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Might and Magic [Lore Thread]

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Skaldia
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Founded: Jun 30, 2013
Ex-Nation

Might and Magic [Lore Thread]

Postby Skaldia » Thu Feb 20, 2020 7:55 pm

The World of Might and Magic
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Discord | Theme | MAP


In ages past the reckoning of man or beast, a mighty Empire of Magic existed. These humans thought they knew enough to pierce the cosmos, and try to expand through the use of Gates. This Imperium spread across to many worlds, not by the might of science, but of the arcane. To fuel their conquest of other worlds and creatures, they built gargantuan Gates that allowed for the instantaneous travel of men and supplies to any world with a Gate. As time passed, the Imperium colonized and subjugated hundreds of worlds and different cultures, their power seeming to have no bounds. Unfortunately, drawing on too much energy from the Winds of Magic caused the Gates to malfunction and cease to work, effectively ending the Imperium's iron grip on the World Tree and sending dozens of worlds into dark ages as some worlds' population had grown far too great for them to rely on their own exports. Billions all over, died.

Earth had been changed irrevocably. Hundreds, maybe thousands of races, had likewise immigrated to Earth. When the Gate failed, the Imperium lasted less than a generation before the first War of Dissolution saw the Imperium crumbling. For the next thousand years, any remaining semblance of unity was systematically ruined in a period that would become known as the Age of Oblivion. Likewise, any history and power that the Imperium had was cannibalized and destroyed until the golden years when the Imperium had ruled became mythic by the current age.

Eventually peace would settle as the new world powers arose from the dust with the building of the Holy City of Arum (Istanbul). From Arum, the first of the Keepers arose around the Order of Peace. The Keepers sent out emissaries all over the world, bringing messages of peace and prosperity. Some early nations denied the words of the Keepers or outright killed their emissaries. None of these early nations survived, suffering some sort of calamity or another, whether due to the machinations of the Keepers or bad luck is a fiercely debated point. After nearly two hundred years, the peace the Keepers had worked for was established with the First Representatives arriving from each respective nation on the planet. Thus the Age of Peace was begun.

The year is 389 AP. Since establishing peace, the Keepers have remained engimatic, locked away in their Holy City. In the last centuries, they've only called for a Conclave three times, each time marking a point where a threat to the entire world was predicted. The fourth time is at hand. . .


RULES:
    1) No Godmodding or Meta-Gaming
    2) While this is a fantasy rp and I expect some pretty amazing stuff, please keep it based in reality. For instance, if your character starts walking to point A to point B and point B is a thousand miles away, it should take a while.
    3) No steamrolling other races or other players just because you can.
    4) No massively powerful races like Gods and what not. Dragons are allowed, but please sparingly.
    5) Technology is High Fantasy. No gunpowder.
    6) While there are weapons of mass destruction in real life, I will not allow their use in this RP. They defeat the purpose of this RP.
    7) This is an alternate world and has no connection whatsoever with our world. So, for that reason, there will be no mention of a Roman Empire, Leonardo Da Vinci, or what have you. They never existed.

CO-OP RULES:
    1) Co-Ops are allowed to accept Apps as long as BOTH Co-Ops accept the app. After accepting, they will TG me the APP to be added to the list.
    2) There shall be TWO Co-Ops
    3) Co-Ops are allowed to make a natural phenomenon occur or a sickness break out.
    4) Co-Ops are NOT allowed to be Biased towards a player just because said player is attacking Co-Ops world, nation, or what have you.

TIMELINE:

    3300-2300 BP (Before Peace): The Age of Oblivion begins; a series of wars, plagues, and rogue magics destroying much of the previous history of the Imperium.
    2300 BP: The Age of Oblivion is considered over with the world powers stabilizing.
    2112 BP: The Draconians arrive from the Far North and land in what will become known as Arkhosjha.
    2112-1998 BP: The Great War will see the Empire conquer more than half of the total size of the nation.
    1789 BP: The Aujiran Conquest. The rest of the province of Aujir is conquered.
    1697 BP: The Xarzithian War will see the Draconians conquering Xarzith.
    445 BP: The Nifran Conspiracies and Nifra is liberated from the Grey Necomancers and assimilated in to the Draconian Empire.
    338 BP: Juanithian War is the final war of conquest for the Draconian Empire, the Juanithian Warlords crushed at the Battle of Xalobrax.
    234 BP: The Holy City of Arum is constructed.
    0 BP: The First Conclave is called for. With the aid of the Keepers, the comet Gezelbaum is diverted from hitting the planet through a great feat of magic.
    78 AP: The Second Conclave is called. The Frost Giants of Varsok (Antarctica) are defeated and stopped from destroying the world by a group selected by the Conclave. These Heroes are canonized by the Holy City, as most of them do not return.
    146 AP: The Third Conclave is called. The Titan Mezant'rol is prevented from awakening, although much of Desen'ebre (The Sahara Desert) is glassed and tens of thousands killed. The Colossus of Desen'ebre is constructed in the center of the Desert to commemorate the fallen.
    349 AP: The Aujiran Uprising begins when the local humans rebel against their Draconian masters.
    362 AP: The Aujiran Uprising is ended at the Battle of Mount Hazan
    389 AP: The Fourth Conclave is called.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Thu Feb 20, 2020 7:56 pm

Nations


The Draconian Empire

Nation Information:

Nation Name: The Draconian Empire

Government Type: Oligarchic Theocracy. The Draconian Empire is broken down into nine provinces called Sunholds and within each Sunhold is a Windhold. The number of Windholds within a Sunhold depends on the population of that Sunhold. Each Sunhold is ruled by a Sun Lord (or Elder Lord) and every Windhold ruled by a Wind Lord.

Religion: The Draconian Pantheon, made of thirteen Dragon-Gods that created the many Dragonoid races of Draconia in their image, is considered a remote and distant pantheon that has evolved from weather worship in the previous eras. Each of the Dragon-Gods uphold one of the Thirteen Tenets as laid down in the Sacred Laws. Only the greatest Draconians are allowed to enter Quavera, the Draconian idea of Heaven, also known as the Eternal Flame. From the Eternal Flame, it is believed that some Draconian souls are transformed from their base state to be reincarnated as Dragons. For this reason, Dragons are considered Sacred. Draconians will go out of their way to protect Dragons and will defend them with their life. Likewise, Dragons and Draconians have an intrinsic bond. Dragons will not harm Draconians, and it has been known that some of these Dragons will even allow Draconians to ride them.

Magical Ability: Magic is often frowned upon within the Empire, considered unsafe and not for honorable Draconians. What magic is practiced is a highly specialized form that is used to power many simple day-to-day items in the Empire. These magical items, using special crystals mined from the Peaks of Flame (Ural Mountains) allow for the imbuing of certain properties to that crystal. Icestones are used to keep items cold, Flamestones to keep something warm, Airstones to keep items afloat, Waterstones used to primarily funnel ships forward at great speeds, and Soundstones that allow for people to use as communication devices. The offensive capabilities of magic are frowned upon, the concept of 'Strength Through Flesh' being the overall deciding factor. It is also tied up in religion; those who practice magic are considered dishonorable and thus unable to enter the Holy Flames. Despite being seen as pariahs in their communities, Magisters (those that practice magic in the duty of their Empire and Hold) serve an important function and the Magister Clans are both powerful and form an important link in the Empire.

General Terrain: Mostly comprised of the Great Draconian Plain (East European Plain) in the West. In the Northwest, thousands of lakes make up the Drake Lands, which mostly comprise the Sunhold of Aujir. Great forests, mostly found in the Southern and Western Sunholds of Juanth, Nifra, and Aurix, dot the landscape as well as ominous hills primarily found in the Sunhold of Vyth where the once-human rulers of the many human kingdoms that had called the landscape home interred their dead. The entire Eastern border of the Draconian Empire is the Peaks of Flame (Ural Mountains) The Grand River marks most of the Southern border, flowing out from the Peaks of Flame and stretching all the way to Lake Don in Central Draconia. The Eastern Sunholds of Uska and Xarzith are hilly, frozen country where they reside up against the Peaks of Flame, although Uska shares a larger border with the Peaks of Flame.

Noteworthy Fauna: The fauna in the Draconian Empire is noteworthy in three cases; the fierocious Raptors in the foothills of the Peaks of Flame and the Great Draconian Plain, and the massive dragons that call the summits of the Peaks of Flame their home. The third case are the dimunitive Dracian that call the Great Forests of Southern Draconia their home. They are mischievious little creatures that form familiar bonds with Draconians and usually serve as pets to Draconians. In the military, Dracians carry messages back and forth and even some of them have been trained to act as scouts through the use of sign language.

National Flag Description: A golden flag with a red sunburst in the center with thirteen spikes of flame representing the Holy Thirteen.

Main Species: Draconian: 75% of total population.
Minor Species:
Human: 21% of total population.
Dwarf: 3% of total population


Geographic Location: Northwestern Federal District of Russia.

Capital City Name: Arkoshja
Capital City Description: Arkoshja, the Dagger City. Located at the uppermost tip of the Daggerfang Peninsula (Onega Peninsula), Arkhoshja was once a sleepy coastal town ruled by human fishermen. However, with the arrival of the Draconians and the beginning of the Great War, Arkhoshja became the most important military center for the Draconian forces. It went from sleepy coast town to a massive industrial port city. Arkhoshja is dominated by the Crown Hills, five hills that back the city from the South and where the city is ruled from. South of the Crown Hills are the Generals, where most of the industry and work of the city occurs from massive workshops to tanneries. North of the Crown Hills is the Port, where all the trade from the massive Draconian Empire eventually comes to. Further south of the Generals is the border of the city, the great Dragonwall that guards the city. Beyond the Dragonwall is the Donaaran Foothills, where most of the farming for the city occurs. From the air, the city is shaped like a massive triangle which gives to its nickname, the Dagger City.

Each of the Crown Hills has a specific name; Palace, Elder, Baron, Noble, and Justice. Palace Hill is dominated by the Imperial Palace of the Emperor, a sprawling edifice guarded by the elite Imperial Sentinels and home of the entire House of the Emperor. Elder Hill is home of the Council Chambers, a building nearly as big as the Imperial Palace and where the Elder Council comprising represenatives of each Sun and Windhold comes to discuss matters of state. Baron Hill is the home of the Trade Guilds where the discussions of trade and mercantile affairs are decided. Home to the Guild Tower, it is an inauscpicous Tower, at an equivalent height as the Ebony Tower. It is known also as the Gold Tower, since it is jokingly where the money pours in and out. Noble Hill is mostly comprised of several estates owned by the richest nobles in the Draconian Empire. And Justice Hill is where the Sacred Laws are upheld and Magisters administer justice. It is also home to the Ebony Tower, the most highly defended building in all of Arkhoshja. Typically it’s a prison for political prisoners.


Species Descriptions:
Accounting for nearly all of the Empire's population, the Draconians dominate the Empire. On an average height of seven feet tall, the Draconians are covered in thick scales mostly in Earthy tones of color. They weigh around three hundred to four hundred pounds and as a race from foreigner’s perspective, considered muscular. Their scales are also known to be very hard to penetrate and Draconians are impervious to fire. Each Draconian also sports a thick snout with several dozen serrated teeth known to tear through steel. As they age, their scales become duller. Young draconians grow faster than the average human children does. A mother will only lay one egg and even rarer two. They walk hours after hatching, reach the size and development of a ten year old human child by the age of three and reach adulthood by fifteen. They do not reach full physical maturity until around twenty however and there the aging process slows dramatically. By age fifty, they are much like a 20-30 year old human. By one hundred, they are equivalent to that of a 40-50 year old human. By 150, they are equivalent to a 50-60 year old human. By 200, they are equivalent to a 60-70 year old human. A draconian lives around 200 hundred standard years but none make it past three hundred.

Psychological Profile: The concept of Honor and Duty are tightly woven throughout the psyche of the average Draconian. Honor in their personal lives, and duty to their Clan and their Family. Personal integrity and oaths fall into this category. For instance, an oathbreaker (a Draconian that has been proven to have lied or broken an oath) are considered anathema to the Draconian Empire and are ordered to killed on sight for grievous oath-breaking. If the Draconian has been proven to have lied, they are stripped of their rank and made slaves to work the mines. However, this does not apply to non-Draconians. Some Draconians choose to become Kar'ahsti, forever Exiled from the Empire and forced to die a lonely death far from the bosom of hearth and family. For this reason, companies of Kar'ahsti can be found outside Draconia and often serve those that can afford them as mercenaries. Otherwise, they can be found in professions like blacksmithing, shopkeeping, innkeeping, etc.

The Sacred Laws do not apply to non-Draconians, known as Khev'ak except when dealing with them in Duty to the Empire and Hold. Khev'ak must seek permission from the local Sun or Wind Hold to enter their territory, and be given a Pass. Otherwise, they are seen as Interlopers and to be killed on sight. Diplomats and merchants are allowed free reign once they are given a Pass and do not have to seek a new one, provided they respect the Laws and Customs of Draconia while there. If a Khev'ak is proven to have broken a Law, there is no mercy provided them. They are made slaves.

Draconians are all driven by the desire for excellence, the concept of laziness or slacking foreign to them. To other races, the Draconians are seen as proud and arrogant, but courteous (if a bit distant and cold). If not an Oathbreaker, every Draconian is considered equal to another Draconian.

Draconians all fall into major Clans and within every Clan is a House which is made up of a Family. How many Houses are within a Clan determines the size of that Clan. The largest Clan is that of Clan Jihai which contains the Emperor, the leader of the Draconian Empire. Within a House is usually made up of the Patriarch and Matriarch, the eldest of that House, with several family members. The Patriarch and Matriarch, and the extended family, supply for and educate the child until the age of three where the Child is expected to begin work, usually in the same profession the parents of the Draconian engage in. This produces highly specialized workers overtime. Children are also expected to be critical and independent. For example, the current Commander of the Imperial Marines can trace his lineage of duty within the military back for a thousand years. It is not discouraged for hatchlings to go their own way in life, not seen as taboo. However, it is rare nonetheless.
Houses within the Clan are often a tangled and mixed match that, to a non-Draconian, is a labyrinth of blood ties and a bewildering mix of families.

However, it is this very family bond that has allowed the Draconian Empire to expand across the entire surface of Draconia and beyond.

To explain some of the tradition of House bonds. A House is increased or decreased in size by the number within that House. For instance, if a marriage bond is enacted with another House, the female becomes part of the male’s House and severs all Ties of Duty with her former House. However, if a male marries above his station (i.e. into a stronger Clan or House), HE severs all Ties of Duty with his original House and joins his mate’s House. Typically a mate is chosen from a foreign Clan but it is not uncommon for one to marry within their own Clan, as long as it is not within the same House.

Minor Clans within the Draconian Empire usually serve as vassals to the Major Clans. A Major Clan's leader is a Siksta'th, (Sun Lord/Lady in Common) who serve in the Clan Council. A Minor Clan's leader is a Suka'th (Wind Lord/Lady) who watch over the Windholds which make up a part of the larger Sunholds. All Draconians make are part of a Minor or Major Clan, unless they are Outcast in which case they serve as slaves or otherwise live outside of Draconia.

Oaths are considered nearly as sacrosanct as the Sacred Laws themselves and deals with the Four Tenets of Justice, Protection, Commitment, and Duty. For example, a foul murderer kills a Patriarch of a House and his son Vows to bring the killer to justice. The wording is incredibly important. Vengeance is considered highly selfish and dangerous and, while understandable, is considered befouling an Oath and thus staining the soul of the Oathmaker. It is also is legally, morally, and spiritually binding the Oathmaker to that Oath until it is complete. In the case of the murdered Patriarch, the Oathmaker must seek out any means necessary to complete his Oath UNLESS it is illegal or other amoral or spiritually damning. The Oathmaker must work within the Sacred Laws. If the Oathmaker Breaks his Oath, he can be put to death or sent to the mines to become a Slave or work the fields like a common human. The Oathmaker is stripped of his Clan and House and former Outcast.

Typically, those serving militant roles within the Empire are marked by the use of fetishes such as keeping small finger bones carved with Draconian runes offering protection, luck in battle, and other such things. Members of the Imperial Legion are allowed to take trophies from fallen, worthy enemies. Fetishes are allowed within the Imperial Legions as long as they do not obscure rank or otherwise cause a disruption of that Legionnaire's duty.

When a Draconian dies, they are ritually cremated and their ashes mixed in an incredibly strong alcoholic drink called Fire Ale that is then drank by the entire House as a way to pass on the strengths of the passed Draconian. Once the Fire Ale has been all drunk, the Funeral Rite is over and the dead Draconian is no longer mentioned. In times of war, the Legionnaire's ashes are consumed by members of the same company. The exception is the ashes of an Outcast which are scattered without ritual or of a Draconian that has been believed to have acted dishonorably.

A note on names: Names within the Draconian Empire denote status. For example; the Emperor's name is Krix vos Annyo II. The 'vos' represents that the name holder is of a Major Clan. The surname represents the name holder's House. If he was of a Minor Clan, however, the 'vos' would be a 'chan'.

A note on humans:Since the beginning of the Draconian Empire, there have been humans that called the Empire home. Unfortunately, humans within the Empire are treated as second-class citizens with little in the way of freedom. The state that humans live in depends upon which Wind or Sun Lord is their superior. Nearly every single human in Draconia are serfs bonded to the land they work on. A few humans, however, decide to serve in the Draconian military as Imperial Scouts. The majority of humans live in the Sunholds of Aurix, Juanth, Nifra, Orn, and Aujir with Aujir having the most.

A note on dwarves: Those few dwarves that live in Draconia are in Xarzith, where they are left alone, instead serving as mining specialists and supervisors. The few communities of dwarves that reside in Draconia are seen as strange creatures, but because of their work ethic, immense strength, and honor based family system, they are treated far better than the humans that call Draconia home.


Nation History:
Most of the history of the Draconian Empire can be traced back to two thousand years ago, around 2,000 BP. At that time, the Draconians came out of the Far North in a land said to be now under the Sea. They were led by the First Emperor, Arjhon the Great. Arjhon the Great landed where Arkhosjha resides today. From there, he launched the Great War, leading a massive strike on the native human tribes in the area, pushing them out of Siksta (Arkhangelsk Oblast). In the next hundred years, he conquered the rest of the First Sunhold and went on to conquer the Second Sunhold of Aurix (Vologda Oblast), the Third Sunhold of Orn (Republic of Karelia), and parts of the Fourth Sunhold of Uska (Komi Republic) before succumbing to wounds in the Battle of Weeping Hills. His son, after being crowned Emperor, continued the Great War for another thirty years conquering the rest of Uska and the Fifth Sunhold of Vyth (Leningrad Oblast) before signing the Treaty of Oszan with the humans.

For the next nineteen hundred years, the Draconian Empire would expand to control the Sixth Sunhold of Aujir (Kola Peninsula), the Seventh Sunhold of Xarzith (Nenets Autonomous Okrug), the Eight Sunhold of Nifra (Novgorod Oblast), and the Ninth Sunhold of Juanth (Pskov Oblast). This expansion, rather than for the need of for more lands, was rather for a need for border security for Draconian merchants seeking profits in far off lands. The last Sunhold, Juanth, was not conquered until a thousand years ago.

The last major conflict that the Draconian Empire engaged in was the Aujiran Uprising where the native human population rebelled against the Draconian Clans of Aujir. The war quickly escalated when the humans acquired foreign support from mercenaries West of Aujir. Despite crushing victories at the Battle of Solven and Murman, the humans were able to remain an active threat for nearly a decade before Emperor Krix II himself lead a vicious assault on the last major human force on Mount Hazan (Mount Chasnachorr) that finally quelled the uprising and ended the war thirty seven years ago.

Current Events: Currently much strife is plaguing the Empire. The humans of the Empire, having lived bitterly in the Empire, are beginning to find a focal point in the elusive leader, the White Fox. Stirrings of unrest are taking fruit, mostly in the Western Sunholds. Meanwhile, the Emperor is becoming increasingly ill, with Crown Prince Rathmar vos Annyo being considered by many in the Clan Council and Trade Barony too inexperienced and young (at forty one) to assume rule.

National Views: (racist/trustworthy/warlike/etc.) On average, many Draconians view foreigners (especially humans) with slight contempt and distrust, having had many troubles with humans in their nation's history. However, the Trade Barony has always viewed chances to meet foreign kingdoms with a gleam of profit within their eye. It was the Trade Barony that allowed the creation of the Imperial Roads to increase profits and trade. However, if a Draconian was allowed to get over their initial distrust and contempt for human foreigners, than the human in question would find a polite and thoughtful host full of a brimming curiosity.


Main Characters:

    Leaders Name: Krix vos Annyo II.
    Age: 235
    Gender: Male
    Species: Draconian

    Appearance: Standing at a mighty height of nearly 7'3, the Grand Emperor has become of late a dull metallic color in appearance, and downright wispy in appearance to other Draconians, a sickness of the heart having ravaged his body. Approaching death's door, he is gradually releasing control of the country to his son and the Clan Council of late.
    Personality: Once a fierce and mighty ruler, the Grand Emperor approaches Death's Door, many believing he will only find the comforting embrace of the Holy Flames. Despite his frail age, he has lost none of his mental aptitude, and still oversees much of the running of the Empire with an iron will.

    Title: Grand Emperor and Divine Represntative of the Holy Thirteen.

    Brief History: Krix Vos Annyo II made a footnote in the Empire's history when he personally quelled the humans in the Arjun Uprisings forty years years ago. Since that time, he has tried desperately to lead the Empire into a more open relationship with the rest of the world while at the same time keeping the Trade Barony and Clan Council in check.

    Name: Rathmar vos Annyo
    Age: 41
    Gender: Male

    Title: Grand Prince
    Location: Arkoshja; capital of the Draconian Empire.

    Name: Jaze vos Dekha of Clan Jihai
    Age: 135
    Gender: Male

    Title: General of the Imperial Army
    Location: Krathin; capital of the Sunhold of Aurix and Army Headquarters.

    Name: Zulf chan Renda of Clan Gelix
    Age: 121
    Gender: Male

    Title: Commander of the Imperial Marines
    Location: Korinth; capital of the Sunhold of Vyth and Naval Headquarters.

    Name: Vera vos Tranul
    Age: 88
    Gender: Female

    Title: Admiral of the Imperial Navy
    Location: Korinth; capital of the Sunhold of Vyth

    Name: The White Fox
    Age: Unknown
    Gender: Unknown

    Title: Leader of the pro-human Rebels
    Location: Presumed somewhere in Uska.


Armed Forces:
Uniform: Burnished plate mail covering the entire body from head to toe. When in peacetime, they will add a thick gold cloak with the Red Sunburst. In wartimes or out in the field, they will leave the cloak behind.

Tactics: Each Sunhold is required to maintain an Imperial Legion of ten thousand and those with the ports large enough, a naval presence of no less than thirty vessels and attachments of Marines for each vessel. This allows for the Empire to have an army of ninety thousand in peace times and, if war is declared, the Tribute is called. The Tribute calls for a further one hundred thousand to be raised from the Civil Legions (Draconian civilians serving part-time in the military) During peacetime, the Legionnaires of each Sunhold act as border guards in outposts, train endlessly, patrol the wildernesses seeking out bandits and other outlaws, and maintain the Imperial Roads. This allows for the Draconian Empire to have what many consider to be one of the best armies in the Known World.

Each Legion is comprised mostly of Infantry, but a thousand are the elite Raptor Knights that ride the ferocious Raptors into battle. A Raptor is a massive reptilian beast native to the foothills of the Peaks of Flame. They are around ten feet in height and twenty feet from tip of tail to snout and are bipedal with short front limbs that end in four serrated claws. They are highly aggressive pack animals that were at one time near-extinct due to the native humans fearing them and hunting them for their highly prized thick hide. A massed charge of Raptor Knights is considered one of the most terrifying encounters on a battlefield. Usually attached to a Legion are Imperial Scouts, men and women not technically attached to the Army, but designed to sneak ahead to find the enemy.

Units:
Imperial Legionnaire:The typical unit within the Imperial Army, they wear heavy plate armor encompassing their entire frames. When this would slow down the average human, their strength and endurance allows them to wear it with the ease of leather. Underneath the armor is typical leather padding to cushion the feel. A Legionnaire is armed with a short sword (four feet long) and tower shield that forces the enemy to come into close contact where the superior size and strength of the Draconian ensures victory. With a heavy pack full of field rations, gear, and other things comes three five foot javelins designed to be hurled at the enemy before closing with the enemy and able to be used as impromptu spears when the occasion calls for it. [8,700 within Legion]

Imperial Artilleryman:Instead of wearing the typical heavy plate, the Artilleryman wears leather armor with steel strips on the shoulders, arms, legs, and lower torso. They wear short swords but these are only used in the most extreme situation. Instead they load and fire the massive catapults that travel with the Army. These catapults are driven by several dozen airstones placed within the lower frame of the catapult. Normally, the artillery would be incredibly difficult to move over heavy terrain, but the airstones allow them to be maneuvered and positioned with ease. When preparing to fire, a few of the airstones are removed to ground them. [150 Artilleryman, 50 Catapults]

Raptor Knights: The most dreaded force of the entire Imperial Armed Forces, the Raptor Knights are heavily armored juggernauts designed to pummel anything short of enemy fortifications. While a Raptor is not as fast as a horse, they make up for it in their highly aggressive attitudes, endurance, and raw ferocity. Where an arrow would seriously harm a horse, a Raptor’s thick hide can shrug off multiple arrows before failing. A Raptor Knight is armed with a lance fifteen feet in length. When the lance is used, a Raptor Knight will fall back to a large scimitar five feet in length.

Ancestor Knights:A force near-mythical to the average Draconian, they have not been glimpsed in over four hundred years, ever since they denied requests from Emperor Izan to come to his summons to fight in the Frozen War. Since then, they have not left their fortress monastery in the Peaks of Flame. What makes the Ancestor Knights so feared is that they ride the mighty Dragons that originate in the Peaks of Flame. A Dragon, in the Draconian Pantheon, is believed to be the reincarnated self of a Draconian, being a symbol of the peak of power that a Draconian can attempt to become. It is no wonder, considering that the Emperor is believed to be a divine representative of the Thirteen, that the Ancestor Knights have always been a source of complication and outright contention between the Elder Lords and Emperor and the Ancestor Knights, despite the overwhelming military advantage an Ancestor Knight has over the entire Draconian military.

Imperial Scouts:A way for the Draconian human to escape the bonds of serfdom within the Empire is to join the Imperial Scouts. Where a normal Draconian finds difficulty to do any sort of sneaking, humans tend to do a much better job of it. Typically armed with recurve bows, short swords, and a simple spear, they eschew heavy armor with the brigadine armor employed by the Artilleryman. They are designed to work alone or in small groups of four to sneak ahead and find the enemy. [150 Imperial Scouts]

Royal Sentinels:Protectors of the Emperor's Palace and technically the entire city of Arkoshja, the Royal Sentinels wear maroon plated armor and are armed with massive ten foot spears and long swords. They are highly trained and disciplined sentries who resemble living statues. Little is known of the Royal Sentinels, their faces covered in closefitting masks that hide all but the eyes. What is known is that any attempt of the Emperor's life has usually ended before it has even begun.

Imperial Marines: A small minority within the Draconian Armed Forces is the Imperial Marine, a highly trained sea soldier designed to board or repel enemy vessels. Typically, there are only twenty marines aboard any Kraken (the name for a Draconian ship-of-the-line). They wear brigadine armor and are armed with recurve bows, spears, and cutlasses. They also tend to be on the short side compared to over Draconians but make up for it in a ferocity and tenacity not usually seen in a larger Draconian.

Imperial Kraken: The standard ship of the line, enemies call them dragons for the permanent steam that seems to rise at the prow of every ship. Capable of crossing across the frozen waterways by the use of a curious blend of air and waterstones, they are considered some of the fastest ships in the world with the use of the waterstones (that push water away from the hull and thus decreasing friction), oar power, and sails. Each Kraken weighs eighty tons and are 130 feet in length. They have two catapults on the stern and bow, placed on a metal plate that allows to swivel in place. The most strange change with the Kraken is the steel ramming plate that can be equipped with firestones during wartime to obscure the ship's location by causing a tremendous amount of steam around the ship. The crew of the Kraken includes 20 Marines, 170 Rowers, 5 Officers, and Six Artilleryman. The largest concentration of the Imperial Krakens is the city of Korinth, capital of Sunhold of Vyth and second largest city in the Draconian Empire.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Thu Feb 20, 2020 7:57 pm

Factions
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Thu Feb 20, 2020 7:57 pm

Characters
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Thu Feb 20, 2020 7:58 pm

Races and Monsters


    Draconians
    Humans

    Dracians
    Dragons
    Raptors
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord


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