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The Zemrati Chronicles

Klimino Zepehphor

Personal hackey sack to Newspaper weilders
Zemrati%20World.png~original



http://i1136.photobucket.com/albums/n481/lordklimino/Zemrati World.png~original


brown is mountains, tan is deserts, dark green is forests, and light green is plains


Zemrati, an old continent, full of a variety of races, kingdoms, and of course, magic.


This land of course, isnt any old land, its yours.


Hello, this is a game that might be fairly different then what many are used to. It is a game about creating a nation/faction/race and pitting it against other players creations to become the most powerful, whether by alliances, war, trading, or any way you can think of really, though do keep in mind every player will have their own agenda, and you could be in their way....


<><><>


now, to a degree the details of your nation/faction/race are 100% up to you, but there will be some balancing, as I want everyone to start off on the same level of power.


Information you need to think up for your little nation thing is:


Race:


can be multiple or any, one or runaways from everyone elses if you wish.


Government:


how your faction runs. Is it a monarchy? A democracy? A hive mind following a giant fleshy brain hidden under the depths of a mountain?


History:


a bit of back story on where your guys come from, religious beliefs if any, how they act, etc.


only the very initial decades or so though, as why will be explained further down.


Now here is where things get a bit more in depth:


Pros and Cons:


now heres how it is, for every con you take, you can take up to 3 pros that evenly equal the con. However you must take another con before you can take above 3 pros, even if you only want 4 pros, you gotta then take 2 cons, though with this I will allow for the con to be slightly less intensive.


So essentially: 1 CON “point”= 3 PRO “points”


and keep in mind, I will be reviewing all pros and cons to make sure they really are balanced. There is also technically no limit to how many pros and cons you can take, but please understand I am only human and so I have my limits.


Which, by the way, ill assume anything not mentioned will be “close enough” to the average human in terms of say, strength or diplomacy ability, if its not in your pros in cons.


This should be all the basic info I need for starters, but feel free to add more lore if a section doesn’t fulfill all you need it to!


<><><>


Next is a big piece of this worlds mechanics: MAGIC AND HOW IT WORKS


magic is a fickle, dangerous, but powerful thing in Zemrati. Based around runes, it is done in a very specific way involving very specific things.


First, one must be able to speak and write in the ancient runic language, which is by no means easy to understand.


Then one must carve runes into an item to act as a catalyst of that specific spell, the more detailed or powerful the spell, them more words and room one will need.


Then one must speak the words while in contact with the object to activate the spell, but must be careful as spells use life energy of living creatures to power themselves, so one could very easily kill themselves by using up their life force.


Though life force does regenerate, it does so less quickly then one can use it up, and the less one has left within themselves the slower it will regenerate. There are, however, ways to use another living creatures life force instead of your own, but this requires more runes, a physical connection to said source just like with using your own, and of course this also means more words one has to speak to use the spell.


Another problem with magic is, that the spell being cast can damage or even destroy a catalyst if overused or the catalyst was not strong enough.


For example, a fire spell from a piece of paper is probably going to burn up the paper, but even carved onto a rock repeated uses of a fire spell within to short a time can over heat the rock and turn it into slag, which is also not good for a mages hand.


In the end, magic requires 3 ingredients: spoken words, runes on a catalyst, and life energy.


Life energy is based off the amount and density of living matter, thus bigger, more compact creatures tend to have more.


Magic can be insanely powerful, but always at a price. Of time, and life.


And even worse is, having somethings life energy fully drained causes the living tissue to relapse, turning mummified and brittle, meaning one cannot drain a cow and eat it too.


<><><>


now, throughout the game, you’ll need resources found throughout the map in order to have your nation, well, function.


From people to wage war and work your farms, to food, gold, and iron. Its all very important but will be simplified to allow people to focus more on the politics and the tactics side of things, as well as make my life easier.


Now, the resources are:


Manpower:


the amount of people you have to spread around to all your different tasks.


Valuables:


gems, gold, silk, specifically items of value typically used as direct currency or for trading, but usually serves no purpose outside of wealth.


Iron:


needed for guns, swords, cannons, armor, nails, working tools, and so much more, though I wont make you count out every single nail you hammer into wood, it will still be consumed based on bigger things you produce like cannons or armored ships, as well as in bulk for troops.


Wood:


pretty much similar to iron, but more plentiful in some areas, less in others.


Food:


people need to eat, and food is how its done. This is mostly vegetables, grains, fruit, and other such things.


Livestock:


living animals used for food, life energy, or trade, or something else if you can think of it.


Burden Animals:


Horses for riding, donkeys for merchants to stack things on, ect. These are the animals not meant to die but be used for the remainder of their healthy lives for manual labor of certain kinds.


Now, some of these are self explanatory, such as 1 manpower=1 person, thus you cannot ever have more troops then manpower, however many you’re using for other things. Ill now go into some details about how they all interact with each other/are used.


Its worth noting, that iron and wood are taken as “1 Ton” per point, Food is “1 point= 1 persons 3 month food ration” and Manpower, Livestock, and Burden animals are “1=1”


>>>Manpower<<<


Manpower is the amount of “adults” within your kingdom, used as your workforce and troops. Manpower only grows once per year to signify younglings coming of age, or whatever horrible process your race uses, but if you wish to make it one of your pros that it happens sooner or differently then by all means go for it.


Manpower consumes food, as should be obvious.


1 worker/soldier=1 food point consumed a Turn.


It is also worth noting that when your manpower is replenished it is based off your food production(unless you have somehow changed it) so you cannot gain more men then your food production rate.


For if each turn your gaining +400 food, you can only replenish up to 399 manpower.


How to know your max manpower you will gain is based off of what settlements you own too.


Villages= 25 manpower x Village level (villages and such will be explained further down)


Towns= 60 manpower x Town level


Cities= 130 manpower x City level


anything Port= x 1.5 to the base number


anything fortified= / 1.5 to the base number


numbers are rounded down.


Now onto what manpower is used for.


Obviously, troops take up manpower, but so does mines, trading, and all sorts of things.


theses things are based off the size and type of thing your workforce is doing.


The things in () are what that 'building' is used to collect resource wise.


Mines(Iron, Valuables)= 20 manpower x Mine level


Lumber Mill(Wood)= 7 manpower x Lumber Mill level


Farm(Food, Livestock, Burden Animals, Valuables)= 10 x Farm level


these things would be outside of Settlements, but 'connected' to one, using the populous as its source of workers, depending on how you assigned said populous.


Trading is also a job a worker can do, but is a bit different. Simply put, a trader loads whatever you wish to trade with another settlement and goes there. Whether that be giving excess food to another of your settlements that needs it, or trading resources and valuables with another player.


Trading takes:


1 worker + 1 burden animal = able to carry 10 resources of any but livestock or other burden animals.


1 worker + 1 burden animal = herding 5 livestock or burden animals to another location.


You can also use ships to haul much larger amounts of resources, but this will be covered in the ship section.


The last job a worker can have is Craftsman, these are the people left inside a settlement that produce weapons and armor and all the good stuff. The more Craftsmen, the more equipment you can produce in a given time. also affected by what settlement they are in and its size, because of that, it will be covered in the Military and Tactics section more.


Each Craftshop can have up to 10 Manpower in it.


>>>Valuables<<<


like stated, this is the closest thing to outright money, being gold, silk, gems, anything that's traded and counted towards ones wealth, rather then really having any other use.


Here we will show both costs of things in valuables, and how much you get from different things


first, how much you get from different things, and a list of all the things that will give you in game valuables:


Silver Mine= 30 x Mine Level


Gold Mine= 60 x Mine Level


Gems Mine= 90 x Mine Level


Silk Farm= 40 x Farm Level


now with that set, keep in mind, all of these still simply become “valuables” once harvested, thus simplifying things for pricing, instead of giving a different price per type of Valuable.


Now, money is of course used to buy raw materials, such as food or iron, but it is also used to pay the your troops and workers.


Now, of course, technically you dont HAVE to pay them, but generally speaking people don't like being slaves or throwing their lives away for nothing, so keep that in mind come pay day...


now onto actual pricing. We will start with resources besides ones affected by manpower, as people are a bit more complicated, especially soldiers.


2 Iron for 1 Valuable


10 Wood for 1 Valuable


6 Food for 1 Valuable


3 Livestock for 1 Valuable


1 Burden Animal for 1 Valuable


now of course, players can raise and lower prices as they see fit, but this is what is considered the “Standard” payout for these, both buying and selling.


For things relating to manpower, we have 2 things: workers, and Troops. Here we will cover workers, as its much simpler, while Troops will be covered in the Military section along with a lot of other stuff.


Workers pay is based off of what job their doing, if you pay them at all. Not paying men however, can lead to poor moral which can lead to bad things.


Mine Worker(all Mine types)= 7 Valuables per set of 20 Men


Food Farm= 1 Valuable per set of 10 Men


Livestock and Silk Farms= 3 Valuables per set of 10 Men


Burden Animal Farm= 5 Valuables per set of 10 Men


Craftsmen= 6 Valuables per set of 5 Men


Traders don't cost Valuables as they take their share from the goods they trade as payment.


>>>Iron<<<


Iron is invaluable in its versatility. It’s used in almost every walk of life. From building your settlements to arming your soldiers, it is a necessary part of any empire.


For simplicity, both its use in ship building, settlement building, and with troop recruitment will be covered in other sections.


Iron mines produce 3 x 1.5 Mine level a Turn


>>>Wood<<<


see Iron as its the same situation.


Lumber Mills Produce 5 x 1.5 Lumber Mill level a turn


>>>Food<<<


Food is pretty simple, you need food to feed your population, and must produce enough food to feed it, otherwise the people(and animals) you cannot feed die.


Every 1 Manpower= 1 Food point a turn.


Every Burden Animal or Livestock= 2 Food points a turn


now, how to produce food. Food is produced from normal farms(Farms) and from butchering livestock(which you must say to do)


its worth noting you need to keep livestock alive for them to breed more, so you must watch your numbers for them.


Every 1 Livestock point can be butchered for 10 Food points.


Farms produce 350 x 1.5 Farm Level.


Another important thing to remember about food is, that unless specified, Manpower receives food before animals, and Settlements feed their own population first. You must also use Traders to transfer food to other Settlements to feed them.


Farms and Silk Farms cannot be made in deserts or Mountains.


>>>Livestock<<<


livestock can be used as food, life energy, or perhaps something else if you can think of it.


A Livestock farm can hold 500 x 1.5 Level.


Livestock also need to breed, but just like Manpower this only happens once a year.


Livestock gain .5 total livestock numbers a year.


>>>Burden Animals<<<


burden animals usage and specifics were all covered in or will be covered in another section.


>>>Other Notes<<<


a thing to keep in mind, your Settlements and their Resources can be destroyed, damaged to the point of losing levels, or a lack of enough people to keep them operated can cause them to decay in level too for resources.


All resources take 1 x 1.5 Next Level Turns to upgrade to the next level. They do no take any actual resources to make, as otherwise you could never make them if you lost all your Lumber Mills and Iron Mines.


<><><>


now onto some more about Settlements and how they work.


Settlements are where your people live and grow, hopefully enjoying a decent quality of life.


First we will talk about how to settle one.


Settling one requires a different amount of things for each type, and all new settlements must start at Level 1.


Villages, the most basic of Settlements, take 1 turn to complete


They take: 50 Manpower, 50 Wood to construct


Towns, while no city, are not the hovels of a village, and take 3 turns to complete


they take: 120 Manpower, 100 Wood, 30 Iron to Construct


Cities, the main hubs and Lifeblood of any Civilization, take 5 turns to complete


they take: 300 Manpower, 250 Wood, 110 Iron to Construct


any Settlement on a coast must be a Port, and any Settlement at any time can be upgraded to be Fortified.


Ports cost +1 Turn and x 1.5 Wood and Iron to construct


Fortifications take 2 Turns + .5 Settlement level, Rounded down to construct, and you cannot upgrade a Settlements level while building fortifications(you can start off already fortifying a new Settlement and simply add it to the base time of constructing the new settlement.)


Fortifications cost 30 Wood and 10 Iron X .5 Settlement level to construct aswell.


In order for everyone to be able to build settlements despite a lack of resources, Level 1 Villages can be built for free(but still requires manpower) but take twice as long to build, and cannot start fortified(but can be ports)


now, onto Settlement levels. Settlements can only hold so many people, aswell as produce so much and manage so much land, and thus the Level, or size and quality, of a settlement help them be more productive.


A Settlement can only be upgraded one level at a time. You can also move a settlement up the settlement 'chain', such as making a Village into a Town, and a Town into a City, but this can take awhile, aswell as has some initial drawbacks.


Settlements work like this:


Village: a Village can house 200 Manpower X 1.5 Settlement level, it can have as many Resources under it(farms, mines,etc) as its Settlement level, and can have .5 its settlement level of Crafshops(where Craftsmen work) in it.


Town: a Town can house 600 Manpower X 1.5 Settlement level, it can have 2 x 1.5 Settlement level Resources worked under it(rounded up), and can have1.5 its Settlement level in Craftshops.


City:a City can house 1000 Manpower X 1.5 Settlement level , it can have 4 X 1.5 Settlement level Resources worked under it(Rounded Down), and can have 2.5 its Settlement level in Craftshops.


Note, every Settlement can only have a total amount of land to work and cover, thus you must balance the leveling of your Resources and city, as higher level things take up more space, which is again, limited.


It should also be noted that any resource worked counts as its number of levels in how many of it is being worked(thus a LvL 3 farm is taking up 3 Resource slots that village can work). Craftshops do not take up any space as the integrate into the Settlement.


Villages have a Max of 20 Levels worth.


Towns have a max of 35 Levels worth.


Cities have a max of 50 Levels worth.


So as an example:


you have a LvL 5 Town, with a LvL 6 Farm, LvL 5 Gold Mine, LvL 3 Silver Mine, and LvL 1 Livestock Farm.


This has all 15 points of its Resources taken up, plus its actual city level, has 20/35 max available space taken up.


Now, onto actually upgrading your Settlements.


Villages: must have 150 Manpower and 50 Wood x 1.5 Settlement level your upgrading to.


Towns: must have 500 Manpower, 100 Wood, and 30 Iron x 1.5 Settlement level your upgrading to.


Cities: must have 850 Manpower, 250 Wood, and 90 Iron x 1.5 Settlement level your upgrading to.


Note, you only have to have the Manpower number during the upgrade process, and do not have to leave them there afterwards. All of them take 1 turn to complete.


<><><>


here we will talk more about ships,military costs, and tactics.


First up, Military costs. We will talk about both cost to arm troops, and pay troops.


Levies cost 1 Valuable per 250 Manpower a turn


Trained cost 1 Valuable per 100 Manpower a turn


Elite/Specialized cost 1 Valuable per 50 Manpower a turn


anything mounted costs twice as much.


Levies can be raised automatically, while trained need at least 2 turns to train, and elite at least a year(4 turns)


one more note is that any and all magic users must be elite in training, due to the difficulty of learning magic.


Onto equipment. Every soldier needs a weapon, and if their lucky, armor, and maybe even a shield. This list may not be 100% complete with what you plan, so feel free to ask about things, but it will cover a lot of the basics.


First, weapons:


one handed(bladed)= 1 Iron per 100 weapons


one handed(club)= 1 Wood per 150 weapons


Two handed(bladed)= 1 Iron per 50 Weapons


Polearms= 1 Wood per 150 Weapons, 1 Iron per 300 weapons


Bow= 1 Wood per 200 weapons


Crossbow= 1 Wood per 120 weapons, 1 Iron per 240 weapons


Gun(handheld Matchlock)= 1 Wood per 100 weapons, 1 Iron per 50 weapons


Gun(Pistol Matchlock)= 1 wood per 250 weapons, 1 iron per 125 weapons


armor and shields are next.


Shields:


small(buckler)= 1 Iron/Wood per 300


Medium= 1 Iron/Wood per 200


Large(full body)= 1 Iron/Wood per 100


Armor:


Chest= 1 Iron/Leather* per 100


Head= 1 Iron/Leather* per 500


Full Body= 1 Iron/Leather* per 50


*Leather can be gotten from Animals when you slaughter them, but must be mentioned to set them aside, otherwise the people will use the material for other necessities.


It is worth noting, that you of course do not have to arm your troops at all, but of course fists do not work aswell as well as even a well gripped rock.


The last thing, is special weapons, such as catapults, cannons, and...well, ill let you think up of stuff of course.


Ballistas and Catapults= 1 Wood per 10, 1 Iron per 30


Cannon(57 mm)= 1 Wood per 20, 1 Iron per 10


now, you might ask, where do I make all of this? The answer is Craftshops. As mentioned each Caftshop can house 10 Craftsmen.


50 X 1.5 Craftmen Items a Turn.


>>>SHIPS<<<


now onto ships. As covered earlier, they are used for Trading, but also combat upon the water, or even to help transport troops and fire onto ports.


Ships: 10 Wood x Ship level, allowing for 10 x 1.5 ship level weapon mounts, and 50 Cargo slots.


Any river vessel is Level 0 but can only carry up to 25 men, and costs 5 Wood per ship.


Now its worth noting, for ships, that you must have:


10 x ship level crew to operate.


And that:


5 Manpower= 1 cargo slot.


So its up to you whether a ship is a troop carrier or a mercantile ship.


>>>BATTLES<<<


As for military tactics, besides how actual battles will be done, tactics are 100% up to the player to think up.


Once a battle is initiated, ill quickly draw up a simple map, and for each player show them where their units are, and any known enemy locations. This of course means you can very well not know where the enemy is.


Then each player will PM me what they wish to do with their soldiers and as tactics, and ill play it out in the background, PMing players on anything important that happened but doesn't require a full on new 'round' in the battle, and let them resolve it.


I will do as many 'rounds' in the battle as I think are necessary, until one side is defeated in one way or another.


<><><>


the Technology level of Zemrati(at the true start point) will be that of around the 1400s-ish.


Guns are in their earliest stages of existence, matchlocks, while ships are known to carry cannons and be bulkier then past ships, and sails are the norm, they are still somewhat limited to the amount of firepower they can carry.


Magic also makes this complicated, as it can help get around limits technology has not yet learned how to surpass, thus making technology less needed but also have advanced less in some areas based on Faction and how much magic is actually integrated into their society.


<><><>


GAME MECHANICS


before we begin, ill need everyone's sheet posted with their info and Pros and Cons. Then after everyone has PMed me where they wish to start off, we will begin the “lore” Turn.


At the start of the LORE Round, everyone will have a single Level 2 City they founded, free Level 4 Farm(provided its possible due to location) and 2000 Manpower.


For the LORE round, people will send me a list of 10 main objectives for their faction for the 10 “eras” leading up to the actual start of the game. Resources, and many other things, will be much much looser during this turn, so this is a good opportunity to grab resources, found Settlements, and many other things.


While there will still be limits to what you can do, feel free to make the objective for each era as detailed as you feel need, even if its not technically one thing you wish to do.


After that, the game will truly 'start' on the year 1450.


every turn, you will send me a list of 10 Orders for your faction to do.


Be it upgrade a city, raise forces, research new technologies, have your Manpower move around, you name it, so long as its within the rules of the game. You can also put (secret) before something if you wish for it to be not be public, but please, leave this only for important things, dont hide every little thing your nation does, it will be annoying for me and everyone if you do.


Everyone will be given about a week to PM me their Turn Orders, and then ill work out how everything is done and affects one another, and make a post listing everything that happened. Ill also give you new numbers for food production, Manpower numbers, and resource numbers, and all that jazz each turn.


You will not get more then a week, as it is unfair to the other players to post pone the Weekly Turn due to a single player. If you cannot get it in time, I will Auto Run your Faction for the Turn, usually by repeating your last to at good a degree as possible.


Also be considerate, dont try to shove 5 things that should be separate into a single order, I WILL make you redo them if you try to.


Each Turn is 3 in game Months, so keep that in mind when making your orders.


All In character diplomacy you wish to conduct should be done through either a PM with the player you wish to talk to, or in the OOC thread but listed as “IC” and directed at whoever you wish to talk to.


Alright, that should be it. Feel free to ask questions and lets get started, shall we?
 
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awesome, glad to see some interest.


if you already have any ideas feel free to work on a faction idea. ill be more then happy to help with anything you need through PMs or here.
 
I'll start working on a faction right now if you let me know what the base level each Faction will be starting at.
 
Anaxial said:
I'll start working on a faction right now if you let me know what the base level each Faction will be starting at.
At the start of the LoreRound, everyone will have a single Level 2 City they founded, free Level 4 Farm(provided its possible due to location) and 2000 Manpower.


after the lore round it will simply be based off of what you decided to do expansion wise. location wise anywhere on the map, you can keep it secret or say where you wish to start,up to you. Resources will be revealed once everyone has said where they wish to start.

Anaxial said:
Yo tag me in this. Hyped up now.
Glad to have you!
 
Or hell, a key to the map at all? I'd like to start in a swampy sort of area if possible.
 
i added a list under the map for what everything is. wood is obviously in the forests(which could work as swamps too i suppose), but Gold, Silver, Iron, and Gems will be hidden til everyone has picked a starting location.


but theres enough of each to where no one should be unable to access Iron and thus get stuck.
 
terribly sorry everyone, forgot some small tid bits of information.


added some info on Craftsmen and Craftshops, right above >>>SHIPS<<< in the Military and Tactics section, and at the end of the >>>Manpower<<< section.


sorry bout that and cheers, everything's looking good so far guys from whats been sent to me!


EDIT: also if everyone wouldnt mind choosing a color for their faction on the map when they post their faction sheet, that would be awesome, cheers!
 
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The gottreich


Race:


Human


Government:


Consiliocracy, the heads of state are the highest ranking members of the castes, they make decisions on state matters in a council, this idea is repeated on lower levels of government.


History:


The Göttreich is a nation founded on pride, their land is situated between a great mountain chain to the east and the sea to the west, the society started out as a confederation of ethnically similar tribes along the coast, forced to face the reality of seaborne raiders and a dwarfish kingdom in the mountains the confederation grew into a nation, declaring the manifest destiny of the nation it is now prepared to spread out and conquer all that belongs to it.


Background info:


Government: The government in the Göttreich is a well-organized bureaucracy, the council based system operates from the village where the matters expand to maintenance, taxes and construction, these councils receive edicts from the local town or city council, those handle the deployment of regional armies, recruitment, infrastructure and again taxes, these again receive their orders from the state council which manages tax rates, larger military campaigns and large scale reforms.


Population and castes: The caste system of the empire is decided upon by a pair of oracles, on the 4th year of a persons life the parents will be called to their local organisational centre where castes are assigned, there are rumors that the oracles are mere figureheads and that the government dictates caste assignment to deal with needs but there has been no evidence of this being the case.


The population itself, aside from the caste is considered to be one of the most liberal around, there is no distinction between genders, after all if one is born of the glorious empire then you are like all others great, and like that they are all free, they are allowed to go and do what they wish within the boundaries of their caste but as they are raised to respect the government (read brainwashed) and acknowledge its greatness there are not many that abandon the empire the seek riches elsewhere.


Like this, education is handled in an interesting manner too, until age 14 all citizens are part of the public education system, they are educated in many different fields to gain a general knowledge of the world, writing and reading and maths, after they finish this basic education they leave their household to be put under the tutorship of a more experienced member of their caste, wealthy families are often able to put their children under the tutelage of higher ranking members improving their childrens chances of prospering, even though this is the case the primary method of advancement remains to be skill.


Slaves, the empire considers slaves to be important for heavy labor and as servants but not much more, they are not treated harshly and physical punishment is common, criminals of heavy crimes are also assigned as slaves as they have forfeited their citizenship through criminality, children born of a relation between slave and master are considered taboo but it is often left to the family to decide what to do with the child.


Military:


The army is a professionally trained, government equiped, fully standardized force, the only way to receive a higher rank is performing well and all have equal chances of promotion, both sexes are allowed in the army, and although it is more preferred for women to become part of the ranged units there is no real discrimination applied.


The army has multiple arms


There is the landwehr which is the standing army, each city maintains a number of battalions of infantry cavalry and artillery, an infantry battalion is 528 men strong (100 doppelsoldners, 300 pikes, 100 pavise gunners) a cavalry battalion is 300 strong (200 lancers and 100 harquebusiers) and a waggon battalion which has a selection of artillery and gunner waggons.


The Grenzwacht which are the frontier garrisons, these garrisons are deployed at checkpoints so bridges and mountain passes and important roads and otherwise deployed in frontier villages and towns, each fort has a garrison of 240 men, of which there are 100 Festungwacht, 60 Jägers and 40 Gendarmes. In addition 40 are assigned to manning the cannons that are on each of the 4 corner towers, these garrisons are intended to defend their fort until reinforcements arrive and also to control the borders so to stop any immigrants from entering, they also serve as waypoints for slavers and supply stations for armies, because of the safety they provide people often flock around them and villages form.


The Order of the eternal state, whom act as both the guards of the capital and the elite rapid striking force, 600 pikemen, 600 zweihanders and 800 gunners form the infantry component along with the 600 cuirassiers, This force makes use of its large amount of wagons to be able to rapidly deploy anywhere in the empire in the case a force is overwhelmed to thoroughly crush their foes, they are also commanded by the head of the order.


And finally, the Order of the peoples purity, a formation of extremely well trained marksmen and pathfinders these men operate to eliminate mages both in their own borders and of hostile armies, in battles if they are available they are often send out covered in cow dung for camouflage and wearing loose clothing most are armed with crossbows and muskets but one is armed with a jezzail, field deployed its accuracy allows it to reliably fire they move in groups of 12, upon locating a mage and deploying they fire a single volley completely focused on the mages upon which they retreat disappearing back into their cover.


Unit types:


Pikemen: well armored men armed with pikes a couple meters long, trained in phalanx formations, square formations, the oblique advance and the aperire spatial tactic where the line splits in two allowing a surprise cavalry charge to barge through.


Pike, full body armor, one handed blade, trained



2 wood, 10 iron per 300



The Doppelsoldner: Clad in thick plate armor, with a two handed sword and a buckler strapped to their arms, they operate as units to flank hostiles locked in combat with the pikes, counterattack any breakthroughs to the line and protecting the flanks of the pikes.



small buckler, two handed blade, full body armor, trained



13 iron per 300



The pavise gunners: Armed with a large iron and wooden pavise shield and a matchlock gun these men are employed as the front rank of a pike block, deploying their shields to protect the men from enemy ranged fire and giving them the ability to return fire too.



Armor chest, gun, one handed, full body shield, trained



15 iron and 3 wood per 300



The war wagons, gunners and cannons:



The wagon formations of the army, operating as a supporting force for the infantry they deploy defensive circles, offer ranged fire and also limited transportation ability.



There are two kinds of war wagons:



The gunner war waggon, this is the most common war wagons and is both armored and able to carry 14 gunners



Wagon gunners, Heavy musket, helmet, elite



4 wood and 12 iron per 300 (There’ll be spare helmets so didn’t include in the calculation)



The Geschuts wagen, armed with a falconet these are relatively mobile cannon platforms allowing firepower to be delivered to any formation in need



Cannon



1 wood and 2 iron per 20 cannons



The Festungwacht: These are permanently garrisoned troops of the border forts, armed with muskets and swords they are mere garrison troops and are often the first spot one is assigned to for garrison.



gun, one handed blade, chest plate, trained



12 iron and 3 wood per 300



The jäger: like the festungwacht they are part of the border garrison and also armed with muskets and or arquebuses, but instead of being permanently garrisoned they patrol the borders and are hence more well known as woodsmen and mountaineers.



gun, one handed sword, elite



9 iron, 3 wood per 300



The Gendarmen: The Cavalry assigned to the border guard, armed with a lance and sabre, and armored only with a breastplate and helmet they operate as mobile cavalry for patrolling the border and forced recon outside of the borders, and for slaving.



Helmet, chest plate, one handed blade, warbeast, trained



9 iron per 500



The Cuirassier: The heavily armored cavalrymen of the order of the eternal state, armed in proper knightly armor, carrying lances and swords and even with armored horses they are the most experienced cavalry men in the empire, a well-executed charge from them can crush any infantry as their armored mounts crush through the enemy lines.



Full body armor, lance, one handed blade, armored warbeast, elite



16 iron and 2 wood per 300



The harquebusier: Lightly armored skirmisher cavalry, armed with a harquebus, a pair of pistols and a sword, they harass enemy flanks and provoke enemy cavalry or infantry to charge, they also act as outriders or as units to cover the winged lancers.



Helmet, one handed blade, gun, warbeast, trained



16 iron per 500



The winged lancer: The primary cavalry unit of the empire, armoured from head to toe in armor and armed with a very long hollow lance, a sword and a belt of 6 pistols, these lancers charge through or around their pikemen, empty their shot and charge the enemies, the hollow lances allow them to outrange the pikes and break the first line, after this they draw swords and wreak havoc upon the formation. Depending on the situation they will retreat back or charge through the opened hole to exploit their breakthrough, their primary formations are the wedge formation and the diamond formation.



Full body armor, Lance, One handed blade, warbeast, trained



10 iron and 2 wood per 300



kynigós: The hunters of magic, operating in small groups they hunt and eliminate any mage that they are assigned to eliminate, through elimination of life force, destruction of casting circles or simply getting rid of the mage, they always achieve their goals



Heavy musket, one handed sword, elite.



15 iron ,4 wood per 300



Sappers: Accompanying the waggons these men aid in the fortifying of the defensive formations and building earthworks around the wagons and then going through the effort of moving them out of the defences after.



One handed sword, chest plate, trained



6 iron per 300



Special weapon costs.



1 Wood per 250 weapons, 1 iron per 125 weapons for pistols.



Armoured warbeast 1 iron per 50.



Heavy musket, 1 wood per 75, 1 iron per 25



War wagon, 2 wood, 1 iron, 4 burden animals



Pros and Cons:


Con.


Incapable of establishing any relations beyond trading agreements with any species and nations that aren’t tributaries.


Pros.


Better administration: Thanks to the well-organized bureaucracy in the Göttreich and a standardized and well regulated assessment system all lands are taxed fairly and efficiently. (all income is increased by 1.3x)


Guarded borders: Immigration and emigration is very hard because of the well protected borders, entering the country is only possible through the regulated forts.


Stand fast, until our hussars come: The army is extremely disciplined allowing complex military manoeuvres to be carried out in the heat of battle.


Con.


Magic is outlawed of usage outside of scientific experimentation of magic, until the day we can say we truly understand magic that is.


Pros.


The only wisdom is our wisdom: Because of our lack of magic to fill allot of daily needs scientific growth moves at a faster rate to solve issues we run into because of the aforementioned lack of magic.


You have no god, but the father figure that is the state: Atheism reigns supreme in the Göttreich, people are brought up to respect the state and while they are free most are thoroughly loyal to the state.


All roads lead to Kentrikos Metropole: The highway system in the empire connects all cities with well-maintained roads, allowing you to reach the capital from any province in the empire with little effort.


Con.


The society is stratified into castes as dictated by the oracles of prónoia & písti, this means that from birth one is assigned to a caste and can never change his caste (manpower has to be invested the second it becomes available; no reserve can be build up.)


Pros.


A role is special, from the lowest to the highest: Everyone is raised to perform their role leading to a well-trained working force in all streams of society, the military is thoroughly disciplined and well trained, the farmers are experienced in multiple forms of cultivation etc etc (A building only takes .75 of maximum manpower to operate at full efficiency)


Knowledge, it is essential to everyone: Thanks to the state organized education and tutoring system the population is educated to a great extent, the manpower base is well educated and hence is capable of generally performing better


The order of the peoples purity, not much ordered about it really: The pathfinders in the order of the eternal state are the cream of the crop when it comes to sharpshooters and they fulfil their purpose with no fail, no magic will be used in the empire, and no magic will be used against its citizens, capital punishment of offenders is guaranteed.
 
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Confederacy of Ra'Salm

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Race: Mo'Angu Nathath (AKA Angu)


Government: Aristocracy of Chieftains


History:


Mo'angu Nathath tribes have dated back before recorded history, many tribes rise and fall as do all great things. Much of the Mo'angu Nathath's history is unknown, the species has never had a written language and instead relied on direct face-to-face communication. This meant if two Chiefs wanted to discuss something, they would organize a meeting place and talk it out, or fight it out, whichever happened last. Mo'angu Nathath relied on "Fate Weavers" to retell history, often times they were the Elder female of the Tribe and would often distort what actually happened to better inspire that particular tribe. Thus, much of Mo'angu Nathath history is legend and mythology, many of the Elder Chiefs recognize this but refuse to change, it has always kept the Mo'angu Nathath inspired and happy and so long as one Fate Weaver didn't spin tales that aggravated another tribe, it maintained peace.


That was until some odd years ago, a Mo'angu Nathath Chieftain named Ra'Salm united the tribes under a single banner known as the Confederacy of Ra'Salm. Through a complicated process that became known as; 'the Melding'. During which, Ra'Salm took the Fate Weavers of several of the most powerful tribes and had them comprise a united written language and an agreed upon History, glorifying each of the four major tribes while not asserting one above the other. He united the four largest tribes and force assimilated each minor tribe into the Confederacy, allowing them to add their Fate Weaver to the historians roster and maintaining their individualism in their warriors and artists.


Ra'Salm also enacted an order that ANYONE could be challenged for their position AT ANY TIME. If one could prove themselves a better Mo'angu. The process became known as; 'Chakh Rama' or Conviction Check, it had three phases and the challenger must defeat the challengee in two of them to replace them.


The first phase was the test of Arts, the Mo'angu would have to produce a unique piece of art, be it a sculpture, a poem, a painting, whatever it may be. The Challenger would present their art to the subordinates of the Challengee and then the Challengee would present theirs. A unanimous vote was held to declare the winner.


The second phase was the test of Command, two teams of five were formed by each participant, hand picked from any Mo' that they felt would serve them best. It was considered a great honor to be chosen. The two teams would then attempt to steal the other's Work of Art from the test of Arts. There are no rules, many Mo' are killed in this phase.


The last phase is the test of Strength, both the Challenger and the Challengee face each other one on one and fight with nothing but claw and fang. The winner often times killed the loser but this was not always the case. Again, there were no rules for the fight (aside from gathering others to fight with/for you) some tests of Strength lasted years while they attempted to build weapons and armor to outdo the other.


A little bit on Culture/Lifestyle: Mo'angu Nathath are ruled by a strict hierarchy, from highest to lowest it goes; Fate Weaver, Elder Chief, Chief, Chieftain, Brood Mother, Scraag, Youngling, and Bru'ja(brooha) Fate Weavers, as said before are the eldest female of the Tribe, often times infertile and older than the average Mo'angu Nathath, they are responsible for the overall record keeping of the Mo'angu Nathath. Since the founding of the Confederacy, the Fate Weavers have began work on a written language to better keep the records of the species.


Elder Chiefs are the biggest, most proven males of the tribe. Anyone can become Elder Chief, but they must prove themselves better than the last. This includes feats of strength, skill, and Artistic capability. If an Elder Chief is killed in battle or dies of old age, the next ranking Chief becomes the Elder. If they prove to be incompetent, it is simple for another Mo'angu Nathath to overthrow him. Elder Chief's word is law, what they say goes, if the tribe disagrees with an Elder Chief, they are directly challenging him and his position must be proven against a competitor. He is also the only male that is allowed to breed, now much has changed since the tribal times but their biology is the same. While couples of Mo'angu Nathath is certainly strange, it is not uncommon for two Mo'angu Nathath to have a 'romantic' partnership. They are forbidden however to bear children, as a single female can lay almost 100 eggs from one pregnancy. Those born of any Mo'angu Nathath other than the Elder Chief are known as Bru'ja, the lowest of the low, often times killed as infants, if they grow to adult hood they are almost guaranteed to be forced into Slavery.


Chiefs are just under the Elder Chief, they are powerful and intelligent, they essentially are a micromanager as each is assigned a function and does their job as assigned by the Elder Chief. IE, there is a Chief of Warriors, a Chief of Mothers, a Chief of Art, ect. The Elder Chief tells them what he wants done and the Chiefs get it done. Chiefs are just as vulnerable to being replaced as an Elder Chief, the function is the same.


Chieftains are small time Military Leaders, essentially taking the place of "Generals and Admirals" they can be easily replaced just the same but advise the Chiefs on their actions.


Brood Mother, a female Mo'angu Nathath that is 'wife' to the Elder Chief, she is the sole source of newborns for the Tribe. Elder Chiefs can have as many Brood Mothers as they want, but under the Confederacy the limit is five. This was prevent overpopulation and the NEED to aggressively expand.


Scraags are the common man, they are soldiers, craftsmen, singers, and artists, they are majority of the Mo'angu Nathath. If they hold some position of authority or prowess, it can always be challenged by similar manner as replacing an Elder Chief.


Younglings, they are the children of the Mo'angu Nathath. Younglings mature rapidly, within 3 years they are fully functioning adult if a bit shorter and not as developed physically. When they turn 3 years of age, they take on an apprenticeship to a Scraag or Chieftain and learn the ways of the society. Between the ages 1-3, Younglings are free of all responsibility and can run out into the woods and die for all anyone cares.


Bru'ja, the unwanted children of the Mo'angu Nathath. Often times killed at birth, they make up the majority of slaves in the Confederacy.


Artistic skill is paramount among the Mo'angu Nathath. No matter their job, their way of life, even among the Bru'ja, artistic skill is a necessity. From the lowest Scraag to the Highest of Elder Chiefs, strength alone is never enough. They must demonstrate a work of art that is just as powerful as their muscles, be it a painting, a song, a ceramic creation, they must impress the other Mo'angu Nathath in order to be accepted.


Military: The Mo'Anu Nathath military utilize a combination of Heavily armored infantry to lock enemy formations in combat, and light infantry to flank or harass enemy formations with javelins.

Bulwarks-

These Angu utilize interlocking shields and their immense strength to form an immovable wall of spears. These soldiers serve as defensive soldiers for cities or to reinforce flanks on a marching army.



Cons: (2)


Angu lack in dexterity, making them slower than most when attempting to construct new Settlements. (New settlements aside from Villages require an addition turn to be built)


Hated among almost all other races due to their vicious nature and heavy use of slave labor. (Negotiation penalties)


Pros: (3)


Prodigious Size and Strength, Angu are significantly stronger and larger (standing 9ft tall on average) than the average human. This makes an Angu defensive line almost impossible to break without the use of artillery, and that a charge from Angu warriors delivers damage similar to a charge of fully armored Knights. (Defense Bonus when Fortified ||Initial Combat bonus)


Artistic, though valuing strength over many intellectual attributes, the Mo'angu Nathath are quite artistic, crafting wonderful works of art that are often sought after. (Valuables are earned at x1.5 the normal rate.)


Slave culture, you may wonder why that may be considered a 'pro' but in reality it allows the Angu to complete many tasks without using their own Manpower. (Adds Slaves as a resources for Angu, Slaves can be converted to Manpower or Valuables and are earned through the conquest of other nations. A quarter of all enemy soldiers 'killed' are converted to slaves while half the population of captured settlements are converted to slaves.)
 
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Nyq said:
Interested
@Nyq


whoops missed you glad to see your interested!


so far so good on sheets guys, and starting locations so far are quite interesting.


ill get NPC factions up one by one in a bit, hoping to get a few more players too though!
 
here is the first NPC Faction:


Race: Drall


History and Description: the Drall are massive tusked creatures, 3-4 times larger then any man, hunched over, covered in brown to brown-gray fur. Their tusks are famous for being able to stop blades and hammer alike, their muscles unheard of by any intelligent creature. Their hoofed feet have been known to squich many a skull under foot too.


The Drall covent warfare like a religion, priding themselves in the honor and glory of their ability to wage it so brutally. An alliance with them is a terrible one, as they constantly test their allies metal, though are just as willing to come to their aid when called.


A full grown adult has been known to take several shots to put down, a bucket of poison to replace their veins, and more cuts then most men know how to dish out. If they weren't as slow as a turtle they might very well be natures top predator, despite being herbivores.


The most freighting thing about them though, its their sheer intellect. Even having highly sophisticated public schools, they teach everything from runic language and the languages of their neighbors, as they do not have their own, to economics, math, and of course tactics.


This is of course, because warefare costs money, because even they know sometimes one must have allies, and because a sharp mind is a sharp fighter.


As if all this wasn't enough, they use magic, albeit only to defend from it or enhance their weapons, aswell as use firearms, but just imagine for a moment, the size of their standard rifle compared to that of a human, and see the terrifying truth in their ability to wage ranged warefare. They do of course, prefer melee, but are not dumb enough to not see the necessity in ranged weaponry.


And all of this is them in a good mood. To make a true enemy of the Drall may just be one of lifes greatest mistakes, as they do not forget, nor forgive easily.


Government: The Drall have a pretty simplistic government system despite everything about them. every Settlement has a massive unarmed brawl, and the winner is leader-for-life. all of the Settlements winners then come together and brawl. the winner is major leader-for-life, and his Settlement is the capital until he dies.


Con: Slow, tortoise levels of slow. Takes them insane amounts of time to get anywhere, up to 3x as long as other races.


Pros:


1) massive and strong.


2) their Tusks act as natural shields, and can be covered in metal at the price of medium iron shields.


Con: they cannot survive in the desert, nor swim, meaning theses two things are almost impossible for them to settle or cross.


Pros:


1) they can wield Two handed weapons as one handed weapons.


2) they can take more damage even from guns compared to others.


3) they can wield massive weapons as two handed weapons.


Con: they cannot ride animals


Pros:


1) they can carry typical Trader cargo upon their own backs.


Con: they cannot eat meat(cannot gain food from livestock)


Pros:


1) public education, all their manpower is much smarter.


2) multi language, they know all their neighbors languages thus diplomacy is faster and more effective.
 

heres the second NPC faction:

Race: Eltrai

Government: their system of government revolves around elders and younglings, the oldest 10 form a council and eccentrically run things, however a council of the 100 youngest war veterans can veto their decisions, though this is all they can do.

History: sentient plantoids, known for their extreme isolationist policies and diet of meat, their appearance is that of tangled vines with strange, shiny leaves sprouting like hands reaching for the heavens from their heads, a random assortment of “Eyes” peaking from their “face” as they somehow move and look humanoid, able to talk in a wispy harshness, like a fog calling out to one.

They do not attempt to expansion beyond what they feel is already thiers, selling off or killing off their excess population, which is the only trading they ever do. They tend to eat anyone who tries to invade them.

Little else is known about their society due to their lack of interaction with others.

Con: takes 3 Years to regain population

Pros:

1) take ½ food each turn(due to getting it from sunlight, soil, and water)

2) can recharge Life energy much faster in sunlight due to specialized leaves

Con: can only use livestock farms as food

Pros:

1) .25 Iron cost can be done as Wood

2) gain 1.5x Wood from Lumber Mills

3) gain 2x as much from plant farms

 
Name:Central Guintanian Government


Location:
Zemrati%20World_zpsok29lsvg.png



The CGG's territories are the land with yellow lines


Banner:
Untitled_zpsazkfdsg2.png



The Guin flag is a green stripe over a blue stripe,with a red stripe at the lowest part.The green stripe symbolizes equality of law and status towards all citizens,regardless of race and gender,while the blue stripe symbolizes the king's authority towards all citizens>The final stripe symbolizes the patriotism of the citizens who are ready to sacrifice themselves to protect their country.


Government:Absolute monarchy


History:The CGG had a long history,dating from 1000 years ago during the Guintanian Civil War.It started as a group of rebels who seeked to overthrow the extremely corrupted Democratic Guin Republic.As time passed,the rebels grew in power and started attacking Republic controlled cities,resulting in the Civil War,which lasted for 358 years.With the Republic defeated,the CGG was formally established with Ulgi the Great hailed as the Emperor.The CGG then continued to prosper throughout the ages,experiencing a few setbacks in the process.The major setback was the Diorian War,where the Diorians(just made that up),a technologically superior nation attacked the CGG.The war ended with the loss of the CGG and they abandoned their ways of magic to pursue technology.With the death of the 19th Emperor,Emperor Rocky and the new Emperor Movli just crowned,the future of the CGG is now unknown.


The guins have a strong interest towards science.With large structures built just for researching a specific technology,the guins had spent large sums of money in the pursuit of scientific advance.The guin interest in science is only surpassed by their expansionist and militaristic nature,which directly caused numerous wars in Zemrati and is one of the major motivations of the CGG.


Culture
:As an Asian-oriented culture,the guins have a high respect towards their elders,although their society is open enough to not restrict the talents of the younger generation.If one doesn't respect the elders,he/she will be despised by the guin society and deemed as a fool by the others.The guins are also firm supporters of racial equality,believing that all races have their own strengths and weaknesses.The guins forbid their citizens from discriminating other races.


Guins also emphasize on education as it is important for the development of science.Their public education consists of mostly military,scientific,medical and moral elements,while the other subjects such as financial,arts and language can be found at specialized schools.


The guins are all expansionists,which means that they warmonger whenever they get the chance.However,they are smart enough to know that warmongering too much damages their reputation,and carefully stages their wars so that they aren't considered warmongers by other nations.


Military:The guins treat their military affairs seriously.Having up to 33 functional regiments,the guins are surely a force to be reckoned with.A standard guin regiment consists of 600 men,with 40 swordsmen,40 archers,100 musketeers,50 artillery operators,20 medics,50 turtles,40 carriers,40 knights,50 sprayers,70 whippers and 100 misc troops.


Swordsmen:The only guin melee unit.The swordsmen specializes in martial arts and close quarters combat.Swordsmen act as the tanks of the guin military,attracting enemy attention at the front lines.


Archers:One of the guins ranged troops,the archer fires waves of arrows at the enemy.Archers are usually fit women chosen from the various races in Guintania.


Musketeers:The main military unit of the guins.The musketeers is armed with a musket,50 rounds of ammunition and light armor.These musketeers fire their deadly bullets from trenches,and sometimes behind barbed wire.


Artillery operators:These units are the pride of the CGG. Using their cannons,mortars and howitzers,these troops rain terror upon their unsuspecting enemies.


Medics:Armed with only a small dagger and carrying numerous medical equipment and strecthers,the medics carry the wounded out of the battlefield and treat them.


Turtles:Heavily armed troops of the guin military.Clad in full iron armor and a giant shield.These troops terrorize the enemy with their heavy swords,despite their slow movement speed(a direct result of the full iron armor)


Carriers:These units are the moving storage of the guins.Carrying massive amounts of ammunition and food,the guin military depends on the carriers for additional supplies.


Knights:The shock troops of the guin military,the knights are clad in full iron armor and act as the sole cavalry units of the guins.


Whippers:Armed with a meteor hammer,these units bash the heads of their enemies with their skills in the weapon.


Misc troops:The troops that prepare the battlefield for the guins.They set up barbed wire ,scout the area and are in charge of the miscellaneous stuff.


Weapon costs:


Barbed wire:100 metal and 35 wood for 100 meters


Meteor hammer:50 metal for 100 hammers


Races:


Guins:The guins are turtle humanoids.Their body is encased within a soft shell,which has evolved to be soft enough for bending their waists.The guins are intelligent people,capable of creating new innovations every year.The guins are as tall as humans,with their legs being more muscular than other species due to their evolution from turtles.Despite their reptilian origin,the guin's skin lack scales and their fingers are long enough to complete tasks that humans can do.


Cons:


-Guins treat other nations as inferior nations waiting to be conquered and are uncivilized barbarians.(No diplomacy)


-Guins have lesser strength,which is the direct cause of their reliance on machinery and slaves(Guins are not strong)


-Guins still breed through the reptilian method,but evolution has forced to give birth to only one egg at a time(manpower is only increased every 2 years)


-Guin customs has forced them to abandon the research into magic 300 years ago(the CGG no longer researches magic)


-The guins slow metabolic rate forbades them from running too often(Moves slower through regular terrains)


-The guins have breathing problems in high altitudes(which means that if someone guards an outpost in a mountain,it'll be a meat grinder for the guins)


-The guins,due to their slow metabolic rate,builds settlements way slower than others(the CGG builds settlements at the 1.5x slower rate)


Pros:


-Guins constantly research new technologies(Guins research technology faster)


-Guin troops have higher morale


-Guins can survive extreme conditions due to their evolution from turtles(can make cities in coastal waters)


-Guins are war experts,and are able to command their troops more efficiently(faster movement speed through complex terrains)


-Guins uses slaves as tools(makes their tasks easier)


-The education system of the CGG creates a lot of intellectuals for the guins,and well educated men for their massive military machines(all of the guins know how to use basic machinery)


Yaojing:The Yaojing is an old race,their existence is already documented by guin historians 800 years ago.These humanoid creatures are believed to be a byproduct of guin experiments on magic,where they tried to morph various animals into monstrosities.The experiment failed,but several "humans" are created in the process.The Yaojing resemble humans in most ways,but unlike their human counterparts,the Yaojing had Asian features,and adopted the guin language and culture as the guins are their patron race.Throughout the years,the Yaojing has developed sentience,but they are still influenced by various disorders,which are the direct result of their creation.


Cons:


-A lot of Yaojing suffers from mental disorders,such as ADHD and autism due to the method of their creation(They also suck at diplomacy,and a quarter of them can only do simple tasks)


Pros:


-They have certain traits enhanced and/or retained some of their animal traits(depends on their mental disorder and origin animal,such as those with autism tend to excel at science,and another example is that those which originated from dogs have a better sense of smell)


-The Yaojing excels at close quarters combat
 
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Nyq said:
Weapon costs:
Flamethrowers:75 metal and 30 oil for 100 units


Poison gas:100 wood,30 iron,50 metal,and 15 oil for 100 tanks


Barbed wire:100 metal and 35 wood for 100 meters


Oil:either mined or 100 livestock for 50 oil


Revolver:120 metal for 100 guns


Special Ammunition:50 metal,30 wood,30 oil for 100 rounds
Nyq said:
Artillery operators:These units are the pride of the CGG. Using their cannons,mortars,and howitzers,these troops rain terror upon their unsuspecting enemies.
i think you didnt see the part about the tech level of the game.


mortars cant exist, nor revolvers, or handheld flamers. barbed wire really wouldn't, though that ones not as big a problem.


chemistry really isnt to the point you could have poison gas.


the fire ammos problem is people really dont know how to make explosive shells, hand "granades" were rare and only were possible because they dont need to survive being blasted out of a cannon, aswell as still being a bit further along then most would be able to do.


howitzers technically could exist, but only as an alternate version of a cannon, I.E. being shorter, much less accurate, but a bit higher caliber. which guns were pretty inaccurate even cannons, so most wouldn't see the use except against walls.


all in all this was a time period where guns were an add on, useful, but not the main weapon of an army.


your Pros and Cons also arent balanced. less strength and less diplomacy are far from equal to all of those pros. others had to take NO diplomacy and EXTREME losses in physical prowess to even get SOME of those, let alone all of them, nor to the same level as you have many.
 
I'll fix this,but i'll have to clarify some points:


-Poison gas is technically possible even without chemistry.Ancient China has used poison gas since 1000BC Chemical warfare - Wikipedia, the free encyclopedia


"


Arsenical smokes were known to the Chinese as far back as c. 1000 BC[5] and Sun Tzu's "Art of War" (c. 200 BC) advises the use of fire weapons. In the second century BC, writings of the Mohist sect in China describe the use of bellows to pump smoke from burning balls ofmustard and other toxic vegetables into tunnels being dug by a besieging army. Other Chinese writings dating around the same period contain hundreds of recipes for the production of poisonous or irritating smokes for use in war along with numerous accounts of their use. These accounts describe an arsenic-containing "soul-hunting fog", and the use of finely divided lime dispersed into the air to suppress a peasant revolt in 178 AD."


-Flamethrowers did exist in the 1400s


Greek fire - Wikipedia, the free encyclopedia


Z



-Making the special ammo is quite easy


A revolver operates by inducing shock into the bullet,which ignites the mercury fulminate inside,which will ignite the gunpowder.The mercury fulminate is quite easy to make.


-The pros and cons part...I admit that it's op
 
The Khyzmri Union


Races;


Khyzmri: A race of short, pale humanoids. The Khyzmri stand around four feet tall on average, weighing between fifty five and sixty five pounds. A partially subterranean race, they largely live inside an extensive mountain complex, with smaller above ground villages built to collect resources and trade with other races. A race of mages and scientists they place a great emphasis on research and invention, creating many advanced pieces of technology both magical and mundane.


The Unliving Men: Chiefest of the creations of the Khyzmri are the Unliving Men, humanoid constructs of wood and steel, standing about six feet tall and gifted with immense strength and durability, these semi-sentient, semi-intelligent constructs form the cornerstone of the Union's military forces.


Government: The government of the Khyzmri Union is an unusual one to outsiders. The society is formed into a strict hierarchy based around a number of Guilds. Each Guild has total control of a separate aspect of society, as well as all magic that pertains to it. The War Guild for example, has complete control over all research and development that pertains to conflict, as well as maintains a standing military, while the Land Guild is in charge of agriculture, the Industrial Guild in charge of mining and production and so on ans so forth.


Matters of state are decided by a council of the leaders of the various Guilds, who vote on various issues and determine what to do. The Guilds themselves operate under a strict hierarchy, higher ranking Guild members have more authority and are more powerful than those underneath them. At the bottom of this hierarchy are the Guildless, those members of society who have yet to prove their worthiness of membership to a Guild. Guildless spend much of their time seeking to impress Guild members, acting as laborer, mana batteries, workers and levies for the various Guilds.


History: Developing inside a large mountainous area the Khyzmri are a relatively reclusive race, openly trading for what they need but never allowing other races too far inside their territory. They reject the idea of Gods or religion, choosing instead to focus on scientific advancement. They rarely act as aggressors in a conflict but will fiercely defend what is theirs.


The Union maintains a strong state education system, giving all youth a thorough education of the basics of science, mathematics, history and more. Ensuring every child starts out on equal footing when they come of age and join the Guildless.


Military: The Union's military is controlled by the War Guild, an unusual mixture of tradition and advancement, they are charged with defending the borders of the Union no matter the cost.


The military is divided into three sections: The Guildless Levies, the Guilder Professionals and the Unliving Men. The War Guild maintains a large standing force of Unliving Men that form the core of the army. A large force of mages and engineers work constantly to maintain these fighting machines. The Guilder forces consist of a mixture of professional soldiers and mages who fill in the gaps left by the Unliving Men forces, while the Guildless are large groups of levies drafted to bolster the War Guild's numbers when needed.


Units;


Guildless Handgunners: Levied from the Guildless population in times of need, the War Guild arms these basic ranged soldiers with simple and easy to make handcannons. Shorter ranged and less accurate than proper Matchlock troops they are none the less effective when used in numbers.


6 Iron per 300.


Guildless Militia: When the War Guild needs larger numbers of troops they draft Guildless into their ranks to fill the gaps. Armed with left over weapons and armor their equipment varies greatly.


Cost Varies.


Guild Soldiers: The professional warriors of the War Guild, usually drawn from the ranks of Guildless levies who have shown natural skill in battle. Armed in the old style these men and women are a stark contrast against more modernly armed sword troops.


11 Iron per 500.


1 Wood per 200.


Guild Arquebusiers: Matchlock armed professional soldiers, these units make up the bulk of the War Guild's ranged soldiers. A variety of inventions make these soldiers unique among their equivalents, including sights designed to increase accuracy and devices to allow accurate firing in night and rain.


11 Iron per 500.


5 Wood 500.


5 Leather per 500.


Guild Sharpshooters: The best marksmen in the Guild, the Sharpshooters are veterans of the Arquebusiers. Armed with specially made Muskets they're deadly long range skirmishers.


11 Iron per 500.


5 Wood 500.


5 Leather per 500.


Unliving Men: Constructs of wood and steel, the Unliving Men form the backbone of the Union's military forces. Fearless and unrelenting in battle, they come in a variety of types.


1 Iron per 100.


10 Wood per 100.


Unliving Pikemen: An immovable wall of pikes, used to anchor the line in an engagement or ward off cavalry.


1 Iron per 300.


2 Wood per 300.


Unliving Halberdiers: Heavily armored assault troops used to break enemy lines.


7 Iron per 300.


2 Wood per 300.


Unliving Bowmen: Armed with great bows of flexible steel, unprecedented range and power gives them a large advantage over other, more mundane, archers.


1 Iron per 200.


Pioneers: Among the most prestigious branches of the Union's armed forces are the Pioneers, dual members of the War Guild and Industrial Guild they are charged with demolitions and engineering work, such as digging trenches or operating cannons. They are marked by distinctive green plumes on their helmets.


6 Iron per 500.


Pioneer Sappers: The bulk of the Pioneer's forces, in charge of digging, entrenching and constructing even when under fire, as well as shooting back.


15 Iron per 500.


5 Wood per 500.


Pioneer Gunners: The artillerymen of the Pioneers, charged with operating and manning the various cannons and other crewed weapons used by the War Guild.


Cost Varies based on what crewed weapon that unit is armed with.


Pioneer Guard: The elite of the elite, charged with leading assaults against enemy fortifications with axes, hand culverins and grenades.


25 Iron per 500.


5 Wood per 500.


Battlemage: Middle ranked members of the War Guild trained in the ways of magic. Fighting side by side with Guilders and Unliving Men to seize victory.


Warmage: High ranking Guild mages, uses powerful magic to turn the tide of battle.


Black Guards: Near mythical agents of the Shadow Guild. Experts at infiltration, assasination, surveillance and subterfuge. Black cloaks and hoods are their markers, though they rarely go anywhere without using disguises or illusions to hide themselves.


6 Iron per 500.


2 Wood per 500.


Unliving Wagon: Built with the same technology as their legions of Unliving Men, these wagons are sentient, intelligent devices, capable of propelling themselves and their cargo at a steady pace across the battlefield.


1 Iron each.


2 Wood each.


Gun Wagon: The basic version, arquebusiers fire out of small slots in the front and sides whilst being protected from return fire by the armored wagon. Carries 20 Guild Arquebusiers.


Fire Wagon: Contains a Firesprayer mechanism that can be directed to the front, left or right side via a system of valves. Carries only 10 Arquebusiers.


1 Iron each.


Cannon Wagon: Caries 5 Falconets, 1 to the front and 2 on each side. Carries only 10 Arquebusiers.


1 Iron per 2.


Unliving Bird: By far the most impressive of the War Guild's inventions. A machine that flies through the air. Carrying a single passenger these self-guiding devices provide an unprecedented range for scouting and reconnaissance. As well as a range of tactical options for use in battle.


1 Iron per 2.


2 Wood per 2.


Cons;


Physical Prowess: Khyzmri's small size leaves them much weaker than other races. They are not as strong or quick.


Small Horses: Horses bred for use by this Khyzmri are much smaller and slower than those of other races, leaving them unsuitable for use as war mounts, as a result the War Guild can field no native cavalry force.


Landlocked: A lack of naval traditions and a firm racial faith in solid ground prevents the Khyzmri from using naval vessels.


Pros;


State Education: Every member of the race is taught from a standardized curriculum, entire race is literate, numerate and educated.


Arcane Knowledge: Extensive study and use has left the race with a much better understanding of magic.


Advanced Science: Years of research has greatly improved the scientific understanding of the race.


Underground Architecture: Developing underground the Khyzmri have unique experience with fortifications and buildings.(May build underground buildings.)


Small Diet: Khyzmri eat less than other races.(.75 food per manpower.)


Underground Living: Life underground has afforded the Khyzmri excellent low light vision.


Industrious: The skill of their Guilds vastly improves their industrial capabilities.(2.0 output from craftshops.)


Herding Traditions: Long history of goat herding has left the Khyzmri with well recorded herding methods.(1.5 output from all herds.)


Expert Miners: Centuries of underground mining have made the Khyzmri experts at extracting ore.(1.5 output from all mines.)
 
Nyq said:
I'll fix this,but i'll have to clarify some points:
-Poison gas is technically possible even without chemistry.Ancient China has used poison gas since 1000BC Chemical warfare - Wikipedia, the free encyclopedia


"


Arsenical smokes were known to the Chinese as far back as c. 1000 BC[5] and Sun Tzu's "Art of War" (c. 200 BC) advises the use of fire weapons. In the second century BC, writings of the Mohist sect in China describe the use of bellows to pump smoke from burning balls ofmustard and other toxic vegetables into tunnels being dug by a besieging army. Other Chinese writings dating around the same period contain hundreds of recipes for the production of poisonous or irritating smokes for use in war along with numerous accounts of their use. These accounts describe an arsenic-containing "soul-hunting fog", and the use of finely divided lime dispersed into the air to suppress a peasant revolt in 178 AD."


-Flamethrowers did exist in the 1400s


Greek fire - Wikipedia, the free encyclopedia


Z



-Making the special ammo is quite easy


A revolver operates by inducing shock into the bullet,which ignites the mercury fulminate inside,which will ignite the gunpowder.The mercury fulminate is quite easy to make.


-The pros and cons part...I admit that it's op
As someone who has gone to great lengths to explain the science behind my forces to our fair GM I feel the need to speak up here.


Let's start with the gas and flamethrowers, simply put there is a fine line between the feasible usage of such weapons within the current timeframe and handheld versions. My own flamethrowers for example are quite large, requiring a push cart to carry the assembly, which works by pushing air through a double piston system to push a mixture of naphtha and oil out of the nozzle where it is ignited by a slow match. These a crew served weapon and are quite expensive to make. A handheld flamethrower or gas sprayer would require vastly superior technology than what is currently available, requiring the ability to pressurize canisters of gas and control the release of said gas. That technology flat out does not exist in this time frame, it simply is not possible without advanced welding to create the tanks and an air compressor. Similarly poisonous gases used by the Chinese were never available in such a form, using grenades or large bellows connected to a fire to deliver it rather than a handheld sprayer.


As for revolvers, these are matchlock firearms, while some matchlocks fitted with revolving cylinders did exist such as this German example: https://upload.wikimedia.org/wikipedia/commons/thumb/c/cf/Drehling_GNM_W1984_ca_1580.jpg/1920px-Drehling_GNM_W1984_ca_1580.jpg they were prohibitively expensive, difficult to make and weren't self rotating. Revolvers as a weapon simply will not be viable in this universe until the invention of the percussion cap. Which won't be possible without significant advances in chemistry, the ability simply does not exist to synthesize something like Mercury(II) Fulminate in a 1400's gunpowder maker.
 

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