Strategic Fantasy Crossover RPG
Re: Strategic Fantasy Crossover RPG
Why not give an option for provinces to contain an important resource? You can buy it with points at the game's start, and later when you annex an uncivilized province? We can just make a list of provinces that contain important resources.
The idea is that trade resources increase national income by 1%, and military resources decrease the cost of new military units by 1%.
So resources can be traded for, or simply purchased. A level 1 province with access to 8 trade goods yields 216 income, instead of 200. 216*40= 8,640, or 43,200 points. We can tweak the numbers if we have to, but the trade good bonus should be small enough not to break the game, while large enough to be worth acquiring.
Here's an idea for a few. What else would be considered a strategic resource?:
TRADE RESOURCES: Velvet, Wine, Amber, Precious metals, Precious Stones, Spices, Silk
STRATEGIC RESOURCES: Iron, Horses, Tin, Copper, Salt
And here's the latest map.
As for modern standards of living, just do a bit of research. Roman medical and agricultural methods would be unequaled for centuries after the fall of Rome. IIRC, Roman agricultural yields were unmatched until the 19th century. We may not have all the comforts of modern life, but it's not like we'll be marrying at 12 and dying at 24.
The idea is that trade resources increase national income by 1%, and military resources decrease the cost of new military units by 1%.
So resources can be traded for, or simply purchased. A level 1 province with access to 8 trade goods yields 216 income, instead of 200. 216*40= 8,640, or 43,200 points. We can tweak the numbers if we have to, but the trade good bonus should be small enough not to break the game, while large enough to be worth acquiring.
Here's an idea for a few. What else would be considered a strategic resource?:
TRADE RESOURCES: Velvet, Wine, Amber, Precious metals, Precious Stones, Spices, Silk
STRATEGIC RESOURCES: Iron, Horses, Tin, Copper, Salt
And here's the latest map.
As for modern standards of living, just do a bit of research. Roman medical and agricultural methods would be unequaled for centuries after the fall of Rome. IIRC, Roman agricultural yields were unmatched until the 19th century. We may not have all the comforts of modern life, but it's not like we'll be marrying at 12 and dying at 24.
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Re: Strategic Fantasy Crossover RPG
I'm concerned this is starting to get to complicated. Try not to cover every little detail in the point system.
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"The greatest enemy of a good plan is the dream of a perfect plan."-General Von Clauswitz, describing my opinion of Bernie or Busters and third partiers in a nutshell.
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Re: Strategic Fantasy Crossover RPG
Our objective with a new mechanic here is to provide a simple incentive for people to trade with eachother instead of smashing heads in. Splitting it into military and trade resources isnt a good idea but the trade resource mechanic is a good start and might be sound. So lets merge trade into one setup with all the goods under one banner.
Trade mechanics:
You get up to five trade goods in your territories.
You can only get the bonus income percentage for your trade goods if you trade them with another player who doesnt have that trade good.
The bonus goes both ways unless people give me a reason why it shouldnt.
Sitting in your warehouses it's assumed to be doing nothing.
The questions are
how should trade transports be handled? Are they free?
and how much capacity should it take to move one trade good each way between two players? Ie what limits are there on trading?
I'm thinking that the first free trade goods being free and the rest having a cost is a sound idea. If everyone agrees how much should it cost to have extra trade goods?
Trade mechanics:
You get up to five trade goods in your territories.
You can only get the bonus income percentage for your trade goods if you trade them with another player who doesnt have that trade good.
The bonus goes both ways unless people give me a reason why it shouldnt.
Sitting in your warehouses it's assumed to be doing nothing.
The questions are
how should trade transports be handled? Are they free?
and how much capacity should it take to move one trade good each way between two players? Ie what limits are there on trading?
I'm thinking that the first free trade goods being free and the rest having a cost is a sound idea. If everyone agrees how much should it cost to have extra trade goods?
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Re: Strategic Fantasy Crossover RPG
The questions are
how should trade transports be handled? Are they free?
and how much capacity should it take to move one trade good each way between two players? Ie what limits are there on trading?
Maybe the commerce rating should determine stuff like that.
how should trade transports be handled? Are they free?
and how much capacity should it take to move one trade good each way between two players? Ie what limits are there on trading?
Maybe the commerce rating should determine stuff like that.
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Re: Strategic Fantasy Crossover RPG
commerce rating, what is a commerce rating and when was it discussed?SisterMiriamGodwinson wrote:
Maybe the commerce rating should determine stuff like that.
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Re: Strategic Fantasy Crossover RPG
Why not just build transports and use them as merchant ships? That way, if a nation is at war, it can't dedicate its full capacity to trade fleets?
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Re: Strategic Fantasy Crossover RPG
I like this idea. That way, during peace time, your navy can still be doing things.Setzer wrote:Why not just build transports and use them as merchant ships? That way, if a nation is at war, it can't dedicate its full capacity to trade fleets?
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Re: Strategic Fantasy Crossover RPG
Sounds good to me.
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"The greatest enemy of a good plan is the dream of a perfect plan."-General Von Clauswitz, describing my opinion of Bernie or Busters and third partiers in a nutshell.
I SUPPORT A NATIONAL GENERAL STRIKE TO REMOVE TRUMP FROM OFFICE.
"The greatest enemy of a good plan is the dream of a perfect plan."-General Von Clauswitz, describing my opinion of Bernie or Busters and third partiers in a nutshell.
I SUPPORT A NATIONAL GENERAL STRIKE TO REMOVE TRUMP FROM OFFICE.
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Re: Strategic Fantasy Crossover RPG
Well it does raise the question of overland trade routes and also how much transport capacity it takes to get the bonus for say trading silk to player B?
Land caravans could be considered as half price of what they'd be if they were sea transports as a 'land transport' for an army is useless in this day and age of feet and hoof.
But otherwise, excellent idea. It seems we have very multirole navies these days.
Land caravans could be considered as half price of what they'd be if they were sea transports as a 'land transport' for an army is useless in this day and age of feet and hoof.
But otherwise, excellent idea. It seems we have very multirole navies these days.
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Re: Strategic Fantasy Crossover RPG
Are trade goods the luxury ones described by Setzer, or are they also the strategic ones? Just wondering because if someone wants a set of trade goods that doesn't include horses and doesn't want to trade for them, they can shore up this lack by including centaurs in their armies or the like.
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Re: Strategic Fantasy Crossover RPG
Jedi Knight. I guess I didn't discuss commerce.
And... uh.. yeh... trade ships sound good.
I was thinking that things like salt should be highly valuable.. Also herbs... These trade items... should generally valuable. Even horses can be used as meet if another nation has centaurs.
And... uh.. yeh... trade ships sound good.
I was thinking that things like salt should be highly valuable.. Also herbs... These trade items... should generally valuable. Even horses can be used as meet if another nation has centaurs.
Re: Strategic Fantasy Crossover RPG
No, it should only be dedicated transports. A Warship designed for speed and maneuverability won't have much in the way of
cargo space.
cargo space.
Re: Strategic Fantasy Crossover RPG
Even just plain transport ships?
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Re: Strategic Fantasy Crossover RPG
Centaurs don't have the advantage of dismounting if their mount is killed. If all else fails, normal cavalry can dismount and fight as infantry.Akhlut wrote:Are trade goods the luxury ones described by Setzer, or are they also the strategic ones? Just wondering because if someone wants a set of trade goods that doesn't include horses and doesn't want to trade for them, they can shore up this lack by including centaurs in their armies or the like.
Also, what if someone doesn't play a race of centaurs? Why would Centaurs fight for humans, or elves, or whatever?
Well, I have an idea. The first is mercenary troops. They'd cost half the normal amount of points, but twice the upkeep costs. Think of it as hiring an entire tribe to provide mercenaries, like the Byzantines were so fond of doing.
The second, is creating a vassal state. Basically, you can create foreign troops like normal units, but permanently lose 75% of the income from 4 provinces, which you grant as land for them to settle on.
It might be a bit complicated, but this way people can't say "I can't build airships but I have dragons" etc.
Transports should be suitable for trade or troop deployment. But warships shouldn't be able to double as trading vessels.Akhlut wrote:Even just plain transport ships?
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Re: Strategic Fantasy Crossover RPG
Ah, so I could just make a task force of say, 2 transports and an escort and that would be both a trade convoy(peacetime and wartime) and a landing force(wartime)?Setzer wrote:Transports should be suitable for trade or troop deployment. But warships shouldn't be able to double as trading vessels.
This is an empty country and I am it's king, and I should not be allowed to touch anything.
Re: Strategic Fantasy Crossover RPG
I really like the idea of vassal states, however, it kind of runs counter to how I was going to play my country. Basically, I was going to play a multicultural merchant republic that is fairly accepting of new tribes and races. This makes me wonder if myself and any players doing similar things could get around that somehow that makes it fair to other states.Setzer wrote:Centaurs don't have the advantage of dismounting if their mount is killed. If all else fails, normal cavalry can dismount and fight as infantry.
Also, what if someone doesn't play a race of centaurs? Why would Centaurs fight for humans, or elves, or whatever?
Well, I have an idea. The first is mercenary troops. They'd cost half the normal amount of points, but twice the upkeep costs. Think of it as hiring an entire tribe to provide mercenaries, like the Byzantines were so fond of doing.
The second, is creating a vassal state. Basically, you can create foreign troops like normal units, but permanently lose 75% of the income from 4 provinces, which you grant as land for them to settle on.
It might be a bit complicated, but this way people can't say "I can't build airships but I have dragons" etc.
Okay, makes sense to me. I just wanted clarification there so navies wouldn't have to double their number of transports just to move troops and goods.Setzer wrote:Transports should be suitable for trade or troop deployment. But warships shouldn't be able to double as trading vessels.Akhlut wrote:Even just plain transport ships?
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Re: Strategic Fantasy Crossover RPG
I see. Well, we also have customized unit types. Each faction has their own units, and if they want something outside that, they have to hire mercenaries. You can incorporate a lot of different units to reflect your diverse background.
Re: Strategic Fantasy Crossover RPG
Setzer wrote:I see. Well, we also have customized unit types. Each faction has their own units, and if they want something outside that, they have to hire mercenaries. You can incorporate a lot of different units to reflect your diverse background.
I might just have to bite the bullet and hire mercs, because I don't want to start out über-cosmopolitan right out the gate. I wanted to start with 5-8 initial races and work from there. Although, that might make sense for a while, because even as a multicultural republic, I imagine that newly conquered and annexed races are going to be suspicious and require more pay, initially, and even those who join freely will need money to build the infrastructure necessary to incorporate them into the republic.
How about if you own a 'foreign' province for an arbitrary length of time, it becomes a national province and you can hire foreign troops as regulars? If we do yearly turns, and this goes on for a long time, we might say that 20 turns is enough to turn a province from foreign to national, since that should be enough time for a lot of kids of the foreigners to grow up with the new regime and possibly accept them.
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Re: Strategic Fantasy Crossover RPG
Sort of like the religion conversion from Total War? IE, for each turn you gain X amount of assimilation into your empire, and after X amount of turns, the province is totally assimilated?Akhlut wrote:How about if you own a 'foreign' province for an arbitrary length of time, it becomes a national province and you can hire foreign troops as regulars? If we do yearly turns, and this goes on for a long time, we might say that 20 turns is enough to turn a province from foreign to national, since that should be enough time for a lot of kids of the foreigners to grow up with the new regime and possibly accept them.
This is an empty country and I am it's king, and I should not be allowed to touch anything.
Re: Strategic Fantasy Crossover RPG
I thought of something like that, but I didn't think others would go for it. I'm perfectly OK with it.
Re: Strategic Fantasy Crossover RPG
Here's a rough draft of the units my power, the Kingdom of Sarreos, will be fielding.
I'm not sure of their cost in points yet, but it ought to give some people an idea for creating an army.
Light Infantry
Levy Infantry
Those with no great wealth or skill at arms fight as foot levies, rendering military service in lieu of paying their taxes.
They are issued a tunic, some boots, a shield and a spear, and thrown into battle.
They are poorly trained and equipped meat shields, and they know it.
Their sole advantage is low cost and high numbers.
Levy Skirmishers
Skirmisher are light troops armed with javelins and daggers.
They have no armor, and only small shields for protection.
They rely on their speed to attack and flee.
Levy Slingers
Like the other light infantry, slingers lack armor.
Their role in battle is to pepper the enemy with iron pellets.
When these are exhausted, stones will serve as well.
A well trained slinger can hurl a stone as far as an archer can fire an arrow.
Levy Archers
Archery is strongly encouraged by the crown, due to the utility of skilled archers in wartime.
Men of military age with a certain income are required by law to practice archery several times each week.
They have a bow, a quiver of arrows, and a leather vest for protection.
Those who show skill with the bow may be promoted to the regular army, with increases in pay and social standing.
This means archers have higher morale then ordinary levy troops, though a cynic would say it was due to their distance from the fight.
Peltasts
Peltasts are slightly heavier skirmishers.
They have large oval shields, axes, and heavy javelins, protected by Sarreosi helmets and leather vests.
This makes them light and mobile, but still able to engage in melee after their missiles have been thrown.
Heavy Infantry
Sarreos Regular Archers
Archers who exhibit great skill are recruited for this unit. They are issued scale shirts and segmented steel helmets (called Sarreosi helmets), with bucklers strapped to their forearms.
In addition to their bows, they have small hand axes, but are not intended to join in the melee.
Sarreos Spearmen
Sarreos Spearmen are a hybrid of line infantry and skirmishers. They wield spears for fighting in a battle line, and have javelins for skirmishing purposes.
They are armored similar to a peltast, allowing them to move quickly to flank heavier enemy troops.
Sarreos Shieldbearers
Most Sarreosi soldiers fight as shieldbearers. They lock their teardrop shaped shields into a solid wall,
the 10-deep ranks holding firm against attack. The first three ranks carry long spears to halt cavalry charges.
All are armed with spatha swords and well trained in their use.
Shieldbearers wear a Sarreosi helmet, and a lamellar cuirass over a chainmail hauberk.
Sarreos Wallbreakers
The Wallbreakers are a unit of specially trained assault infantry. They specialize in siege assaults, quickly scaling and securing city walls.
They are all of noble blood and below the age of 35, which means each wallbreaker is in peak physical condition. Each has a steel helmet, steel greaves and chainmail hauberk for protection.
Wallbreakers wield a spatha and javelins for scattering defenders.
Light Cavalry
Skirmisher Cavalry
Skirmisher cavalry have light armor, usually nothing heavier then a leather vest and a small wooden shield.
They fight by hurling their javelins and retreating on their fast horses. They possess a sword for close in work, but are not intended for cavalry charges.
Scout Cavalry
Scout cavalry are fast and lightly armored, and can quickly counter light enemies, either mounted or on foot. They are useful for chasing retreating troops or flanking.
The riders wear chainmail shirts, iron helmets and iron greaves. However, they are intended for quick hit and run attacks rather then shock charges.
Heavy Cavalry
Thessalian Cavalry
The plains of Thessaly are home to the Kingdom's horse herds. The best mounts and riders in the kingdom come from here.
The rider wears a lamellar cuirass over a chainmail hauberk, and is armed with a lance, shield and sword.
Royal Guards
These are the personal bodyguard for the King and his household.
Both horse and rider are protected by lamellar armor enscribed with runes to protect against enemy magic.
No expense was spared to ensure they were the best equipped soldiers in the kingdom.
Their skill in battle, be it with lance, sword or bow, is surpassed only by the greatest heros of our world.
I still need to write up some magic users and special units, but this should do for my conventional forces.
I'm not sure of their cost in points yet, but it ought to give some people an idea for creating an army.
Light Infantry
Levy Infantry
Those with no great wealth or skill at arms fight as foot levies, rendering military service in lieu of paying their taxes.
They are issued a tunic, some boots, a shield and a spear, and thrown into battle.
They are poorly trained and equipped meat shields, and they know it.
Their sole advantage is low cost and high numbers.
Levy Skirmishers
Skirmisher are light troops armed with javelins and daggers.
They have no armor, and only small shields for protection.
They rely on their speed to attack and flee.
Levy Slingers
Like the other light infantry, slingers lack armor.
Their role in battle is to pepper the enemy with iron pellets.
When these are exhausted, stones will serve as well.
A well trained slinger can hurl a stone as far as an archer can fire an arrow.
Levy Archers
Archery is strongly encouraged by the crown, due to the utility of skilled archers in wartime.
Men of military age with a certain income are required by law to practice archery several times each week.
They have a bow, a quiver of arrows, and a leather vest for protection.
Those who show skill with the bow may be promoted to the regular army, with increases in pay and social standing.
This means archers have higher morale then ordinary levy troops, though a cynic would say it was due to their distance from the fight.
Peltasts
Peltasts are slightly heavier skirmishers.
They have large oval shields, axes, and heavy javelins, protected by Sarreosi helmets and leather vests.
This makes them light and mobile, but still able to engage in melee after their missiles have been thrown.
Heavy Infantry
Sarreos Regular Archers
Archers who exhibit great skill are recruited for this unit. They are issued scale shirts and segmented steel helmets (called Sarreosi helmets), with bucklers strapped to their forearms.
In addition to their bows, they have small hand axes, but are not intended to join in the melee.
Sarreos Spearmen
Sarreos Spearmen are a hybrid of line infantry and skirmishers. They wield spears for fighting in a battle line, and have javelins for skirmishing purposes.
They are armored similar to a peltast, allowing them to move quickly to flank heavier enemy troops.
Sarreos Shieldbearers
Most Sarreosi soldiers fight as shieldbearers. They lock their teardrop shaped shields into a solid wall,
the 10-deep ranks holding firm against attack. The first three ranks carry long spears to halt cavalry charges.
All are armed with spatha swords and well trained in their use.
Shieldbearers wear a Sarreosi helmet, and a lamellar cuirass over a chainmail hauberk.
Sarreos Wallbreakers
The Wallbreakers are a unit of specially trained assault infantry. They specialize in siege assaults, quickly scaling and securing city walls.
They are all of noble blood and below the age of 35, which means each wallbreaker is in peak physical condition. Each has a steel helmet, steel greaves and chainmail hauberk for protection.
Wallbreakers wield a spatha and javelins for scattering defenders.
Light Cavalry
Skirmisher Cavalry
Skirmisher cavalry have light armor, usually nothing heavier then a leather vest and a small wooden shield.
They fight by hurling their javelins and retreating on their fast horses. They possess a sword for close in work, but are not intended for cavalry charges.
Scout Cavalry
Scout cavalry are fast and lightly armored, and can quickly counter light enemies, either mounted or on foot. They are useful for chasing retreating troops or flanking.
The riders wear chainmail shirts, iron helmets and iron greaves. However, they are intended for quick hit and run attacks rather then shock charges.
Heavy Cavalry
Thessalian Cavalry
The plains of Thessaly are home to the Kingdom's horse herds. The best mounts and riders in the kingdom come from here.
The rider wears a lamellar cuirass over a chainmail hauberk, and is armed with a lance, shield and sword.
Royal Guards
These are the personal bodyguard for the King and his household.
Both horse and rider are protected by lamellar armor enscribed with runes to protect against enemy magic.
No expense was spared to ensure they were the best equipped soldiers in the kingdom.
Their skill in battle, be it with lance, sword or bow, is surpassed only by the greatest heros of our world.
I still need to write up some magic users and special units, but this should do for my conventional forces.
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Re: Strategic Fantasy Crossover RPG
I'm probably going to go with human vassal states providing conventional forces being ruled over by a magically potent nonhuman race who provide the special units but arent numerous enough to be the bulk of the Dominions armies. Thinking of calling it the Starfall Dominion and putting it somewhere in the area of France.
Also, as this game has permuted from the original concept and might get off the ground it so needs an official name (better than SFCRPG)for when we get around to creating the participants, story and commentary threads.
Also, as this game has permuted from the original concept and might get off the ground it so needs an official name (better than SFCRPG)for when we get around to creating the participants, story and commentary threads.
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Re: Strategic Fantasy Crossover RPG
How about SD: Total War?
Anyway, a brief, but not completely inclusive, look at my armies, the Army of the Crimean Republic.
Crimeans
The Crimeans are the founders of the Crimean Republic, having colonized the area around the Black Sea after the fall of their original city, Kathros. Their original leader, Crim, lead them to the northern coast of the Black Sea and settled there, and a number of Crimeans can trace their lineage back to Crim. They created a republican form of government, feeling Kathros fell due to the failings of hereditary monarchy. While on the Black Sea, they turned toward trade, creating a small merchant empire.
Because of this, the Crimeans provide the entirety of the Crimean navy, being among the most advanced shipbuilders in the world, with supersized transports (probably around 1.2x larger than a regular transport, while costing about 1.2x more than a regular one, if that's cool), and warships armed with onagers.
The Crimeans also provide the bulk of light and heavy infantry to the Republic, as the Republic maintains a professional army and utilizes farmer and herdsmen militias to shore up numbers when necessary.
Surtites
Living in and around the active volcano Surt are a race of giants immune to the effects of fire. They came into contact with the Crimeans shortly after their expansion as traders, and the Surtites saw the benefit of becoming active trade partners. The Surtites, already have an elective monarchy, and having lived alongside the Republic for a few generations, decided to join the Republic in total and became full-fledged voting members in the Republic.
The Surtites provide super-heavy infantry, as they are fire giants that are 15 feet tall and weigh approximately 3,100 pounds (+/- 600 pounds). They are, essentially, living tanks.
Deep Ones
Living in the Black Sea is a group of fish men known as the Deep Ones. These fish men were summoned by the Crimeans past, binding the Deep Ones by a compact to the Republic. The Deep Ones provide excellent fishing grounds to the Crimeans, and safer transport within the Black Sea, in exchange for exotic meats (horses, cows, dogs, cats, etc.) and the precious stones which they are so jealous for (amber, ruby, sapphire, etc.). They are technically a full-part of the Republic, but they don't bother taking part in the elections except when something dire is happening and leadership is needed.
The Deep Ones are amphibious and act like a group of marines. They can board hostile ships with ease, sink hostile ships from underwater, and attack coastal provinces. They do not like to stray far from the coasts, though, and will only attack coastal provinces. Further, they can engage in night warfare in even the darkest conditions, as they are well-adapted to seeing in the inky depths of the Black Sea.
Iorikids
Originally traders from the far north, these men plied the rivers and streams from their homelands all the way down to the Black Sea, seeking trade and treasure. They found it in the Republic, and have stayed there ever since. They have strange, barbaric customs and tend to keep their animal totems, primarily the bear and the boar. Some of them even have the ability to transform into hybrids of man and their totem, creating monstrous, powerful warriors who fight until death.
The Iorikids, descended from legendary Iorik, are primarily heavy shock infantry, with some of them being super heavy shock infantry as lycanthrope berserks.
There are some others, but I'm still working on them, but those are the basics thus far.
Anyway, a brief, but not completely inclusive, look at my armies, the Army of the Crimean Republic.
Crimeans
The Crimeans are the founders of the Crimean Republic, having colonized the area around the Black Sea after the fall of their original city, Kathros. Their original leader, Crim, lead them to the northern coast of the Black Sea and settled there, and a number of Crimeans can trace their lineage back to Crim. They created a republican form of government, feeling Kathros fell due to the failings of hereditary monarchy. While on the Black Sea, they turned toward trade, creating a small merchant empire.
Because of this, the Crimeans provide the entirety of the Crimean navy, being among the most advanced shipbuilders in the world, with supersized transports (probably around 1.2x larger than a regular transport, while costing about 1.2x more than a regular one, if that's cool), and warships armed with onagers.
The Crimeans also provide the bulk of light and heavy infantry to the Republic, as the Republic maintains a professional army and utilizes farmer and herdsmen militias to shore up numbers when necessary.
Surtites
Living in and around the active volcano Surt are a race of giants immune to the effects of fire. They came into contact with the Crimeans shortly after their expansion as traders, and the Surtites saw the benefit of becoming active trade partners. The Surtites, already have an elective monarchy, and having lived alongside the Republic for a few generations, decided to join the Republic in total and became full-fledged voting members in the Republic.
The Surtites provide super-heavy infantry, as they are fire giants that are 15 feet tall and weigh approximately 3,100 pounds (+/- 600 pounds). They are, essentially, living tanks.
Deep Ones
Living in the Black Sea is a group of fish men known as the Deep Ones. These fish men were summoned by the Crimeans past, binding the Deep Ones by a compact to the Republic. The Deep Ones provide excellent fishing grounds to the Crimeans, and safer transport within the Black Sea, in exchange for exotic meats (horses, cows, dogs, cats, etc.) and the precious stones which they are so jealous for (amber, ruby, sapphire, etc.). They are technically a full-part of the Republic, but they don't bother taking part in the elections except when something dire is happening and leadership is needed.
The Deep Ones are amphibious and act like a group of marines. They can board hostile ships with ease, sink hostile ships from underwater, and attack coastal provinces. They do not like to stray far from the coasts, though, and will only attack coastal provinces. Further, they can engage in night warfare in even the darkest conditions, as they are well-adapted to seeing in the inky depths of the Black Sea.
Iorikids
Originally traders from the far north, these men plied the rivers and streams from their homelands all the way down to the Black Sea, seeking trade and treasure. They found it in the Republic, and have stayed there ever since. They have strange, barbaric customs and tend to keep their animal totems, primarily the bear and the boar. Some of them even have the ability to transform into hybrids of man and their totem, creating monstrous, powerful warriors who fight until death.
The Iorikids, descended from legendary Iorik, are primarily heavy shock infantry, with some of them being super heavy shock infantry as lycanthrope berserks.
There are some others, but I'm still working on them, but those are the basics thus far.
SDNet: Unbelievable levels of pedantry that you can't find anywhere else on the Internet!
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- Youngling
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Re: Strategic Fantasy Crossover RPG
Official Name: Kingdoms of Might
- Darkevilme
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Re: Strategic Fantasy Crossover RPG
To throw an odd possible name in for this.
Europa Arcanum.
Europa Arcanum.
STGOD SDNW4 player. Chamarran Hierarchy Catgirls in space!