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Eunidar, a world of trade and war

admiral9

Schicklgruber was a great dad
Background:


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The world as you know it.


Termed Eunidar by the great Emporium before its fall the influence of the empire meant that the name was the term it was known by.


In this game you, representing your nation, will play through the years bringing your nation to greatness, or total collapse.


The technological level of the world is set at roughly equivalent to the 1100-1200s high medieval world although a bit of variation is of course all fine.


Game rules:


Regions


These are your beautiful lands, green pastures, great steppes, rolling mountains or endless forests, they represent your administrative regions or hierarchical land, their size will depend on your government form and nation size, as a general rule of thumb region size will increase as distance from the capital grows, regions can also undergo change if for example a new resource is discovered.


Each region has a couple stats


Development: Which is then split into the three stats, production, tax and manpower


Manpower decides how much manpower you receive


Manpower*100 is the manpower you receive for recruitment


Manpower*1000 is for total population


Production decides how many goods are produced in the region


Production*production efficiency decides amount of good produced


Produce*0,2*Produce value = direct monetary value gained from production


In addition (50% of production*product value) is translated into trade power in the trade region.


Hence while production does not give as much money as tax does directly it allows you to influence trade in the region, in addition controlling a monopoly of a resource can provide you with some nice bonuses.


Resource values:


Wood value 2


Wheat value 1.5


Iron value 3


Silk value 3


Gold value 5


10% of trade power is then translated into direct trade income, this trade power can also be fed into other trade regions.


It should also be noted that control of key regions to the trade flow can also increase trade power.


Tax is the amount of money gathered in a region


tax*tax modifiers decides the amount of money you receive


Autonomy: How centralized your control is in the region, this modifies your income from development. Your capital always has 0% autonomy


This is a flat modifier added after everything else is calculated.


Now one of your internal factions could have control in the region, this would increase the base autonomy to 25% but your factions will demand control of a certain amount of regions to stay content. The factions will also give a buff to the region depending on their nature


Improving your development:


You can invest a combination of money and manpower into improving the development of a region, the cost of the development will depend on certain factors but in the end you will need to invest


200 manpower


and 25 ducats


to increase the development of a region by one.


The cost will increase as you increase development to represent the fact that the region is becoming more densely build.


Nation sheet:


Nation name:


Nation color:


Governmental form: (Republic, Monarchy, tribal confederacy)


Take note, some additional mechanics might be added to take your specific government type into account.


Origins of your nation:


Religion:


Specifics to its functioning. (factions that hold power)


Military, decided by you yourself, some balancing might be done in addition to costs actually being assigned to them.


I will kindly ask that the sheet is PMed to me first for review before posting it, aside from this the sheet can be as big as you want to make it, anything goes, in addition if you want you can mark where you want to start.





After all the sheets are collected there will be a bit of a fluff turn where there will be a documentation of the world before game start and showing the growth of your nations after this the game will start where you will send me orders of your nation.


The order sheet is pretty simple, 10 orders per turn a turn a week, ingame the turn represents a year of in game time.
 
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Nation name:

  • Imperium Invicta


Nation color

  • Gold


Government:

  • Limited Republic


Origins:

  • Formed from the Solum Imperium, an ancient ampire that once spanned a great portion of the world.
  • However, they expanded too far, and could not maintain the forces needed to defend it all.
  • In a spectacular betrayal by would-be allies jealous of their power, they were attacked on six fronts.
  • Ultimately, the Solum Imperium was shattered, its capital Sol razed to the ground.
  • A few hold-outs remained, but they eventually crumpled in to chaos, or were taken over by locals.
  • Only the furthest colony remained true to the spirit and name of the Solum Imperium.


Religion:

  • Something akin to a hierarchal monotheism; a single divine "god", Solum, claimed to be the divine spirit of the founder of the imperium, with a hierarchy of lesser divine beings, similar to angels or saints. Some foreign cultural beings have been adopted in to the hierarchy for various reasons, often to ensure cultural cohesion between the disparate peoples.
  • Easier cultural assimilation, less revolt risk with newly conquered regions.


Function:

  • Senate Electus


    In theory, republican government; in practice, landed nobility.
  • Very heavily poiltics-based, with some of them losing track of reality
  • Senatorial Factions are not official party organizations, more like secret societies.
  • Membership in one is not official, and one doesn't talk about it in public, always instead talking about what's best for their represented population. Percentages are thus only rough estimates.


  • Recipio Omnia, "visionaries", that desire to retake the entire old empire in a crusade
    Warhawks from families descended from the nobility of Sol. 35% of senate.
  • Often at odds with the Magisteratus, as they try to push for fund to be sent instead to the Bellatorius.
  • Respected if not trusted within the Bellatorius itself; their clashes with Imperiators in the past have left them with less of a power base amongst the military, though their influence is still non-insignificant.
  • Highly charismatic, they can very well sway the hearts of the people-- at least in the short term.


[*]Teneo Praesidio, "conservatives", the largest faction, that believes in a slower reconquest

  • Pragmatists, descended mostly from soldier families. 50% of senate.
  • Most loosely knit group, with the widest range of views. Can be considered centrists in that regard.
  • The majority of the populace, when asked to think about it, favor this faction's style of governorship.
  • They are, however, not home to many charismatic, exciting senators, though they have power in that their senators are the most well connected to the people through the Magisteratus.
  • Currently favored by the Bellatorius, because of their pragmatic approach to warfare.


[*]Novus Progenies, "newbloods", small but growing faction that claims their new home is their new holy land.

  • Conservatives, arguing for focus on internal development and defense. 15% of senate.
  • Very tightly knit group, controlled by powerful families. Excellent in playing The Game, they have succeeded in selecting both the current Imperiator and the last four before her, and influenced their actions.
  • Tend to play the long game, and manipulate the Recipio Omnia in to making mistakes, and the Teneo Praesidio in to voting for their best interests. With each passing decade, they gain growing support from the populace, and they know it.
  • Respected by the Magisteratus for their focus on internal development, but somewhat at odds with the Bellatorius, except in matters of defense where they advocate for aggressive, decisive action.




[*]Magisteratus

  • Officials that run the day to day affairs. Appointed by the Imperiator (usually through delegation).
  • Very much grounded in the reality of day to day running of government.
  • Magisterial subdivisions: Agricultural, Industrial, Social, Religious, Trade
  • Being politically involved is frowned upon, though still often necessary, within the Magisteratus.
  • The Magisteratus will ultimately side with whomever most benefits the smooth running of the Imperium's existing territory.


[*]Bellatorius

  • The military force as a whole. Meritocratic, very loyal to the Imperiator.
  • Some elements are loyal to the Senate over the Imperiator, but rarely openly so.
  • Military factions: Ultimately, the Bellatorius believes strongly in conquest in order to grow the Imperium. They do however differ in how they are to get there, at what point to stop, and whose orders to obey.
  • Augustans: Ostensibly, everyone. In reality, it's closer to 80%.
    Believe that the Imperiator's dictates are absolute, and act as such.
  • Disloyalty to the Imperiator within the Bellatorius is punishable by exile.


[*]Senatorans: Secret faction within some high-ranked officers.

  • Supports the Senate over the Imperiator.
  • Works through back-handed means to achieve the Senate's goals if necessary.
  • Considered heresy amongst the Bellatorius.





[*]Augustus Imperiator

  • Elected by the Senate from members of the military and administration.
  • Ostensibly has ultimate dictatorial power over the Imperium Invicta.
  • In practice, obviously has whatever power people give them.
  • Referred to as Imperiator, not Imperiatrix, regardless of gender.
  • Longstanding practice is to change as little of the Magisteratum and Bellatorius as possible on shifting.
  • Current Imperiator has respected this tradition, only changing key top officials and a few under investigation for corruption, in order for them to save face, earning the respect of both organizations.




Other politics notes:

  • As a great many of the Solum Imperium's nobles sent their wives and children to this new land in order to protect them, and then perished, women were able to argue for a more involved role in government and military life-- for effectively two generations, they absolutely had to in order to fend off invaders and organize themselves, as the men had died, deserted, or been captured. This has been upheld by Imperiators since, though the most hardline members of the Recipio Omnia faction does so behind gritted teeth. The other factions make use of this in order to reduce the warhawks' powerbase, as the women of the Imperium have by now had generations of their own power entrenched, especially within the Magisteratum.
  • The leadership of the Teneo Praesidio and Novus Progenies currently form a loose coalition, in an effort to hamper the actions of the charismatic Recipio Omnia faction. While the TP and NP factions are frequently at odds with each other, they find more agreement with each other than with the RO. That said, the leadership of the TP is currently weak, with little control over their membership-- often directly linked to the NP persuading its most valuable members to join its side, so how well this political alliance can hold is anyone's guess.
  • The current Imperiator, "Imperiator Augustus Divi Filius Berenice", was the daughter of a respected member of the Recipio Omnia who became renowned by commanding a stunning victory in the first major campaign since the dissolution of the Solus Imperium. While qualified for the position in the eyes of the people and celebrated for her victory and ascension, the choice was deliberately made by the Novus Progenies leaders in order to rile the Recipio Omnia's upper ranks and sow the seeds of discord in their ranks. They may regret this, however, as she has proven herself to be a warhawk, herself, if not as extreme as the most outspoken members of the Recipio Omnia.


Units:

  • Light Levees: Comitatus Lancea / Ballistarii
    Shortsword, iron cap, leather jacket
  • Pike (Lancea Magna) or crossbow (Ballistarii)
  • Levees used to fill gaps, create a pike wall, or provide cheap, massed crossbow fire.
  • Able to perform pike wall or volley fire.
  • Low morale.
  • 6 Ducats and 100 manpower to raise, 0,1 ducat maintenance




  • Longbow Infantry: Auxilia Arquitenens
    Shortsword, buckler, iron cap, chain shirt, great bow
  • Used to provide long-ranged archery fire, more elite than the Comitatus forces.
  • Able to perform volley fire as well as fairly accurate indirect fire.
  • Moderate morale.
  • 10 ducats and 100 manpower to raise, 0,12 ducat maintenance




  • Ambush Infantry: Auxilia Praeventores
    Shortsword, Iron Cap, Chain Shirt, Kite Shield
  • Able to perform ambush tactics in most regions.
  • Fast moving, high morale.
  • 10 ducats and 100 manpower to raise, 0,12 ducat maintenance




  • Light Cavalry: Auxilia Equites Lancea / Ballistarii
    Longsword, chain shirt, kite shield, iron cap
  • Light crossbow (ballistarii) or longspear (Lancea)
  • Functions as scouts, primarily. Also used to chase down archers and assist in hammer and anvil tactics.
  • Able to form wedge formation or cantabrian circle.
  • Moderate morale.
  • 12 ducats and 100 manpower to raise, 0,15 ducat maintenance




  • Medium Infantry: Foederati Bellator
    Primary weapon, chain coat, kite shield, iron cap, longspear
  • Primary weapon is effectively an even mix of battleaxes and longswords.
  • Formed from the remnants of the most closely allied "barbarian" tribes, the
  • Foederati are a proud tradition kept alive in spite of the fall of the old Imperium, though currently the Foederati units are few.
  • Those born outside the Imperium's primary culture who join the Foederati are allowed to become limited citizens after five years of service, or full citizens after ten. The Foederati units are led by Praeceptors, experts who work to assimilate the soldiers in to Imperial culture as well as train them.
  • Able to perform a frightening charge.
  • High morale.
  • 0,10 ducat maintenance
    Can't be raised under regular circumstances, these are raised through achieving deals with loyal tribes.




  • Heavy line infantry: Legio Palatina Lancea / Spatha
    Iron cap, suit of scale, tower shield
  • Longspear (Lancea) or bastard sword (Spatha Magnus)
  • Typical Legio Palatina unit functions with three ranks of pikes, two ranks of swords.
  • Able to form shield wall, spike wall, schiltron.
  • Very high morale and unit cohesion.
  • 20 ducats and 100 manpower to raise, 0,10 ducat maintenance
    (related to established military traditions allowing for more efficient maintenance of the primary infantry formations)




  • Heavy Cavalry: Legio Equites
    Iron cap, suit of scale, kite shield, lance, longsword, barding
  • Primarily functions in an anti-cavalry role, but can also perform a nasty shock charge if needed, and participates in hammer and anvil tactics.
  • Able to perform wedge formation, frightening charge.
  • High morale.
  • 24 ducats and 100 manpower to raise, 0,20 ducat maintenance
 
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Nation name: Empire of the iron God


Nation color: GRAY


Governmental form and function: Confederacy of Republics


each Republic within the Confederacy is self governing, so long as the people are given a fair amount of say within them, they can otherwise run their Region(s) however they wish.


Each Republic has its own government structure and way of running things, and then the People of each Republic Vote for 2 Representatives to go and Serve 5 Years on the Confederacy Council, which governs the Confederacy as a whole. One may only serve a total of 20 years on the Confederacy Council, to which they then may not be voted upon again by their Republic.


The Confed Council makes Laws to Govern the Confederacy as a Whole, and makes sure Food and Water is given to Each Republic as is needed, but other resources a Republic controls is more or less their to set the price for.


Republics are allowed whatever laws they wish over their domain so long as they do not impede upon the Confederacies Overall Laws and the Signed Agreement between the Republics, which included leaving being a cause for their Genocide, and Protection for the Rights of the People in each Republic.


Every Republic may have its own army, however all must give 1/3 of its Forces to the Council, and the Council itself has its own Standing army Drafted from all the Republics proportional to their Population. It is worth noting the Council may Draft from other Republics army, and there are laws in place to protect these men from accusations of Desertion, putting their Republic Service Time on Hold until they have Served their Confederic Service, to which they must then return and serve the last of their Republic term.


It is worth noting, that if a Republic is attacked, all Republics not under attack or threat of, Must send at least 1/3 of their forces to aid that Republic(to be sent to the nearest Front if multiple Republics under attack,split if to many are near), and the Confederic Army must send at least ½ of its forces, to be split among all the fronts as seen as necessary.


All Republics must allow for open travel and Trade of Confederacy Citizens between the Republics, though taxes and Rights not given by the Confederacy itself are up to the Republics to decide for non Republic citizens(it is worth noting slavery is only outlawed in the sense one cannot force another into any job.)


Otherwise the Government ad its Republics vary quite differently, though the Confederacy Encourages worship of the Iron God through Tax breaks on such Churches and other methods.


Origins of your nation: the Confederacy spawned from long ago wars of Tribes over a Iron deposit, the only one they had found at the time in the region, making it of insane amounts of value.


As the Tribe warred for generations, they became, Different governments, Religions, and Cultures.


Eventually though, one Republic was able to gain an advantage, and Claim hold of the Iron deposit for long enough to build defenses.


To their dismay, the Deposit, after years of mining by whatever faction held it, was nearly depleted, and the Wars had seen fit to waste the iron, most being lost in forests and Rivers as bodies sunk or were buried by time after long wars.


With no other option, they brought this news to a meeting of all the Leaders of the Regions who had for so long warred over the mine, and after long talks, the Confederacy was formed.


It was not until years later however, that it became a Confederacy of Republics, after an uprising of Slaves spread to all the Regions and won, to which they Forced upon them to Make Republics and to Protect the rights of one as an Individual.


Expansion: Republics are allowed to expand as they see fit, though at times the Confederacy Council will call for a Expedition to claim large swaths of lands, to which an Expedites Army is Formed and sent out, who will be in charge of Forming a New Republic to govern the lands once claimed, the Soldiers drawn from all existing Republics to form this New one as they see fit.


Mechanical importance: Each republic controls a certain amount of regions, these will have a set autonomy of 75%, they will each have a standing empire and can outwardly expand in addition to developing internally.


The confederacy itself is capable of appropriating regions (brings it to 0% autonomy) but doing so might anger the republics.


Religion:


the Iron God was spawned long ago in the Age of the Iron Wars, as the tribes sought the Iron it quickly became a holy symbol,and eventually a God.


As the Confederacy was formed the Various version of this Religion were formed into one, and it became one of the Major Pillars on which the Unification stood.


The Iron God is seen as a God of Harsh Reality. He is Just, caring, but does not lift a finger to help the useless or those who refuse to try. One can always swing a sword if they have no craft, and if one is crippled or sickly they can always find work counting coins or within the confines of paper work.


He is a God who Teaches that one must be willing to defend himself, his family,his friends, and his Republic. Because of this the Confederacy has Laws protecting the carrying of weapons by civilians, though in each Republic the type and restrictions is quite different, some allowing you to own full plate while others only a dagger.


Expansion is usually done in his name, as one must be self sufficient the Confederacy must be aswell, but this requires new allocation of resources as populations grow.


While foreign religions are not looked down upon, they are not encouraged, and neighbors and religions seen as threatening to the Confederacy and their way of life are usually encouraged to convert and join, or culled in Crusades if they will not and are seen as to big a threat to leave alone. Whether genocided and the land given to current Republics, or the survivors turned into a new one, really is based on each individual case.


Crusades can only be called upon by the Priesthood, though a Republic or the Council can attempt to persuade them into one. This is the only interaction between the Church and Government, in which usually the church keeps to its own devices, spreading as they see fit as the Iron Priesthood is the only one fully Protected by Confederic Law aswell as its spread though the Republics.


if a Crusade is called, none are forced to join except the Priesthood and the Confederic Army, though in most cases Republics Neighboring the Faction the Crusade was called against will join in full, and many others will send Troops to show their support for the Church or to gain Favors.


>Regions with an iron deposit count as holy grounds, when occupied by foreign entities there will be increased unrest until the previous population is "eliminated"


>Holy enemies as decreed by the holy priesthood are to be destroyed, only then can Independence be achieved!


Against "holy" enemies the armies fight with increased morale.


Military:


while each Republic handles Military Differently,and thus there is no real way to write a specific way the Military works, the Confederic Army does have a specific way of running things.


:::Confederic Units:::


>Draftees- Men and Women directly drafted from the Republics and Trained in the Typical Confederic Fashion.


Equipment; Plate Chest and Shoulders, Curved Body shield, one piece Sallet, Mace, and Long Dagger(for getting between armor).


Cost: 20 ducats and 100 manpower to raise 0,15 ducat maintenance


>Agitatoras- Men made to man walls or Protected Positions upon a Battle field, givne heavy Support to the Draftees.


Equipment; the “GodsWrath” Crossbow. While man portable, its size requires either another mans back, a wall, or a stand to place it upon, and without 2 men to crank it can take considerable time to reload, but can punch through plate and out the other end and far exceeds the range of even an Arblast, in addition they care a long dagger for personal protection.


30 ducats and 100 manpower to raise, 0,20 ducat maintenance.


::Auxilaries::


Men taken from the 1/3 Tithe of the Republics and if not already Proficient in the Use of


whatever Section they enter into, Trained in that Sections weponry and tactics.


>Auxiliaries, Pikes-


Equipment; armor varies by Republic, but always given a Pike and a Long Dagger.


Cost: Auxiliaries have no cost and no maintenance, number of available auxilia is decided by 1/3rd of force limit of republic


>Auxiliaries, Archers-


Equipment; Armor Varies by Republic, but given a Crossbow of sufficient armor piercing strength and a Long Dagger.


Cost: Auxiliaries have no cost and no maintenance, number of available auxilia is decided by 1/3rd of force limit of republic


>Auxiliaries, Horses-


Equipment; Armor Varies by Republic, but Given a Horse, Lance, and WarHammer.


Cost: Auxiliaries have no cost and no maintenance, number of available auxilia is decided by 1/3rd of force limit of republic


::: Expedites Units:::


all Expedite Forces are Drafted from the current Republics Equally, from the pool of citizens rather then the Current armies. These units are only available if a Expedition is voted upon and created and only available to the Expidite Army.


Upon an expedition being declared for one turn autonomy of the entire confederacy will be set to zero.


>Expedite Ranger- Men who make up the bulk of the Expedite Forces, trained to be stealthy and ambushers and support the other units of the Expedition.


Equipment; Light Scale with Cloth or Leather Covering, natural colored Clocks, Crossbow, Buckler, War Pick.


Cost: 0 to raise, 0,10 to maintain


>Expedite Scoutiers- horse mounted men who ride the upon the sides, rear, and out infront of the Expidite army a ways in groups, scouting for threats and the best path forwards.


Equipment; Light Scale with Leather Covering and Natural Colored Cloaks, Crossbow, Horse, saber.


Cost: 0 to raise, 0,15 to maintain


>Expedite Pikers- Men Trained in armed in using a very peculiar Pike, to which the Pike sticks through the middle of a Round shield pressed up against the Pikers Hand to give Protection from Ranged Fire without sacrificing grip to the Weapon.


These men are trained to create a Box for the Supplies and less Defended Soldiers to stay within.


Equipment; Pike and Shield, Light Chest Plate, Single Piece Sallet.


0 to raise, 0,15 to maintain


>Expidite Mounted Draftees- the Hard Hitters of an Expidite Army, these are the Toughest and hardest trained, usually taken from retired Veterans of Republic Armies.


While the Pikers hold the enemy they push and sweep the enemy into position for the Scoutiers and Rangers.


Equipment; Heavy Plate Chest, Shoulders, Greaves and arm Protection, Small Round Shield, PoleAxe, Mace, Horse with light Scale Covering.


0 to raise, 0,20 to maintain.


An Expidite Army May Take Troops from among the Confederic Auxiliaries, to be returned later.


:::Crusade Units:::


Men from the Iron Priesthood and those of Zealous Faith Only Raised during a Crusade.


>Iron Skull Takers- Men of Faith who after meditating, will stand in the second rank, waiting for the main engagement to start before using their reach to hit over their allies heads and smash the helms and heads of their enemies.


Equipment; Leather Brigandine, Long Mace(two handed)


0 to raise, 0,20 to maintain
 
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Nation sheet:


Nation name: The Kingdom of Quinlan


Nation colour: Red


Species: Marenda Elviri - The Elves of the Great Wood


Governmental form: Constitutional monarchy.


The Royal House: The King and his family. Though they hold full sway over the final decisions of the kingdom (what goes into law, the path of the nation, the declaration of unprovoked war) they must work tirelessly to balance their power with that of the Houses of Blood and Iron. The princes and princesses of the nation and thus the monarch are expected to be skilled demagogues, artists, and warriors - trained as political instruments from the day of their birth to their eventual, far off death.


The Houses of Blood: The Aristocracy of Dukes, Lords and Knights choose three hundred of their number (called the Bloodsmen) to legislate amongst themselves and to bring about acts of warfare, fortification, and military buildup. They are most interested in the defence of the kingdoms borders and the threats that outside forces could pose, and the continued training of its warriors. They are mistrustful of outsiders, and it requires a great diplomat indeed to win their trust. As a part of the system, they have the power to propose bills of law, as well as edit those sent up by the house of Iron just as the more progressive house may do the same to the ideas proposed by the Aristocrats.


The Houses of Iron: Formed of chosen leaders of the farmers, miners, lumber workers, artisans and craftsmen, as well as the people at large, the Iron-Councillors number the same as the Bloodsmen. They represent the ideals of progress and change within society - those chosen to be a part of the council are often younger Marenda. Focused on social and economic aspects of the kingdom, they are generally the first to adopt new technologies and weaponry, passing it up to the Bloodsmen and demanding that they test the new technology and its uses.


The Elvara-Solindin: With the fall of the Old Empire to the south, the Quinlan adopted the left over communities of that were within the forest, taking them on under their wing. From these communities they drew a third advisory council, of the same stature as the Houses, to stand for human interests within the kingdom. They hold the same power and rights, and often add are more expansionist, if humanitarian dint to discussions.


Origins: Once a collection of scattered forest tribes within the Great wood - the Marenda. Surviving, with their long lives, gave them a great deal of time to think. War slowly faded between them and brotherhood grew over the centuries that the tribes grew closer.


Eventually, they formed a nation. They forged weapons and took their old bows. Expansion was a violent thing for the Quinlan people, and they relished it as they claimed more and more of the Marenda for their own. Soon, they began to see any who intruded upon their lands as a barbarian or a defiler, the view of a people not yet sure of themselves. Their bows sang from the forest, cutting down all who came near them as they expanded ever onwards.


This warlike nature calmed. They began to see themselves as more peacelike - willing to listen and talk before letting the longbows sing. They built their border, and established their forces to defend it - with the king and his councils beneath him holding sway over all Quinlan.


When the Solan Empire fell, they took the lands that enroached within their forests, and the humans there they took under their wing. Teaching them the ways of the Elviri and allowing them to become a part of the Quinlan Kingdom, providing them with variety within their attitudes, and newfound views in the much shorter lived humans.


Religion: Nature's Veneration


The belief that the Marenda is a sacred, living being that they are a part of dominates the religious and mythical past of the Quinlan. They defend and protect the forest, taking from it what they wish - for it is a part of them - and using its strength to defend themselves.


When fighting inside the forest the army receives a morale boost, outside of the forest though they will feel like they are in a foreign enviroment where they arent able to make use of their centuries honed military tactics (lose the tactics bonus)


Military:


Named for each of the tribes, the warriors of the Quinlan are proud, often old, and their tradition and skill are honed for centuries.


The Auxilia:


The Lighter infantry of the Quinlan, these men and women are dressed in jacks of plate, helmets and light armour. Their weaponry varies as for what their purpose will be - but all Eliviri have trained for battle at some point in their long lives.


10 ducats and 100 manpower to raise, 0,10 ducat maintenance


Mokshal Rangers:


Acting as the defenders of the Realm, the Rangers move between scout posts on the border, rapid and skilled in their woodcraft. Decades of scouting and travel have turned them into hardy warriors who know their surroundings well. Armed with longbows and swords of iron, armoured lightly, they act as the border guards, messengers, and scouts of the Quinlan armies in times of war.


25 ducats and 100 manpower to raise, 0,20 ducat maintenance


per 40 development a free regiment of rangers is in action, this is to represent the fact that they are both the first and ever present line of defense


Vordan Quickriders:


Acting both as horsescouts for when operating outside of the forest and mounted archers when facing enemy forces en mass, they are the swiftest messengers of the Quinlan, and extremely skilled light cavalry men. Armoured in mail and carrying recurved bows, swords and shields they are capable of performing various battlefield duties.


15 ducats and 100 manpower to raise, 0,15 ducat maintenance


Dulinar Longbowmen:


The Dulinar longbowmen pride themselves upon their range and accuracy - many have been shooting for centuries, and they are well respected throughout the kingdom. Capable of firing extremely quickly and at long range, with surprising accuracy, they form an important part of the Quinlan's defensive forces. Armed with a longbow, scale or chain armour, and a hand to hand weapon of their personal choice.


5 ducat and 100 manpower to raise, 0,10 ducat maintenance


As the longbow is a weapon that they have to handmake as a trial for reaching adulthood the cost of raising longbowmen is extremely low


Talahein Longspears:


These warriors are equipped to hold the line, and act as defensive bulwarks in the face of enemy cavalry and infantry. Named for the famed tribe that dwelt amongst the mountains, their conviction to fight is as strong as rock itself. Armed with long spears, heavy shields, plate chests and arms, and chain underarmour, they are generally used to ward of enemy cavalry.


12 ducats and 100 manpower to raise, 0,12 ducat maintenance


Odara Men-at-arms:


The heaviest infantry of the Quinlan, the Odara are equipped with whatever weapon they fight with best - from broadsword, to mace, to warhammer. Armoured in full plate, they are the sword edge of the Quinlan armies.


15 ducats and 100 manpower to raise, 0,15 ducat maintenance


Luthan Heavy swords:


Carrying large tow handed leaf shaped swords designed to crunch through an enemy formation and break their ranks, the Luthan are often considered a little unhinged by their fellows. Similarly armoured to the men at arms, they lack the shields of their brother warriors. If the Men at Arms are the edge of the blade, they are the tip.


15 ducats and 100 manpower to raise, 0,15 ducat maintenance


Honui Lancers:


The heavy Cavalry of the Quinlan, the lancers are dressed in heavy armour and carry long bladed lances, kite shields and swords. Meant as a hammering force, their charge is devastating.


Cost: 25 ducats and 100 manpower to raise, 0,20 ducat maintenance
 
Nation name: Vedrian Sultanate Council


Nation color: Green


Governmental form: Tribal confederacy ruled by a seven seat voting council comprised of the Sultans of the six tribes and the High Rahip.


All regions but the capital are owned by the tribes, they all have an autonomy of 80%


In addition all Vedrian hordes pay 25% tribute to the High Rahip


Origins of your nation: Originally a loose collection of pagan tribes and cultures, the Vedrian people were united in a series of campaigns by the Great Prophet, and first High Rahip, Bedla the Great, who brought all together under the worship of the Sky Father and appointed the first Sultans. Under the guidance of the Sultans and the Great Prophet the tribes migrated away from their ancestral homelands, pillaging a swathe across the territory of others before coming to claim their current homes.


Religion: The Vedrians worship the Sky Father, Averius, who created man and horse. Vedrians take this origin as proof of the inherent divinity of both man and horse, and believe that both are inherently free creatures because of this, but it is only through force that one can embrace his divine nature and remain free. As such slavery is seen as the fault of the slave for not exerting the force needed to remain free, and uprisings are seen as a good and lawful attempt to exert man's freedom and divinity.


The strongest shall rule, there's a decent chance of slave revolts occurring in all regions, if the slaves win they will join the army as free men, otherwise they are rather dead.


The need for more slaves is ever strong, the tribes will independently raid for more slaves, horses and wealth meaning that relations with your neighbors might be strained.


Specifics to its functioning;


The Six tribes: The main ruling body of the Vedrians is the council of the six great tribes, each ruled over by a Sultan who is chosen from among the previous Sultan's sons by the nobles of his tribe and the High Rahip. Each tribe is largely self-governing, controlling a roughly equal portion of Vedrian territory and competing with each other for prestige and status. While the council votes on matters that affect all the tribes. The tribes are as follows;


-Tribe Alam


-Tribe Hev


-Tribe Sanan


-Tribe Kush


-Tribe Ved


-Tribe Cacad


The tribes measure wealth in horses and slaves more than in gold, with a poor man owning perhaps a single horse and slave while great nobles may own more than a hundred.


The High Rahip: The seventh member of the ruling council is the leader of the priesthood, who is appointed by the divine inspiration of his predecessor. The priesthood itself is separate from the tribes, with the priesthood selecting newborn children from each tribe as they please to raise as members of the priesthood, which are then distributed among each tribe as religious leaders and teachers.


Slavery: Slavery plays a prominent role in Vedrian society, the true measure of a man's strength lie in his ability to keep large numbers of men enslaved. As such the vast majority of Vedrian slaves are males, usually taken in raids or from battle wounded or as part of a tribute from a neighboring state. Female slaves are rare, and usually only kept if they are particularly beautiful or able to entertain their master with some talent or other. Unlike in other cultures slave uprisings are seen as a good thing, they are seen as the men exerting the force necessary to claim the freedom that is their birthright, and so if a slave is able to escape or defeat his enslavers he is entitled to a full place within Vedrian society.


Vassals: Neighboring kingdoms, lesser tribes and conquered peoples may join the Vedrians as a self ruling Vassal, so long as they recognize the authority of the tribes and the High Rahip and pay a tribute of slaves and goods and provide soldiers to fight when they are demanded then they are safe from Vedrian raiding parties and can call upon the tribes for assistance when they are threatened by outside forces.


Military: The Vedrians are a warrior people, raiding and serving as mercenaries as far as their horses can carry them. Their chief weapon is the bow, of which they use a heavily curved, composite variant that is well suited to use from horseback. Their primary tactic is to ride around and away from enemy forces, harrying and harassing them the relative safety provided by their mounts, specially bred for speed and endurance, until the enemy is worn and weary before charging to break them in a decisive final blow. Rarely do they form truly organized units of troops, with most battles being raids organized and led by this or that noble seeking to further his status and consisting of perhaps a few dozen men at most. However on such occasions as the tribal council sees fit to declare a Great Kustal, or the High Rahip declares a neighboring nation to be a Dinsiz or "Enemy of Averius" the tribes will come together, forming themselves into units of tens, hundreds and thousands commanded by the tribal council, which votes on such matters as unit commanders and organization.


Units;


-Isik Atli(Light Cavalry);


The poorest of the tribes' forces, typically armed with just a bow and a simple melee weapon such as a hunting spear or an axe, and armored in just cloth or leather.


Received from the 6 tribes and other hordes


-Kabile Suvari(Medium Cavalry);


Experienced warriors, these men have already served in a number of raids and have gathered better equipment, typically carrying a lance and a sword or axe in addition to their bow and wearing armor of hardened leather or even metal scales.


Received from the 6 tribes and other hordes


-Atli Soylular(Noble Cavalry);


The tribal elites, riding into battle in resplendent coats of scale and bearing long lances and swords, these men are the best the tribes can offer.


Received from the 6 tribes and other hordes


-Kol Asker(Vassal Troops);


A variety of troops drawn from client states and vassal kingdoms conquered by the Vedrians.


Received from tributaries


In regular situations the High Rahip has to further his goals with mercenaries but when declaring religious wars extremely large hosts will gather under his banner to further the faith.
 
Speaking of, looks like only Glass Ninja is non-humans for now?
 
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From Admiral9 on Skype:

So I lost my connecting completely for a day
And only have my MBs left


So don't expect any posts from me today
So might be a delay in responses for a day.
 
Apparently the phone guy lied to me, starting of the game is still on for next week, if anyone is interested please make sure to express this interest by this week.
 
I would like to express interest! Though some of the mechanics look a little intimidating. Would it be possible to hash out either a small human or dwarf faction?
 
Perfectly fine, most of the mechanics dont really matter for you and are for me to calculate, and ofcourse mister GM here is available to help.


I'd say write up a sheet and PM it and i'll help you hash it out from there.
 
Thanks to everyone who has expressed interest, I have space for one more person before i will close recruitment, the fluff turn should start next week, i hope i can maintain the schedule, rather new to this GMing thing.
 
Nation name: Mendis Kar


Nation colour: Blue


Government form: Confederation of clans


Origins of nation: The clans of Mendis Kas were once loose bands of marauding barbarians, forever raging through the countryside in search of a fight and finding it in each other more often than not. And depending on who you ask, they still are.


When the Emperium tamed the land of Eunidar they saw the native clans more as pests than an actual threat. At least their generals and ancient texts did, the front line soldiers may have disagreed. Divided and armed with only crude weaponry, the clans were pacified one by one and brought to heel as citizens of this new empire. Those that had lost the wars were understandably bitter and rebellions would flare up as regularly as summer rains as the nationalistic among them fought against their inevitable integration.


What had the Emperium ever done for them? Besides building roads, aqueducts, teaching them new smithing and building techniques and so on. Sure they'd been taken in as auxiliaries and made to bend the knee but there were upsides to this foreign influence... in the grand scheme of things. Still the pride of the clansmen always made them troublesome, even more so when the Empire tried to part them from their pantheon of gods. If there was one thing the clans held dearly it was their stories and legends. Eventually their governors gave up on this side of the civilizing process, allowing the clans to build their crude shrines and temples if it kept them happy. To many historians this is considered the first major victory of the clans in their battle for independence. They were still a vassal people but they had retained their own culture and identity, even gaining a degree of autonomy, something many in their situation had ever been able to do.


Time passed and the Emperium crumbled, as Empires are prone to doing. The clans of the Mendis mountains felt their leash loosening and the warlords (now trained in Imperial doctrine and tactics) seized their chance and reclaimed their ancestral lands for themselves. The resurgence had begun.


Their lands were bloodily retaken, their independence reclaimed. The clans found themselves reformed with a vengeance. Some were reformed with the ancestors of the ancient kings taking their birthrights while others were new, young clans formed by self made chieftains. For a moment it seemed as if things would go back to the old traditional ways, but the chieftains had learned from history and from the Emperium. They had just enough humility to admit they were stronger together and so a meeting of the clans was called. In the shadow of the Throne Mountains they gathered and made their vows of brotherhood. This was the day they created the position of High King, the one who sat the mountain and governed over Mendis.


Each chief would swear his clan's loyalty to the king... with the condition that his own power be respected in kind.


Religion: The legends of Mendis Kar are full of heroes and adventures, monsters that needed slaying or dangerous places that needed crossing. Their gods are often all too happy to lend a hand or take part themselves when not battling their own demons and wars.


The major players of the pantheon include:


Ormangand: The scythe that harvests the world. The god of winter and death. He sleeps in chains at the heart of the unending storm that none living may enter. He will wake at the ending of the world.


Yorvengand: The light that shames the sun. God of fire and summer. He is a bold and honorable warrior and considered the standard that all men should strive to emulate. He is the brother of Ormengand and is considered the prince of the pantheon.


Kaviken: The watcher in the snow. The white fox, crowned with his skull mask. A playful spirit and mischievous trickster. Bane to the serious and friend to children.


Garenbound: The hammer that wakes the night. The smith of the gods. He is depicted as a metal giant who is said to have crafted his own body. Each star in the sky is one of his countless forges.


Salfyth: The shadow by all sides. The god of darkness and nightfall. Once a thing of beauty, he grew jealous of Yorvengand and betrayed the bright god, only to be scorched by his fire and scarred for all eternity. A bitter deceiver and patron of evil magics and cruel intentions.


Vinga: She that outruns the wind. The spirit of wild youth and goddess of the hunt. As much animal as she is deity, she is often depicted mixed in hunts with Kaviken. As ruthless as she is bold.


Arania: For fire without warmth is a bitter thing. The throneless queen of the heavens. Goddess of the harvest and fertility. A warm, motherly, figure and beloved by all.


The ruler will upon being elected choose a god to represent him, this will give varying bonii depending on the chosen god.


Specifics to its functioning:


Each clan chieftain has command of their holdings. Their primary duties to the king are to supply their tithe of taxes and to provide warriors in times of war. They are also to uphold the united laws of the realm but each chief and their clan has some flexibility when it comes to deciding on punishments.


When a king dies a sacred council is held where a successor is elected from among the chieftains. The title is not hereditary (The position of chief is) but it is not uncommon for a clan to hold the throne for multiple generations as a child may use the example set by their parent to support their claim. In a way these councils mimic the senates and teachings of the old empire, albeit crudely.


The present day clans are:


Cadereil - Current holders of the throne. Lead by King Caradoc "The shaper of stone" Their hold also contains the great gods hall where the council elects a new king. (Current holders of the crown, aren't an estate.)


Stagenvel - Lead by Chief Grom. Their clan has a strong tradition of skilled hunters and own the largest herds of livestock out of the clans. (The power of this clan influences your manpower growth)


Renval - Lead by Chief Helic. She is a crafty trader and spinner of coin.(The power of this clan influences your trade)


Rochfal - Lead by Chief Bragg, an industrious clan. Their craftsmen are often called the rivals of those of Clan Cadereil. (The power of this clan influences your production)


Volk - The youngest clan, formed during the second founding. Their chief, Rand, is eager to prove their place, often hiring out their warriors as mercenaries. (The power of this clan would influence your morale and military strength)


In addition upon declaring war one can raise forces form the clans (might make them dislike you depending on the type of war)


Land owned by clans raises autonomy to 50%


------------------------------------------


It is possible for new clans to be formed, if one grows too much in size or if a thane proves themselves in multiple ways to be an apt chief as well as developing a following among the people. Though there is the matter of deciding what land will serve as their holdings.


The clans of Mendis Kar see no shame in acting as mercenaries, using it as a way to keep their warriors sharp in times of peace while others see it as a chance to bring home plunder and glory. The only laws on the matter is that the Crown receive a tithe of that plunder. As well as the more obvious laws stating that a man may not serve an enemy of the clans and that chiefs keep a working garrison for defence in case war were declared.


Military:


Footmen - More militia than soldiers. These units are mostly made up of young men who've taken up their family shield either in defence of their home or to prove themselves in battle. Equipped with simple shields, hand weapons and leather armour if they can find any.


6 ducats and 100 manpower to raise, 0,5 ducat maintenance


Thanes - Proven and experienced fighters able to afford and maintain their own gear. Together they form a fearsome shield wall. Armed with sword and spear as well as metal armour and crafted shields.


14 ducats and 100 manpower to raise, 0,12 ducat maintenance


Bonded horsemen - Mounted thanes. To be given a place to fight on horseback is considered an honour among the clans. These warriors often make up honour guards. Highly experienced and armed with the best weapons their chief can provide.


20 ducats and 100 manpower to raise, 0,18 ducat maintenance


"Fletchers" - Heavy armored longbowmen, equipped with swords. Usually deployed to support the shield wall or to man sentry posts.


14 ducats and 100 manpower to raise, 0,14 ducat maintenance


Wolf skins - Devotees of the hunter goddess and shadow spirits. These light skirmishers act as scouts and raiders. Relying on stealth and terror tactics. They're armed with short bows and and as many horrible knives as each man can carry. There is no honour in what they do.


No cost in raising, 0,10 ducat maintenance.


Can only be raised through negotiations the stagenvel clan
 
So two people the DM hasn't heard much from since the submission time. Everyone still in?
 
Sure, you'll be the last one though, recruitment is closed!


If you can please turn in your sheet this week.
 

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