Advertisement
by Hallimas Islands » Sat Jan 06, 2018 8:16 am
by Tysklandia » Sat Jan 06, 2018 8:48 am
by Spindle » Sat Jan 06, 2018 4:38 pm
by Tysklandia » Sat Jan 06, 2018 5:46 pm
by Novas Arcanum » Sat Jan 06, 2018 7:24 pm
by Tysklandia » Sat Jan 06, 2018 8:10 pm
Novas Arcanum wrote:Can the Westorians have the ability to summon storms or maybe control a sea serpent?
by Novas Arcanum » Sat Jan 06, 2018 8:26 pm
Tysklandia wrote:Novas Arcanum wrote:Can the Westorians have the ability to summon storms or maybe control a sea serpent?
A sea serpent would be a fickle creature, give me a description of it and it's fine.
Although making yourself an island fortress will likely get boring quickly, unless you have other ambitions than war for the game.
by Nuxipal » Sat Jan 06, 2018 9:47 pm
by Hallimas Islands » Sun Jan 07, 2018 12:19 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: 5,000,000
Military number: 20,000 (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.
Smithery and Armour
Dwarvish Smithery is unrivalled throughout the world. Every Infantryman, Ranger and Guard bears this in mind. This armour is very strong, combined with the raw strength of a standard Dwarf of the Suthar-Khals, indeed makes this dwarf a formidable foe.
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 Spindle » Sun Jan 07, 2018 3:37 am
Tysklandia wrote:The Free Republic of Shai Tialle
Population is a bit large, but allowed.
31 thousand infantry in organised battalions and heavily trained in tactics is a bit much. Heavily organised and armed infantry should likely be limited to the 10 to 15k range maximum, if you have other types of infantry in addition, this number should preferaly be even lower.
PS: you didn't make it easy to extrapolate a full list of your total army xD
by Darksworth » Sun Jan 07, 2018 11:37 am
by Spindle » Sun Jan 07, 2018 11:59 am
by Darksworth » Sun Jan 07, 2018 12:11 pm
by Spindle » Sun Jan 07, 2018 12:32 pm
by Nuxipal » Sun Jan 07, 2018 1:37 pm
by Spindle » Sun Jan 07, 2018 1:57 pm
Nuxipal wrote:Spindle wrote:Nobody go out into the wastelands out there. It's dangerous.
Which Wastelands... my Wastelands? You keep off of my wastelands..
Speaking of which, here are the maps I promised.
Deep Roads of the Dwarfholds
by Tysklandia » Sun Jan 07, 2018 4:27 pm
by Kipchyak » Sun Jan 07, 2018 6:45 pm
by Nuxipal » Sun Jan 07, 2018 9:39 pm
Tysklandia wrote:Alliance of stone I need some time, these dragons are powerhouses and can really be brutal on the battlefield, so give me some time to look over the description and your app when I have some more time and see what is fair game.
by Tysklandia » Mon Jan 08, 2018 12:41 am
by Spindle » Mon Jan 08, 2018 11:21 am
by Kipchyak » Mon Jan 08, 2018 6:07 pm
Tysklandia wrote:Name of Faction: The Kingdom of Novomozovsky
You can boost your military a bit for fantasy style armies, or add other specialities. Perhaps adding a fantasy vibe to empower the army, to make yourself fit the standard mold of starting power.
So this workweek will not be as bad, so I should have time to prep the IC.
I am thinking of working with world events with certain modifiers to the world, such as instability, orc raids, dragon sightings, magical storms, etc. Technically all optional to reference in everyone their storyline, but giving a starting point for people to post towards and perhaps give options for interaction without going immediately to war.
by Tysklandia » Tue Jan 09, 2018 9:34 am
Kipchyak wrote:Tysklandia wrote:Name of Faction: The Kingdom of Novomozovsky
You can boost your military a bit for fantasy style armies, or add other specialities. Perhaps adding a fantasy vibe to empower the army, to make yourself fit the standard mold of starting power.
So this workweek will not be as bad, so I should have time to prep the IC.
I am thinking of working with world events with certain modifiers to the world, such as instability, orc raids, dragon sightings, magical storms, etc. Technically all optional to reference in everyone their storyline, but giving a starting point for people to post towards and perhaps give options for interaction without going immediately to war.
Sure thing, ill boost my numbers a little bit didn't wanna overdo them. Do you think maybe I could give them a buff for converting lands i take over and colonize over. I'm thinking I'll have less of a Polytheistic religion and more of a Monotheistic one.
by Jaladristan » Tue Jan 09, 2018 3:00 pm
Advertisement
Return to Portal to the Multiverse
Users browsing this forum: G-Tech Corporation, Intermountain States, Lazarian, Tesserach
Advertisement