Efelix
Theme Designer
not a cultist, may be a communist
Posts: 845
|
Post by Efelix on Apr 3, 2017 21:42:15 GMT -6
Post your nations, claims, OOC comments here. The Thread
|
|
|
Post by Sliprunner on Apr 4, 2017 8:23:56 GMT -6
The Masari Confederation
-Troop Types- Main Body Infantry They wield a 1.82m Bladed Spear [Fangtian Ji style, Spear with 2 blades], this is paired with a 'Coffin' Style shield with elongated sides. A small hatchet is granted as a sidearm to soldiers who survive their first battle, the hatchet is usually marked over what the soldiers first battle was. For armor they have a Heavy cloth tunic that extends to roughly knee height, Metal Splint Plates on leather backings are sewn over the torso, shoulders, and upper arms; However, the forearms have a metal plate over them. Additionally they have a metal helmet in a 'lobster' style, veterans are granted a metal facemask. Their legs are protected by heavy leather leggings and metal greaves, the insides of the greaves being lined with padded cloth. While on raiding expeditions they would have a burlap backpack attached to a wooden frame. Lastly each soldier carries a small cloth band that go's around their left shoulder, Soldiers are allowed to decorate the band as they please.
Home Guard Infantry They are equipped with 6 Javelins, the javelins have a barbed metal tip with a blood grove. They also carry a double edged sword roughly 72cm in length, often with a blood grove down the center. For armor they have a Heavy cloth tunic, reaching down to knee length, with thick leather squares sewn on over vital areas. Additionally they have Leather leggings, arm guards, and helmet, while also possessing Metal shoulder guards. They have simple leather greaves, lined with a padded cloth. Veterans are given a wooden facemask they can decorate as they please. Lastly while on raiding expeditions they have a Burlap backpack attached to a wooden frame.
Mounted Infantry They are equipped with a 2.8m Spear [Pertuisane style, Spear with 2 protrusions], while also carrying a series of 6 Javelins, the javelins have a metal tip with a blood groove. For armor they wear a padded cloth shirt, metal split plates on leather backings are sewn over the torso; additionally the shoulders, upper arms, and forearms are cross patterned with Leather. They have Leather leggings, while also having a metal helmet in 'lobster' style and metal greaves with a padded cloth lining, veterans are granted a metal facemask. They are granted a Light horse usually of leaner build, that is bred for endurance, The horse has a padded cloth barding over it's main body, Soldiers are free to decorate the barding as they please. During raiding expeditions a pair of wicker saddle bags are carried on a wooden frame. Lastly while in home territory they often exchange their spear for a sword and shield.
Hunter Infantry They are equipped with a Arbalest style Crossbow, while also being granted a small hatchet as a sidearm. The only armor they are granted is a cloth tunic, although troops are permitted to aquire their own armor. They are granted a Cloth sash which they receive dyes for decorating after each successful battle. During raiding expeditions they have a burlap backpack attached to a wooden frame. Lastly each soldier has a pair of small leather quivers to be worn at the waist.
Silver Rose Guards They Wield both a Heavy one handed backsword of notable length, and a Light one handed axe secondary which hangs on a belt loop when not in use. They have a Coffin style shield like the Main body infantry although significantly larger in size, along with often having a scabbard for the sword on it. Their armor is made of heavy iron lamellar with a thick leather backing, under which a padded cloth vest is worn. They retain the leather leggings and metal greaves of the main body, while also adding an armored kilt made of a thick padded cloth with a series of metal squares sewn on. Their arms and shoulders are protected by thick padded cloth selves which attack to the inside of the breastplate, and over which a series of metal splint plates on leather backings are sewn onto. They have the same Lobster style helmet of the Main Body that is augmented by a wooden facemask, decorated to the soldiers own design. A small cloth band is worn on the right shoulder, and for each battle they are given a colored dye to add to the band.
-Military Details- Once per year, usually at first of fall, the call is given for raiding parties to be formed. This is a time when the leading council directs that 'tribute' of a form must be taken from the surrounding powers, this usually consisting of some percentage of what has been harvested. Despite the implied nature of the raiding parties, they are often used to secure the surrounding territories for the coming winter, and in some cases help communities prepare. If the Tribute is not paid then the Raiding parties will extract the tribute by other means, though never by the seizure of prisoners; However, as is written in the law, a trial may be held to be exempt from tribute for that year, the nature of the trial depending on the scale of the tribute to be paid. Finally should a power attempt to directly resist paying tribute, the raiding party is of free authority to raze the entire community to the ground as an example.
During raiding operations infantry are provided with packages of field rations at the start of each day, these rations are in a small wicker case to be returned at the end of the day. Inside each ration case is 3 small 'brick' like bread loaves, there is a measure of oats or wheats for a breakfast meal, a measure of dried fruits as part of a lunch, and a measure of salted jerky for a dinner. Additionally some measure of vegetables are often included, such as a few small potatoes, which the soldier is free to divvy up with their meals. The soldiers are additionally tasked with keeping track of a water skin, although water bearers will often come through the troop through the day.
Command of groups is broken up by teams of 8, with every 8th soldier responding to a higher grouping, acting as the team's officer. Once the higher grouping reaches 8 soldiers it is again rounded up, continuing such a progression until the force is organized under a single group of commanders. In raiding expeditions this group is tested by trial before hand, with the leading individual being given authority as high commander, and thus authority over the other commanders for matters of resolving disputes. While this is the recorded method to handle command, in practice each expedition will often establish it's own hierarchy for command.
Founded by a champion that had arrived from foreign lands, and further augmented by ideas filtered in from outside Masari territory, the Silver Rose Guard is a very special part of the military. They reside in a single fortress not far from Garn, and respond only to the council's direct authority. They are except from the normal raiding requirements, and indeed the raiding captains often show displeasure if and when detachments join the raiding force. They maintain their own training and in turn also handle their own recruitment, usually taking veterans from the Main Body of infantry into their ranks. The selective nature along with the low influence of the force, means they are among the smallest part of the Masari forces, yet are considered vital by the council for their capability to fight foreign forces.
-Governmental Ideas- The Highest levels of government are handled by a council, this council consists of three judges and four chiefs. The Judges are selected for their wisdom and understanding of the law, while the chiefs are selected by their merits, merits that must be promoted by enclaves other then the chiefs own. Each of the council members serves until death, and is bound under oath to the codex of law that binds the confederation together. This council meets every four months with some variance, with the second meeting, normally in the fall, being the longest of the meetings.
The Council in turn hears from the leaders of each enclave, who in turn oversee the communities surrounding them. Each Enclave is to itself considered a power, although they must obey the codex of law the council oversees. To commence a law requires the support of the enclaves, who in turn bring the law to the council, and for one year they will discuss the law before it may become part of the codex. Each enclave itself varies in how it selects its chief; However, the general method involves a series of trials for the would be chief, overseen by the judges of the council, and directly run by the chiefs of the council.
Law is upheld first and foremost by the enclaves, being enforced by methods they see fit. Should a conflict arise between two enclaves the judges of the council are called upon to resolve the dispute, often with the judges decreeing another enclave to enforce the terms established to resolve the dispute. A secondary force of law enforcement is the Cavalry of the military, the cavalry when not on raiding missions serving as a police force that roams the Masari Territories.
-Daily Life- The average Masari Citizen lives and works in small communities, usually no more then a dozen or so family units. These small communities are scattered all across the territory claimed by the Masari Confederation, though the communities themselves are usually sedentary and often built around some plot of land suitable for farming or ranching. Trade is frequent between these communities, run by groups operating from larger enclaves who in turn provide local rule and protection. The Average citizen has little to no knowledge of anything happening outside of the territory of their local enclave, but is usually deeply involved with the local enclave. Tournaments and various other festival events are usually held once a season, both as a measure to keep the citizens ready should a raiding call come, and to keep the enclave unified in spirit.
Most notable cultural foods are various types of stews, usually incorporating hearty chunks of smoked meats and a variety of spices; The most common being a special "Surströmming" stew, made from fermented fish and seasoned with a treated Rhubarb leaves. The stew is remarked as having an extremely powerful taste to it, and is usually served as a large dish during festival events. It is also cultural understanding that one may not be considered to of come of age until they can down an entire bowl of the stew. Staple foodstuffs of the Masari Citizenship is Buckwheat, Swiss Chard, Goat, and Daikon Radishes. Other foodstuffs eaten are Fish, Purple Potatos, Corpas Onions, and Merdia Carrots. Fruits are often imported (or more often stolen) from surrounding territories when possible, as fruits are difficult to grow in the Masari Territory and are often reserved for the military.
Each small community sends representatives to the local enclave as part of the Home Guard, these members of the citizenship living in a community barracks at the enclave but otherwise working as normal citizens there. When the higher levels of government call for raiding parties, the various enclaves will in turn hold trials to prove they are ready. Any home guard barracks that fails the trials is denied the right to join the raiding party, and is instead forced into drill until the raiding party returns. The strongest connection the enclaves have to the rest of the military is when once a year high ranking members will pass through, and if the local guard proves their capability in trials, they dispatch a portion of their men to join the ranks of their regions 'Fortress City', a city built and run by the military forces.
Spiritual development is a silent topic among the citizenship, with a single major ceremony occurring at the end of each festival. The exact knowledge of the ceremonies are denied to outsiders, such that they are not permitted to participate or even observe such ceremonies. Enclaves will usually have a special area built just for the ceremonies, consisting of a circle of sixteen spherical stones arranged around a central wooden bowl, with more prestigious enclaves placing banners from successful raiding parties around the circle. The ceremony itself is a fairly simple if quiet affair, with the central bowl filled with water before a fire is lit beneath it. As the fire burns up the bowl and in turn boils the water, those participating in the ceremony simply gather their communities together and sit to observe. One member of each community bringing forward a scroll (usually written upon a paper made from reeds) upon which the communities deeds of that season are written, and places the scroll within the boiling waters, the inks used boiling away to leave a blank scroll blank. It is considered Taboo to question why this ceremony is done, with understanding of it passed from parent to child when they have come of age.
-Artifacts- 3 Passive: Flayed Walkers: 81% of population The Flayed walkers as foreigners rather call them, make up a majority of Masari Citizenship. The term comes from the somewhat horrific appearance caused by the mutation, resulting in skin that is somewhat torn almost in ribbons and often requires being bandaged to the body. In most circumstances this would be a extreme detriment as it leaves soft flesh exposed; However, beneficial traits of the mutation have resulted in the topmost flesh that's exposed to of become extremely hardened. While some afflicted suffer pain from the mutation, most instead have their nerves mostly numbed. In Warfare these Flayed Walkers posses some measure of resilience above a normal person, owing to their own flesh resisting strikes.
Passive: "Civil War Medical Practices: A Review" By Dr Andrew A remnant of the ancients, copies of rough translations have been distributed to many of the enclaves. Within it's texts and drawings are rudimentary descriptions and elaborations of how these 'Medical Procedures' would be carried out, complete with descriptions of what such procedures would be used for. While it is not considered the sole influence to medical practices within the Masari territories, it's works have been enough to encourage many enclaves to have 'Surgeons' as described in the book, something which has brought a fair bit improved health to the enclaves that put emphasis on such practices.
Passive: Deep Hold Mountain: Small Community NW of Jeis Deep Hole Mountain appears to be a relatively normal mountain from an external view, and indeed proves to be one upon most examination save for a single partly collapsed cave. The entrance to the cave holds two massive slabs of metal, completely immovable by man, yet ajar enough to pass into the cave itself. The cave itself leads into a massive complex of rooms and facilities, their purpose and function long sense lost and unknown, and many of the rooms being completely inaccessible. Huge storage chambers seem to exist filled with vast containers of papers, although the papers themselves have long degraded to dust or simply brittle crumbs. While the caves and caverns themselves hold no normal function, they have to some degree been used once again for storage, with strategic reserves of supplies harbored within.
Passive: The Still Valley: Rean The open valley just where two rivers merge as they leave the mountain range, A valley of unnatural stillness where sound does not seem to carry. Even the loudest of shouts can barely be heard past a few feet; however, that is not the most terrifying aspect of the Still Valley. For reasons as yet unknown any who have stayed more then a day in the still valley have seemingly been stricken by a curse, growing lethargic and scarcely living more then a week before their heart stops. The Masari Citizenship have placed many a warning on the borders of the valley to any who try to cross it, reading "This valley beholds a stillness that creeps across all men, You may pass but only if you cross before day turns to night"
Active: The Storm Well: Jeis An extremely poorly understood device, it resembles a large hole similar to a well that seems to descend deep into the ground. While the exact contents at the bottom of the hole are unknown, owing to all who descend down perishing on the return. It is discovered that several large reflective circles on the nearby mountains can be moved to reflect light into it, while a large trench allows a metal gate to be opened for water to pour in. When done in a timed manner the well seems to react and pour smoke into the sky, which some hours later forms into a massive storm that begins sweeping northward towards Igil, dwindling to gentle rain by the time it exits the mountain range.
Active: Lorcans Light Thrower The long form of the Light Thrower takes a diamond shape when viewed from one end, a glowing circle at one end, and a smooth grip at the other. It is adorned by four strips of copper near the end of the glowing circle, and by two humming boxes at the other end. The champion who first wielded the weapon, Lorcan, had retrieved it from deep in the Still Valley although the origin point within still remains unknown. While it is to large to wield while standing up, the user would lay down and point the tip of the weapon at a target. The user would then pull a small trigger and wait to the count of four before releasing, upon completion of this the weapon would emit a hum before a flash of light could be seen, causing the target to be severely burned even through armor. It is by some misfortune learned the Light Thrower may only accomplish this feat three times per lunar cycle.
Active: Calrons Breath A small Hexahedron object, roughly the size of a melon, made of smooth metal and adorned with bright panels. The object itself is in most situations completely dormant and has no determinable function, although writs of experimentation have lead to a somewhat firm grasp of how to utilize it. They read such "Move within the light of day and let rest three days. A pale light will adorn the edges when it has rested such. Apply the force of a blacksmiths hammer and fall back fifty paces". Once it has been 'prepared' the device will extend it's plates slightly and exude a fog upon the ground, while it is not deadly in it's own right it will sap the strength of even the strongest man; However, the fog will only persist if there is no wind, and will not stray far from the device.
Active: That Which Clanks Completely uncontrolled, That Which Clanks is a monstrosity the Masari have come across. It resembles that of a giant centipede, larger than most horses, glistens with a metal body, and bares with it large scythes to cut flesh from bone. In ancient times it was known that this monstrosity would attack even the Masari, preying upon entire communities in the dead of night, and yet in current times it seems to of changed. Tales linger of a champion having taken a quest to quell the beast, yet choosing not to fight but rather make peace with the beast, seeking aid of it for the Masari Peoples. Since this tale That Which Clanks has been seen only in rare occasion, appearing as it chooses, but laying low those who seek to cause trouble in the Masari Territories. Rumors hold it's once glistening body has come to bare marks of rust, something many say is a sign of it's fading strength.
|
|
|
Post by Chonicler on Apr 4, 2017 11:52:47 GMT -6
The Delarian Empire
{-Current Territory-}Current Territory The grey line is the road between Ishtar and Malachar while the brown lines indicate main dirt roads. The smaller unlabeled dots indicate locations of the larger towns. Villages and smaller towns are not included in this map and neither are the roads that lead to them. {-Overview-} The Delarian Empire is a small but powerful nation which rules from it's capital in Ishtar, a prosperous city built on the shores of the large lake Jarin in the middle of an ancient Jungle that stretches for miles up the coast. The city of Ishtar was built on the ruins of a city of the ancients, and as such, many of the current buildings are restored or rebuilt from the rubble of ancient houses, this has also affect the architecture in construction of new homes in the towns and villages inside the empire. One of the factors that led to the settling in Ishtar was the discovery of an ancient artifact in one of the larger buildings, later deciphering of books found in the building have since identified it as a large, hydro-powered industrial concrete mixer. Since the recolonization of Ishtar, large sections of the jungle have been cut down to make way for farmland, but in recent years, the major deforestation of the area around Ishtar has been discontinued, partially due to the protesting of the local druids, and partly because of the declaration of the Delarian Empire's colony, Malachar, on the coast to the North in what had once been an ancient port city as an official city of the Delarian Empire, which provides fish and other resources from the sea. The government is run by the Emperor and 5 Lords appointed by the Emperor to oversee the smaller issues of government.
Aside from the two main cities in the empire, there are 7 large towns scattered throughout the Delarian Empire's territory as well as several smaller towns and villages along the coast of the sea and the lake and in other ares throughout the jungle. While the cities have stone and concrete walls around them, the the towns only have wooden walls and the villages usually have nothing at all. All stone and metal in the region is mined from the southern part of the empire where a large quarry has been constructed as well as several mines in the hills east of Ishtar. Dirt roads connect all of the towns, cities and villages together and it is usually the duty of criminals to maintain the roads, additionally, there is one concrete road between Ishtar and Malachar, when it was originally found it had eroded to the point of being closer to a cobblestone pathway, but it has since been repaved, this road is maintained by the Empire directly and it is the main commercial route of the Empire. A constant danger to travelers are the cougars and bears that roam the jungles, this has necessitated villagers and caravans travel in larger groups to dissuade any predators from attacking. {-Historical Background-} The earliest recorded history of the Delarian Empire dates to about 600 years ago and tells the story of how a large tribe of nomads took shelter in the vast jungles surrounding Ishtar from a rival, unnamed clan. While not much information is given on the enemy of the founders of the Delarian Empire, it was implied that they were far stronger than the Delarians. With no where to go, the tribe was driven deep into the jungle until their pursuers lost interest, the Delarians eventually discovered Lake Jarin and the ruins of the ancient city that had once stood there. There weren't many choices left to the Delarians, so they settled in the remnants of the city, making do with what they had, a few old relics from a time long past were discovered in the ruins which greatly aided in the Acclimation of the Delarians to this new way of life. Over time they rebuilt the walls and houses of the old city and began exploring the jungles surrounding it, a second ruin was discovered in the north and many of the inhabitants of Ishtar relocated in an attempt to begin life anew. Villages and towns were founded throughout the jungle in areas that showed promise for the securing of resources such as food, stone and iron. One of the relics recovered from Ishtar was properly used in the construction of a makeshift steel forge, while unable to produce large quantities of steel or even very high quality steel, it was still a significant achievement for the Empire. Under the current reign of Emperor Taishan the Delarian Empire is at the largest it has even been, with new roads connecting the smaller villages along the coast with Ishtar and Malachar, however, the empire has yet to expand beyond the reaches of the jungle that has become home to the Delarians. {-Religion-} While there are several religious beliefs held by different groups within the Delarian Empire, the most popular religion in the empire is simply called The Way. The basic doctrine of this religion is that the world was created by an all powerful Deity known simple as the Lord who speaks to his creation through his priests the Druids. Those who followed the teachings of the Druids are promised eternal life after death and a life without regrets in this world. The Druids have maintained their religious authority over the other religions due to them being able to communicate with and control animals, which they consistently use as proof of their divine approval. The Druids have no direct political power, but 4 of the current Lords do follow The Way so the Druids do have a level of influence over them. The Druids also believe in preserving the beauty of nature as the creation of their god, they have sponsored several movements to prevent the destruction of the jungle where the Empire is located. {-Population/Society-} The Delarian Empire has a population of 1.9 million with 23% living in the cities of Ishtar and Malachar, 32% of the remaining population lives in the 7 large towns as well as several smaller towns throughout the Empire and 45% live in villages dotted throughout the jungle, though these villages are concentrated around Lake Jarin, the sea-side to the north, and in the man-made plains around Ishtar. The capital city of Ishtar has a population of 268,000 while Malachar has 169,000 citizens including garrison. In the small towns and villages most of the buildings are built from wood and stone, however in Ishtar, Malachar and several of the larger towns concrete has been used extensively to reinforce both wooden and stone buildings, it is also a key component in the walls surrounding each Delarian Settlement.
{-Soldier Types-} =Heavy Infantry= This class of Infantry would wield a 2.3 meter long spear with a double edged leaf-shaped blade, this would usually be used with a Greek style shield (Essentially an oval shield but with circles cut in the sides to allow for the spear to be jabbed through) made out of wood and leather with an iron rim. As a side arm, the soldiers would carry short swords similar in style to "Shamshir" Blades. The Armor would consist of a leather and cloth tunic and breeches covered by an iron breastplate and, the Front-Line Infantry would also be equipped with iron greaves, and gauntlets. Additionally, the Front-Line Infantry would have an Iron helmet in a style similar to the "attic chalcidian" style. The veteran Soldiers would also be granted round, iron shoulder guards that could be decorated as the soldier pleased. These heavy infantry were usually on the front lines of combat, designed to take the brunt force of the initial charge and retaliate with devastating force.
=Light Infantry= Unlike the Heavy Infantry, the Light Infantry weren't provided with a spear, instead the main weapon was an iron "Shamshir" sword and an oval shield made out of wood and leather with an iron bound rim. As a side arm the light infantry would also have 3 javelins typically in a quiver of sorts on their backs. For armor, they would be equipped with an iron chainmail shirt, Gorget, Gauntlets, and greaves, these were typically worn over a cloth/leather tunic and breeches, the light infantry would also wear an Iron helmet in a style similar to the "attic chalcidian" style. The light infantry were the back-up for the heavy infantry, usually the light infantry would stand behind the lines of heavy infantry, throwing their javelins at an incoming enemy line, once the lines hit the light infantry would move in to support the heavy infantry at close quarters.
=Engineering Infantry= The Engineering Infantry were equipped almost identically to the Light Infantry, but their main purpose on the battlefield wasn't combat, it was the setup and operation of heavy siege weapons as well as the fortification of military camps. The Engineering Infantry are generally selected from the most intelligent, bright and stout of the Light Infantry and are stationed at the back of the army behind the archers and rangers. While they usually are exempt from direct combat, they are still quite able and willing to fight as well as the regular infantry should the front-lines be routed.
=Rangers= The Rangers would be armed with a composite style bow as well as an iron "Shamshir" style short sword as a side-arm. The Armor the Rangers would be provided was a leather tunic, and a iron chain-mail shirt usually the tunic would cover the armor and most Rangers would wear a cowl or hood. Each Ranger would also have a quiver of iron tipped arrows slung over their backs, usually with a small piece of leather to cover the top in the rain. The Rangers would also be allowed to pick up and use the armor of fallen enemy soldiers. Typically the Rangers were used as a support for the infantry, staying behind while firing into the enemy lines as they advanced, but they were also used to ambush groups of enemies, particularly on jungle roads where they had plenty of cover and the enemy soldiers would be in the open.
=Honor Guard= The Honor Guard is equipped with a steel Katana style one-handed sword and a steel type 4 Heater style shield (Similar in shape to a Hyrulian Shield from Legend of Zelda), the Honor Guard would also be equipped with a quiver of 6 Steel tipped javelins to use at their discretion. The Honor Guard's armor would consist of a steel Plackart breastplate over steel chainmail shirt, spaulders, gauntlets, greaves, and a steel Hellenistic Thracian style helmet. Veteran Honor Guard were also given a plume on their helmet that could be dyed to fit the desires of the soldier. The Honor Guard were among the elite of the Empire's army, if you were selected as an honor guard you would go through additional training to ensure the mastery of the sword and shield as well as in javelin throwing. The Honor Guard were usually used as guards for important political figures or generals, but their main use was in the front lines along side the Light Infantry.
=Mounted Cavalry= The Mounted Cavalry would be equipped with a 3.81 meter long Xyston style spear as well as an optional Iron Round shield that was often slung across the back to allow for better control of the long spear. Each warrior would also be equipped with a "Khopesh" style sword for close quarters fighting. The armor of the mounted cavalry would be composed of an iron Curiass over an iron chainmail shirt, "attic chalcidian" helmet, Spaulders, and gauntlets, the rest of the armor would be composed of leather and cloth tunic and breeches. Typically their horse would be bred for strength and speed, usually lightly armored with leather padding on the back and neck, they were meant to charge in from a relatively short distance, not a long chase over the country side. The horses were trained to be steer almost entirely with the rider's knees as the soldier usually had to use both hands to wield their massive spear. {-Military-} The Delarain Empire's military is based around a standing army of about 20,000 total soldiers not including the city garrisons, this army is maintained by the Emperor directly. In times of war, citizens can be conscripted to join the army to help defend the country, however this usually isn't a problem as the Druids teach that fighting for one's country is one of the greatest honors a man can have in this life. The army itself is led by the Emperor through his generals, and while the Lords do have their own private Honor Guard contingents, the army is loyal to the Emperor alone. Due to the jungles that cover the vast majority of the Delarian Empire's territory, the empire's army primarily consists of infantry and archers, while there are several contingents of Mounted Cavalry, they are mainly used to break through the enemy lines. During peace time, new recruits go through a 3 month training period during which they are assigned to their divisions based on their skills and trained in the art of war, in times of war, however, the training period is shorted to 8 weeks where skill and teamwork are emphasized over the tactical training that is a preface for the possibility of progressing through the ranks. No matter the time period, however, new soldiers are trained both in open field combat and in guerrilla fighting in the thickest part of the jungle, training exercises and mock battles are often conducted even in the harshest of weathers both under the open sky and in under the thick canopy of the jungle.
{-Artifacts/Mutations-} -Book: "The Basics of Modern Metallurgy" A college level text book describing the process of creating many different metal alloys including bronze and steel. -Book: "Modern Agricultural Practices" While this book recommends many modern machines and resources, it also describes basic crop rotation and other methods of maximizing crop yield. -Book: "Engineering: Statics and Dynamics" A College level Engineering textbook on structural engineering. -Book: "On the Production and Utilization of Concrete." A Book describing how concrete and cement are made as well as how it is used. -Book: "Concrete Mixer Instruction Manual." An instruction manual on how to operate the Concrete Mixer found in Ishtar as well as maintenance instructions. -Minor Mutation*3: Enhanced hearing in 100% of the population. Those who are affected by this mutation have their sense of hearing greatly enhanced, in some cases this reaches the point of the individual being able to traverse the forest in the dark of night relying only on their ears. Usually this mutation also causes the ears of the individual to grow slightly larger and obtain pointed ends. -Major Mutation: Animal Telepathy affects 0.02% of the population. Those with this mutation gain the ability to communicate with virtually any animal and even have limited control over smaller creatures such as birds or cats. There are no known cases of this mutation outside of the Order of the Druids which is well known for taking any children who show signs of the mutation to their temples to be indoctrinated into the Druids. -A Large Hydro-Powered Industrial Concrete Mixer.
|
|
|
Post by Pierre Bezukhov on Apr 4, 2017 15:46:32 GMT -6
Kingdom of Ochemshi Current Territory Overview Centered around the city of Ochemshi and her ancient ruined steel foundry, the Kingdom of Ochemshi is a powerful centralized state in the Uldeni valley. The Yoli dynasty rules from Ochemshi with absolute power, backed by a strong bureaucracy, wealthy treasury and fertile land. The Kingdom of Ochemshi has a population of 1.9 million people. History The Kingdom of Ochemshi is roughly four hundred years old. Founded by Ochemshi the Conqueror, seventh son of King Azyg and member of the ruling House of Lno of Pokayyae. As a whiteskin with no photosynthetic mutations, Ochemshi received no inheritance and was set to be nothing more than a footnote in history - not considered to even hold bureaucratic offices. However, determined to avoid this he utilized his wealth, formed through prudent investments and saving of his Royal stipend, to raise a small army and march south to the land of the Telnari - a patchwork region of feuding city-states and minor nobles. A quick and effective conquest followed with the region being unified under his banner. Ochemshi married a local minor noble woman and founded the House of Yoli. A popular ruler, Ochemshi integrated both him and his Pokayyaean soldiers - learning the language and customs of the Telnari, converting to the local religion and ruling in the style of a Telnari King. Establishing a city on the banks of the Teni River in his name, Ochemshi established the groundworks for a powerful and prosperous kingdom. The current borders of the Kingdom of Ochemshi were established under his son, King Rethar the Great - father of the current King Alstar. Government The Kingdom of Ochemshi is an absolute monarchy with the Court and capital being located in the city of Ochemshi. Far from being a primitive monarchy with basic bureaucracy devoted to the raising of troops and collecting taxes, the Kingdom of Ochemshi is a fully-functional state with departments devoted to running the Kingdom and maintaining internal order. However all power rests with the Monarch - currently King Alstar Yoli, the immortal King of Ochemshi - who rules with complete authority over the state. Records are kept with extreme accuracy and efficiency, such as state financial records, economic and agricultural records, and the Department of the Census taking a census every decade. Other major Departments in the Kingdom are the Department of War, Department of Agriculture, Department of Finance, Department of the Treasury, Department of the Recordkeeper General and the Department of the Interior. All of these contribute to a highly efficient, precise administration that seems more suited to a 19th century nation-state than medieval kingdom. The government also runs the Ochemshi Steel Foundry, administered by the Department of the Metalworks. Tasked with maintaining the foundry and processing all raw pig iron that comes through, the Department of the Metalworks and Blacksmith General are acknowledged as the finest administrators in the Kingdom - responsible for the massive amounts of cheap steel that flow throughout Ochemshi society. Large quantities of this steel are fed into the Department of War, which uses them to equip the 40,000 soldier standing army of the Kingdom with high-quality steel equipment and to keep large amounts in storage in the event of conscription. The Department of the Metalworks also runs several large forges, which employs smiths to manufacture arms, armor, tools and other equipment needed to maintain the Army and the State's infrastructure. The Department of Finance and Department of the Treasury are run by the Financier General and the Treasurer General respectively. Despite their similar domains, they have very different roles. The Department of Finance handles all taxation and government expenditures, relying on census records to collect taxes. All provinces of the Kingdom are divided up into small counties which are assigned an individual tax collector who assesses individuals and levies taxes based on numerous things such as amount of land owned, total harvest, yearly production, family size and other variables. The Department of the Treasury, meanwhile, prints issues the currency of the Kingdom, the gold-backed paper Ucheki, and investigates counterfeiting operations to maintain the stability of the Kingdom's economy. The Department of the Census, run by the Census Director, handles two important jobs in the Kingdom. First would be the census taken every decade to determine the population and economic output of the Kingdom, while the second would be the registration of all children who make it to age two and deaths. All citizens of the Kingdom are required to register their children with the Department of the Census to maintain extensive and up-to-date citizenship records. This results in the Department of the Census having extensive holdings throughout the Kingdom, with one on average every 100 miles. Copies are made of every registration, which are sent to the Royal Chancery and kept in record. The Department of Agriculture, despite its name, rarely dabbles directly in agriculture. This department works closely with the Department of the Census and Department of Finance to keep accurate records of yearly harvests and to stockpile food in cities and fortresses for siege and other use. The Department of Agriculture also works closely with the Department of War to supply the Army with food. The most important department, however, is the Department of the Recordkeeper General. Overseen by both the Recordkeeper General and King Alstar himself, this department is tasked with the maintenance of all government records and auditing of other departments. The department employs nearly 14,000 scribes, accountants and other bureaucrats and maintains the Royal Chancery - a complex that houses nearly three hundred years of paper records in its shelves and catacombs in the heart of Ochemshi proper. Religion The Kingdom of Ochemshi has a state religion enforced - Church of the Immortal. This cult of personality is based around worship of the immortal King Alstar as a God who has come down to cleanse the world of division and strife and bring in a new age of prosperity. Though other religions are very thinly tolerated, those that refuse to pay lipservice to the King are typically driven out of the Kingdom and those who doubt his divine strength are arrested and usually executed for blasphemy. Though compared to other religions it isn't a very devout religion in regards to beliefs in an afterlife or higher gods than the King, but it still has its fair share of zealous followers willing to die for the King. Society and Culture Ochemshi is a primarily rural society, with over 75% of the population living in small villages of less than 75 people. Another 15% of the population live in small towns and cities of less than 5,000 people. Only 10% of the population live in large cities, all of them being concentrated in the three major cities of Ochemshi, Dothar's Ridge and Veldashen. Ochemshi is the largest city of these, with a population of ~70,000. Dothar's Ridge and Veldashen are similar in population, with ~60,000 people in each city. The fourth largest city in the Kingdom is the Fortress-City of Uteni March - which has a population of only ~4,800 not counting the garrison. Ochemshi agriculture is primarily based around the cultivation of wheat, barley, flax, hemp and potatoes in small farming villages. Other crops grown in specific parts of the Kingdom are hops, tomatoes, grapes, onions, and numerous other herbs used for spices. The land is typically owned by farmers living in a small but dense urban centre where blacksmiths, ferriers, tailors and other craftsmen are located. Fields surround the village, split only by dirt roads and irrigation ditches. Some villages, typically those located near major garrisons, employ farmers and own the land outright - forming a tenant farmer relationship where farmers are paid in money and housing instead of having to turn in part of their harvest. Livestock is also kept by farmers, with chickens, sheep and dairy cows being the most common. Most of the population of the Kingdom is dependent on the shallow-lying Tethbi Aquifer, which covers nearly the entire Kingdom and supplies most of the rural population with water to irrigate crops, and allows for agriculture the dry and arid western part of the nation - a region termed the 'Grassy Desert' for it's lush plantlife, similar to plains, yet low amounts of yearly rainfall. Ochemshi society is nearly entirely based around the Steel Foundry. Miners in Dothar's Ridge and the surrounding cities mine thousands of tons of iron ores per year, which are transported to blast furnaces along the numerous rivers of Ochemshi. The resulting pig iron is then purchased by the state and transported to Ochemshi where it is turned into high-quality, cheap steel. This steel is typically sold off at cheap prices or rationed out to state-run forges. The quantity of cheap steel produced yearly results in Ochemshi being far ahead of other nations in terms of what tools are available to the average citizen - even the nation's poorest has steel utensils in their home. Military The Ochemshi military is based around the standing army - funded by an efficient tax system, organized by a central military department, and maintained with fresh equipment and recruits from all across the Kingdom. All soldiers serve in units under direct command of the Crown, their officers being selected from the best and brightest individuals in the Kingdom - from commoners to the wealthy elite. Due to a lack of regional ties, or ties to a specific noble, units are loyal to the Crown and Crown alone. All soldiers go through a 8 week basic training course, where the strongest volunteers are chosen to be assigned to units and given a specific task, while weaker recruits are either recycled or discharged. All volunteers sign a ten year contract with the Army, after which they are granted a plot of Crown land on which to farm and pass down to their descendants. Organization of the Army is similar to the Bureaucracy in that it seems like what would come out of a modern army rather than a primitive Kingdom's. All soldiers and officers fall under the CRWCOM - Crown Command. Overseen directly by the King, CRWCOM divides the standing army into four Corps of 10,000 soldiers each with each Corps having ten regiments - five regiments of 1,000 Infantry, two of 1,000 Archers, two of 500 Sappers, one of 500 Carphaktoin and two of 250 Carphaktoin, and two of 500 Hunters. These are further divided into Companies of 50 soldiers, which is the basic unit in every Ochemshi army. The Army during peacetime and during most wars stands around 40,000 soldiers. As a volunteer force, the Ochemshi military is supplied with fresh recruits through a highly organized recruiting command with offices established in basically every city worth being put on the map. These offices are typically staffed by former soldiers. Training is based around the, compared to the rest of the world, indepth knowledge the Ochemshi have about muscular training and nutrition. Training camps are established in the three major cities of the Kingdom, where all recruits are shipped once they sign their name or mark on their contract. Recruits are worked to the point of failure almost every day while being fed high-protein diets to encourage muscular growth, then ran both in only light cloth and full equipment to build endurance and further strength. Even after eight weeks, new recruits in the Army are more disciplined than most of their counterparts across the world - with even the greenest troops being hard to rout. Further training is conducted almost constantly, with units being deployed constantly during peacetime and war and conducting operations from simple weapons practice and marching to full-on mock battles. Troop typesNote: Volunteers are assigned a specialty once they leave their basic training and are as follows below. Note this only applies to the regular army - during times of conscription, quality usually drops. Infantry: No special name exists in the Ochemshi language for what makes up a vast majority of the Kingdom's army - they're just infantry. Disciplined and ready for a fight, Ochemshi Infantry are equipped with two sturdy pairs of leather marching boots, steel plate greaves, a heavy mail hauberk, a thick wool-stuffed linen gambeson, a 2.5m long thrusting spear, kite shield with the Royal Coat of Arms on it, and barbute helmet. Light Infantry: Though their name is similar to the heavy infantrymen that make up the Kingdom's Infantry corps, Light Infantry fulfill a very different role in the line of battle. Equipped with two pairs of leather marching boots, a mail shirt, three throwing javelins, a 36" arming sword and kite shield with the Royal Coat of Arms, Light Infantry excel in battlefield harassment and are typically used to screen the Ochemshi line and break up the hostile line during a battle. Archers: Quick on foot, Archers are drawn from recruits that excel at running and bow-training. Equipped with only two pairs of leather marching boots and a gambeson, Archers are instead equipped with a longbow and placed at the rear ranks with one purpose - rain death down on any approaching hostiles. Sappers: Though armed with similar equipment to Infantry, Sappers fulfill a completely different battlefield role. Well-trained engineers, Sappers are responsible for the construction and use of both field artillery, field emplacements and siege equipment. Despite serving on the rear lines, Sappers are picked from the senior ranks for their noted combat skills and high discipline - routing them is no easy task for any force, and they're typically able to inflict heavy casualties during their last stand in the event the Ochemshi line is broken. Carphaktoin: Carphaktoin are traditional heavy cavalry. Highly disciplined and extremely well trained, Carphaktoin are exceptional soldiers and riders. Physically strong to be able to wield their exceptionally long lance, these riders are the Ochemshi equivalent of Special Forces. Able to maintain complex formations and carry out charges on units other cavalry commanders wouldn't dare to try, and succeed where others would fail. Their lance, though it has the reach beyond pike lines and allows for breakthrough if required, usually breaks on the first or second charge, killing or maiming not just the first line of enemy troops but even those deeper into the ranks before being discarded. Carphaktoin are issued two pairs of leather riding boots, steel plate-greaves, a heavy mail hauberk, kite shield with the Royal Coat of Arms on it, 36" arming sword, and 6.5 metre hollow steel-tipped lance. Hunters: Light cavalry used to both screen the flanks to avoid hostile cavalry engagement, and run down fleeing enemy troops, hunters are light infantry on horseback. Equipped with two pairs of leather riding boots, a mail shirt, a 36" arming sword, 3m thrusting spear, kite shield with the Royal Coat of Arms, Hunters are typically held back during engagements. Artifacts Artifact: Ochemshi Steel Foundry - A single functional Bessemer-style steel foundry Book: "Implementation and Maintenance of Effective Bureaucracy" by Prof. Olkar Sendai Book: "Basics of Nutrition" by Jeny Ilar Book: "Basics of Kinesiology" by Prof. Ipvar Thom, Ph.D Book: "ADOCCOM: Modern Organization of Ground Troops" by the Heshtari Army Book: "RECCOM: Recruiter's Handbook" by the Heshtari Army Mutation: King Alstar is immortal
|
|
Efelix
Theme Designer
not a cultist, may be a communist
Posts: 845
|
Post by Efelix on Apr 4, 2017 19:55:44 GMT -6
The Botany of Pokayyae is considered the last bastion of civilization to the far north of the continent, before the plains are overcome by jungle and kings give way to tribal chiefs. It is not clear if the Pokayyaens are descended from the savages, or if they are of a more cultured pedigree. What is known about the Pokayyaens is that many of them proudly bear the mutant brand of the ancients proudly, and hold their Vaio and King close to their hearts. The raiding ways of the northern tribes has rubbed off on the Pokayyaens, who's longships are feared across the southern coasts.
Around 1.3 million people live in the Botany. The three major cities of Baepo, Kotayzra, and Zipokk are all important ports bringing in the majority of the Botany's income. Kotayzra, the capital, has a population of around 250,000 while Baepo and Zipokk have populations of around 125,000. The rest of the population is distributed in the agricultural interior of the Botany. The most important industry for the Botany is its cotton textile production. Using the high yield cotton crops they have from the ancients, incredible amounts of cotton are produced yearly. The cotton plants are a closely guarded state secret, to prevent anyone from dislodging the Botany from its position as cotton king. Corn is another important crop, being the staple of the Pokayyaen diet. Other major Pokayyaen industries include shipbuilding, and logging. In fact, they go hand in hand. The jungle tribes to the north are driven back so that loggers may exploit its rich natural resources, the most important of which are the tropical woods. The woods are exported for furniture making, and are used domestically to produce fine hulls for ships.
The language of the Pokayyaens is known as Pokay. It follows subject-verb-object grammar, like English. Pokay utilizes a full alphabet, written right to left, with each character representing a single sound in Pokay. The alphabet makes Pokay relatively easy to learn to read and write, as opposed to logogram or syllable based languages. In general, Pokay sounds very harsh, filled with hard "k"s and "g"s. Due to Pokayyaen influence in northern trade and their dominance of the textile market, it serves as a lingua franca along textile trade routes and in other forms of trade in the north of the continent.
Government
The Botany is a bureaucratic monarchy under the Lno dynasty. The king, who is believed to be the physical incarnation of the Vaio, delegates his power to administrators below him who manage the affairs of the Botany's provinces and rules from the capital city of Kotayzra. While administrative positions are supposed to be available to all based on merit, individuals from aristocratic families are favored for service and only mutant candidates are ever considered. Luckily, all aristocratic families also happen to carry mutant pedigrees. An cabinet of ministers act as the advisors to the king, such as the Minister of Public Works, the Grand Marshal, the Minister of the Public, and the Minister of Finance among others. Each of the ministers has a group of their own subordinates to assist with record keeping and other menial tasks, displaying a precursor to a more refined system of departments. The Botany is centralized, and the institution of serfdom is not present.
A centralized government allows the ruling class of the Botany to efficiently extract taxes and apply tariffs on exported goods. Such a stream of revenue is not only spent on lavish accommodations for bureaucrats and aristocrats, but also on public works within the Botany. Towns and cities are connected with relatively sophisticated paved roads, stone bridges provide a way across rivers at any time of the year, and a system of horsemen and stations means that letters can make it across the Botany in an incredibly short amount of time. More enterprising kings have attempted to dig canals from the sea deeper into the Botany when rivers won't do, but such efforts usually run out of money and public support before any real progress is made.
Religion
One of the most important aspects of Pokayyaen culture is their religion. Viridism is a gnostic religion built around the worship of the Vaio, the energy of life and creation within every organism. Death is believed to release an individual's Vaio, freeing it to imbue itself in the greenery around it or inhabit a newly born organism. The Vidiyenkko is the holy book of Viridism, holding the teachings of how a Viridite should live their lives and the musings of ancient Viridite religious leaders on the nature of the Vaio. Photosynthetic individuals are considered especially in tune with the Vaio, a blend of two forms of life, and pyrokinetic individuals even more so; capable of freeing the Vaio trapped in living things with a great release of energy. Due to its very free form, liberal nature, Viridism is an attractive religion to all kinds of people and Viridites can be found across the continent.
Viridism does have its offshoots. The most major breakaway faction, the Sanguinites, take a quite literal approach to the concept of the Vaio. Instead of an abstract concept existing in all living things, to them the Vaio is very concrete and concentrated in the blood of people and animals. Seen as corrupt and disgusting by the Pokayyaen establishment and the majority of the population, Sanguinites have been expelled from the Botany and perform their bizarre blood rituals in small communities in the jungles to the north of the Botany. A smaller breakaway faction who call themselves the "Biolites" has emerged in recent history. They claim to follow the teachings professed by the prophet Hoffman in his holy text, and spend most of their time inbreeding to "increase the chance of the expression of the pyrokinetic phenotype" and protecting rare trees to "maintain the presence of their alleles in the gene pool". It is rumored that Biolites have begun to infiltrate the bureaucracy, and the king is considering a purge and expulsion similar to that of the Sanguinites.
Mutations and Artifacts
Book: "Hoffman's Classroom Biology", a high school level biological textbook. Book: "Optics: An Introduction", a textbook discussing the theories and some applications behind the study of light. Minor Mutation: Photosynthetic activity in 33% of the population. Affected individuals can go longer without food due to the supplemental energy, though eating is mandatory to enable any level of physical activity. Major Mutation: Pyrokinesis in .1% of the population. Affected individuals are able to ignite appropriate materials, and control the movement of flame. Agriculture: A strain of pre-collapse GMO corn. Agriculture: A strain of pre-collapse GMO cotton. Equipment: Four dynamo-powered radiotelegraphs, allowing instant communication by skilled operators at great distances.
Military
Soldiers:
-Spearman- The bread and butter of the Pokayyaen military, spearmen are numerous, cheap, and easily trained. They are armored with thick braided cotton gambesons, up to five centimeters thick in some occasions. Such a garment is relatively light weight and breathable compared to leather and mail. The braided cotton proves to be effective against both cutting blows and blunt weapons, and is even able to resist some arrows. They wear iron kettle helmets, to protect against enemy archers. They carry a buckler strapped to one of their arms, needing both hands to handle the spears they use efficiently. Such spears are about 3.5 meters long with a counterweight, varying between iron and steel tips. In case the enemy closes the gap created by the pikes, Pokayyaen spearmen carry maces at their sides to smash the heads and limbs of anyone intending to do them harm up close. Professional and veteran spearmen regiments are trained in advanced formations, while draftees can stand in line and poke.
-Pyromancers- In cases of war, the chosen of the Vaio are expected to rise from their lives of plenty and give their all to serving the will of the king. They wear the thick cotton gambeson common to all types of Pokayyaen soldiers. In addition to the gifts granted to them by the Vaio, they carry a circular sword and shield to protect themselves from enemies clever enough to close the distance between them and the pyromancer. Given their aristocratic roots, pyromancers are all at least decent horsemen and are expected to fill a cavalry role in battle, igniting a fire near or within an enemy formation to cause them to break, and then swiftly riding away to do it somewhere else.
-Huskkyrls- A counter to strategies used by enemy armies is always required, and the Huskkryl serves as the Pokayyaen counter to the shield wall. Clad in a mail shirt over the common Pokayyaen gambeson, the Huskkryl's vitals are well protected. Their heads are protected by a mail coif under a nasal helmet, sufficient to ward off cutting blows but a mace to the side of the head will liquefy their brains. The most important part of a Huskkyrl's arsenal is their long dane axe. Made with a crucible steel head, such an axe is capable of cleaving through shield walls and bone. Due to the semi-niche role of the Huskkyrl, they wait behind more multirole infantry before flanking an enemy formation for maximum effect. Huskkryls are often professional warriors.
-Syzygyriors- A variety of Pokayyaen heavy infantry responsible for shield walls and close ranged combat. They wear mail shirts and coifs with a nasal helmet, over the Pokayyaen gambeson. They are equipped with one handed swords, usually made of iron or crucible steel. More importantly, they carry round shields. This allows them to form shield walls by themselves or working in concert with pikemen, and gives them superior parrying and riposting ability in one on one combat when formations break and a battle devolves into a melee.
-Archers- Perhaps the most numerous type of infantry after the pikeman, the Pokayyaen archer is equipped with a recurve bow to increase the power delivered by the arrow. They carry arrows in two flavors; bodkin, to puncture armored opponents, and broadhead, to use against cavalry and lightly armored opponents. Pokayyaen archers are expected to retreat when the lines defending them break, so they should not see much close range combat. Thus, they are only armored with kettle helmets to protect their heads from counter-archery and carry a short sword or mace as a side arm when fleeing.
-Hyzarors- Hyzarors are the premier Pokayyaen charge cavalry. The mounted Hyzaror wears a mail coat and coif over their gambeson, and the equally common nasal helmet. To protect themselves from enemy spears on horseback, they carry a kite shield in addition to their long, iron lances. As lances are considered disposable, often breaking or being lost after a charge, they carry a one handed sword to carry on the fight afterwards. The goal of a Hyzaror is to charge the side of an enemy formation, trample, lance, and cut down enemy soldiers in the panic that ensues, and then retreat from the enemy formation before they're able to offer a counter attack.
Navy:
An important aspect of Pokayyae's force projection is through the use of its navy. Pokayyaens utilize longships for rapid transit up and down the coast, both for trade and raids made on other nations. Longships are constructed with a single mast and square sail for travel when the winds are favorable, but also possess rowing benches when the ship must travel against or without the winds. For military purposes, there are three different sizes of longship. The smallest, the Ketor, has twenty rowing benches. Its light construction and small size mean that it can be beached without a port, and quickly pushed back into the sea again. The Kyzali has over thirty rowing benches and can carry around eighty men, and serves as both the preferred trading and raiding vessel. The final class of longship, the Kotyakki, has over fifty rowing benches. They are few in number, and are primarily used to carry professional soldiers to far away battles.
Raids:
With their swift ships and even swifter communication, Pokayyaen raids are a fearsome force to contend with, especially in smaller, less organized nations. Raids are always performed against towns, cities, and villages that are on a body of water attached to the ocean. While difficult, longships can be rowed up a river, especially if the wind is favorable. Raids are usually performed by a few hundred men in Kyzali, and the raiders come from a wide variety of backgrounds. Some are farmers and townspeople wishing to pillage and make fast money, while others are professional soldiers not involved in a campaign looking for a thrill or supplemental income. Raids are usually orchestrated by aristocrats who are also looking for income, sourced in their share of the spoils. Occasionally, the king feels the Botany has been offended by a disrespectful nation, or hears a rumor that a powerful artifact is located somewhere in a town or city on the coast. These are the grounds for a Grand Raid. Dozens of Kyzali and even a few Kotyakki are assembled to carry forces that number over a thousand to raid the king's target. Such expeditions are headed by a Grand Captain, an aristocratic pyromancer who is believed to be skilled in both naval and ground combat.
[There's some stuff I want to add, but I think this enough to start with.]
|
|
|
Post by lunaswaxing on Apr 6, 2017 13:16:44 GMT -6
Kolm’s Wall, and the State of Duklorania
Claim: The core of the nation is contained in Wall City, which was built in the lee of an enormous pre-collapse wall that once served as a dam for the river which now runs through the center of the city. The Segolat River rushes out through the Great Wall too fast for anyone to swim or boat up. Wall City spans the river valley with stone fortifications on the five hilltops around the Segolat. Joining the hilltops are walls made of wood with stone foundations. However, the Duklorain have retained the knowledge of making decent concrete, meaning their mortar is considerably higher quality than others. This is a jealously guarded military secret. How the Wall's monstrous construction of straight concrete could be made without cracking while it dried... is alas lost to time. Duklorania is ruled by a monarch who is selected from among his peers, for life. This is to say, when the old king dies, the military appoints a new one. The Duklorain military is comprised entirely of the men who in peacetime work as miners, builders, and engineers of the lesser constructions which Wall City loves to build. It was while mining materials for concrete that the subterranean rail system was discovered (the Sub Rail). The Sub Rail is an extensive network that has only been partially excavated, but has been put to work connecting Wall City to its tributary farm towns. The electrical system which powered the trains is completely nonfunctional, necessitating the use of draft beasts to pull carriages they have made to utilize the rails. Nevertheless the Sub Rail is quite fast, and this ability to gather fresh crops from farther than ever before has allowed a true metropolis to emerge in Wall City. During war, the Duklorain military can be divided into a few groups. The miners form the infantry corps of the army. They wear padded armor, with metal helmets, gauntlets, and greaves. - Armed with spears and large wooden shields, they form the front line in open battle.
- The incredible strength that can be built while mining every day (with a decent diet) leaves some well suited to the two-handed axe and the buckler. These are the shock troops, best for close quarters, flanking, and busting open the line.
- Ranged troops aplenty: slingers, crossbows, and archers for a number of situations, but nothing special about them.
- The cavalry are quick but light, serving as flankers, shock troops, and missile cavalry. They are armoured similarly to infantry, with the addition of mail. They carry lances, with a side arm of their choice. The missile cav use javelins, and stick to the hills.
The Sub Rail is also used to move people throughout the kingdom, allowing for the miners, essentially a centralized military of professional soldiers, to be deployed against border threats. The borders are maintained by the outermost walled farming towns, which can signal the City for assistance when under an attack too major for the local militia. Dissent against the crown is controlled by the threat of not coming to defend a town under attack. An interesting ability that every % seems to share is a perfect and innate sense of direction. If an outsider were to speak about being lost or disoriented while sober, A % would not be able to understand. The only exception is when they are drunk. However, they are drunk very often. This often causes problems with the quarries and tunnels. The punishment for drunkenness while on duty is very severe. Some have been put to death for accidents caused by their negligence while intoxicated. Duklorain livestock is mainly goats, dairy cows, and poultry. The main food crops besides animal feed and grain are a selection of pre-collapse potato breeds (Yum) which are their dietary staple. These potatoes, and the potato liquor of which they are so fond, are the main export of Wall City, as well as work forces skilled in the creation of concrete, but who work only for exorbitant prices. The towns that sprung up around the outlets for the Sub Rail quickly came to act as centers for agricultural depotting and trade. Outsiders are usually not allowed into the Sub Rail, as its existence is a poorly kept secret. Its exact nature is hopefully not quite understood by anyone else yet. Trade with outsiders is therefore also carried out in these towns. Society is divided into clans or families. Every person’s first allegiance is to their family, then to the state. When a man wishes to join the military, for many men the only hope of a decent living, and for others the only honorable occupation, they leave their family, and swear allegiance to their new family, Kolm’s Hammer. The military actually owns the Sub Rails and the secrets of concrete. They maintain their own budget, and the King who rules is chosen from among them. The King has total authority over the military,and everyone follows his rules in times of war, or risk being cast out of his protection. artifacts and mutationsthe wall the subway the potatoes 100% of pop. has innate gps *3 concrete
|
|
Efelix
Theme Designer
not a cultist, may be a communist
Posts: 845
|
Post by Efelix on Apr 6, 2017 18:10:16 GMT -6
The classification of artifacts/mutations into "active and passive" has been determined to be kind of dumb. Now you just get 10 of whatever you want. Major/minor mutations still apply, for balance reasons, but now you don't have to decide between that extra .1% of a major mutation or a book because you're at your 6 passives limit.
|
|
Efelix
Theme Designer
not a cultist, may be a communist
Posts: 845
|
Post by Efelix on Apr 7, 2017 6:20:59 GMT -6
Feeling like giving us until this weekend so we have a solid starting point nation lore-wise. Then, we'll start things off.
|
|
Efelix
Theme Designer
not a cultist, may be a communist
Posts: 845
|
Post by Efelix on Apr 8, 2017 21:47:05 GMT -6
Aumn's let us go on without him. AL has begun!
|
|
|
Post by bedevere on Apr 10, 2017 14:38:57 GMT -6
Sorry I'm late, Oslo only told me about this recently, and I had a really busy weekend. That being said, meet: The Eternal Lacrimose Republic of Quecq
Land Claimed Passive Minor Mutation: All citizens are able to drink seawater for hydration. Their kidneys process out the excess salt as tears, causing citizens to cry basically all the time. This in turn causes an increased incidence of cataracts. Major Passive Artifact: A holy temple at the center of the city-state contains a pre-lapsarian laboratory with a fully functional consciousness-uploading computer. Major Passive Artifact: A set of tidal generators and high-capacity accumulators. They provide a constant flow of power to the computer, lighting the temple and maintaining the consciousness bank, but are hardwired such that they can’t power anything else. Major Passive Artifact: An ante-lapsarian research text concerning ships from the great seafaring days of the world before. It describes in great detail the manufacture and operation of vessels from the Age of Sail. Quecqian scholars were able to decipher most of the text within the previous few generations. Major Passive Artefact: Queckian scholars have created a recipe for concrete that will dry in a workable amount of time, even in the incredibly humid climate where they live. Major Passive Artifact “Anon” can be convinced to aid in the translation of pre-lapsarian texts, and will occasionally provide minorly useful intelligence. Far more often, he will provide exceptional quality memes. Major Passive Artifact A warehouse full of fiberglass sailboat hulls from just before the collapse. Most are about 15 feet, give or take. Minor Passive Artifact Pre-lapsarian biologists in the area experimented with GMO crops. After the collapse, the GMO crops bred with the surrounding natural crops. At present, the only unusual trait left is that all crops grown by the Queckians glow a soft teal at night. Religion: Quecqians who are near death are uploaded into the central computer. There is only one consciousnesses in the bank who remembers the collapse: someone claiming to be named “Anon Uxhaul Mustard,” a memelord shithead who’s only in it for the lulz. The consciousness bank is the center of Quecqan religion, which is a form of ancestor worship. Government: Queckians are ruled by the collection of intelligences in the computer bank. They make decisions through an untidy process of debate and argument. Army: Queckians are not very expansionist. Most of their military is geared toward defense, with heavy fortifications in key points. “Anon” has convinced the Queckians that Trebuchets are the pinnacle of military might, therefore the Queckian military is primarily composed of siege machinery designed to throw 90 kg stone projectiles up to 300 meters. Queckians have never needed to engage in an offensive battle. They therefore have no idea that trebuchets are nowhere near as effective in war as they have been led to believe Attachments:
|
|
Efelix
Theme Designer
not a cultist, may be a communist
Posts: 845
|
Post by Efelix on Apr 10, 2017 15:52:14 GMT -6
To preserve the BALANCE OF POWERS within AL, Anon's going to need to be from some point post-collapse. He can still totally misguide the poor Queckians by pretending to be from before the collapse though. (also what are your cities called so i can name them on the map)
|
|
|
Post by bedevere on Apr 10, 2017 18:45:56 GMT -6
Fair enough, he was more of an excuse to make a nation entirely out of memes. I am just now realizing that the big one should be on the coast, and is named Port Carnelian. The small dot is Gavil Point.
|
|
Efelix
Theme Designer
not a cultist, may be a communist
Posts: 845
|
Post by Efelix on Apr 10, 2017 18:56:16 GMT -6
Infomorph meme historian?
|
|
|
Post by lunaswaxing on Apr 11, 2017 8:41:20 GMT -6
What happens to the river? is this a huge marsh or does it disappear into a sinkhole or something
|
|
Efelix
Theme Designer
not a cultist, may be a communist
Posts: 845
|
Post by Efelix on Apr 11, 2017 8:44:37 GMT -6
The rivers were generated with an erosion function of the map software I used, so a few of them are probably inaccurate. If there's a weird river, interpret it however you want. A marsh would be pretty cool.
|
|
Efelix
Theme Designer
not a cultist, may be a communist
Posts: 845
|
Post by Efelix on Apr 14, 2017 20:33:51 GMT -6
AL is looking a little bit dead. I'm going to work on things like NPC nations to seed the world with, so you can do things like pillage them instead of self-RPing. Woohoo.
|
|
|
Post by Chonicler on Apr 14, 2017 20:44:57 GMT -6
Yay! makes things more interesting instead of being so far apart.
|
|