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by Tysklandia » Tue Jan 02, 2018 1:30 pm
by Darksworth » Tue Jan 02, 2018 2:19 pm
Tysklandia wrote:I don't have a bunch of time tonight, so I will just be adding the religion bits and digging up my map.
No time to look at applications, although most look fine.
@proton
The story and premise of the game is that everyone is a fledging entity rising once more after a great calamity as explained in the opening post. Nobody will be given great regions of land or huge population at the start of the game.
A non-nomadic nation having such a gigantic army, is not allowed in this game, atleast at the start. That is clearly stated in the OP.
(nomadics can have infloated numbers, but I assume they clearly understand the limitations such a society has on technology, construction and military technology/tactics).
I will not be accepting factions beginning as an large powerhouse, be it an empire-sized feudal entity or a huge-ass tribe or any faction with armies in the hundreds of thousands. Their is a level playing field and a theme of climbing upwards, with everyone having a clear need of being wary of one another and any other threat lurking in the deep forests and mountains. Such a thing is relatively impossible when one has 200 00 levies ready for a fight at a moments notice.
by Novas Arcanum » Tue Jan 02, 2018 2:20 pm
'Tysklandia wrote:I don't have a bunch of time tonight, so I will just be adding the religion bits and digging up my map.
No time to look at applications, although most look fine.
@proton
The story and premise of the game is that everyone is a fledging entity rising once more after a great calamity as explained in the opening post. Nobody will be given great regions of land or huge population at the start of the game.
A non-nomadic nation having such a gigantic army, is not allowed in this game, atleast at the start. That is clearly stated in the OP.
(nomadics can have infloated numbers, but I assume they clearly understand the limitations such a society has on technology, construction and military technology/tactics).
I will not be accepting factions beginning as an large powerhouse, be it an empire-sized feudal entity or a huge-ass tribe or any faction with armies in the hundreds of thousands. Their is a level playing field and a theme of climbing upwards, with everyone having a clear need of being wary of one another and any other threat lurking in the deep forests and mountains. Such a thing is relatively impossible when one has 200 00 levies ready for a fight at a moments notice.
by Benuty » Tue Jan 02, 2018 2:46 pm
by Tysklandia » Tue Jan 02, 2018 3:13 pm
by Nuxipal » Tue Jan 02, 2018 5:20 pm
by Hallimas Islands » Wed Jan 03, 2018 9:02 am
by Spindle » Wed Jan 03, 2018 10:41 am
by Tysklandia » Wed Jan 03, 2018 4:29 pm
by The Protacan-Anzotac Peoples » Wed Jan 03, 2018 4:49 pm
The Protacan-Anzotac Peoples wrote:Name of Faction: The Empire of Hymeria
Ruler: The High Emperor, Richard Paxton
Description of Government: The Grand Council is the federal and assisting ruling body of the empire, The House of Justices is the judiciary body, and The Senatorial Council is the legislative body.
Government Type: Absolute Monarchy with limitations
Sigil/Emblem:(Image)(Image)
Population: 9,700,000
Military number : 10,000
Military outline :Levies/Levys
~ Ready and prepared to fight a moment's notice, this section of the imperial army is considered the first responders to fight in a war before any other division is ready. This also is a way to attack the enemy faster and move swiftly leaving the backbone of the imperial military to clean up what's left and what was missed. 6,000/10,000 levies make up the imperial army, the minimum volunteer age to join the local levy unit is 16. levies are usually armed with a wooden pike, light chainmail, leather boots, and a helmet if they are first to get one.The Imperial Guard
~ The most elite and special unit of the Empire, and the closest to the Emperor, it defends the capital and the Emperor himself, they are heavily armed and outfitted with steel plated armour and long golden swords. They are a brute force and afraid of nothing. Their thick shields made from the rare metal *Aryian* are tough enough to ram through a shield wall of 20 soldiers. 2,000/10,000 make up the imperial guard. Men that have served 3+ years in the regular armed force, with 6 recommendations from their superiors are then considered for the position, out of the 100 that are recommended only 20-40 make it.Minor Division
~ The Minor Divison makes up the other units such as cavalry, Man At Arms, Knights, Footman, Serjeants, etc. They make up the remainder of the imperial army. This division is the backbone of a militaristic rally and is tasked with clearing out anything that was left behind or missed. Or will gather up along with the levies if a huge confrontation with the enemy is expected. This division is the one most volunteerd for due to its equipment being state funded and a better guarantee of survival.
Languages: Imperial Human English
History:This empire is a former human tribe of only 13,000, it was ruled by Gerold Paxton during the *Age of Hell* as tribes people use to call it. When the flourishing, dominating empire took over lesser human tribes and got closer towards Gerold's tribe, he rallied its first army of middle aged men from the tribe, the only requirement was to have your own weapon and armour made. The Elder Council however foresaw the loss of the tribe and end of a great dynasty so the empire was moved to uninhabited land. Gerold was this miracle and praised his gods, he began having abled men construct grand buildings and structures and after the end of the *Age of Hell* everything was complete. Gerold sent aides out to encourage other unconnected tribes to move onto his land, the majority did and Hymeria was formed. Provinces of merged tribes make up Hymeria with its lords in high federal positions. Gerold married Lady Elisa Haske of the Haske Province to the west. The Hymerians became a superpower throughout the known lands and it's legacy was secured when Gerold had a son and named him Richard. His wife died in childbirth but already knew what would happen after a councilor the night before told her of her death. Gerold tried not to grieve and spent his time focusing on Richard. Once Richard was 15 his father died of a stroke, Richard was crowned at a young age but only because his father permitted it. Hymeria warred against the forest elves to take over their land for lumber, and took over neighboring clans that showed signs of rebellion. The Hymerian Empire strives to show dominance over Alcenia and make sure to stay a flourishing nation.
Religion:N/A
Races: Human
Capital City: Ravenstern
Land Controlled: A Eastern Portion of Alcenia
Allies: N/A
Enemies: Elves
by Darksworth » Wed Jan 03, 2018 5:11 pm
by Spindle » Thu Jan 04, 2018 12:26 am
Tysklandia wrote:The Free Republic of Shai Tialle
(Special Munitions and VERY organised military structure)
2 very strong boons here, but interesting none the less.
by Tysklandia » Thu Jan 04, 2018 3:11 am
Darksworth wrote:So, just noticed that the Kingdom of Zathrak-thing in your post is empty, does that mean I passed?
by Hallimas Islands » Thu Jan 04, 2018 11:50 am
Hallimas Islands wrote:Name of Faction: High Kingdom of Suthkar-Khals (High Kingdom of the Southern-Mountains)
Ruler: High King Thukrar 'Hammer-Head' Khalsar
Thukrar is the High King of Grimmr-Khal at this point, elected by the Low Kings and the Clergy quite recently, he plans to break the Command of the Elders. He was born to the Low King of Haldomor-Khal, descendant of the great hero Halmar Haldomor Khalmar, he already had a good position when he entered into politics and gained the favour of the Clergy and the Low Kings.
Appearance(Image)
Description of Government:
The High Kingdom's government is split into three sections. The High King's Court, the Low King's Council and the Clergy's Council. All entrenched in tradition, each section has a series of checks and balances to stop one from getting too powerful and disturbing the balance.
The High King's Court
The High King's Court is the executive area of the government. He presides over the Low King's Council and the Clergy's Council and gives out commands that are to be obeyed by all Dwarves, approved by the Low Kings. He is elected out of the Low Kings and appointed by the Clergy, if he gets too powerful, a Middle King can be chosen... The Middle King will take an army and seize the throne or will rise during and interregnum.
The Low King's Council
Ruling over seperate autonomous mountains, the Low Kings have a lot of independence... However, they do have to uphold the commands made by the High King and the Clergy. High and Middle Kings are elected from the Low Kings and are accepted by the Clergy. The Low Kings meet at a Council where they make bylaws and agreements among each mountain, they have to meet at the capital at least five times a year and are overseen by the High King, which can ostracise any one of them that steps out of line.
Clergy's Council
The Clergy's job is to appoint the High King and make their own laws that aid pleasing Mahshemkat-Khul-de-Grimmr, our God. If needed, the Clergy can intrude on High King commands and Low King bylaws. However, if they step out of line the High King and the Low Kings can call upon Khul's Wrath. Khul's Wrath is an order that ostracises any corrupt clergymembers from the Dwarvish Kingdom, it is named this as it is from the Grand Book of Orders handed to us by Khul who wrote this system of Government.
Government Type: Limited Non-Hereditary Elected Monarchy
Sigil/Emblem:
(Image)
Population: 8,500,000
Military number: 15,000 (only 6,000 are active)
Military outline:
Dwarvish Axemen and Spearmen
This is the standard heavy infantry of the Dwarvish armies. They are professional soldiers and are the backbone of our armies. Both heavily armoured and skilled, the infantry is found in all mountains and when the Mobilising Horn is sounded, we can muster a lot of these men. Equipped with axes and spears, they provide both offensive and defensive capabilities.
Dwarvish Rangers
Using shortbows and crossbows, the rangers are our standard ranged units. Not as heavily armoured, they are also professional and are skilled equal to the infantry. They are found in less mountains and are mobilised by the Ranger's Horn. The Dwarvish Rangers are also skilled with an axe, though less so than the infantry.
The High King's Guards
Most elite of the Dwarvish armies. The only unit to use battleaxes, warhammers and even swords. The High King's Guard is found only by the High King and they abandon any Mountain loyalties to serve the High King. They are only found by the High King and in his barracks. Most heavily armoured and some say even uses a special blessing from Khul Himself.
Low King's Guards
The Low King's Guards are the guards of the Low Kings specifically. Less skilled and less varied in weaponry compared to the High King's Guards. They are loyal to their individual mountain and to their Low King even more. They protect them as body guards, when on campaign.
Dwarvish Levy Infantry
The majority of our infantry, less armoured and less skilled than our infantry. The levies are called when the Conscription Horn is sounded. They bear pickaxes and standard axes and have light armour as a defence.
Dwarvish Levy Slingers
Standard slingers, light ranged infantry. Least armoured of our units and levied from the most poor when the Conscription Horn is sounded. With staff and standard slings they throw rocks upon our enemies.
Languages: Dwarvish and Standard Human Language
History: The Dwarvish High Kingdom of the Southern Mountains is located in the mountains of the south, near to the grand sea. An ancient kingdom with even more ancient traditions and culture. In the days of the Alcenian Republic, as recorded by the Dwarf Themkar, who states 'Our Kingdom was expansive and grand. We had many connections to the Mannish tribes and even learnt how to stride along the grand blue canvas from them. In return we sold them our gold and such and taught them many a thing. The Mannish tribes were kind to us and we were kind to them.'
Then the Alcenian Republic became an Empire, swallowing those old Mannish tribes and engulfing them in their Empire. Luckily, under the guidance of the Grand High King, Khuzar 'The Diplomat' Hemenkar of the Khuzud-Khal. We maintained good relations with the Empire and we continued to do as we always did. During this time, we built the Grand Tunnels, using the money from our Alcenian trade to build Grand Tunnels between the Fifteen Peaks. From Haldomor-Khal in the West to Shemakar-Khal in the East. Built on the backs of Alcenian slaves from all over their empire.
Being one of the biggest pushers of the Alcenian Slave Trade soon backfired as the Empire turned their gaze to our Kingdom. Immediately, High King Thurin 'The Emancipator' or 'The Coward', abolished slavery in order to cut all connections to the Empire. He then saw the Alcenian Armies march towards his home and contacted a group of wise elders at the summit of the Shemakar-Khal and they issued and order... A command. 'NO DWARF SHALL LEAVE THE FIFTEEN PEAKS' they bellowed and so Thurin followed their orders. The Mountains were sealed shut.
However, from the summits of our Khals. We saw what had happened to the continent. Watching helplessly as the Curse swept the Alcenian Empire and the Age of Sorrows passed. We hid in our mountains watching in horror. No other race has seen a Dwarf from the Southern Mountains in those days and all doors are shut. Until the Age of Sorrows ended.
The Command of the Elders has been upheld for centuries. Perhaps now is the day that the Command be repealed, as Human tribes return to their natural state and new kingdoms arise. Perhaps our old one shall be fit in.
Religion:
Dwarvish Monotheism
Dwarvish Monotheism is based on one God, Mahshemkat-Khul-de-Grimmr (Mahshemkat-God-Of-Dwarves), omnipotent but not always omnibenevolent and the like. He is an ancient God from the beginning of Dwarvish kind. Khul, as said colloquially, has given us many gifts. For example the Grand Book of Orders, which gives us our system of Government. We have High Priests to beg His blessing, which can be given at His whim. We pray He is kind enough to give us blessings. Like a father, he can be kind and can be rude also.
Races: Dwarves
Capital City: Haldomor-Khal
Land Controlled: Mountains to the southeast.
Allies: N/A
Enemies: N/A
by Nuxipal » Thu Jan 04, 2018 6:59 pm
by Arvenia » Fri Jan 05, 2018 4:13 am
by Tysklandia » Fri Jan 05, 2018 7:05 am
Arvenia wrote:Are there other races beside Humans, Elves, Dwarves and Orcs?
by Spindle » Fri Jan 05, 2018 11:34 am
Nuxipal wrote:Name of Faction: Alliance of the Stone
by Tysklandia » Fri Jan 05, 2018 11:51 am
by Spindle » Fri Jan 05, 2018 11:52 am
Tysklandia wrote:I will likely grab all current applications in a bundle and give them a look tommorow somewhere. Then I will try and find a guideline and PM you if I have things I would like added or changed.
by Nuxipal » Fri Jan 05, 2018 3:18 pm
Spindle wrote:Nuxipal wrote:Name of Faction: Alliance of the Stone
Okay, can I be the first to pronounce my sheer terror at this faction? Not that I think it's overpowered, I just love the fact that it's dwarves and dragons.
And I'm waiting nervously for the day when some enterprising dwarven engineer decides to strap a siege weapon to a dragon. Or multiple siege engines, depending on size. And possibly an archer. Or two. Or twenty.
by Spindle » Fri Jan 05, 2018 4:24 pm
Nuxipal wrote:Spindle wrote:Okay, can I be the first to pronounce my sheer terror at this faction? Not that I think it's overpowered, I just love the fact that it's dwarves and dragons.
And I'm waiting nervously for the day when some enterprising dwarven engineer decides to strap a siege weapon to a dragon. Or multiple siege engines, depending on size. And possibly an archer. Or two. Or twenty.
I thought about that, but it'll take lots of time for something like that. The more common thing that will likely happen, the few dozen or so Dragons which can go into combat will either be generals or work with teams of the elite Dwarves by dropping them off in places to be most effective or as a small strike force. The latter happens in a D&D campaign where a dragon drops off a strike team of dwarves on a giant's flying castle.
by Tysklandia » Fri Jan 05, 2018 6:05 pm
by Nuxipal » Fri Jan 05, 2018 6:51 pm
Tysklandia wrote:I give my human "plot" faction a single dragon, multiple dragons can be dangerous.
As per my request in the OP, can everyone describe their races? even standard dwarves or elves.
Especially dragons and such, I still need to do so for my own dragon, having your own description for what those dragons can do will do much for figuring out balance.
I can't make a fair check for balance unless I know how "strong" your dragons are.
by Darksworth » Fri Jan 05, 2018 8:24 pm
Nuxipal wrote:I'll get to that. I am at some crazy marriage retreat thing to make my wife happy, so we can get married in her church. Won't be available for the next day or so.
\Tysklandia wrote:I give my human "plot" faction a single dragon, multiple dragons can be dangerous.
As per my request in the OP, can everyone describe their races? even standard dwarves or elves.
Especially dragons and such, I still need to do so for my own dragon, having your own description for what those dragons can do will do much for figuring out balance.
I can't make a fair check for balance unless I know how "strong" your dragons are.
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