FSTGOD Preliminary OOB Thread
Moderator: Thanas
Nectarin Republic
Regional power
(European Turkey, Greek Thrace, Bulgary, Turkish Asian coastline next to the Straits).
Race: Human (68%), Dwarves(21%), Elves (9%), Others (2%).
Capital city: Windward.
Regions:
-Greenshore Lowlands: This fertile flatlands that lie between the Danuv river (the northern border of the Republic) and the Blugar Mountains are the agricultural heartland of the Republic. Winward, the capital city, is a major port in the Inland Sea, in the easternmost extreme of the Lowlands. Villages and towns dot the northern half of this region, in the midst of endless fields of grain and other crops. The shoutern half, in the other hand, is an slightly more agrestial landscape of heavily forested hills inhabited by many of the elves living in the republic and which provide the wood for the dwarven forgues in the nearby Blugar range. The city of Ruse sits next to the only bridge over the Danuv that connects Nectarin territory with that of the WolGar barbarians, and in the west of the region stands the mighty fortress-town of Montana.
-Cattle Triangle: Encompassed by the northern and southern branches of the Blugar range, this triangular depression The Great Road runs the length of the region parallel to the Danuv between Winward and Montana, while the North Road coming from Karsinia goes across the region from south to north crossing the Danuv through Ruse's bridge and stretches to WolGar territory. Both roads cross at the city of Razgrat. -Cattle Triangle: Sorrounded includes the basins of the Yambol and Dimitrov rivers, that pass lands where most of the cattle of the Republic feeds within the states of wealthy land owners. There is also an intense tobacco farming in large explotations that belong to those very land owners and that use a large number of slaves. The main cities of the region Zagora, Plodiv and Simone (that sits at the confluence of the Yambol and the Dimitrov) house endless tanneries and leather working shops that produce goods for international trade that are shipped to either the small harbour of Burgas in the east shore if their destination is one of the countries around the Inland Sea or the city of Alexianburg, which sits at the mouth of the Yambol and is both a major shipyard and the base of those Nectarin trading vessels that sail to lands around the Great Outer Sea.
-Blugar Mountains: Standing as a barrier between the western neighbours of the Republic and the heartlands of the Republic itself, the Blugar range is the home of a large dwarven population. The northern branch of the range houses mines of iron, copper, tin and coal, while the southern has also important lead deposits, although there are no precious metals or gemstones hidden within the mountains. The dwarves make high quality tools and weapons that are shipped overseas in large quantities. Other than the dwarves, in the highlands only live humans shepperds and farmers on the valley around the Lake of Wisdom, where the more beautiful flowers of the whole realm can be found. Fortresses and hidden strongholds protect the mountain passes from foreign enemies and lessen the depredations of the local trolls.
-Eastgate Penninsula: East of the Yambol river basin is this penninsula, once a fertile plain that was lifted two hundreds feet over the sea by an inmensely powerful ground displacement that turned the plain into a plateau. The steep cliffs that are the border between the plateau and the sea offer no haven for sailors or fishermen. Shoals and reefs sorround this coast that has earned its well deserved nickname of Shipwreck Coast. Eastgate and Tekirvag are the only harbours were ships can safely get close to the coast thanks to the beacon towers of both ports. The buildings of both cities are built in small alcoves carved by streams that run from the top of the plateau or do actually hang from the cliff, adding to a most unusual architecture. The interior of the plateau is arid, as the highly porous rock of the plateau prevents the formation of watersheds, and only a few humans live there hunting the local wildlife. A dragon is rumoured to live somewhere in the plateau and the beast has been blamed of some shipwrecks in the past.
Defenses.
All major cities have significative fortifications, including stone walls built by dwarves and magically reinforced. Dwarven mines are too heavily fortified and the Blugar Mountains house a large number of strongholds and castles. Most towns and large villages have some defenses, even if some are just wooden walls.
History.
The Nectarin Republic The Nectarin Republic was born two centuries ago when its three races realized that they could benefit from an understanding among them. With humans providing manpower and food, with dwaves providing technology and minerals and with elves providing magic and timber, the power of this alliance of sorts increased. They soon realized that their production surplus could be used to increase their wealth selling it overseas. The Republic consolidated after some small conflicts with neighbouring powers and after the defeat of the trolls from the Blugar Mountains in a great battle a century ago that broke the troll domain over the southern mountains, Nectarin became what it is now.
While not as powerful as northern Caliphon, Nectarin is a force to be reckoned in trade in the Southern Seas. Nectarinian traders control a trade network with its hub in Winward and threads in every port of the Inland Sea (Black Sea), the Small Outer Sea (Dardanelian Sea) and the Great Outer Sea (Mediterranean Sea). Nectarin's agricultural bounty ensures the prosperity of the country and provides some of its main exports rovides some of its main exports. Dwarven ingenuity, elven wisdom and human curiosity couple to create a thriving culture of well deserved reputation: Nectarinian sciences and arts are probably the most advanced in the region.the most advanced in the region, although this feat has been achieved at the cost of a relative stagnation of the Nectarinian mystical and magical traditions.
As one of the famous Crater Seas, the Dardanelian Sea has been visited many times in the past by scholars of Martre whose presence in Nectarin prompted the creation of research groups with the same objectives within the Republic and even a religion that believes that higher powers caused the Disaster in order to punish the too proud empires from the past. This groups have some contact with the scholars of Martre for an open exchange of theories and information.
Government.
The Republican Conclave is the legislative body of Nectarin consisting of seventy four regional representatives chosen to represent the towns and cities of the Republic. The Conclave members designate one of them as High Lord of the Republic for a period of five years during which the High Lord wields executive power and oversees judicial power. The High Lord appoints tax collectors, judges and army commanders, and his is the responsibility of dealing with foreign powers although the Conclave has the right to reject agreements seen as negative for the Republic. The Conclave also has the power to remove the High Lord from his position if he is found guilty of corruption or incompetence.
Religion.
There is no official religion in the Republic and the law allows any kind of religion unless considered threatening for national security. The Cult of the Ten Queens that the scholars of Martre introduced is perhaps the most popular among the human population of the Republic, although there are also Karsinian-like dragon worshippers, some ancestor worshippers and a lot of smaller religions and sects, as well as many people who just don’t care about the afterlife or higher powers for as long as they don’t meddle in their lives.
The Cult of the Five Pillars of the Alidrial is popular among the elves. However, the main elven religion is a highly personal form of animism of which rituals unknown to non-elves are performed in the deepest parts of the forest in the moonless nights. This religion is believed to be heavily influenced by the teachings of the philosopher Gatama that state that an universal life force links all the living things in the world.
Dwarves are… dwarves. Their religious beliefs are a secret zealously guarded from outsiders, although it is known that they believe that a dwarven clan shares a common soul.
Tech.
Higher than most. Their architectonic and forging techniques are particularly advanced as a result of the dwarves sharing their knowledge with humans and elves. Some rather ingenious defensive technologies can also be found in Nectarinian fortifications (the kind of stuff that Archimedes built for the siege of Siracusa).
Magic.
Dwarves can use runes that enhance the resistance of their constructions and the quality of the weapons and tools that they create. The creation of this runes is a highly taxing process.
Elves tap in the "forces of live" or "natural energies" to boost their power. This means that their magic is stronger in a dense forest than in a barren wasteland. They are accomplished healers and proficient in neutralization of enemy spells, as well as experts in the use of nature to gain an advantage over their enemies. Some elves, the so called Stargazers, are believed to be able to glance things yet to come in the stars of the night sky. The Stargazers' only reply about this is that the future is uncertain at best and that those who believe that they can foresee everything will learn how mistaken they are sooner than later.
There are few magic users among the Nectarinian humans and even fewer of those are powerful enough to deserve particular atention. The few that actually wield considerable power usually are hired by the Conclave to help the military or to conduct alchemical research (as turning the vast deposits of lead in the southern Brugar mountains into gold mines is an old dream of the Conclave).
Nectarinian Air Forces.
Dwarven attempts to build flying machines have failed several times over this century and military commanders believe that the results won't improve in the foreseeable future. As a result of this, they have decided to field an small unit of dragon cavalry in imitation of the Karsinians.
1 Regiment of Dragon Riders. Elite unit of dragon riders with arcane archer riders. 25 dragon/rider pairs with enchanted siege bows (1.5 points)
Nectarinian Navy.
The Republican Navy is probably the strongest in the Eastern Mediterranean area, although by an small margin. The Navy was built to protect the extensive Nectarinian trade network from pirates and foreign aggression and as such most of it is made of light galleys, around a core of heavy warships for the eventuality of large scale conflict. In addition to this, the invasion of Egypt by the horde of the Three Gods was a big blow for Nectarinian trade income and the new and expensive lateen type vessels are being introduced very slowly. Unlike other powers, the Republic doesn't use slaves for its oar rows, but free men as the Conclave doesn't believe slaves to be reliable in warships.
The navy is divided in two fleets. The first fleet operates from the very capital, Windward, and patrols the Black Sea, while the second fleet has its base in Alexianburg and controls hostile activities in Mediterranean waters.
Al least one elven elementalist with weather control abilities is on each ship, using magic to improve its perfomance and protect the vessel from enemy sorcery. Snakehuntes have also human wizards trained in combat magic.
30 Galleys. With ballistae and small contingent of boarding marines (10 ships per point, 3 points total).
12 Snakehunters. Heavy warships with greek fire mangonels and very large marine contingents. Because of their lateen sails they can catch the wind better than most ships, which makes them slightly faster and far more maneuverable in deep waters than normal heavy warships. Having been recently built using hard woods for their hulls, they have also excellent damage resistance (4 ships per point, 3 points total).
Nectarinian Army.
4 Regiments of Republican light infantry. 1000 light infantry with leather armor, wooden shields, crossbows and handweapons. Trained, but without combat experience. Each regiment is supported by a single combat wizard and a healer. (0.75 points each, 3 points total)
1 Regiment of Legionaries. Elite heavy infantry in chain mail with tower shields, pikes, and seige bows. They have a small contingent of fairly powerful combat wizards and healers for support. (2 points total)
1 Regiment of Elite Cavalry. Light cavalry, 250 men with horse-bows, small shields, and handweapons. They know how to fight from horseback (2 points)
Nectarinian Intelligence Operatives.
The Republic has a large trade network and a large number of secret operatives that make their best to ensure the success of the Nectarinian merchants that pay their sustenance. They are slightly better than the average intelligence operatives as a result of their vast experience (0.5 points).
Exports: Foodstuffs. Timber. Finished products made of leather. Parchment. Quality weapons and tools. Lead. Fabrics.
Imports: Magical resources. Precious metals. Wine. Wool. Linen. Cotton.
Figures of note.
Gariani Trollslayer, Inmortal Protector of the Republic. Gariani is a man old both in years and in spirit, if not in appearance. For in spite of having a young body, the Protector is one of the few remaining representatives in the world of the lineage of the Inmortals, beings imbued with magic energies that allow them to heal even the most grievous wounds and even return from the dead. Only beheading or the complete destruction of their bodies is enough to permanently kill them. Since the death of the mage Valan, Gariani is the last of his kind in the lands of Europe, although other Inmortals still live in the remote lands of Asia and Africa. While he is sure of having lived for millenia before the Disaster, he has only extremely vague and blurry memories of the world before the disaster.
The Inmortal is an extremely skilled swordsman that can't remember a single defeat in a fair fight, although among his lost memories are the recollection of two defeats in the past: one at the hands of an old Inmortal called Methos who spared his life and another time when he was defeated by the Forsaken Be'lal, whose ignorance of Gariani's inmortality saved the Protector from true death. Since the Disaster, Gariani has learned ways to manipulate his Quickening (the magic energy that makes him Inmortal) in order to create Illusions, influence others through the use of his Voice and throw Balls of Energy from his hands.
His nickname "Trollslayer" comes from his intervention a century ago in the Battle of the Four Springs, final confrontation in the war between the trolls of the mountains and the forces of the young Nectarin Republic. To cut short a long story, when the Republican army was in the verge of being utterly defeated, Gariani used his Voice to give courage to the demoralized soldiers of his regiment and with his Illusions he made the trolls believe that a new and fresh Republican army had arrived at the battlefield. His regiment charged against the center of the troll army, breaking its lines and engaging the personal guard of Burglan, the troll king, who was killed by Gariani himself.
Gariani had entered in battle as a hired mercenary, but after the victory he was acclaimed as hero and saviour of the Republic. Gariani came to like the Nectarinians and their way of life and for a time he commanded the armies of the Republic, proving his great worth as military commander and tactical genius. However, all good things must come to an end. After thirty years, rumouring about his ethernal youth started to draw a lot of unwanted attention and he resigned from his position. He has spent the last seventy years visiting all the countries of Europe, finding a clue to unveil the mistery that sorrounds his own past, without success. However, before leaving Winward he promised that he would return to help the Republic in its hour of need and as his memory became legend, the people twisted the promise into a prophecy. Now, with the Jihad getting closer and closer to the Republic, many believe that he will appear soon to guide the armies of the Republic to the victory against the barbarians.
His favoured weapon is an ancient blade that he carries always and that was created before the Disaster. He calls it Birdie, for an small heron can be seen carved in the blade of the sword, and it is a magical weapon created with the One Power that will never dull or be destroyed by anything but a power bigger than the one which created it.
The Protector is an extremely courageous, intelligent and cunning man that knows the ways of the nobility and the commoners, having been both things during his long live. He can be diplomatic if he needs to be so, but in his dealing he is like his sword: always sharp and deadly. His appearance is, as has been said before, that of a man in his early twenties of fair features with deep green eyes and brown hair. Neither tall, nor short, neither fat, nor musculous, his vigorous body hides inmense stamina and great speed that he uses with great effect in combat.
Misinos Ferilian, First of the Stargazers. He is the Eldest of the Nectarinian elves and is supposed to have a wisdom gained over the years, as well as great magical power and the ability to foresee the future with far bigger preciseness than any other Stargazer. Unfortunately, he is also senile and when asked about the future he will sometimes give excellent advice and enigmatic clues about what is yet to come, but he can just as easily start to rave without answering the question at all.
He walks aided by a magical staff called Oakbranch that he stole in his youth from the lair of the red dragon Kalfyra. Oakbranch is sentient and moderately intelligent and with time has befriended the elf that stole him from his former owner, but unknown to either staff or elf, Oakbranch carries a curse casted by the dragon that dooms those who use it to insanity. Misinos' power has shielded him for centuries from the curse, but its effects increased while the Stargazer started to age and lose the strengths of his youth.
Now, when Misinos is over six hundred years old, he has lost the graceful appearance of the elves. He moves slowly and is now completely bald, has lost several teeth making his smile unnerving and his skin is wrinkled and of an unpleasant yellowish colour. Only his green eyes are still full of life, showing the energy of the spirit that keeps alive this carcass.
Obsidian Blackwing, Father of Dragons. When the ancient Darkness was banned from the world, the Drak-kin created seven seals to keep him and his minions forever away. The seven most powerful beings in the army that had defeated the Dark One were appointed as protectors of the seals. Obsidian is the last of those original protectors and he knows that some of the seals have been lost or destroyed over the years. He fears that soon the minions of Darkness will be free from their prison again and that a world weaker than the one that faced the first attack of the Dark One will be defeated in such an instance.
Old and very powerful, the Black Dragon has his lair in the Eastgate Plateau that he leaves in few instances. He is more or less benevolent towards the lesser beings of the Republic and if he sometimes attacks a ship is for sport and to ensure that a correct level of fear is present when his name is said, but he has nothing but scorn for the younglings that being little more than overgrown lizards dare to call themselves dragons, without memories of the glory of the dragon realms of old and believing the great rulers of those realms to be gods.
Edit 1. Added Religion and Government.
Edit 2. Added Military.
Edit 3. Removed upon suggestion the BoP considering how high above the tech level are those things and that SirNitram has no magic at all in exchange for his advanced technology.
Edit 4. Added tech, brief magic explanation and modified the army.
Edit 5. Added heroes.
Edit 6. Added some details about fortifications.
Regional power
(European Turkey, Greek Thrace, Bulgary, Turkish Asian coastline next to the Straits).
Race: Human (68%), Dwarves(21%), Elves (9%), Others (2%).
Capital city: Windward.
Regions:
-Greenshore Lowlands: This fertile flatlands that lie between the Danuv river (the northern border of the Republic) and the Blugar Mountains are the agricultural heartland of the Republic. Winward, the capital city, is a major port in the Inland Sea, in the easternmost extreme of the Lowlands. Villages and towns dot the northern half of this region, in the midst of endless fields of grain and other crops. The shoutern half, in the other hand, is an slightly more agrestial landscape of heavily forested hills inhabited by many of the elves living in the republic and which provide the wood for the dwarven forgues in the nearby Blugar range. The city of Ruse sits next to the only bridge over the Danuv that connects Nectarin territory with that of the WolGar barbarians, and in the west of the region stands the mighty fortress-town of Montana.
-Cattle Triangle: Encompassed by the northern and southern branches of the Blugar range, this triangular depression The Great Road runs the length of the region parallel to the Danuv between Winward and Montana, while the North Road coming from Karsinia goes across the region from south to north crossing the Danuv through Ruse's bridge and stretches to WolGar territory. Both roads cross at the city of Razgrat. -Cattle Triangle: Sorrounded includes the basins of the Yambol and Dimitrov rivers, that pass lands where most of the cattle of the Republic feeds within the states of wealthy land owners. There is also an intense tobacco farming in large explotations that belong to those very land owners and that use a large number of slaves. The main cities of the region Zagora, Plodiv and Simone (that sits at the confluence of the Yambol and the Dimitrov) house endless tanneries and leather working shops that produce goods for international trade that are shipped to either the small harbour of Burgas in the east shore if their destination is one of the countries around the Inland Sea or the city of Alexianburg, which sits at the mouth of the Yambol and is both a major shipyard and the base of those Nectarin trading vessels that sail to lands around the Great Outer Sea.
-Blugar Mountains: Standing as a barrier between the western neighbours of the Republic and the heartlands of the Republic itself, the Blugar range is the home of a large dwarven population. The northern branch of the range houses mines of iron, copper, tin and coal, while the southern has also important lead deposits, although there are no precious metals or gemstones hidden within the mountains. The dwarves make high quality tools and weapons that are shipped overseas in large quantities. Other than the dwarves, in the highlands only live humans shepperds and farmers on the valley around the Lake of Wisdom, where the more beautiful flowers of the whole realm can be found. Fortresses and hidden strongholds protect the mountain passes from foreign enemies and lessen the depredations of the local trolls.
-Eastgate Penninsula: East of the Yambol river basin is this penninsula, once a fertile plain that was lifted two hundreds feet over the sea by an inmensely powerful ground displacement that turned the plain into a plateau. The steep cliffs that are the border between the plateau and the sea offer no haven for sailors or fishermen. Shoals and reefs sorround this coast that has earned its well deserved nickname of Shipwreck Coast. Eastgate and Tekirvag are the only harbours were ships can safely get close to the coast thanks to the beacon towers of both ports. The buildings of both cities are built in small alcoves carved by streams that run from the top of the plateau or do actually hang from the cliff, adding to a most unusual architecture. The interior of the plateau is arid, as the highly porous rock of the plateau prevents the formation of watersheds, and only a few humans live there hunting the local wildlife. A dragon is rumoured to live somewhere in the plateau and the beast has been blamed of some shipwrecks in the past.
Defenses.
All major cities have significative fortifications, including stone walls built by dwarves and magically reinforced. Dwarven mines are too heavily fortified and the Blugar Mountains house a large number of strongholds and castles. Most towns and large villages have some defenses, even if some are just wooden walls.
History.
The Nectarin Republic The Nectarin Republic was born two centuries ago when its three races realized that they could benefit from an understanding among them. With humans providing manpower and food, with dwaves providing technology and minerals and with elves providing magic and timber, the power of this alliance of sorts increased. They soon realized that their production surplus could be used to increase their wealth selling it overseas. The Republic consolidated after some small conflicts with neighbouring powers and after the defeat of the trolls from the Blugar Mountains in a great battle a century ago that broke the troll domain over the southern mountains, Nectarin became what it is now.
While not as powerful as northern Caliphon, Nectarin is a force to be reckoned in trade in the Southern Seas. Nectarinian traders control a trade network with its hub in Winward and threads in every port of the Inland Sea (Black Sea), the Small Outer Sea (Dardanelian Sea) and the Great Outer Sea (Mediterranean Sea). Nectarin's agricultural bounty ensures the prosperity of the country and provides some of its main exports rovides some of its main exports. Dwarven ingenuity, elven wisdom and human curiosity couple to create a thriving culture of well deserved reputation: Nectarinian sciences and arts are probably the most advanced in the region.the most advanced in the region, although this feat has been achieved at the cost of a relative stagnation of the Nectarinian mystical and magical traditions.
As one of the famous Crater Seas, the Dardanelian Sea has been visited many times in the past by scholars of Martre whose presence in Nectarin prompted the creation of research groups with the same objectives within the Republic and even a religion that believes that higher powers caused the Disaster in order to punish the too proud empires from the past. This groups have some contact with the scholars of Martre for an open exchange of theories and information.
Government.
The Republican Conclave is the legislative body of Nectarin consisting of seventy four regional representatives chosen to represent the towns and cities of the Republic. The Conclave members designate one of them as High Lord of the Republic for a period of five years during which the High Lord wields executive power and oversees judicial power. The High Lord appoints tax collectors, judges and army commanders, and his is the responsibility of dealing with foreign powers although the Conclave has the right to reject agreements seen as negative for the Republic. The Conclave also has the power to remove the High Lord from his position if he is found guilty of corruption or incompetence.
Religion.
There is no official religion in the Republic and the law allows any kind of religion unless considered threatening for national security. The Cult of the Ten Queens that the scholars of Martre introduced is perhaps the most popular among the human population of the Republic, although there are also Karsinian-like dragon worshippers, some ancestor worshippers and a lot of smaller religions and sects, as well as many people who just don’t care about the afterlife or higher powers for as long as they don’t meddle in their lives.
The Cult of the Five Pillars of the Alidrial is popular among the elves. However, the main elven religion is a highly personal form of animism of which rituals unknown to non-elves are performed in the deepest parts of the forest in the moonless nights. This religion is believed to be heavily influenced by the teachings of the philosopher Gatama that state that an universal life force links all the living things in the world.
Dwarves are… dwarves. Their religious beliefs are a secret zealously guarded from outsiders, although it is known that they believe that a dwarven clan shares a common soul.
Tech.
Higher than most. Their architectonic and forging techniques are particularly advanced as a result of the dwarves sharing their knowledge with humans and elves. Some rather ingenious defensive technologies can also be found in Nectarinian fortifications (the kind of stuff that Archimedes built for the siege of Siracusa).
Magic.
Dwarves can use runes that enhance the resistance of their constructions and the quality of the weapons and tools that they create. The creation of this runes is a highly taxing process.
Elves tap in the "forces of live" or "natural energies" to boost their power. This means that their magic is stronger in a dense forest than in a barren wasteland. They are accomplished healers and proficient in neutralization of enemy spells, as well as experts in the use of nature to gain an advantage over their enemies. Some elves, the so called Stargazers, are believed to be able to glance things yet to come in the stars of the night sky. The Stargazers' only reply about this is that the future is uncertain at best and that those who believe that they can foresee everything will learn how mistaken they are sooner than later.
There are few magic users among the Nectarinian humans and even fewer of those are powerful enough to deserve particular atention. The few that actually wield considerable power usually are hired by the Conclave to help the military or to conduct alchemical research (as turning the vast deposits of lead in the southern Brugar mountains into gold mines is an old dream of the Conclave).
Nectarinian Air Forces.
Dwarven attempts to build flying machines have failed several times over this century and military commanders believe that the results won't improve in the foreseeable future. As a result of this, they have decided to field an small unit of dragon cavalry in imitation of the Karsinians.
1 Regiment of Dragon Riders. Elite unit of dragon riders with arcane archer riders. 25 dragon/rider pairs with enchanted siege bows (1.5 points)
Nectarinian Navy.
The Republican Navy is probably the strongest in the Eastern Mediterranean area, although by an small margin. The Navy was built to protect the extensive Nectarinian trade network from pirates and foreign aggression and as such most of it is made of light galleys, around a core of heavy warships for the eventuality of large scale conflict. In addition to this, the invasion of Egypt by the horde of the Three Gods was a big blow for Nectarinian trade income and the new and expensive lateen type vessels are being introduced very slowly. Unlike other powers, the Republic doesn't use slaves for its oar rows, but free men as the Conclave doesn't believe slaves to be reliable in warships.
The navy is divided in two fleets. The first fleet operates from the very capital, Windward, and patrols the Black Sea, while the second fleet has its base in Alexianburg and controls hostile activities in Mediterranean waters.
Al least one elven elementalist with weather control abilities is on each ship, using magic to improve its perfomance and protect the vessel from enemy sorcery. Snakehuntes have also human wizards trained in combat magic.
30 Galleys. With ballistae and small contingent of boarding marines (10 ships per point, 3 points total).
12 Snakehunters. Heavy warships with greek fire mangonels and very large marine contingents. Because of their lateen sails they can catch the wind better than most ships, which makes them slightly faster and far more maneuverable in deep waters than normal heavy warships. Having been recently built using hard woods for their hulls, they have also excellent damage resistance (4 ships per point, 3 points total).
Nectarinian Army.
4 Regiments of Republican light infantry. 1000 light infantry with leather armor, wooden shields, crossbows and handweapons. Trained, but without combat experience. Each regiment is supported by a single combat wizard and a healer. (0.75 points each, 3 points total)
1 Regiment of Legionaries. Elite heavy infantry in chain mail with tower shields, pikes, and seige bows. They have a small contingent of fairly powerful combat wizards and healers for support. (2 points total)
1 Regiment of Elite Cavalry. Light cavalry, 250 men with horse-bows, small shields, and handweapons. They know how to fight from horseback (2 points)
Nectarinian Intelligence Operatives.
The Republic has a large trade network and a large number of secret operatives that make their best to ensure the success of the Nectarinian merchants that pay their sustenance. They are slightly better than the average intelligence operatives as a result of their vast experience (0.5 points).
Exports: Foodstuffs. Timber. Finished products made of leather. Parchment. Quality weapons and tools. Lead. Fabrics.
Imports: Magical resources. Precious metals. Wine. Wool. Linen. Cotton.
Figures of note.
Gariani Trollslayer, Inmortal Protector of the Republic. Gariani is a man old both in years and in spirit, if not in appearance. For in spite of having a young body, the Protector is one of the few remaining representatives in the world of the lineage of the Inmortals, beings imbued with magic energies that allow them to heal even the most grievous wounds and even return from the dead. Only beheading or the complete destruction of their bodies is enough to permanently kill them. Since the death of the mage Valan, Gariani is the last of his kind in the lands of Europe, although other Inmortals still live in the remote lands of Asia and Africa. While he is sure of having lived for millenia before the Disaster, he has only extremely vague and blurry memories of the world before the disaster.
The Inmortal is an extremely skilled swordsman that can't remember a single defeat in a fair fight, although among his lost memories are the recollection of two defeats in the past: one at the hands of an old Inmortal called Methos who spared his life and another time when he was defeated by the Forsaken Be'lal, whose ignorance of Gariani's inmortality saved the Protector from true death. Since the Disaster, Gariani has learned ways to manipulate his Quickening (the magic energy that makes him Inmortal) in order to create Illusions, influence others through the use of his Voice and throw Balls of Energy from his hands.
His nickname "Trollslayer" comes from his intervention a century ago in the Battle of the Four Springs, final confrontation in the war between the trolls of the mountains and the forces of the young Nectarin Republic. To cut short a long story, when the Republican army was in the verge of being utterly defeated, Gariani used his Voice to give courage to the demoralized soldiers of his regiment and with his Illusions he made the trolls believe that a new and fresh Republican army had arrived at the battlefield. His regiment charged against the center of the troll army, breaking its lines and engaging the personal guard of Burglan, the troll king, who was killed by Gariani himself.
Gariani had entered in battle as a hired mercenary, but after the victory he was acclaimed as hero and saviour of the Republic. Gariani came to like the Nectarinians and their way of life and for a time he commanded the armies of the Republic, proving his great worth as military commander and tactical genius. However, all good things must come to an end. After thirty years, rumouring about his ethernal youth started to draw a lot of unwanted attention and he resigned from his position. He has spent the last seventy years visiting all the countries of Europe, finding a clue to unveil the mistery that sorrounds his own past, without success. However, before leaving Winward he promised that he would return to help the Republic in its hour of need and as his memory became legend, the people twisted the promise into a prophecy. Now, with the Jihad getting closer and closer to the Republic, many believe that he will appear soon to guide the armies of the Republic to the victory against the barbarians.
His favoured weapon is an ancient blade that he carries always and that was created before the Disaster. He calls it Birdie, for an small heron can be seen carved in the blade of the sword, and it is a magical weapon created with the One Power that will never dull or be destroyed by anything but a power bigger than the one which created it.
The Protector is an extremely courageous, intelligent and cunning man that knows the ways of the nobility and the commoners, having been both things during his long live. He can be diplomatic if he needs to be so, but in his dealing he is like his sword: always sharp and deadly. His appearance is, as has been said before, that of a man in his early twenties of fair features with deep green eyes and brown hair. Neither tall, nor short, neither fat, nor musculous, his vigorous body hides inmense stamina and great speed that he uses with great effect in combat.
Misinos Ferilian, First of the Stargazers. He is the Eldest of the Nectarinian elves and is supposed to have a wisdom gained over the years, as well as great magical power and the ability to foresee the future with far bigger preciseness than any other Stargazer. Unfortunately, he is also senile and when asked about the future he will sometimes give excellent advice and enigmatic clues about what is yet to come, but he can just as easily start to rave without answering the question at all.
He walks aided by a magical staff called Oakbranch that he stole in his youth from the lair of the red dragon Kalfyra. Oakbranch is sentient and moderately intelligent and with time has befriended the elf that stole him from his former owner, but unknown to either staff or elf, Oakbranch carries a curse casted by the dragon that dooms those who use it to insanity. Misinos' power has shielded him for centuries from the curse, but its effects increased while the Stargazer started to age and lose the strengths of his youth.
Now, when Misinos is over six hundred years old, he has lost the graceful appearance of the elves. He moves slowly and is now completely bald, has lost several teeth making his smile unnerving and his skin is wrinkled and of an unpleasant yellowish colour. Only his green eyes are still full of life, showing the energy of the spirit that keeps alive this carcass.
Obsidian Blackwing, Father of Dragons. When the ancient Darkness was banned from the world, the Drak-kin created seven seals to keep him and his minions forever away. The seven most powerful beings in the army that had defeated the Dark One were appointed as protectors of the seals. Obsidian is the last of those original protectors and he knows that some of the seals have been lost or destroyed over the years. He fears that soon the minions of Darkness will be free from their prison again and that a world weaker than the one that faced the first attack of the Dark One will be defeated in such an instance.
Old and very powerful, the Black Dragon has his lair in the Eastgate Plateau that he leaves in few instances. He is more or less benevolent towards the lesser beings of the Republic and if he sometimes attacks a ship is for sport and to ensure that a correct level of fear is present when his name is said, but he has nothing but scorn for the younglings that being little more than overgrown lizards dare to call themselves dragons, without memories of the glory of the dragon realms of old and believing the great rulers of those realms to be gods.
Edit 1. Added Religion and Government.
Edit 2. Added Military.
Edit 3. Removed upon suggestion the BoP considering how high above the tech level are those things and that SirNitram has no magic at all in exchange for his advanced technology.
Edit 4. Added tech, brief magic explanation and modified the army.
Edit 5. Added heroes.
Edit 6. Added some details about fortifications.
Last edited by Murazor on 2004-10-04 10:01am, edited 8 times in total.
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- Pathetic Attention Whore
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- Joined: 2003-02-17 12:04pm
- Location: Bat Country!
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- Pathetic Attention Whore
- Posts: 5470
- Joined: 2003-02-17 12:04pm
- Location: Bat Country!
- Captain tycho
- Has Elected to Receive
- Posts: 5039
- Joined: 2002-12-04 06:35pm
- Location: Jewy McJew Land
Kingdom of Vladiov
Size: Regional
Region: Ukraine
Culture: The Kingdom of Vladiov is a diverse group of peoples conquered long ago by the famed warlord Vassili. Over time, their cultural boundaries have blurred, producing a hardy people known as the Vladovs. The Vladovs are an isolationist people, living off the land and rarely making contact with the outside world. Vladiov is ruled by a patriarch called a Tsar, who can trace his lineage back to the first Vassili. The Vladovs see their king as the living embodiment of the first Vassili, and grant him enourmous respect and obedience.
Vladiov is a harsh land, ruled by ferocious winters and muddy springs and autumns. Vladovs have been adapted to this climate for a long while, and have even flourished across the land.
Troops: Because of the harsh weather and terrain of Vladiov, most Vladov troops are somewhat self-reliant, learning to live off the land instad of relying on supply lines. However, their effectiveness is of course greatly reduced when out of supply.
Cavalry (Kharovi): Kharovi are skilled, experienced, and brave-hearted in battle, among the best horsemen in the world.
Armament: Longspear or lance, chainmail, circular shield, scimitar AND composite shortbow, chainmail, and scimitar.
Regiments: 3 of 500 men each, 250 lancers and 250 horse archers. Also with around 30 mounted battle-mages.
Points: 4 points per regiment, 12 total.
Footmen (Guransk): Average troops recruited from the peasantry. Relatively well equipped and trained.
Armament: Spear, chainmail, and scimitar OR Bow, leather armor, and scimitar.
Regiments: 3 of 1,000 men each, 450 archers, and the rest spearmen or swordsmen.
Points: .07 each, total 2.1
Vassilian Guard (Vjord Kuark): The elite heavy infantry of the Tsar. Vjord Kuark are rarely commited to battle, but when they are, they are devastatingly effective.
Armament: Pike, longsword, tower shield, scale armor.
Regiments: None, the Kingdom maintains just a little over 200 of vassilian guard.
Points: 0.9
Magic: Magic was introduced a long while ago to Vladiov, and ever since, it's wizards have remained strong. Their magic is very diverse, with spells ranging from evoking fireballs or conjuring a swarm of locusts.
Guide:
Olive: Plains
Red Square: Frontier/minor fort
Blue Square: Major fortress
Green dot: Town
Purple Dot: City
Orange Dot: Capital city
Size: Regional
Region: Ukraine
Culture: The Kingdom of Vladiov is a diverse group of peoples conquered long ago by the famed warlord Vassili. Over time, their cultural boundaries have blurred, producing a hardy people known as the Vladovs. The Vladovs are an isolationist people, living off the land and rarely making contact with the outside world. Vladiov is ruled by a patriarch called a Tsar, who can trace his lineage back to the first Vassili. The Vladovs see their king as the living embodiment of the first Vassili, and grant him enourmous respect and obedience.
Vladiov is a harsh land, ruled by ferocious winters and muddy springs and autumns. Vladovs have been adapted to this climate for a long while, and have even flourished across the land.
Troops: Because of the harsh weather and terrain of Vladiov, most Vladov troops are somewhat self-reliant, learning to live off the land instad of relying on supply lines. However, their effectiveness is of course greatly reduced when out of supply.
Cavalry (Kharovi): Kharovi are skilled, experienced, and brave-hearted in battle, among the best horsemen in the world.
Armament: Longspear or lance, chainmail, circular shield, scimitar AND composite shortbow, chainmail, and scimitar.
Regiments: 3 of 500 men each, 250 lancers and 250 horse archers. Also with around 30 mounted battle-mages.
Points: 4 points per regiment, 12 total.
Footmen (Guransk): Average troops recruited from the peasantry. Relatively well equipped and trained.
Armament: Spear, chainmail, and scimitar OR Bow, leather armor, and scimitar.
Regiments: 3 of 1,000 men each, 450 archers, and the rest spearmen or swordsmen.
Points: .07 each, total 2.1
Vassilian Guard (Vjord Kuark): The elite heavy infantry of the Tsar. Vjord Kuark are rarely commited to battle, but when they are, they are devastatingly effective.
Armament: Pike, longsword, tower shield, scale armor.
Regiments: None, the Kingdom maintains just a little over 200 of vassilian guard.
Points: 0.9
Magic: Magic was introduced a long while ago to Vladiov, and ever since, it's wizards have remained strong. Their magic is very diverse, with spells ranging from evoking fireballs or conjuring a swarm of locusts.
Guide:
Olive: Plains
Red Square: Frontier/minor fort
Blue Square: Major fortress
Green dot: Town
Purple Dot: City
Orange Dot: Capital city
Last edited by Captain tycho on 2004-10-04 12:33am, edited 3 times in total.
Captain Tycho!
The worst fucker ever!
The Best reciever ever!
The worst fucker ever!
The Best reciever ever!
- Imperial Overlord
- Emperor's Hand
- Posts: 11978
- Joined: 2004-08-19 04:30am
- Location: The Tower at Charm
Trade: Primary exports: glass work, timber
Imports: metal, wine
Additional Detail on the armies
Navy: Coastal gallies similar in design to Viking kingships lead a small force of longship style vessels. Primarily a defense force against pirates (2 points).
Infantry Regiments
3 regiments worth of militia skirmishers and auxilaries ( 3 points)
2 regiments worth of light cavalry (4 points)
3 reserve medium infantry regiments ( 3 points)
7 medium infantry regiments ( 1.2 points x 7= 8.4 points)
3 crack medium infantry regiments (1.5 pointsx 3= 4.5 points)
Mage Cadres
2 Junior Cadres [1 high mage or Jhagut, several juniors]( .3 each x2= .6 points)
5 Mage Cadres [ 1 Jhagut, 2-3 high mages, 2-4 juniors] (.5 each=2.5points)
2 Jhagut Cadres [3-5 Jhaguts] (.8 point each=1.6points)
Total = 29.6 points
The map will be soon.
Imports: metal, wine
Additional Detail on the armies
Navy: Coastal gallies similar in design to Viking kingships lead a small force of longship style vessels. Primarily a defense force against pirates (2 points).
Infantry Regiments
3 regiments worth of militia skirmishers and auxilaries ( 3 points)
2 regiments worth of light cavalry (4 points)
3 reserve medium infantry regiments ( 3 points)
7 medium infantry regiments ( 1.2 points x 7= 8.4 points)
3 crack medium infantry regiments (1.5 pointsx 3= 4.5 points)
Mage Cadres
2 Junior Cadres [1 high mage or Jhagut, several juniors]( .3 each x2= .6 points)
5 Mage Cadres [ 1 Jhagut, 2-3 high mages, 2-4 juniors] (.5 each=2.5points)
2 Jhagut Cadres [3-5 Jhaguts] (.8 point each=1.6points)
Total = 29.6 points
The map will be soon.
The Excellent Prismatic Spray. For when you absolutely, positively must kill a motherfucker. Accept no substitutions. Contact a magician of the later Aeons for details. Some conditions may apply.
- General Zod
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- Joined: 2003-11-18 03:08pm
- Location: The Clearance Rack
- Contact:
all righty. . . .managed to finally work out the details and am in the game.
Map, area properly apart of Cimerea
Color Key -
Red: Capital City
Purple: outlying cities/fortresses
Blue: dragon nests
Green: Dwarven Mining City
Gray: Mountain Ranges
Green: farmlands
grey lines - great wall, erected by transmuters
this might be a bit big, but i was bored and figured i'd write up something on the place.
Nation: Arashi
Government Type: benevolent monarchy
Capital: Daltigoth
Ruler: Emperor Ido Arashi Xth
Exports: Iron Ore, Gold, Silver, Bronze, salt
Imports: silk, wine, wheat, weapons,
Religion: there is no official state religion, and as it stands the emperor officially discourages the practice of organized religion in order to maintain some state of a secular government. However he permits private practice of religion by individuals. The rare cults that do form are typically dedicated to the emperor and his rumored 'divine' nature, or rarely to the dragons the Emperor has a pact with.
The Great Wall: Next to the chaos gates, this is one of the empire's crowning achievements. in order to prevent barbarian hordes from invading, the great wall was raised by hundreds of transmuters 500 years ago, and serves as the primary defense against invaders from the north by land.
The Chaos Gates: the primary network through which noblility and political dignitaries are permitted to travel, ensuring maximum safety. Operated by Gate Keepers. While gateway portals can be created without the use of actual gates themselves, they become far more difficult to maintain and more easy to get lost through. the existence of the gateway network permits the Gate Keepers ease of visualizing the target destination when ferrying individuals through.
3,000 Elite Heavy Infantry, (6points). all elite infantry are trained in basic use of magic, with each regiment accompanied by five high mages and at least one diviner.
6,000 light infantry, 3 regiments (1.5points)
75 dragon riders, 3 regiments (4.5 points)
10 cargo vessels - (2 points)
5 Tiremes - (1pointt)
Magic: the study of magic over sciences and technology is greatly encouraged in Arashi, and as such all citizens receive at least a basic training in its uses, knowing one or two cantrips. should they not display the talent needed to become a high mage of one of the schools, they're permitted to do as they please, so long as they don't seek other magic on
their own. Should they demonstrate talent however, they're encouraged to seek out training and proper instruction in one of the schools, until such time their mentors feel they're ready to undergo the Gauntlet, a grueling battery of tests to determine the students capability and whether or not they're ready to study the full breadth of secrets within the particular school. Failure to pass the Gauntlet can result in one of three fates, depending on their actions within it. Either they're killed, cut off from lack of magic forever by a ritual ordained by the High Mage conducting the Gauntlet, or exiled permanently from Arashi.
schools of high sorcery:
Divination - the most prestigious school in the kingdom, yet the most common at the same time, divination teaches its practitioners the use of scrying, communication over vast distances and encryption/decryption of through analysis of random events to divine knowledge that was previously hidden. easily the most important school, diviners are frequently used in the battle field and political arena to maintain communications between troops and advise the emperor to the current state of affairs in his kingdom and abroad.
Conjuring - equally as prestigious as divination, conjuring is permitted to be studied only by a handful of nobility. Due to accidents and mishaps with conjurors in the past, the emperor forbade all but those born to the noble houses and who pass their Gauntlets to study the most powerful conjuring magics. contrary to typical terminology, conjuring does not involve the summoning of otherworldly creatures, but instead involves moving objects and people from one place to another. the greatest feat of the conjurers within arashi is the chaos gate network, which allows them to move instantaneously from city to city within the country's confines.Named the chaos gate not so much due to its connection with any god, but the fact that transit within the network relies upon the concentration of the individual using it and how well they can visualize their destination. However due to the drain the gates place upon the cray within the capital city, use is limited to important military operations and relaying nobility.
Transmuters - the workforce of arashi, transmuters are the most common class of high mage. they're primarily responsible for construction, erecting the towers and walls of the city by molding the earth around them, and building the limited technological artifacts of the region.
Life Weavers - lifeweavers are primarily the healers of Arashi, relying upon the ability to mend and change living matter to their whims. while they do have the power to cause grievous injury, their use is typically limited to benevolent healing.
Invokers - the warrior class of mages, those permitted to study invocation are only allowed to do so after they pass their Gauntlets, due to the destructive nature of their magics. including the classic fireball, weather control, raising force fields and working with the energy of magic itself.
Psychics - exceedingly rare, and limited to the highest echelons of nobility, psychics come into their power as a result of sharing Emperor Ido's bloodline, and are marked at birth by stark white hair. Only one in every generation is chosen to succeed to the throne, taking on the name of the former emperor upon his passing, being chosen by the strength of his powers and prowess at using them. the gifts of the psychics include the ability to tap into and use the cray present in the capital to its fullest extent, while simultaneously reading the minds of others, and seeing the future. Being born with psychic ability negates the ability to use any other form of magic, save tapping into the Cray and opening up its full mystic potential.
Artificers - the artificers are a faction of mages who craft the mystic talismans of Arashi, however in order to maintain the power of the Cray they do so sparingly and only with the Emperor's permission. Artifacts crafted in such a way tend to be exceptionally powerful, and bestow the ability to use spells from one of the schools of magic, barring psychic gifts. The tools are primarily for the emperor and the royal line, occasionally granting one to a champion in times of need.
Dragon Riders - the dragon riders of arashi are one by far the most elite class of warrior within the kingdom, and as such are used only as a last resort to deter enemy invasions. The dragons themselves are quite intelligent, and on good terms due to the pact they have with the Emperor and his lineage.
the dwarven kingdom - one of the few cities of non humans in the land of Arashi, the dwarves have a pact with the present emperor, which has been maintained for the past ten generations to deliver mineral ores and other raw materials in exchange for the use of the emperor's psychic foreknowledge and defense should they come under attack.
The Cray - the true treasure of Arashi, the Cray is a mystical connection of ley lines and other sources of power to form an enormous wellspring of magic within the land itself. The original Ido Arashi, upon uncovering the cray, knew how dangerous it would be to fall into the wrong hands and as such made pacts with the dragons and nearby dwarves, eventually founding his kingdom around the Cray. All magic users tap into the Cray's power to some extent or another every time they perform a spell, making their magic easier to perform. However only the Emperor and his chosen heir have the ability to tap into the full use of the Cray's power, which permits him to construct mystic tools of advanced power thanks to the artificers, or with several invokers assisting raise a shield of protection around the capital city, protecting it from most attempts at assault by ground, save the most powerful of magic assaults. However the shield is not a dome, thus aerial assault is still a possibility.
Technology and Military: The Emperor disdains the use of all but the most basic technologies, and as a result almost all manufacutring done within the realm is performed by the mages trained in the particular art required, normally transmutation, to handle everything from building cities to manufacturing weaponry. The one exception is the small fleet of ships, which are typically used to serve as scouts to areas that no chaos gates exist in or to trade goods with other nations.
Present Political Climate: Presently the emperor has expressed interests in opening negotiations with other powers in the nearby regions, hopefully setting up chaos gates that might benefit both parties mutually. However there has been some discontent in the dwarven nations, as they're not satisfied with the goods they've been receiving from Daltigoth and its outlying cities.
Notable Figures:
Ido Arashi Xth - the tenth descendent of the first Ido Arashi, he rules the kingdom from behind the confines of his palace, rarely setting foot outside to visit the commoners, instead referring that duty to his Seneschal and pro consols. Gifted with immense psychic abilities, he's adept at probing individuals' thoughts, and reading the future through
portents and divinations of chaotic events. Decidedly marked as a member of the royal family through his stark white hair and resonant voice.
Seneschal Jacyn Sekloong - the voice of the Emperor, Jacyn handles day to day administration of the kingdom, greeting diplomatic envoys from other kingdoms and negotiations, and general handling of palace affairs.
Gate Keepers - masters of conjuration, gate keepers guard the chaos gates and control the comings and goings of those who wish to use them. They're also the only ones capable of using the gates with any degree of safety, and as such are well protected and taken care of within the kingdom. there is at least one gate keeper per chaos gate, and one chaos gate in every city, including the two dragon homes and the dwarven nation.
Barakian Arashi, The Emperor's Champion and heir apparent. One of the emperor's many descendants, Barakian has demonstrated considerable prowess with his psychic talents and has been hand picked to succeed the emperor in the palace. Until then he is charged with training a group of elite royal guards, and developing new uses for his psychic talents.
more to come as i think of them.
edit 1: updated names on personae, updated information on chaos gates.
Map, area properly apart of Cimerea
Color Key -
Red: Capital City
Purple: outlying cities/fortresses
Blue: dragon nests
Green: Dwarven Mining City
Gray: Mountain Ranges
Green: farmlands
grey lines - great wall, erected by transmuters
this might be a bit big, but i was bored and figured i'd write up something on the place.
Nation: Arashi
Government Type: benevolent monarchy
Capital: Daltigoth
Ruler: Emperor Ido Arashi Xth
Exports: Iron Ore, Gold, Silver, Bronze, salt
Imports: silk, wine, wheat, weapons,
Religion: there is no official state religion, and as it stands the emperor officially discourages the practice of organized religion in order to maintain some state of a secular government. However he permits private practice of religion by individuals. The rare cults that do form are typically dedicated to the emperor and his rumored 'divine' nature, or rarely to the dragons the Emperor has a pact with.
The Great Wall: Next to the chaos gates, this is one of the empire's crowning achievements. in order to prevent barbarian hordes from invading, the great wall was raised by hundreds of transmuters 500 years ago, and serves as the primary defense against invaders from the north by land.
The Chaos Gates: the primary network through which noblility and political dignitaries are permitted to travel, ensuring maximum safety. Operated by Gate Keepers. While gateway portals can be created without the use of actual gates themselves, they become far more difficult to maintain and more easy to get lost through. the existence of the gateway network permits the Gate Keepers ease of visualizing the target destination when ferrying individuals through.
3,000 Elite Heavy Infantry, (6points). all elite infantry are trained in basic use of magic, with each regiment accompanied by five high mages and at least one diviner.
6,000 light infantry, 3 regiments (1.5points)
75 dragon riders, 3 regiments (4.5 points)
10 cargo vessels - (2 points)
5 Tiremes - (1pointt)
Magic: the study of magic over sciences and technology is greatly encouraged in Arashi, and as such all citizens receive at least a basic training in its uses, knowing one or two cantrips. should they not display the talent needed to become a high mage of one of the schools, they're permitted to do as they please, so long as they don't seek other magic on
their own. Should they demonstrate talent however, they're encouraged to seek out training and proper instruction in one of the schools, until such time their mentors feel they're ready to undergo the Gauntlet, a grueling battery of tests to determine the students capability and whether or not they're ready to study the full breadth of secrets within the particular school. Failure to pass the Gauntlet can result in one of three fates, depending on their actions within it. Either they're killed, cut off from lack of magic forever by a ritual ordained by the High Mage conducting the Gauntlet, or exiled permanently from Arashi.
schools of high sorcery:
Divination - the most prestigious school in the kingdom, yet the most common at the same time, divination teaches its practitioners the use of scrying, communication over vast distances and encryption/decryption of through analysis of random events to divine knowledge that was previously hidden. easily the most important school, diviners are frequently used in the battle field and political arena to maintain communications between troops and advise the emperor to the current state of affairs in his kingdom and abroad.
Conjuring - equally as prestigious as divination, conjuring is permitted to be studied only by a handful of nobility. Due to accidents and mishaps with conjurors in the past, the emperor forbade all but those born to the noble houses and who pass their Gauntlets to study the most powerful conjuring magics. contrary to typical terminology, conjuring does not involve the summoning of otherworldly creatures, but instead involves moving objects and people from one place to another. the greatest feat of the conjurers within arashi is the chaos gate network, which allows them to move instantaneously from city to city within the country's confines.Named the chaos gate not so much due to its connection with any god, but the fact that transit within the network relies upon the concentration of the individual using it and how well they can visualize their destination. However due to the drain the gates place upon the cray within the capital city, use is limited to important military operations and relaying nobility.
Transmuters - the workforce of arashi, transmuters are the most common class of high mage. they're primarily responsible for construction, erecting the towers and walls of the city by molding the earth around them, and building the limited technological artifacts of the region.
Life Weavers - lifeweavers are primarily the healers of Arashi, relying upon the ability to mend and change living matter to their whims. while they do have the power to cause grievous injury, their use is typically limited to benevolent healing.
Invokers - the warrior class of mages, those permitted to study invocation are only allowed to do so after they pass their Gauntlets, due to the destructive nature of their magics. including the classic fireball, weather control, raising force fields and working with the energy of magic itself.
Psychics - exceedingly rare, and limited to the highest echelons of nobility, psychics come into their power as a result of sharing Emperor Ido's bloodline, and are marked at birth by stark white hair. Only one in every generation is chosen to succeed to the throne, taking on the name of the former emperor upon his passing, being chosen by the strength of his powers and prowess at using them. the gifts of the psychics include the ability to tap into and use the cray present in the capital to its fullest extent, while simultaneously reading the minds of others, and seeing the future. Being born with psychic ability negates the ability to use any other form of magic, save tapping into the Cray and opening up its full mystic potential.
Artificers - the artificers are a faction of mages who craft the mystic talismans of Arashi, however in order to maintain the power of the Cray they do so sparingly and only with the Emperor's permission. Artifacts crafted in such a way tend to be exceptionally powerful, and bestow the ability to use spells from one of the schools of magic, barring psychic gifts. The tools are primarily for the emperor and the royal line, occasionally granting one to a champion in times of need.
Dragon Riders - the dragon riders of arashi are one by far the most elite class of warrior within the kingdom, and as such are used only as a last resort to deter enemy invasions. The dragons themselves are quite intelligent, and on good terms due to the pact they have with the Emperor and his lineage.
the dwarven kingdom - one of the few cities of non humans in the land of Arashi, the dwarves have a pact with the present emperor, which has been maintained for the past ten generations to deliver mineral ores and other raw materials in exchange for the use of the emperor's psychic foreknowledge and defense should they come under attack.
The Cray - the true treasure of Arashi, the Cray is a mystical connection of ley lines and other sources of power to form an enormous wellspring of magic within the land itself. The original Ido Arashi, upon uncovering the cray, knew how dangerous it would be to fall into the wrong hands and as such made pacts with the dragons and nearby dwarves, eventually founding his kingdom around the Cray. All magic users tap into the Cray's power to some extent or another every time they perform a spell, making their magic easier to perform. However only the Emperor and his chosen heir have the ability to tap into the full use of the Cray's power, which permits him to construct mystic tools of advanced power thanks to the artificers, or with several invokers assisting raise a shield of protection around the capital city, protecting it from most attempts at assault by ground, save the most powerful of magic assaults. However the shield is not a dome, thus aerial assault is still a possibility.
Technology and Military: The Emperor disdains the use of all but the most basic technologies, and as a result almost all manufacutring done within the realm is performed by the mages trained in the particular art required, normally transmutation, to handle everything from building cities to manufacturing weaponry. The one exception is the small fleet of ships, which are typically used to serve as scouts to areas that no chaos gates exist in or to trade goods with other nations.
Present Political Climate: Presently the emperor has expressed interests in opening negotiations with other powers in the nearby regions, hopefully setting up chaos gates that might benefit both parties mutually. However there has been some discontent in the dwarven nations, as they're not satisfied with the goods they've been receiving from Daltigoth and its outlying cities.
Notable Figures:
Ido Arashi Xth - the tenth descendent of the first Ido Arashi, he rules the kingdom from behind the confines of his palace, rarely setting foot outside to visit the commoners, instead referring that duty to his Seneschal and pro consols. Gifted with immense psychic abilities, he's adept at probing individuals' thoughts, and reading the future through
portents and divinations of chaotic events. Decidedly marked as a member of the royal family through his stark white hair and resonant voice.
Seneschal Jacyn Sekloong - the voice of the Emperor, Jacyn handles day to day administration of the kingdom, greeting diplomatic envoys from other kingdoms and negotiations, and general handling of palace affairs.
Gate Keepers - masters of conjuration, gate keepers guard the chaos gates and control the comings and goings of those who wish to use them. They're also the only ones capable of using the gates with any degree of safety, and as such are well protected and taken care of within the kingdom. there is at least one gate keeper per chaos gate, and one chaos gate in every city, including the two dragon homes and the dwarven nation.
Barakian Arashi, The Emperor's Champion and heir apparent. One of the emperor's many descendants, Barakian has demonstrated considerable prowess with his psychic talents and has been hand picked to succeed the emperor in the palace. Until then he is charged with training a group of elite royal guards, and developing new uses for his psychic talents.
more to come as i think of them.
edit 1: updated names on personae, updated information on chaos gates.
Last edited by General Zod on 2004-10-03 03:01pm, edited 1 time in total.
"It's you Americans. There's something about nipples you hate. If this were Germany, we'd be romping around naked on the stage here."
- speaker-to-trolls
- Jedi Master
- Posts: 1182
- Joined: 2003-11-18 05:46pm
- Location: All Hail Britannia!
The Grand Kingdom Of Jeutak (AKA, Trollheim).
Regional Power.
Czech republic.
Demographics: Jeutak trolls 59%, hill trolls 16%, humans 14%, elves 11%.
Map:http://www.y44.com/ims/pic.php?u=632qXmYF&i=2832
Key: Green-Gentle hills/plains.
brown-Rough hills.
Grey-Mountains.
Black-Forest.
Dark Blue line-River
Black line-Road.
Light blue line-Aqueduct.
Red Square-City.
Blue square-Major fortress.
Eutrak Province: The central province of the kingdom, this is a land of valleys and gentle hills. The capital city of Toske stands upon a hill in the eastern regions of this land, as does the second city of Thros. The valleys are largely given over to farmland. In the west of this province three military forts; Hus’s fortress, the fortress of the howling wolf and Hilaks fortress, guard against attack. In the east a region of hills separates this land from the eastern province, and the river Orts separates it from the western provinces. In the southernmost regions this province borders on the sea, the only major port in the kingdom is Klostak, and it is the center of what maritime trade there is in Jeutak.
Orlatisk Province: In the east of the kingdom lies a region of rough hills, these are home to the hill trolls. These people were conquered centuries ago, but still retain many of their old ways and customs, to the irritation of the priesthood. The capital of this region is Herlis, a former hill troll city conquered by Tokas the second in the early years of the empire. Three forts stand in this region, relics of the ancient wars, they are the fortresses of Gers, Nakah, and Usar, all three named for Jeutak gods. East of the hills is a range of mountains, which, until recent centuries was considered worthless by the kingdom, hpwever, in recent centuries it has been exploited more and more. First, two hundred years ago a medical breakthrough (the discovery that mountain spring water was healthier than river water) led to several aqueducts being built from Toske to this region, largely to provide fresh water to the theocrat and nobles. Following this, it has also more recently been exploited in order to capture Wyverns (think a Reign of Fire dragon, but only twenty feet long, without the fire-breathing thing and with a poisonous sting in its tail). These serve as mounts for the small aerial cavalry division of the kingdoms army. Today there are several small settlements in the mountains entirely dependant on the sale of stolen wyvern eggs (both Jeutak and barbarian, the theocrat pays well for wyvern eggs). East of these mountains is a forest, which the kingdom considers wholly worthless.
Nortlak: To the west of Eutrak lie the fertile lands of Nortlak. This province too is dominated by twin cities, the cities of Liutec (formerly an elven city), and Reusakt. Reusakt is the provincial capital. This region possesses much of the kingdoms farmland, as the river Orts and its many tributaries run through this region, one consequence of this is that Klistak, the god of rivers, has become a major deity here, and in some places even the old elven river gods are worshipped alongside the likes of Gers and Harss. In the south a region of rugged hills separates this province from Seurlat, on the Nortlak side of the border stands the fortress of the snarling lion.
Seurlat: This land lies south of Nortlak, separated by a band of rough hills. This land is infamous because in the south lies the great haunted forest. This forest stretches across all the south and west of the kingdom in a great crescent shape, and few have the courage to enter it, fewer still have returned. The forest is inhabited by a dangerous group of faeries, they are known to exist, because during the reign of Jeras ( the first of only two female theocrats in the history of the kingdom) they emerged from the forest and attacked the city of Orlescir (the only city of the region, formerly a city-state of barbarian humans). Reports on their forms are myriad and uncertain, some say they have the ability to change form. It was established, however, that mortal weapons are inefficient at harming them, but sorcery works quite well in this regard. It was also seen that they sow fear in the hearts of even the bravest soldiers by their mere presence, and a whole battalion of Brothers of the Blade were seen to flee before them during the time when they made war against the kingdom. The city of Orlescir lies to the north of the forest, and the fortress of Hulsak is interposed between it and that accursed realm.
Hiklas: This is the most sparsely populated province of the kingdom, not a single city lying within its borders. Much of this land is taken up by the haunted forest and by rough hills, less than a third being plains or lowland suitable for agriculture. Barbarian elves inhabit parts of this region, but the kingdom does not, on the whole, pursue wars with them, as it considers Hiklas to be essentially worthless. The fortress of the silver commander stands toward the east of this region, guarding the main body of the kingdom against attack.
The Troll Race: A troll stands on average six feet and six inches tall, and is heavily built with it, on average weighing as much as two hundred and fifty pounds. The hill trolls of Orlatisk are generally only six feet in height and slightly lighter than their Jeutak cousins. Trolls are covered in hair on almost all parts of their body, save for their hands and the backs of their legs. Trolls also possess hair on their faces on the cheeks and (in the case of the men) around their mouths. The shape of a trolls skull is more rectangular than a mans, their eyes are more deep set than a humans and their ears are slightly longer, though not pointed in the manner of the elves. A troll may live as long as one hundred and twenty years, though most do not live as long as one hundred, and those of the lower classes do not usually live to see their eightieth year. A trolls fingernails will, if left unchecked, grow into claws like those of a dog, for this reason many trolls file their nails with stones. Trolls have two more canine teeth than humans, as they must eat more meat to support their larger bodies (though they are not true carnivores). The Jeutak trolls are distinguished from the hill trolls, aside from their height, by their long, hooked, ‘witches’ noses.
Religion: The religion of Jeutak plays a strong part in its culture and governance. It holds that the world is an octagonal disc, beneath which lies the city of the devils. It holds several gods in high esteem, which are as follows.
Usar: Highest of the gods, creator of the world. He is depicted as a great brown bear with a trolls hands. He carved the world out of the primordial chaos and slew the devils that lived their. He steers the sun, which is a great war machine which he drives underground every night to lay siege to the devils city. He created Olorn and the other gods.
Olorn: The great mother, created by Usar to be his consort. Her children with Usar are all the beasts of the world. She is held as having power over wild beasts, and is therefore important to hunters. She is represented as a great troll matron with the horns of an aurochs.
Koer: Koer is the lord of the upper earth, that part which is not ruled by the devils. He is important to farmers, as he has power over the soil and he may forbid their crops from taking root if they displease him. He is also important to miners and masons, as he may disallow them from using his materials if he so desires. Koer is depicted as a male troll made of stone and soil, alternately holding a hoe, a hammer, or an axe.
Urleuk: Urleuk commands the change of seasons. Farmers pray to him for mild winters and fertile springs. He is seen as a huge male troll brandishing a spear and a horn, for he stamps his spear thrice upon the ground and sounds three blasts with his horn for each change of the seasons.
Gerek: Gerek rules the clouds, she is prayed to by farmers in hope of rain, or in times when the rain is too heavy she is prayed to in the hope that she will stay her hand lest she washes away all the crops. She is also prayed to by sailors in the hopes that she will not bring down storms upon them. She is depicted as a young troll woman with the lower body of a cow, rainwater is the milk she brings.
The Silver Commander: Is the lord of the moon. In Jeutak mythology the moon is a watchtower from which the silver battalions guard against the coming of devils in the night. The moon is perpetually laid siege to by the devils, and the phases of the moon are indicative of different parts being swamped by the invaders. It is said that when the moon falls all the world will soon follow, hence the end times are known as the age of the new moon. The silver commander is seen as a great male troll with silver skin, hair and armour.
Hus: The father of the troll race, the natural son of Usar and Olorn. Hus is preyed to regarding all things, and is not tied down to a particular subject. Particularly he is prayed to for knowledge, strength or resolve in the face of adversity. He is depicted as the perfect image of a male troll.
Kae: The mother of the troll race. Created by Usar to be Hus’s consort. Like Hus she is prayed to for all manner of matters, but by women rather than men. She is depicted as the perfect image of a troll-woman.
Gers: One of the eight progenitors of the troll race (only five are named, mythology states that there were originally sixteen troll progenitors, but eight of them were lost in the wilderness and became twisted by starvation and became the progenitors of the races of men and elves.) He is a smith god, and is prayed to by those in that profession. He is depicted as a tall troll-man with hair which is fire, holding the tools of the smith.
Harss: Another progenitor god, a god of trade and travellers. He is depicted as a handsome troll dressed in rich clothes, carrying a sack of items and with a pair of black wings upon his back.
Nakah: Goddess of war, though most soldiers pray primarily to Hus and Usar, Nakah is still a prominent deity. She is depicted as a grim faced troll-woman in black armour, wielding a double headed axe.
Kilt: The goddess of love and of the home, somewhat marginalised in modern Jeutak, especially as Kae is mainly prayed to in her place on such matters. She is depicted as a troll-woman in humble clothing, holding in one hand an animals teeth (it is common in Jeutak culture for a man to kill a wild beast and present the object of his affection with its teeth to prove himself to her), and a mortar and pestle in the other.
Olokh: The patron of magicians, physicians, scholars and architects. He is a thinker, and thus not prayed to by the average troll on the street, but he is prayed to by those who require foresight and understanding in their work. His servants, the holak, will attempt to guide the souls of the dead to the halls of Hus, they are troll skeletons who ride upon giant, deathly white crows. Olokh himself id depicted as an albino troll with a wolfs legs.
Religious Practices: Sacrifices are common amongst trolls, though if they can help it they will not sacrifice live animals they themselves can eat, and use inanimate objects or plants (sacrifices are burned). The richer a troll is the more sacrifices he will probably make, partly simply to show his wealth. At the summer and winter equinox there is a great festival across the kingdom, at the culmination of this, at each of the great temples, eight trolls are sacrificed. There has for two hundred years been a law against sacrificing citizens, so these are invariably slaves. Elven and human slaves are technically regarded as roughly equal to bulls in the scale of sacrificial creatures, so they are sacrificed mainly by the rich. At religious festivals there is usually the usual paraphernalia of dancing, chanting, feasting and so on, usually culminating in the sacrifice of animals.
Government: The head of state of the kingdom is the Theocrat, he is elected from amongst the council of the high priests of the great temples. There is a great temple in each city, each is a huge temple with a shrine to each of the major gods within it, meaning there are a total of seven high priests in the kingdom, plus the theocrat. Below the high priests of the great temples are the high priests of the cults, one for each of the major gods, and roughly on par with them are the secular lords of the realm. The lords of the realm are the secular rulers of the cities and the governors of the provinces. Below these are village chiefs and various other small scale rulers. Lords are often military commanders as well, this is rarer among priests. In Jeutak a citizen is everybody who is not a slave, and thus this is what citizenship entails. Citizens are aloud to own land, weapons and animals, they can also join the priesthood or the army. However, In the case of Elven and Human citizens, some of these benefits are lacking, for though they can own weapons they are taxed for them, they cannot join the priesthood or the army, and they are forbidden from owning more than a certain amount of land or livestock. They are also forbidden from taking part in certain religious rites. Life is hard for elves and men in Trollheim.
History: The kingdom of Jeutak was founded four hundred and ninety eight years ago, when the six wandering tribes of Jeutak came across the land they now inhabit. After a tremendous battle in which the sixth tribe (who made pacts with devils, so it is said, and who’s name is not rcorded) fought the other five and were defeated. The battle culminated at the top of a small hill, and this is the hill upon which the city of Toske was built. The tribes expanded since then into the surrounding lands, under the domain of the kings, in a direct line of descent from Tokas the first. Until the two hundred and ninety sixth year, and the reign of Qostrak the mad. Qostrak made it his mission to destroy utterly the races of men and elves, saying of them: ‘they are a mockery of our form, twisted by devil-venom to parodies of true creatures, loathsome before the sight of the gods, what pious troll could suffer to let them live?’. This resulted in him sending most of the army out to the frontier to wipe out the barbarians, and also killed a lot of slaves, depriving many farms of a workforce. In the three hundred and seventh year, after seven years of horrific bandit activity and food shortages, the people decided they had had enough. Under the leadership of the priesthood the people of Toske laid siege to and stormed the kings palace, bringing him out into the centre of the city and sacrificing him to appease the gods. From this day forward the leader of the priesthood, the theocrat, has ruled Jeukat, but the name ‘kingdom’ has stuck despite this.
Technology: About Roman standard.
Magicians: The magicians are a special branch of the priesthood who deal with the manipulation of arcane forces, as opposed to the petitioning of divine favour. They claim that their power is largely petitioned from minor spirits, whom they negotiate with semi-consciously through the spells they perform. There are several types of magicians in the kingdom, each specifically deals with a certain magical ability, they are as follows:
Healers: This type is fairly common, they use magic to heal wounds and cure illness. They are used both on the battlefield and in civilian centres. They are fairly expensive and most cannot afford to see them, however.
Neutralisers: This type of magician specialises in combat on the spiritual level, they accompany armies and work to counter hostile magic and spirits. These type of magicians were instrumental in the repulsion of the faeries in when they attacked Orlescir in the reign of Jeras the first.
Diviners: These magicians see into the future, unfortunately, there is more than one future, so this is not always terribly helpful. What is more useful is their ability to see other places in the present. Mystical interference can sometimes prevent this, however.
Battle Magicians: These wizards invoke spiritual beings to attack their enemies. These can be dispersed by enemy magicians, or their summoning can be interrupted by mystical interference. There are several types of spirits that can be summoned, some take physical form to attack their targets, while others remain incorporeal and attack the enemies very soul.
Military:
13 Battalions (500 trolls each) of Royal light infantry. A barely trained militia force made up of trolls armed with leather coated wooden shields, short bows, leather armour and hand weapons, supported by one diviner and one healer. (0.5 points per battalion, 6.5 points in total).
4 Battalions of Brothers of the Blade. An elite force of trolls armed with long swords and short bows, wearing iron breastplates and ‘hoplite’ shields, supported by a force of five neutralisers, five diviners, five combat magicians, and five healers. (4 points total)
14 Squadrons (10 beasts per squadron) of Ursakts. Large Beasts the shape of a bull and the size of an elephant, crewed by one driver, two archers, one healer, one neutraliser and two ballista crew. The ballista can be rotated to be fired in any direction. (70 beasts per point, 2 points total).
4 squadrons of Wyverns. Flying creatures similar to dragons but lacking the front legs, instead walking like bats when on the ground. Also possess a sting in the tail. Each wyvern carries one rider armed with an enchanted bow and spear, behind him sits a diviner who tells him which direction to travel in and such like. (40 beasts to a point, 1 point in total. I figure if Alyrium can have 60 dragons to a regiment I can sure as hell have 40 of these things)
1 Squadron of war galleys (10 ships to a squadron). Large ships armed with three ballistae which can fire flaming bolts if required. Carries a compliment of fifty marines, each of whom carries a longbow a sword and a shield. Also always accompanied by two neutralisers, two combat magicians, two healers and one diviner,. The prow is heavily armoured to facilitate ramming. The ship can carry up to one half battalion, though if troops need to be transported merchant vessels are generally used. (7.5 ships to a point, 1.5 points in total).
Regional Power.
Czech republic.
Demographics: Jeutak trolls 59%, hill trolls 16%, humans 14%, elves 11%.
Map:http://www.y44.com/ims/pic.php?u=632qXmYF&i=2832
Key: Green-Gentle hills/plains.
brown-Rough hills.
Grey-Mountains.
Black-Forest.
Dark Blue line-River
Black line-Road.
Light blue line-Aqueduct.
Red Square-City.
Blue square-Major fortress.
Eutrak Province: The central province of the kingdom, this is a land of valleys and gentle hills. The capital city of Toske stands upon a hill in the eastern regions of this land, as does the second city of Thros. The valleys are largely given over to farmland. In the west of this province three military forts; Hus’s fortress, the fortress of the howling wolf and Hilaks fortress, guard against attack. In the east a region of hills separates this land from the eastern province, and the river Orts separates it from the western provinces. In the southernmost regions this province borders on the sea, the only major port in the kingdom is Klostak, and it is the center of what maritime trade there is in Jeutak.
Orlatisk Province: In the east of the kingdom lies a region of rough hills, these are home to the hill trolls. These people were conquered centuries ago, but still retain many of their old ways and customs, to the irritation of the priesthood. The capital of this region is Herlis, a former hill troll city conquered by Tokas the second in the early years of the empire. Three forts stand in this region, relics of the ancient wars, they are the fortresses of Gers, Nakah, and Usar, all three named for Jeutak gods. East of the hills is a range of mountains, which, until recent centuries was considered worthless by the kingdom, hpwever, in recent centuries it has been exploited more and more. First, two hundred years ago a medical breakthrough (the discovery that mountain spring water was healthier than river water) led to several aqueducts being built from Toske to this region, largely to provide fresh water to the theocrat and nobles. Following this, it has also more recently been exploited in order to capture Wyverns (think a Reign of Fire dragon, but only twenty feet long, without the fire-breathing thing and with a poisonous sting in its tail). These serve as mounts for the small aerial cavalry division of the kingdoms army. Today there are several small settlements in the mountains entirely dependant on the sale of stolen wyvern eggs (both Jeutak and barbarian, the theocrat pays well for wyvern eggs). East of these mountains is a forest, which the kingdom considers wholly worthless.
Nortlak: To the west of Eutrak lie the fertile lands of Nortlak. This province too is dominated by twin cities, the cities of Liutec (formerly an elven city), and Reusakt. Reusakt is the provincial capital. This region possesses much of the kingdoms farmland, as the river Orts and its many tributaries run through this region, one consequence of this is that Klistak, the god of rivers, has become a major deity here, and in some places even the old elven river gods are worshipped alongside the likes of Gers and Harss. In the south a region of rugged hills separates this province from Seurlat, on the Nortlak side of the border stands the fortress of the snarling lion.
Seurlat: This land lies south of Nortlak, separated by a band of rough hills. This land is infamous because in the south lies the great haunted forest. This forest stretches across all the south and west of the kingdom in a great crescent shape, and few have the courage to enter it, fewer still have returned. The forest is inhabited by a dangerous group of faeries, they are known to exist, because during the reign of Jeras ( the first of only two female theocrats in the history of the kingdom) they emerged from the forest and attacked the city of Orlescir (the only city of the region, formerly a city-state of barbarian humans). Reports on their forms are myriad and uncertain, some say they have the ability to change form. It was established, however, that mortal weapons are inefficient at harming them, but sorcery works quite well in this regard. It was also seen that they sow fear in the hearts of even the bravest soldiers by their mere presence, and a whole battalion of Brothers of the Blade were seen to flee before them during the time when they made war against the kingdom. The city of Orlescir lies to the north of the forest, and the fortress of Hulsak is interposed between it and that accursed realm.
Hiklas: This is the most sparsely populated province of the kingdom, not a single city lying within its borders. Much of this land is taken up by the haunted forest and by rough hills, less than a third being plains or lowland suitable for agriculture. Barbarian elves inhabit parts of this region, but the kingdom does not, on the whole, pursue wars with them, as it considers Hiklas to be essentially worthless. The fortress of the silver commander stands toward the east of this region, guarding the main body of the kingdom against attack.
The Troll Race: A troll stands on average six feet and six inches tall, and is heavily built with it, on average weighing as much as two hundred and fifty pounds. The hill trolls of Orlatisk are generally only six feet in height and slightly lighter than their Jeutak cousins. Trolls are covered in hair on almost all parts of their body, save for their hands and the backs of their legs. Trolls also possess hair on their faces on the cheeks and (in the case of the men) around their mouths. The shape of a trolls skull is more rectangular than a mans, their eyes are more deep set than a humans and their ears are slightly longer, though not pointed in the manner of the elves. A troll may live as long as one hundred and twenty years, though most do not live as long as one hundred, and those of the lower classes do not usually live to see their eightieth year. A trolls fingernails will, if left unchecked, grow into claws like those of a dog, for this reason many trolls file their nails with stones. Trolls have two more canine teeth than humans, as they must eat more meat to support their larger bodies (though they are not true carnivores). The Jeutak trolls are distinguished from the hill trolls, aside from their height, by their long, hooked, ‘witches’ noses.
Religion: The religion of Jeutak plays a strong part in its culture and governance. It holds that the world is an octagonal disc, beneath which lies the city of the devils. It holds several gods in high esteem, which are as follows.
Usar: Highest of the gods, creator of the world. He is depicted as a great brown bear with a trolls hands. He carved the world out of the primordial chaos and slew the devils that lived their. He steers the sun, which is a great war machine which he drives underground every night to lay siege to the devils city. He created Olorn and the other gods.
Olorn: The great mother, created by Usar to be his consort. Her children with Usar are all the beasts of the world. She is held as having power over wild beasts, and is therefore important to hunters. She is represented as a great troll matron with the horns of an aurochs.
Koer: Koer is the lord of the upper earth, that part which is not ruled by the devils. He is important to farmers, as he has power over the soil and he may forbid their crops from taking root if they displease him. He is also important to miners and masons, as he may disallow them from using his materials if he so desires. Koer is depicted as a male troll made of stone and soil, alternately holding a hoe, a hammer, or an axe.
Urleuk: Urleuk commands the change of seasons. Farmers pray to him for mild winters and fertile springs. He is seen as a huge male troll brandishing a spear and a horn, for he stamps his spear thrice upon the ground and sounds three blasts with his horn for each change of the seasons.
Gerek: Gerek rules the clouds, she is prayed to by farmers in hope of rain, or in times when the rain is too heavy she is prayed to in the hope that she will stay her hand lest she washes away all the crops. She is also prayed to by sailors in the hopes that she will not bring down storms upon them. She is depicted as a young troll woman with the lower body of a cow, rainwater is the milk she brings.
The Silver Commander: Is the lord of the moon. In Jeutak mythology the moon is a watchtower from which the silver battalions guard against the coming of devils in the night. The moon is perpetually laid siege to by the devils, and the phases of the moon are indicative of different parts being swamped by the invaders. It is said that when the moon falls all the world will soon follow, hence the end times are known as the age of the new moon. The silver commander is seen as a great male troll with silver skin, hair and armour.
Hus: The father of the troll race, the natural son of Usar and Olorn. Hus is preyed to regarding all things, and is not tied down to a particular subject. Particularly he is prayed to for knowledge, strength or resolve in the face of adversity. He is depicted as the perfect image of a male troll.
Kae: The mother of the troll race. Created by Usar to be Hus’s consort. Like Hus she is prayed to for all manner of matters, but by women rather than men. She is depicted as the perfect image of a troll-woman.
Gers: One of the eight progenitors of the troll race (only five are named, mythology states that there were originally sixteen troll progenitors, but eight of them were lost in the wilderness and became twisted by starvation and became the progenitors of the races of men and elves.) He is a smith god, and is prayed to by those in that profession. He is depicted as a tall troll-man with hair which is fire, holding the tools of the smith.
Harss: Another progenitor god, a god of trade and travellers. He is depicted as a handsome troll dressed in rich clothes, carrying a sack of items and with a pair of black wings upon his back.
Nakah: Goddess of war, though most soldiers pray primarily to Hus and Usar, Nakah is still a prominent deity. She is depicted as a grim faced troll-woman in black armour, wielding a double headed axe.
Kilt: The goddess of love and of the home, somewhat marginalised in modern Jeutak, especially as Kae is mainly prayed to in her place on such matters. She is depicted as a troll-woman in humble clothing, holding in one hand an animals teeth (it is common in Jeutak culture for a man to kill a wild beast and present the object of his affection with its teeth to prove himself to her), and a mortar and pestle in the other.
Olokh: The patron of magicians, physicians, scholars and architects. He is a thinker, and thus not prayed to by the average troll on the street, but he is prayed to by those who require foresight and understanding in their work. His servants, the holak, will attempt to guide the souls of the dead to the halls of Hus, they are troll skeletons who ride upon giant, deathly white crows. Olokh himself id depicted as an albino troll with a wolfs legs.
Religious Practices: Sacrifices are common amongst trolls, though if they can help it they will not sacrifice live animals they themselves can eat, and use inanimate objects or plants (sacrifices are burned). The richer a troll is the more sacrifices he will probably make, partly simply to show his wealth. At the summer and winter equinox there is a great festival across the kingdom, at the culmination of this, at each of the great temples, eight trolls are sacrificed. There has for two hundred years been a law against sacrificing citizens, so these are invariably slaves. Elven and human slaves are technically regarded as roughly equal to bulls in the scale of sacrificial creatures, so they are sacrificed mainly by the rich. At religious festivals there is usually the usual paraphernalia of dancing, chanting, feasting and so on, usually culminating in the sacrifice of animals.
Government: The head of state of the kingdom is the Theocrat, he is elected from amongst the council of the high priests of the great temples. There is a great temple in each city, each is a huge temple with a shrine to each of the major gods within it, meaning there are a total of seven high priests in the kingdom, plus the theocrat. Below the high priests of the great temples are the high priests of the cults, one for each of the major gods, and roughly on par with them are the secular lords of the realm. The lords of the realm are the secular rulers of the cities and the governors of the provinces. Below these are village chiefs and various other small scale rulers. Lords are often military commanders as well, this is rarer among priests. In Jeutak a citizen is everybody who is not a slave, and thus this is what citizenship entails. Citizens are aloud to own land, weapons and animals, they can also join the priesthood or the army. However, In the case of Elven and Human citizens, some of these benefits are lacking, for though they can own weapons they are taxed for them, they cannot join the priesthood or the army, and they are forbidden from owning more than a certain amount of land or livestock. They are also forbidden from taking part in certain religious rites. Life is hard for elves and men in Trollheim.
History: The kingdom of Jeutak was founded four hundred and ninety eight years ago, when the six wandering tribes of Jeutak came across the land they now inhabit. After a tremendous battle in which the sixth tribe (who made pacts with devils, so it is said, and who’s name is not rcorded) fought the other five and were defeated. The battle culminated at the top of a small hill, and this is the hill upon which the city of Toske was built. The tribes expanded since then into the surrounding lands, under the domain of the kings, in a direct line of descent from Tokas the first. Until the two hundred and ninety sixth year, and the reign of Qostrak the mad. Qostrak made it his mission to destroy utterly the races of men and elves, saying of them: ‘they are a mockery of our form, twisted by devil-venom to parodies of true creatures, loathsome before the sight of the gods, what pious troll could suffer to let them live?’. This resulted in him sending most of the army out to the frontier to wipe out the barbarians, and also killed a lot of slaves, depriving many farms of a workforce. In the three hundred and seventh year, after seven years of horrific bandit activity and food shortages, the people decided they had had enough. Under the leadership of the priesthood the people of Toske laid siege to and stormed the kings palace, bringing him out into the centre of the city and sacrificing him to appease the gods. From this day forward the leader of the priesthood, the theocrat, has ruled Jeukat, but the name ‘kingdom’ has stuck despite this.
Technology: About Roman standard.
Magicians: The magicians are a special branch of the priesthood who deal with the manipulation of arcane forces, as opposed to the petitioning of divine favour. They claim that their power is largely petitioned from minor spirits, whom they negotiate with semi-consciously through the spells they perform. There are several types of magicians in the kingdom, each specifically deals with a certain magical ability, they are as follows:
Healers: This type is fairly common, they use magic to heal wounds and cure illness. They are used both on the battlefield and in civilian centres. They are fairly expensive and most cannot afford to see them, however.
Neutralisers: This type of magician specialises in combat on the spiritual level, they accompany armies and work to counter hostile magic and spirits. These type of magicians were instrumental in the repulsion of the faeries in when they attacked Orlescir in the reign of Jeras the first.
Diviners: These magicians see into the future, unfortunately, there is more than one future, so this is not always terribly helpful. What is more useful is their ability to see other places in the present. Mystical interference can sometimes prevent this, however.
Battle Magicians: These wizards invoke spiritual beings to attack their enemies. These can be dispersed by enemy magicians, or their summoning can be interrupted by mystical interference. There are several types of spirits that can be summoned, some take physical form to attack their targets, while others remain incorporeal and attack the enemies very soul.
Military:
13 Battalions (500 trolls each) of Royal light infantry. A barely trained militia force made up of trolls armed with leather coated wooden shields, short bows, leather armour and hand weapons, supported by one diviner and one healer. (0.5 points per battalion, 6.5 points in total).
4 Battalions of Brothers of the Blade. An elite force of trolls armed with long swords and short bows, wearing iron breastplates and ‘hoplite’ shields, supported by a force of five neutralisers, five diviners, five combat magicians, and five healers. (4 points total)
14 Squadrons (10 beasts per squadron) of Ursakts. Large Beasts the shape of a bull and the size of an elephant, crewed by one driver, two archers, one healer, one neutraliser and two ballista crew. The ballista can be rotated to be fired in any direction. (70 beasts per point, 2 points total).
4 squadrons of Wyverns. Flying creatures similar to dragons but lacking the front legs, instead walking like bats when on the ground. Also possess a sting in the tail. Each wyvern carries one rider armed with an enchanted bow and spear, behind him sits a diviner who tells him which direction to travel in and such like. (40 beasts to a point, 1 point in total. I figure if Alyrium can have 60 dragons to a regiment I can sure as hell have 40 of these things)
1 Squadron of war galleys (10 ships to a squadron). Large ships armed with three ballistae which can fire flaming bolts if required. Carries a compliment of fifty marines, each of whom carries a longbow a sword and a shield. Also always accompanied by two neutralisers, two combat magicians, two healers and one diviner,. The prow is heavily armoured to facilitate ramming. The ship can carry up to one half battalion, though if troops need to be transported merchant vessels are generally used. (7.5 ships to a point, 1.5 points in total).
Post Number 1066 achieved Sun Feb 22, 2009 3:19 pm(board time, 8:19GMT)
Batman: What do these guys want anyway?
Superman: Take over the world... Or rob banks, I'm not sure.
Batman: What do these guys want anyway?
Superman: Take over the world... Or rob banks, I'm not sure.
- Rogue 9
- Scrapping TIEs since 1997
- Posts: 18683
- Joined: 2003-11-12 01:10pm
- Location: Classified
- Contact:
Updated my OOB with pictures for most of my main characters. If anyone knows of anything that could fit the ones without pics that I could use, let me know.
It's Rogue, not Rouge!
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
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- JasperClain
- Redshirt
- Posts: 5
- Joined: 2004-10-05 03:37am
- Contact:
King Jasper Clain of Calastro
Regional Power : Dwarf’s of Calastro Ruled by King Jasper Clain
Area : South of Poland and Northwest of WolGar
Race : Dwarf
Exports : Stone statues and statuettes, Metal goods, Ore, Rare Minerals and Rare Truffles.
Imports : Food and Tools
History: Obad-Hai the God of nature toiled in boredom one day long ago and through the mud and dirt of the earth a short creature sprang to living flesh. He was called Dwarf, Obad-Hai loved dwarf and gave him power of the earth, to move and manipulate it’s properties as Dwarf saw fit. Dwarf was happy for a while, then he wondered to himself,
“Am I my only kind, is it my fate to wander without another like me?”
Obad-Hia heard this thought and was in despair that she made a wonderful and yet lonely creature. So through the mud and dirt of the earth sprang another dwarf and she was different, given the gift of giving life and producing offspring onto the world. And so their colony prospered under the sun, two dwarf’s turned into three, then four, and then five. The children were stronger, more apt to learn the gift that Obad-Hai gave them over the earth, and faster speed over the land. One night under a full moon, men came to pillage what they had while they slept. The children escaped into the deep forest and came to a mountain, pure rock, they tunneled into the mountain. Making a stronghold that man would not penetrate, a city of stone and many pillars carved into the large mountain with extravagant halls, living areas, eating facilities, and training halls for the warriors that protect their lifestyles. Many days and many generations went by as the dwarf’s flourished. The kingdom of dwarf warriors and druid earth elemental’s came rule by the dwarf king Jasper Clain, the king was appointed after the council was disbanded because they could never make a decision of what to do, so nothing was done.
Religion: This race of dwarf’s serves the Deities Moradin and Obad-Hai. Moradin the God of the dwarves has many titles including Soul Forger, Dwarffather, the All-Father, and the Creator, all dwarf’s of Calastro serve him. Obad-Hia is the God of nature and grants the dwarven druids their power of the earth.
King Jasper Clain: Jasper Clain has been dwarf king for nearly a thousand years, the king is chosen by a council of ten of the oldest and most wise dwarf’s in Calastro. The council decides in one days time who is most qualified, the requirements include, the person must have a great druid skill in the spellcraft art of being an earth elemental. He must also have a warriors heart and a love for his people.
General Bloke Mordok: He has led and trained the warriors of Calastro for over five hundred years.
Ambassador Gonal Keldan: He has represented Calastro a hand full of times in the century of Jasper’s rule, however this does not mean he is not capable of doing so. King Clain has paid heed to the legends of man’s prejudice toward their kind and has stayed a bit detached from the rest of the world. The ambassador has been waiting for a chance to shine instead of reciting to the king what he should do in said situations.
Order of Battle
(15 Strength, 15 regiments total.)
Regulars = 2,000
1,000 Raiders
1,000 Scouts
Heavy Pikemen = 4,000
Light Infantry = 2,000
1,000 Axemen
1,000 Swordsmen
Heavy Infantry = 2,000
1,000 Axemen
1,000 Swordsmen
Archers = 2,000
1,000 Composite Short Bowmen
1,000 Crossbowmen
Druid Mages = 2,000
2 Regiments of Regulars: Dwarf’s broken up into a number of small units. They are raiders and scouts, trained to hit fast and track enemy movements. Armed with composite short bows, battle axes, and leather or light mail armor.
(.5 regiment of strength a piece)
4 Regiments of Pikemen: Regiments armed with polearm halberds that are good for a strike with the helberd’s axe head, but the spike on the end is useful against charging opponents. The regiments also are equipped with battle axes and wearing half-plate armor (1 regiment of strength a piece)
2 Regiments of Light Infantry: Dwarf reginments broken up into two units. One armed with Falchion swords with the curve of the sword that gives it a keener edge and axemen armed with the dwarven waraxe. They wear leather or light mail armor.
(1 regiment of strength a piece)
2 Regiments of Heavy Infantry: Dwarf reginments broken up into two units. One armed with Falchion swords with the curve of the sword that gives it a keener edge and axemen armed with the dwarven waraxe and throwing axes. They wear half-plate or full plate armor (1 regiment of strength a piece)
2 Regiments of Archers: Dwarf reginments broken up into two units. One armed with composite short bows for shooting at a distance and the other regiment armed with light crossbows for more accurate closrange shots. They wear leather or light mail armor
(1 regiment of strength a piece)
2 Regiments of Druid Earth Elementals: Dwarf Druid reginments that can manipulate the earth through the grace of Obad-Hai, the god of nature. They are armed with short swords and daggers, however they are not well trained with them due to the demand of study their magic takes of them. They wear no armor to ensure free movement and that all spells are casted correctly. (2 regiment of strength a piece)
Druid Spells
Stone Projectile : Can use small stones of a maximum of ten pounds as a lethal projectile.
Soften Earth and Stone : Turns stone and clay to sand or mud.
Sculpt Stone : Sculpt stone into any shape.
Wall of Stone : Create a stone wall.
Earthquake : Creates tremors in a 6ft radius.
Earth Elemental : Summon one Earth elemental per hour.
Area : South of Poland and Northwest of WolGar
Race : Dwarf
Exports : Stone statues and statuettes, Metal goods, Ore, Rare Minerals and Rare Truffles.
Imports : Food and Tools
History: Obad-Hai the God of nature toiled in boredom one day long ago and through the mud and dirt of the earth a short creature sprang to living flesh. He was called Dwarf, Obad-Hai loved dwarf and gave him power of the earth, to move and manipulate it’s properties as Dwarf saw fit. Dwarf was happy for a while, then he wondered to himself,
“Am I my only kind, is it my fate to wander without another like me?”
Obad-Hia heard this thought and was in despair that she made a wonderful and yet lonely creature. So through the mud and dirt of the earth sprang another dwarf and she was different, given the gift of giving life and producing offspring onto the world. And so their colony prospered under the sun, two dwarf’s turned into three, then four, and then five. The children were stronger, more apt to learn the gift that Obad-Hai gave them over the earth, and faster speed over the land. One night under a full moon, men came to pillage what they had while they slept. The children escaped into the deep forest and came to a mountain, pure rock, they tunneled into the mountain. Making a stronghold that man would not penetrate, a city of stone and many pillars carved into the large mountain with extravagant halls, living areas, eating facilities, and training halls for the warriors that protect their lifestyles. Many days and many generations went by as the dwarf’s flourished. The kingdom of dwarf warriors and druid earth elemental’s came rule by the dwarf king Jasper Clain, the king was appointed after the council was disbanded because they could never make a decision of what to do, so nothing was done.
Religion: This race of dwarf’s serves the Deities Moradin and Obad-Hai. Moradin the God of the dwarves has many titles including Soul Forger, Dwarffather, the All-Father, and the Creator, all dwarf’s of Calastro serve him. Obad-Hia is the God of nature and grants the dwarven druids their power of the earth.
King Jasper Clain: Jasper Clain has been dwarf king for nearly a thousand years, the king is chosen by a council of ten of the oldest and most wise dwarf’s in Calastro. The council decides in one days time who is most qualified, the requirements include, the person must have a great druid skill in the spellcraft art of being an earth elemental. He must also have a warriors heart and a love for his people.
General Bloke Mordok: He has led and trained the warriors of Calastro for over five hundred years.
Ambassador Gonal Keldan: He has represented Calastro a hand full of times in the century of Jasper’s rule, however this does not mean he is not capable of doing so. King Clain has paid heed to the legends of man’s prejudice toward their kind and has stayed a bit detached from the rest of the world. The ambassador has been waiting for a chance to shine instead of reciting to the king what he should do in said situations.
Order of Battle
(15 Strength, 15 regiments total.)
Regulars = 2,000
1,000 Raiders
1,000 Scouts
Heavy Pikemen = 4,000
Light Infantry = 2,000
1,000 Axemen
1,000 Swordsmen
Heavy Infantry = 2,000
1,000 Axemen
1,000 Swordsmen
Archers = 2,000
1,000 Composite Short Bowmen
1,000 Crossbowmen
Druid Mages = 2,000
2 Regiments of Regulars: Dwarf’s broken up into a number of small units. They are raiders and scouts, trained to hit fast and track enemy movements. Armed with composite short bows, battle axes, and leather or light mail armor.
(.5 regiment of strength a piece)
4 Regiments of Pikemen: Regiments armed with polearm halberds that are good for a strike with the helberd’s axe head, but the spike on the end is useful against charging opponents. The regiments also are equipped with battle axes and wearing half-plate armor (1 regiment of strength a piece)
2 Regiments of Light Infantry: Dwarf reginments broken up into two units. One armed with Falchion swords with the curve of the sword that gives it a keener edge and axemen armed with the dwarven waraxe. They wear leather or light mail armor.
(1 regiment of strength a piece)
2 Regiments of Heavy Infantry: Dwarf reginments broken up into two units. One armed with Falchion swords with the curve of the sword that gives it a keener edge and axemen armed with the dwarven waraxe and throwing axes. They wear half-plate or full plate armor (1 regiment of strength a piece)
2 Regiments of Archers: Dwarf reginments broken up into two units. One armed with composite short bows for shooting at a distance and the other regiment armed with light crossbows for more accurate closrange shots. They wear leather or light mail armor
(1 regiment of strength a piece)
2 Regiments of Druid Earth Elementals: Dwarf Druid reginments that can manipulate the earth through the grace of Obad-Hai, the god of nature. They are armed with short swords and daggers, however they are not well trained with them due to the demand of study their magic takes of them. They wear no armor to ensure free movement and that all spells are casted correctly. (2 regiment of strength a piece)
Druid Spells
Stone Projectile : Can use small stones of a maximum of ten pounds as a lethal projectile.
Soften Earth and Stone : Turns stone and clay to sand or mud.
Sculpt Stone : Sculpt stone into any shape.
Wall of Stone : Create a stone wall.
Earthquake : Creates tremors in a 6ft radius.
Earth Elemental : Summon one Earth elemental per hour.
Peace is at arms reach, however war and death is to. When you reach for the peace that you seek be careful it doesn't turn into the peace of death.
- JasperClain
- Redshirt
- Posts: 5
- Joined: 2004-10-05 03:37am
- Contact:
This is the web site where the Calastro Map is hosted
http://www.digistash.com/showpic.php?uu ... &pid=27927
(Note: The city of Calastro under the mountain doesn't have any cave doors, there are a number of tunnels that dead end a foot from the mountain face outside. The druid earth elementals create an opening through the foot of solid rock by using the spell soften earth and stone, this turns the stone to sand.)
Map Key
Dark Green = Forest
Light Green = Plains
Brown = Hills
Grey = Mountains
http://www.digistash.com/showpic.php?uu ... &pid=27927
(Note: The city of Calastro under the mountain doesn't have any cave doors, there are a number of tunnels that dead end a foot from the mountain face outside. The druid earth elementals create an opening through the foot of solid rock by using the spell soften earth and stone, this turns the stone to sand.)
Map Key
Dark Green = Forest
Light Green = Plains
Brown = Hills
Grey = Mountains
Peace is at arms reach, however war and death is to. When you reach for the peace that you seek be careful it doesn't turn into the peace of death.
- Rogue 9
- Scrapping TIEs since 1997
- Posts: 18683
- Joined: 2003-11-12 01:10pm
- Location: Classified
- Contact:
Finally got a good picture for Sir Uisdean. I got permission to use it on condition of giving credit, so here goes.
It's a detail of a drawing in progress entitled "Another Year of Torture." Image is © 2004 Derek Henderson and Dan Sudkamp. The full image is here. He also asked if I would toss in a link to his site, so that's here.
It's a detail of a drawing in progress entitled "Another Year of Torture." Image is © 2004 Derek Henderson and Dan Sudkamp. The full image is here. He also asked if I would toss in a link to his site, so that's here.
It's Rogue, not Rouge!
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
- Rogue 9
- Scrapping TIEs since 1997
- Posts: 18683
- Joined: 2003-11-12 01:10pm
- Location: Classified
- Contact:
Edit: Moved character pictures to a new directory, changed URLs. Also, I'm working on a large scale map of Eire, with important castles and cities named and labeled. It should be up soon.
It's Rogue, not Rouge!
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
- Rogue 9
- Scrapping TIEs since 1997
- Posts: 18683
- Joined: 2003-11-12 01:10pm
- Location: Classified
- Contact:
New character portraits up. Incidentally, the game can move right along at any time.
It's Rogue, not Rouge!
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician