come back from serving as Gold Swords, these are the battle tested men of Verun, making up a small but hardy core of each generals forces.


*Heavy armor and their choice of gear.


-Scoutmen-


While all men are trained in the art of melee, these men showed a much better knack for putting a arrow or bolt in a target then in sword fighting(but were actually adept at this unlike the Swarm men).


They form the scouts and ranged support for a Generals Forces.


*light armor, their choice of bow or crossbow, and a buckler and short sword or axe.


-Riders-


Horses are much too rare in Verun to be used in melee, so those few they have form the elite Riders, men armed with Bows or Crossbows made to skirmish other cavalry or simply harass the enemy.


*lightly armored to be able to get away from enemy cavalry, bow or crossbow, usually a spear and axe to keep off enemies that get too close.


-Pike Guards-


Men who while not at the level of Knight Guards, did show an aptitude for working together more then the average soldier. Given an Extra year of training, they are taught the art of the Pike, to keep away enemy cavalry, a counter to Veruns own lack of Horses.


*armed in medium armor, a long Pike, and their choice of weaponry in case they must enter direct melee.
 
Name: Empire of Evarim


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The Empire of Evarim is what remains of the old Eilamite Empire, most of which was already on the decline before the Covenant swept out of the north to annihilate it’s eastern portions. Evarim, the western portion, teetered perilously, but managed to stay above the waves, and even come into a resurgence, in the face of repeated Covenanter attacks. However, it is said that without the mountains, they would likely have been conquered by now.


Evarim’s religious and political atmosphere is far more relaxed than others. If one pays lip service to the Evarim Gods of the Choir, one can also do what they please in the society, which does not live by any sort of religious law or code.


Banner


Headquarters (fortress, castle, capital, etc)


Alexionopolis (City)


Location (Western coast and steppe


Economy (Trade-oriented) 10


Military: (10)


Authority: (20) Absolute Empire


General Intelligence: 10 (The general public is more well learned than most, but not as much as some)


Loyalty: 6


Population: 40 (Roughly 10 million)


Infrastructure: 6


HOUSEHOLD


Leader: Imperiator Narses Kontos (Age: 13)


Pros: Kind


Cons: Child


Spouse Unmarried


Children: None


Head of the Guard Baseilius Micheal


Clever: Baseilius can generally figure out what's going on


Ambitious: A man who seeks power at all costs


Spymaster: Torses a Raynos


Chamberlain: Jonn of Arana


Vassals


The Grand Republic of Lavusa


The Republic of Cira


Lord: Baseilius Andros (Married)


Trademaster: He knows how to handle trade


Likeable: No matter what he does, you can’t help liking him


Venal: He’s a sexual deviant, keeping concubines in his palace. This is well known.


Glutton: He is a big eater. He’s also grossly obese by this point.


The County of Anonas


Count Armo (Married)


Lone Wolf: He prefers to stay more or less isolated from the rest of the Empire


Brooding: He broods in his keep, sulking over his father’s lost lands to the south, taken when he died by the last emperor to swell the imperial holdings.


TROOP TYPES


Cataphracts


Heavily armored cavalry, armored in scale, and equipped with long lances, kite shields and maces.


First Spears


Light armored spearmen, equipped with short spears and long shields, intended to fight at the forefront of a battle line.


Armsmen


Swordsmen, axemen and other hand to hand fighters collected from around the Empire, trained to a similar degree as the spearmen, but used for pitched infantry battles.


Second Spears


Lightly armored troops with large square shields that fight in a deep longspear square, and form the second rank of a battle line.


Comites


Light Horsemen in medium armor that ride to the battlefield to fight with swords and shields on foot.


Druzineh


The heavy infantry provided by the steppe cultures, these men adhere to old steppe traditions of knotting their beards and mustachios into long braids, and growing their hair long. They fight with long axes and wear elaborate helmets. When not at war, they wander Eilam as mercenary bands, and will always honor a contract to the death, for a period of two years, before seeking reemployment.


Boya


The Boya are small steppe nobility that fights on horseback in the manner of the Cataphracts, but focus more on horse archery. Most of these men have grown up in the saddle.


Lion Guard


The Lion Guards are raised from birth to be warriors, and indoctrinated to the secretive Lion Cult religion from their first breath. At the age of 7 they hold their first blade. They apprentice to headsmen and butchers by age 9, and are ceremonially married to their longswords and full mail suits at the age of 14. Come 15, they are given the choice of fighting on the battlefield and guarding the person of a duke, as well as a third marriage (this time to a Choirling nun) or martyrdom. Those that chose the first two become true Lion Guard. Allowed to father children, these men are deployed as shock troops. These soldiers never retire, and upon reaching the age of forty five (which is almost unheard of) voluntarily enter the Lion's Den, a monastery, where they will train the next generation of Lion Guard.


Those that choose martyrdom are sent out on secretive missions, often to assassinate enemy commanders before committing suicide.


Guards of the Imperial Court


Armed with long halberds, and armored in full mail and scale, from head to tow, with only a slit for their eyes, Imperial Guard are hard men to kill. When the fighting gets too close, they fall back upon hammers and maces. Each of these men is a lesser son of the varied aristocrats of the Empire, and give up their potential inheritance in return for lifelong employment, as well as having their marriages handled and paid for by the state. Their children will serve in the military for all the time to come, as Lion Guard.
 
Name: Kingdom of Nephel


Background/Culture: A nation formed just over a millennium ago, from a disparate band of tribal chieftains and their peoples fleeing some forgotten war, the Nephelir found themselves slowly dying as they laboured under packs of every possession they could find from their homeland. When all hope seemed lost, it is said that they found The Lady in the snows of a mountain standing in nought but a long red gown. She led them to their new home, a place where they could thrive.


Nephalir are generally tall, broad and hard faced - brown eyes and hair dominate the pale skinned society of warriors and craftsmen. Eating of low valley crops and the sheep of the mountain foothills that they keep, their noble knights and well armed and trained footmen keeping order throughout the land the lives of a Nephelir peasants are not so bad; most are educated and well skilled, the Lady's monks travelling from village to village or taking up residence in towns to educate and pass on her word.


The Kingdom has no particular laws on religion, and allows any who wish to worship another god or gods to do so. However, they do not take kindly to movements of violent conversion, and have in the past executed religions leaders and full cults if they become overly fervent in their need to convert others. The last such purge was only three years past, King Lydon taking up his lance and burning out what he called an 'infestation' of radical Quawainni - though this was also an effort to save his wife.


Banner


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Headquarters:


The Castle of Hennebreck is part shrine, part fortress. Built into the side of a mountain, around the finest piece of craftmanship in the kingdom, it is a mighty three walled construction that has stood for many years. From here, the King leads his noble knights and plans his wars, with the city of Nelt below the castle being the largest of the kingdom, where many flock to trade and in peacetime, revel.


Behind Hennebreck keep, chiselled from the mountainside itself, a large open armed statue of the lady stands guard over the spirits and hearts of the men and women inside - often adorned with banners and the battleflags of fallen enemies. It is said that in times of great death or pain for the kingdom, the statue weeps tears of blood and when Hennebreck is besieged, the huge eyes of the statue are said to blaze with flame.


Location: Faction colour; white


Economy (Focus on trading and mining) 9


Military: 17 (8 to unit types, 9 to general acumen)


Authority: (Absolute Monarchy supported by feudal lords) 10


General Intelligence: (Nobility and peasantry educated by teacher priests - more in depth dependant on social situation) 10


Loyalty: 9


Population: 8


Infrastructure: 7


HOUSEHOLD


Leader: King Lydon of House Mirand


The Warrior king, who tamed his own wild Sadrikir on his fourteenth birthday, is well loved by his people and by his family. His bravery is without doubt, and that he almost gave his own life for that of his wife when she was taken by religious extremists several years ago has enshrined him as something of a romantic hero to his people


Spouse: Queen Dyra of House Mirand, formerly Barrist


A beauty of a queen who did not wish to marry her husband, but grew to love his brash and brave nature, Dyra is the shrewd foil to the bravery and fire of her kingly husband.


Children


Prince Aradin, the Firstborn son and Heir apparent. A knight in his own right.


Prince Irad, the secondborn, Squire to Sir Barrist.


Princess Liara, the Firsborn daughter, older than Irad - unbetrothed.


Head of the Guard Sir Lloyd Barrist, father to the Queen, Knight of the Kingsurrad.


Spymaster: Count Alliser Mycrof


A reed thin whip of a man with a sharp nose and cold eyes, Alliser Mycrof has dealt with the schemes of Evarim and Covenant spies for many years - his patience for the large kingdoms is thin and he is ruthlessly protective of his small kingdom.


Chamberlain: Quilla Mysander


The Daughter of a noble house who lost all its male heirs many years ago, Quilla Mysander was taken as the ward of the last king and grew up alongside Lydon - where her adoptive brother learned sword and shield and Sadrikir, she learned money and how to work with people. A large, warm woman, who's fiercely independent with her own fief by the king's command.


Vassals


Lord Kirid Sayn


Military Power: Low


Econoic Power: High


Handsome Lord Sayn controls most of the trade routes to the Covenant, and ergo, the eastern half of trade, especially since the southern trade routes go through unsafe barbarian territorry. However, he's gained a reputation as a pennypincher.


Miserly


Good with Money


Lord Mattias Barrist


Military Power: High


Economic Power: Medium


Lord Mattias Barrist is only in his early 30s, and his elder sister is married to the King. He enjoys a high place in Nephalir society because of his position, and has recently swelled his ranks by creating new knights, and giving them lands he's taken form border barons and petty barbarian chieftains. He has a taste for Evarim women, and, living closest to them, married across the border, to the widow of a prominant patrician. He's been jockeying to get a claim to her ex husband's lands recently.


Cruel


Shrewd


Loyal


Prideful


Ambitious


Lord Martin Hake


Military Power: Extreme


Economic Power: Medium


The easternmost member of the high nobility, the dark and dashing and still relatively young Lord Martin fields the largest amount of soldiers in the Kingdom, and owns the most castles. It's his privelage as a lord on the Covenanter marches. He raised quite a stir several years ago, when he converted to the Covenant, and took three Covenanter wives from two noble families, and his favorite and youngest wife, Eilinour a Bourband is a younger daughter of King Avenar of the Covenant himself. He and his are seen as a bit strange. However, he's given little reason to doubt his loyalty.


Covenanter


Religious


Martial


Commander of Men


Lord Elgrey


Military Power: High


Economic Power: Dismal


Lord Elgrey is a middle aged commander, who, though he keeps a well trained motivated force of soldiers, suffers form a lack of trade with the barbarian tribes on his western frontier.


Bitter


Nostalgic


Religion: The Lady's Light


The Religion of Nephalir is not one which is particularly expansive or all encompassing. It simply requires the worship of the Lady - a mythical woman who led the ancestors of the kingdom's royal family to their current land. Her worship asks only of devotion from her people, and unity amongst them. The tears of the lady, which are the paths available to all people, guide them - the monks of her temples leading them down the path and ensuring they stay on track.


It is also the duty of the monks of the Lady to educate and train those around them - and for those who wish to fight in the name of the king, to take up silence so that their bloody tongues can educate no more and only death can be brought.


Military unit:


1. The Sadrikir Court


The most elite knights in the Kingdom, the Kingsurrad (the Oathsworn 'brothers' of the king's personal bodyguard) and the king himself are given a special privilege when it comes to war - the sadrikir Lizards. Rare beasts native to Nephel and tamed by their ancestors, the large riding lizards are smarter, a little faster, more nimble, and far more deadly than a horse. The riders wear fine chain, wield swords and shields emblazoned with their personal colours, and all wear a Sadrikir crest upon their helmet, constructed of the shed scales of their own beast. Acting as rallying symbols for units of normal men, and as an extremely powerful force of shock cavalry in battle, the Sadrikir court is a well feared force of warriors and their deadly mounts.


lizard_mount_by_galiford-d6eerp3.jpg



2. The Knights Nephalir


The nobility of Nephalir are not only in their positions due to blood or money; they are warriors who are entrusted with the defence of the realm and their people - to betray that trust is to lose their position, and so they are required to fight in the armies of the king as well trained warriors either ahorse, or on foot. Bearing heavy chain and lances, swords and shields for when things get close or groundfighting is required, they act as a mighty hammer against their enemies. The knights wear their only heraldry, making them a riot of colour on the battlefield.


3. The Yeomen houses


Being a Yeoman of a Knightly house is a great honour, and many knights keep anywhere from ten to hundreds of Yeomen - though it is the responsibility of the master to provide for his troops. Keeping their own horses and buying better equipment for themselves, the Yeomen act as light cavalry and horse archers for the Kingdom, more lightly armoured than their masters but somewhat more versatile.


4. The Silents of the Lady


A force of men sworn to silence and complete obedience to the Throne as long as it follows the Lady, the Silents charge into battle in long blue tabards, chain glinting beneath and wielding two handed weaponry; be it swords or hammers, they are the infantry which breaks an enemy line and crushes skulls in complete silence.


5. The Spearsguard


Trained soldiers who are armoured in boiled leather and padded gambesons, with round kettle helms - the Footguard march with long spear and pavise shield to provide a defensive front line and ward off enemy cavalry.


6. The Swordsguard


In light mail and kettle helms, armed with swords and kite shields the Swordsguard are the more commonly used offensive arm of the Kingdom's infantry, smashing into the enemy lines and holding them in place or following the Silents into the bloody mess of a battle line.


7. Yeoman Longbows


Kept on retainer by their lords and forming the long ranged units of the kingdom, Yeoman longbowmen are lightly armoured but more than make up for it with the immense range and armour penetration they can achieve with their warbows.


8. The Royal Sappers


Men trained in siege warfare, the sappers can assemble siege equipment quickly - and build defences in the field quicker. Often found behind catapult, ballista, or trebuchet these men are hardy and grim in their work; many have seen more death by their hands than most.
 
I've got factions from


@Melissa, @Theglassninja, @admiral9, @Kliminozepephor, @Cashdash25 and @Heyitsjiwon.


Still waiting on @Heyitsjiwon to respond and clear his faction.


Most game discussion has been on skype, and I know that that's a fast way of doing it guys, but let's try and keep some on here, so it doesn't look like the thread is dead or crawling on all fours.


Start date (First orders) is the day after tomorrow.
 
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Alright, so here's how you change your scores during the game


Each battle won personally: Gain 1 point military, authority or loyalty


Each battle lost personally: lose 1 point military, authority or loyalty


Each year, depending on your fortunes, your economic orders and method of income, your economy may rise or fall, or remain the same.


As you expand or decrease in size, your population will change


Depending on your orders, you can also increase general intelligence, military, etc. Loyalty can be increased or deacreased with propaganda both good and bad, and that kind of thing.


Infrastructure will decrease if left to sit for a significant amount of time


TURN ORDERS


Each turn will be approx 1 year long. To represent this, players will have 6 turn orders. The first three are assumed to have 'initial priority' for the first 6 months, and the second three are assumed to have 'secondary priority' for the last 6 months. The furthest you are from the first order of any order set, the less important it's deemed to be.


If the situation changes drastically enough that the second set of orders is no longer relevant at all to the player's later in the year turn, then they will be informed, and given the chance to change those orders.


Priority Orders


1


2


3


Secondary Orders


1


2


3
 
looks good, looking forward to this.


mercs, mercs here! not cheap because we actually train our soldiers well! better catapult fodder then your own!
 
Given that everyone so far committed has their spots nailed down, I'm now revealing the full map, such as it is. Here you go guys!


If anyone wants to join before the game begins, they of course may, but they'll know the location of factions.


All lands not claimed are inhabited by barbarians.


North: Pelt wearing, bearded, mustachioed barbarian tribes. These may periodically confederate into factions. Religion: Pagan Forest Worship


They favor shield and spear (framea) infantry.


East (Islands, just south of Covenant)


The most technologically developed barbarian factions. Live in hill forts and wear mail. Favor medium cavlary.


South: Desert and jungle barbarians. May group into small factions. Favor scale mail, mustaches, and may have elephants or light cavalry.


West: Shirtless, topknot wearing groups favoring curved blades (Falx)


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Purple Colors: Evarim Vassals


Empire of Evarim (Purple)--NPC Major Faction


Deep Purple (County of Anonas)--NPC


Royal Purple (Grand Republic of Lavua)--Admiral9


--Deep Blue: Kingdom of Attolia (De facto independent, Evarim culture and Choirling religion)


Red Colors: Covenant Vassals


Crimson: Covenant De Jure Lands (NPC Major Faction)


Bloodred: Toran (NPC)


Maroon: Forhayne (NPC


Pink: Karaq


Black and Grey Colors: Quwainn Vassals


Black: Quwainn (NPC Major Faction)


Light Grey: Naryyea (NPC)


Dark Grey: Rajyan (NPC)


Raven Black: Arqa (NPC)


Thick Jet: Sanskirri (Cashdash) (Independant Sanskirri culture, Sanskirri Quwainnis)


White: Nephel Kingdom (Culture: Nephelair. Religion: Maideners [Dominant Religion)


Orange: Kharadin: Culture: Kharadin, Religion, Kharabadi)


Sky Blue: Verun (Culture: Verun. Religion: Verunnite Heresy [Considered Covenant Heresy])
 
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Like all other times, it's time to make some money!


And burn some cities in the process.
 
At long last it arrives.


Name: Sanskirr Ulama


Culture: Quwainn


Background: Originally a loose coalition of desert nomads and small fishing villages, the Sanskirr people were united one hundred and fifty years ago by Quwainni missionaries who combined aspects of the local religions with Quwainni. Following their unification the Sanskirri have grown into one of the most powerful nations in Eilam, sending raiding fleets as far as the Coast of Swords to pillage the villages and trade ships of the faithless and leading tens of thousands of soldiers to join their fellow Quwainni in war. They are a nation of fanatics, utterly devoted to their faith and the destruction of those who dare defy it.


In Sanskirr the State and the Church are one and the same, the aristocracy are the clergy, the king the pope and the army the synod. As such there are no hereditary aspects of the leadership, instead each office is held by an appointed official chosen by the previous holder, once a year an official ceremonially inscribes the name of his successor upon a sheet of parchment, which is then placed in a closed tube and sealed in three inches of wax. Upon the death of an official, or his appointment to a new position, the tube is unsealed and the name of his successor revealed.


Banner;


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Sanskirri "Banner of Blades", traditional war flag.


Headquarters: The great port city of Quayala serves as the capital of Sanskirr, boasting one of the largest harbors in the world Quayala is no trade city, taking merchants only from other Quwainni states. Rather it is a war port, boasting dozens of shipyards and hundreds of warships, Sanskirri raiding fleets sail far and wide, blighting the commerce of the faithless and carrying the spoils back to their home ports. Its sandstone walls extend as far as the eyes can see, and is surrounded by nothing but empty desert for weeks, it's nearly unsiegable by land, and any attempt to assail it by sea is considered by many to be even more untenable.


San Hamara, or "Sanctuary of Spirits", serves as the seat of the High Ulama. A combination of Palace, Fortress, Library and Church, is located in the exact center of Quayala proper. A fortress within a fortress, the complex is built almost entirely from sandstone and maintains a garrison of soldiers, known as the Falcon Guard, entirely separate from the rest of the army. Religious ceremonies are held from dawn till dusk, thousands of citizens from Quayala and beyond flock to attend and hear the teachings of some of the oldest texts in Sanskirr, kept within the great library of San Hamara.


Location: (Secret. PM this)


Economy: 6 (Fishing, Shipbuilding and Raiding.)


Military: 19 (9 to unit types, 10 to acumen)


Authority: 13 (Absolute Theocracy)


General Intelligence: 6 (Clerical nobility)


Loyalty: 12


Population: 8 (1 million)


Infrastructure: 6


Leader: High Ulama Rashan Hiyar (43)


One of the youngest High Ulema ever appointed, being just 39 years old at the time, Rashan Hiyar is nonetheless an experienced and widely respected man. A veteran of over two dozen raiding expeditions, he has not survived his career unscathed and bears dozens of scars and a bad leg. Despite his injuries he has not lost the fire of youth and fanatical devotion that drove him as a warrior, and has become an accomplished preacher and orator. His youthful spirit has also left him with a fondness for drinking and antics, which causes his wife and guards no end of headaches.


Fanatic: Devote to the point of recklessness.


Immature: Greatly enjoys quickening the rate at which his wife and guards gain grey hairs.


Veteran: Highly experienced soldier and commander.


Scarred: Adorned in old wounds.


Bad leg: Walks with a limp from an old battle wound.


Charismatic speaker: Fiery preacher and skilled orator.


Man of the people: His relaxed and informal approach to life has made him popular with the lower classes.


Born to fight: Bad leg or no, he still knows how to swing a sword, or a fist.


Wife: High Alimah Saja Hiyar (40)


The devote and faithful wife of Rashan, Saja Hiyar is a humble and serious woman. She is a level headed woman, who tempers her husband's reckless fanatisism with a gentle word and a soft touch. Her marriage to her husband has largely been pleasant, though she finds his immaturity tiring. She has sired two daughters.


Devote: Deeply faithful.


Gentle: Would not harm a desert fly.


Honest: Would never lie.


Serious: Takes the duties of herself and her house very seriously.


Formal: Fastidiously follows protocol, and expects everyone else to do the same.


Greying: Stress and exasperation is prematurely turning her hair grey.


Concubines;


Dala Hastar (35): A beautiful noblewoman from around the Bay of Vultures, captured by Sanskirri forces almost twenty years ago during a raiding expedition. She was awarded to Rashan for his survival of his fifth raid. She has long since resigned herself to her fate as a trophy to be trotted out for ceremony and has sired one son.


Beautiful: Exceptionally attractive.


Dead inside: Has long lost her fondness for life.


Euadne Alexos (27): An Evarim woman, taken from her village and awarded to Rashan for his performance in his first battle as a ship's captain some fifteen years ago. She has adjusted to life in the Hiyar houshold fairly well, pursuing her interests in the arts. She is barren and has sired no children.


Artist: Has a deep interest in the arts.


Barren: Unable to sire children.


Yamara Zalkav (20): Taken from her home in Toran eight years ago, she was awarded to Rashan in honor of his thirty fifth birthday. She has caused no small amount of trouble and still dreams of returning to her homeland. She has sired one son.


Dreams of freedom: She still dreams of returning to her birthland.


Troublesome: She has caused considerable trouble since her arrival at the Hiyar household.


Children;


Kasa Divar (25): Elder daughter of Saja, married to a Rajyan noble.


Rakar Hiyar (19): Son of Dala, soldier in the Falcon Guard. Married to the daughter of a noble from Terkara.


Shana Jakani (18): Younger daughter of Saja, married to a prominent nobleman's son.


Qu'ar Hiyar (3): Young son of Yamar.


Sahin Efendi(Master of the Falcons): Amindir Dashan (55): The aging leader of the Falcon Guard, Amindir is possibly the most experienced soldier in Sanskirr. A veteran commanding officer, he was appointed to command the Falcon Guard some ten years ago, since then he has tightened their training standards even further and has wrote several works on tactics and strategy. He finds Rashan's childishness amusing and spends many evenings drinking with him.


Military genius: He is a brilliant and experienced commander.


Staunch traditionalist: Is highly opposed to change.


Old: Getting up there in years.


Harsh: He does not tolerate failure, from his own men or the enemy's.


Golge Bekci(Shadow Watcher): Hashen Mya'Mar (38): A clever and shrewd man, Hashen holds a unique office within Sanskirri society, in that his position is chosen completely without regard for martial skill. Instead it is an office of wit and guile, handling foreign relations both friendly and hostile. He has taken to this position well, quickly adapting to the nuances of the job.


Shrewd: He is a clever and intelligent man.


Adaptable: He quickly adjusts to new situations.


Portly: Lack of physical activity since his appointment has caused him to grow a bit fat and lazy.


Celibate: For one reason or another he has refused to take wife or concubine. Rumors abound about this.


Ev Efendi(Master of the House): Qual Dillar (29): A short man from a neighboring barbarian country, Qual was captured in a raid as a child and raised an an eunuch servant in San Hamara. Despite his small stature and boyish voice he runs an extremely efficient staff. He is increasingly exasperated with Rashan's behavior.


Vassals: Technically none, the Sanskirri lack a feudal hierarchy. Rather, the word of the High Ulama is absolute and his decrees carried out by his subordinate Ulema, of which there are two. The exception to this are the Sinsirdaki tribes, which maintain their own hierarchy.


Ulama Takhin Samir (67);


A wise and respected man, from the great city of Jafell he has overseen the area west of the river Tuzlu for some seventeen years. As the administrator for the western half of Sanskirr he also functions as the def facto representative to the High Ulama for the Sinsirdaki.


Old: Getting up there in years.


Scholar: Has written many books and read many more.


Wise: Widely respected for his knowledge.


Frail: His health and strength are declining.


Ulama Sav Kefhir (55);


Administrator east of the Baharat river, Sav Kefhir is a bold man and accomplished warrior. He oversees the eastern half of Sinskirri territory from the city of Bavara, and has done so for the past three years.


Warhawk: Loves a good fight.


Warrior: Skilled soldier.


Abusive: Has a reputation for mistreating his wife and concubines.


Impatient: Not very good at waiting for things.


Religion: Sanskirr Quwainni;


The local religion is a combination of Quwainni and elements of local pre-unification religions. Sanskirri believe that since God was a man then one's place in the afterlife is determined by your personal greatness when you die. As they imagine Quaylun as a great conqueror who unified his disparate people they interpret greatness to be based upon martial prowess.


Other changes include;


Allowance of eating scale-less fish but banning of eating birds.


Allowance of taking Concubines from among captive women as marks of achievement. Though their children may not inherit, their sons may attempt to join the Falcon Guard.


Cage burning of faithless men.


Castration and indenturing of captured male children.


They view the Quainni Master as a metaphysical force, known as the river of fate, that is the sum of all life in the universe. And that strong and willful men can, through great actions, shift the flow of fate around them, altering the course of all life.


Sanskirri are married as children, when both children have reached the age of six or above the pair are brought together for the marriage, they are then taken back by their respective families until both have reached the age of fifteen when they are brought back together and the wife goes to live with the husband's family.


Units;


1: Vefali, "The Faithful";


Young men, typically 16 to 20 years of age, given a year of training before being deployed and usually having seen fewer than five raids. Armored in quilted cloth or boiled leather and a metal helmet, armed with a javelin, shield and a dagger or axe.


2: Atmaca, "Desert Hawks";


Veterans of the Vafali, older men, usually 19 to 24 years, who have survived at least five raids. They form the archery corps of the Sanskirri military, protected by metal helms and a mirror plate worn over their cloth or leather. Their main weapon is the composite bow, made of wood and horn and reinforced with bone. To lose or damage your bow is a mark of considerable shame, and so they take great care to ensure their bow is kept protected and cared for. Most also keep a dagger or axe at hand, some even carry a shield with them for when they need to take part in the melee.


3: Sinirdaki, "Men of the Desert";


Hardy nomads who live on the frontiers of Sanskirri territory, these men retain much of the old culture from before the Quwainni arrived. Charged with the defense of the borders of Sanskirr they raid and pillage the lands of the barbarians, fending off foreign incursions and hauling the spoils back to the coasts as they wander. Typically they are only called upon to aid the military in times of true war, when an army must be formed to fight upon land. They fight as light and medium cavalry, with composite bows and light lances. Protected by a ramshackle mixture of leather, cloth and iron.


4: Kachuva, "Iron Men";


Experienced men, veterans of at least ten raids, usually 25 to 30 years old. These men form the elite fighting force of the Sanskirri. Wearing armor of iron scale and carrying bows, shields and swords or maces, they receive the best equipment available and use it well.


5: Demir Hisan, "The Iron Horsed";


Elite nobles from the Sinirdaki, man and horse armored in resplendent scale and carrying long lances, maces and bows. They form an armored fist of heavy cavalry, capable of smashing through nearly any battle line. They usually act as commanders for their tribal raids, but when called to form an army they are a separate unit.


6: Sahin Koruma, "The Falcon Guards";


An elite standing military force, charged with protecting San Haram and the High Ulama. They are the sons of Concubines, raised from birth to be soldiers. In battle they fight mainly as pikemen, with long two handed spears, swords and small buckler shields, protected by suits of fine scale, forming a solid defensive wall at the center of the Sanskirri lines.


7: Isik Kadirga, "Light Galleys";


Fast ships based on traditional fishing ships, built for scouting and carrying messages but also used as support ships in battle. They carry a crew 60 rowers double manning 30 oars, aided by a large lanteen sail, and have a contingent of 15 soldiers on board. The ships are surprisingly, generally manned by veteran crews to compensate for the smaller numbers. It is considered a considerable achievement for the crew of an Isik to capture an enemy warship in open fleet battles.


8: Savas Kadirga, "War Galleys";


Based on captured Lavusian Dromons, the Savas forms the bulk of the Sanskirri fleets. Slightly larger than their Evarim predecessors, these ships carry 160 rowers and 120 soldiers and are armed with a ballista. A large lanteen sail is used to supplement the rowers.


9: Mahaan Kadirga, "Great Galleys";


The largest ships in the Sanskirri fleet, these huge ships carry 240 rowers, supported by two lanteen sails, 160 soldiers and a sizable catapult. Used as flagships and line breakers.


Now, which of you faithless dogs shall burn first?
 
Zedalb said:
Well to late for me to throw my hat into the ring?
-Zedalb
Tomorrow is the final day before the first turn, so no, it's not too late if you get your faction in before tomorrow evening!
 
[QUOTE="Darth Gangsta]Yeah . . . the Character Sheet and everything else seems so confusing. I think I'll pass.

[/QUOTE]
Was...there a point to this?
 
[QUOTE="The Glass Ninja]Was...there a point to this?

[/QUOTE]
Yes. I said I was the first person to say I was interested . . .
 

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