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Eunidar, a world of trade and war

@Sereda @Heyitsjiwon


I would like to ask how the progress with the sheets is going, if you are having issues with the sheet you can PM me and i'll help along.


I still intend to start next week and i will maintain this decision unless all the other players say they are prepared to wait a week so the sheet are fully finalized.


I don't want to rush you but I am working with a bit of a time limit.
 
admiral9 said:
@Sereda @Heyitsjiwon
I would like to ask how the progress with the sheets is going, if you are having issues with the sheet you can PM me and i'll help along.


I still intend to start next week and i will maintain this decision unless all the other players say they are prepared to wait a week so the sheet are fully finalized.


I don't want to rush you but I am working with a bit of a time limit.
I am working on it right now, actually. I apologize for the wait, but it will be finished in a moment.
 
A thing on ships.


In this era shipbuilding has not truly become a large scale thing yet, most nations use galleys and cogs still and combat often comes down to either boarding or using a combination of (cross)bow fire and heavier scorpion/catapult fire to sink ships.


Hence the construction of ships does not carry significant depth as techniques haven't advanced sufficiently yet.


The types of ships one can produce are.


Galleys, these vessels are the preferred ship for use in inland seas, these ships mainly propel themselves through rowing, have a lower freeboard then cogs and generally are better suited for ramming and hence because of their attributes and lesser reliance on the winds they are good military ships.


There are two variants of this ship that can be constructed


The trading variant can be used to increase your trade power in a region, the military variant is used for protection of trade routes and ofcourse for pursuing war.


Trading variant, 15 to build, 0,15 ducat maintenance


Military variant 20 to build, 0.20 ducat maintenance


Cogs, these vessels are preferred for sailing in the more rough open seas, these ships use their sails for movement and have a generally high freeboard giving protection from the waves. they because of their high freeboard generally are capable of carrying more and hence are better for trade but as a consequence of this they too are generally more expensive.


Like with the galley there is a military and a trading variant


Trading variant, 20 ducats to build, 0,20 ducat maintenance


Military variant, 25 ducats to build, 0,25 ducat maintenance


Dromons, these were the warships of the now long gong imperium, similar to the galley but significantly larger and with a higher freeboard these ships are the true heavy hitters on the seas, they can easily ram through other other smaller vessels and carry a sizeable marine force for boarding.


There is only a military variant for this one as all ships are made only for war.


As the technology to produce dromons is long lost for most only the imperium invicta and the kingdom of carbora(NPC) have retained the ability to construct these ships in addition naval privateers for hire often use these ships as their flagship.


40 ducats to build, 0,40 ducat maintenance
 
Nation sheet:


Nation name: Serridon Isles


Location: On the south eastern tip of the continent


Geography: Its greatest monarchic region, Irelai, is significantly connected to the rest of the continent, while the other islands - which are five hundred in total - are scattered like freckles across the Minatoan Ocean.


Nation color: Burgundy


Governmental form: Monarchic Military Government


Species of inhabitants: Wildlings, whose lifespans are often only ten years long.


Increased manpower replenishment rate, troops will generally be inferior in quality as they lack time to finish any meaningful amount of training.


Origins of your nation:


After the Imperium broke apart, the isles that were previously considered the symbol of unparalleled unity fell into chaos. Without a man or woman to lead their humble tropical islands or scare them into obedience, the Isles began its 50-year-long battle against itself, lasting for generations among the wildlings and depleted most of its resources due to the aftermath of battles. Birthrates dropped significantly, which made the loss of lives even more grievous, and they themselves almost annihilated their own race from the face of the land.


It was then that a group of very angry men - the fourth legion of the Ryssolan army - put their foot down, and made their conquest to find the peace against the wishes of their centurion. Wildlings were never that good in talking, retorting every time with the crossing of blades and firing of arrows, and these men were the first to realize that this was the ideology that threatened them all.


With the cohort's banner raised high, they marched through endless fields, climbed high mountains, and crossed the seas, attempting to bring together the isles and return its former glory. It was, however, a mission that was meant for more than a decade, making these men die out prematurely.


Word however, travel faster than men. Their noble cause outlived them, and touched the hearts of many. In the Battle of Minatoa, where there clashed three armies at once for weeks on end, was reached with such news, and thus woke up in the morning each to throw down their weapons in an attempt to end another day of deaths and unnecessary sacrifice. These three armies of different monarchs were the ones to end the feuds among isles, and reunited them.


Religion: The wildlings hold no unseen being powerful. They respect their ancestors, and that is all.


Increased tolerance of other religions


Specifics:


Minatoa King


The kings of Minatoa, who double as generals for their armies, are the most influential among the three great powers that govern the Serridon Isles. They command the eastern front, and the greatest navy of the nation. They are feared in both might and values, as despite the promises of peace, they are the hardest of the wildlings and would be the first to strike when provoked. Deal with extreme caution.


Irelai Throne


Among the wildlings in Irelai, monarchs are considered merely as a formal title. Its rulers are known to only be governors of the flow of life within the region, serving the people more than the people serve them. Because it is surrounded by other nations, its militaristic form of government did not settle well, and thus this lessened the effectiveness of such form of governance, which in turn made Irelai the only region to possess a softer version of military leadership, making trade and economic development its most prosperous section.


Coastal Treaties


Made up of smaller kingdoms and many islands, the coastal treaties was meant to keep them from turning on one another. With agreements watched over by both the Minatoa and Irelai governments, earlier rulers refrained from fighting in fear of being overwhelmed, but as the generations went by the will to aid one another became natural it was almost an unspoken law among the people. The participants of the coastal treaties are now treated with the highest regard for their diversity, lack of discrimination, and acceptance of the unorthodox.


Military:


Martial


Referred by the outside people as kings, these are more known within the isles as the monarchs that lead their specific regions in every way - judicial, legislative, and military. The highest of the highest, these are the veterans encased within their decade-long lives.


Generals


Almost like the second-in-command of the martial, the number of generals in every kingdom and region could vary from a handful to hundreds, answering to the Martial, but act as a sort of council as well. This, however, limits their ability to form solid decisions, thus among these generals a martial is free to choose whom would be part of his council. Thus there are two forms of generals, one being higher than the other, therefore the second form of generals are also subject to obey the first. Each also handle centurions.


Centurions


These are the ones that command the cohorts. Caretakers of their men in battle, and tacticians that contribute to success in the field, a badge of a centurion is as precious as their banner - they represent their cohort, and build its reputation.


Unit types:


Cavalry


They specialize in battles on mounts. Placed in vital points of every formation, they are quite the assets that provide an advantage over foot soldiers.


Armed with a short lance and a sword, and clad in a combination of plate and chainmail armor, only those that manage to survive wars and then not die of age are given the privilege of riding in the cavalry.


16 ducats and 100 manpower to recruit, 0,15 ducat maintenance.


Legionnaires


The pawns of every chess game an entire legion, an army is not an army without them. Who else would be worth a sacrifice.


Legionaries are then divided into several classes of unit


Spear legionaries


Armed with a spear and a large shield and covered in chainmail armor these form the main body of the army.


10 ducats and 100 manpower to recruit, 0,08 ducat maintenance.


Sword legionaries


Armed with a longsword and smaller more manageable shield these more mobile formations fight on the flanks of the spears.


12 ducats and 100 manpower to recruit, 0,10 ducat maintenance.


Crossbowmen


The back ranks of the army, armed with a crossbow, a short sword and a variety of leather and chainmail army these formations provide the ranged fire for the legions.


10 ducats and 100 manpower to recruit, 0,10 ducat maintenance.
 
So... I never actually posted this in the thread. Go figure.


Nation name:
Kingdom of Kohsaan


Nation color: Teal or Dark Gold


Governmental form: Elective/Kohsaani Monarchy


Tribes demand all non-capital provinces.


Origins of your nation:


Kohsaan is a confederacy of 11 human tribal chiefdoms who in turn elect a new king (or, perhaps, queen) upon the death of the preceding monarch. This practice has been adopted a mere 60 years past, after the blood feud between the Ahraani and Meyani tribes was resolved in brutal fashion by the then-chief of the Elsedi tribe, King Epwyn when he razed the homestead of both tribes within days of each other whilst their warriors were fighting along their disputed borders. This was an act that saw the two tribes end their own feuds and declare a new one upon the Elsedi, but it was a futile gesture. Epwyn captured and executed his rival chiefs and absorbed their tribes.


Within 20 more years he had subjugated or acquired a sworn tribute from each of the other Kohsaani chiefs, and thus unified the tribes, naming himself king of the Kohsaani, and creating a new kingdom of Kohsaan. Despite his great, and terrible, successes in war, Epwyn ultimately died heirless, all of his children dead before him as a result of plague or battlefield injuries. However the chiefs did not break apart upon his death, instead squabbling amongst themselves in search of a replacement. This led to another bloody war of unification amongst the tribes, until the current king's mother, Aelsa the Wise, negotiated a truce, and in turn, organised the Moot by which new kings of Kohsaan would be chosen from then on.


Her patience and wisdom was rewarded when her husband, Mordyff was elected, and whilst he was king, few doubted who made the decisions that defined the realm for the next 31 years. Kohsaan is a turbulent kingdom with scarce few vassals, all of whom wield considerable power and thus, influence over the crown.


Religion: Duatosi


A belief in two identically potent gods. They are perceived as eternally warring twins, who conspire to use the world as their battleground. Most that pursue the religion dedicate themselves equally to each for fear of incurring the wrath of the other. In history, some chiefs have taken up the banner of a single one of those gods, and naturally, this leads to conflict with any who would take up the banner of the other.


Duatos is a missionary religion - it explains that it is the duty of the faithful to convert unbelievers, and those who do will earn the favour of the god whom they convince others to worship - or, if they are sensible enough to convert others into the worship of both, they will at least avoid the ire of both.


The holy texts of the religion assert that the twin gods - Deratuk and Doratuk - are fragments of the creator god, Datuk. Datuk gave of his own body to create the heavens and world alike, and in so doing, tore his own mind asunder. Fearing that he would lose his sanity, he split his body into two, weaker forms. Datuk gave much of his kindness and benevolence to create the world, and thus, Deratuk and Doratuk are wicked and spiteful, though each still possesses a hint of his generosity, which shines through in rare moments. Each desired to possess their father’s powers, and thus, aspired to destroy and consume the other. They strode across the world to chase each other. Where Deratuk walked, there was light, and where Doratuk walked, there was darkness. Their footsteps upon the ground caused the world to turn, and thus, they created the day and night cycle of the world.


Religion Effects: -


Nation effects: Missionary strength +2%, Global Revolt Risk -2


Province effects: Local Missionary Strength -2%, Revolt Risk +2


Factions:


Blooded Tribes - Base autonomy 50%, blooded tribes give a province +50% manpower. Blooded tribes become dissatisfied when the nation is at peace for too long. Blooded tribes are pleased whilst at war.


Varangyn Tribes - Base autonomy 50%, Varangyn tribes give a province +50% manpower. Varangyn tribes become dissatisfied when the nation’s fleet is weaker than that of nearby rival nations. Varangyn tribes are pleased when other nations fear the Kohsaani navy.


Voryn Tribes - Base autonomy 50%, Voryn tribes give a province +50% manpower. Voryn tribes become dissatisfied when the nation holds large amounts of non tolerated religion/culture land. Voryn tribes are pleased for a time after converting other religions or cultures.


Argosan Tribes - Base autonomy 50%, Argosan tribes give a province +50% manpower. Argosan tribes become dissatisfied when the nation’s trade income is low. Argosan tribes are pleased when the nation’s trade income is high.


Other Mechanics, Bonuses, Penalties:



May conduct coastal raids.


Kohsaani Troops do not suffer penalties for naval landings in battles.


Kohsaani Troops suffer minor penalties in sub tropical climates.


Kohsaani Troops suffer major penalties in tropical climates.


Kohsaani Galleys receive a minor bonus fighting on the high seas.


Pleased tribes will never cause trouble during the election of a new king.


Dissatisfied tribes will almost always cause trouble during the election of a new king.


Military:


Fyrdmen:

  • Spear, round wooden shield, leather jerkin or padded jacket.
  • Good morale, poor discipline.
  • Can form shield wall.
  • For every 10 development they can raise a regiment of these free of charge, for every unit of fyrd or hurattr lost a random province will receive a -10% modifier to tax and manpower. (this modifier stacks up)


Thanyll:

  • Poleaxe, round wooden shield, leather jerkin or mail vest, javelins.
  • Good morale, poor discipline.
  • Bonus when charging.
  • Bonus against heavy units.
  • 10 ducats and 100 manpower to raise, 0,10 ducat maintenance


Huskarlar:

  • Pike, long sword or battle axe (one-handed), leather jerkin or mail vest.
  • Good morale, good discipline.
  • Bonus against cavalry.
  • 12 ducats and 100 manpower to raise, 0,10 ducat maintenance


Valkyr:

  • Two-handed Mace, no armour, javelins.
  • Excellent Morale, poor discipline.
  • Bonus when charging.
  • Bonus against heavy units.
  • Terrifying.
  • 12 ducats and 100 manpower to raise, 0,10 ducat maintenance


Hurattr:

  • Javelins, hunting bow, padded jacket or no armour.
  • Poor morale, poor discipline.
  • Cheap.
  • For every 10 development they can raise a regiment of these free of charge, for every unit of fyrd or hurattr lost a random province will receive a -10% modifier to tax and manpower. (this modifier stacks up)


Hobyla:

  • Mounted (horses), long spear, padded jacket or leather jerkin, javelins.
  • Good morale.
  • Bonus fighting in hills/highlands.
  • 13 ducats and 100 manpower to raise, 0,12 ducat maintenance


Cnutr:

  • Mounted (horses), lance, mace or sword, mail vest.
  • Excellent morale
  • Extreme bonus when charging.
  • 20 ducats and 100 manpower to raise, 0,20 ducat maintenance
 
Sereda said:
Wildlings, whose lifespans are often only ten years long.
Good lord. Your species is barely a blink in the eye of an Elviri - for our lives stretch even longer than five centuries. How empty your lives must be..
 
Well then people, I'm glad that so much interest has been shown and that there seems to be an, atleast for now, semblence of hype.


I'll be posting the main thread with the first history bit either tomorrow or the day after depending on how intensive my exam tomorrow is, after this the second history bit will come the week after, that bit will pertain to the world after the fall of the imperium and hence if you so wish you can send me a PM about some very loose directions you want your nation to take in their growth, otherwise I'll write up a piece that describes their growth up to the current estimated map which looks like this
yk6tayU.png



The NPC nations will be introduced during the lore turns no worries.


@Heyitsjiwon


Please do remember to post your sheet, you need to change like one sentence and its all good to post its already got the prices and all allotted to it, as i already have your background I don't need it to write this turn but if you want to participate atleast posting it yourself goes a long way to show interest.
 
Last edited by a moderator:
So, I've decided to pull the game, i simple cant imagine a functional way to make this works without either making a terrible terrible game or literally killing myself


I deeply apologize for those hyped.


I am planning on potentially bringing this game up back when I'm not completely screwed in time.


Again really sorry.
 
For a further explanation: Addy has exams and such coming up that will be taking large amounts of his time. Unfortunate but understandable.
 
Nobody can blame you, dear. Good luck in your exams. I simply look forward to the next time.
 

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