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Awesome Bandit
Lord of Ether
Join Date: 13 Oct 2000
Location: The Second City
Posts: 17,938
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Seas of Steam and Magic OOB Thread
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Harmonica: The reward for this man [Cheyenne] is 5000 dollars, is that right? Cheyenne: Judas was content for 4970 dollars less. Harmonica: There were no dollars in them days. Cheyenne: But sons of bitches... yeah. -Once Upon a Time in the West |
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#2 |
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SD/Creative Writing Mod
Moderati
Join Date: 11 Dec 1999
Posts: 9,749
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Nation: Königreich Gilder
Government: Absolute Monarchy (Title: Kaiser) Current Kaiser: Ludwig von Forstner Currancy: 28 million Capital: Duseldörff Currancy: Gilder(s) (Series of Gold-cored silver coins in varied denominations.) Map Color: Light Gray Flag: White-Trimmed Iron Cross upon a rich Silver Background Economy: The Gilder economy is currently thriving, benefitting from a modern rail system allowing transit across the country, and ports on the Northern Inland Sea and the open ocean to the East make it a prime trade hub for those wishing to avoid the long trip through the northern seaways. Gernally, all trade ships are welcome in their ports, for a small fee. Industry: The Gilder industrial capacity is average for a technological nation - that is, to say, rather impressive. The Industrial Revolution has been embraced with great enthusiasm in Gilder, and the nation has benefitted from it. Wartime industries tend to focus on land and sea forces (with an approximate 2:1 ratio in focus), forgoing aerial assets almost entirely at this time, save for observation balloons. Prime Exportable Resources: Grain, Nitrates (essential for explosives), Iron Prime Products: Beer, Weapons, Military Training/Advisors Resources Needing Importation: Livestock, Coal, Textiles ARMY: The Gilder Army is the pride of the nation. Ever since the brutal days soon after the fall of Klistering, the Kaisers of Gilder have recognized that the nation will either live or die by the sword. The nation was born from the fires of war, and has continued to strive to remain on the forefront of advances in warfare tactics and technology ever since. Infantry: 200,000 (400,000 reserves), plus 100 RF-Gun Teams (3 men each / 300 total) --Infantry is arranged in 100 Brigades of 2,000 ---Groups of 5 Brigades are assembled into Divisions of 10,000 ----Groups of 5 Divisions are assembled into Corps of 50,000 Weapons: http://members.tripod.com/~ProlificPains/wpns.htm -Standard Infantryman: .50 caliber Spencer 7-shot lever-action repeating rifle (70 extra cartriges) w/bayonette, 3 pull-fuze TNT grenades, rations for 6 days, and equipment. -Infantry Officer (Non-Com and Commissioned): As above, but with only 35 rounds, minus the grenades, and plus a 9-shot .40 caliber + 1 shot 18 gage buckshot Le Mat Revolver (+ 18 extra rounds and two additional shotgun shells), rations for 6 days, and equipment. -Rapid-Fire Gun Team:Three men, One 1.57 caliber Williams breech-loading rapid-fire gun, 900 rounds RF-gun ammunition, one .50 caliber Spencer 7-shot lever-action repeating rifle (35 extra cartriges) w/bayonette for the two men not carrying the RF-gun, and one Le Mat Revolver (+ 27 extra rounds and three additional shotgun shells) for the gunner, rations for 6 days, and equipment. Artillery Corps: 21,578 Gunners, 33,767 Support Personnel (3,514 guns) -Artillerymen: one Le Mat Revolver (+ 27 extra rounds and three additional shotgun shells), rations for 6 days, and equipment. -Guns: 3-pounder x2,000 (6 men each), 6-pounder x500 (8 men each), 12-pounder x100 (12 men each), 32-pounder Seige Cannon x14 (27 men each), 8-Pounder Seige Mortar x200 (6 men each), 1-Inch Crank-Gatling Rapid-Fire Gun x200 (4 men each), Half-Inch Crank-Gatling Rapid-Fire Gun x500 (4 men each) Dragoons: 10,000 --Dragoons are arranged in 20 Battalions of 500, attached to units as necessary -Dragoon Soldier:.50 caliber Spencer 7-shot lever-action repeating rifle (70 extra cartriges) w/bayonette, 8 pull-fuze TNT grenades, rations for 2 weeks, standard equipment load, and a horse. Medical Corps: 21,000 -Surgeons and Nurses: (420 surgeons, 20,580 nurses) plus medical supplies and equipment. Navy: 69 warships The Gilder Navy, while receiving less focus than the Army, is yet a military force to be reckoned with. For its diminished numbers, Gilder has focused greatly upon improving the quality of its Navy, rebuilding many of its warships into sail-assisted ironclads while beginning to build new warships of the iron-standard. The result is what appears, at first glance, to be a severely bastardized navy, with "first-class" and "second-class" warships with the remnants of the now "third-class" wooden ship navy. All ships in the Navy are Steam/Sail powered ships. Königreich-class Iron-Standard Lineships (1st Class): 4 (1 completing construction next year, 1 more the year after) Length: 400ft Displacement: 9,143 tons Crew: 450 (Plus 100 Marines) Max Speed (Steam): 15 knots Max Speed (Sail): 12 knots Max Speed (Steam and Sail): 17 knots Mechanical Power: Coal, 1 screw (Range 1,000nm @ 10 knots) Sail Power: 4-masts, Full Rigging Armor: -Belt: 3" (2"Bow and Stern) -Upper Belt: 3" -Deck: 1" -Wheelhouse: 5" -10" Casemates: 3" -6" Casemates: 3" -3" Casemates: 2" -1" Gatlings: 1" Shields Guns: --10" Breechloaders x4, 4 Raised Casemates (2 Port, 2 Starboard) --6" Breechloaders x8, 8 Raised Casemates (3 Port, 3 Starboard, 2 Chaser) --3" Breechloaders x14, 14 Raised Casemates in upper gunhouse, rigged for duel-use against airships (7 Port, 7 Starboard) --1" Gatlings x8, 8 Shielded Swivvel Mounts (4 Port, 4 Starboard) Großes Schicksal-class Ironclad-Conversion First-Rates (2nd Class): 8 Length: 289ft Displacement: 4,149 tons Crew: 592 (Plus 120 Marines) Max Speed (Steam): 14 knots Max Speed (Sail): 13 knots Max Speed (Steam and Sail): 16 knots Mechanical Power: Coal, 1 screw (Range 2,000nm @ 10 knots) Sail Power: 3-masts, Full Rigging Armor: -Belt: 4" -Upper Belt: 4" -Deck: 0.5" -Wheelhouse: 6" Guns: --5" Breechloaders x12, 12 Raised Casemates, Lower Gundeck (6 Port, 6 Starboard) --4" Breechloaders x20, 20 Raised Casemates, Middle Gundeck (9 Port, 9 Starboard, 2 Chaser) --3" Breechloaders x10, 14 Raised Casemates, Upper Gundeck (4 Port, 4 Starboard, 2 Chaser) --1" Gatlings x4, 4 Swivvel Mounts (2 Port, 2 Starboard) Krieger-class Ironclad-Conversion Second-Rates (2nd Class): 6 (4 completing Conversion next year) Length: 267ft Displacement: 3,332 tons Crew: 520 (Plus 90 Marines) Max Speed (Steam): 14 knots Max Speed (Sail): 13 knots Max Speed (Steam and Sail): 16 knots Mechanical Power: Coal, 1 screw (Range 1,200nm @ 10 knots) Sail Power: 3-masts, Full Rigging Armor: -Belt: 3" -Upper Belt: 3" -Deck: 0.4" -Wheelhouse: 5" Guns: --5" Breechloaders x10, 10 Raised Casemates, Lower Gundeck (5 Port, 5 Starboard) --4" Breechloaders x14, 14 Raised Casemates, Middle Gundeck (6 Port, 6 Starboard, 2 Chaser) --3" Breechloaders x24, 24 Raised Casemates, Upper Gundeck (11 Port, 11 Starboard, 2 Chaser) --1" Gatlings x4, 4 Swivvel Mounts (2 Port, 2 Starboard) Ewige Ermittlung-class Iron-Standard "Cruiser"-ships (1st Class): 4 (2 completing construction next year, 2 more the year after) Length: 300ft Displacement: 6,000 tons Crew: 340 (plus 100 Marines) Max Speed (Steam): 14 knots Max Speed (Sail): 11 knots Max Speed (Steam and Sail): 16 knots Mechanical Power: Coal, 1 screw (Range 2,500nm @ 10 knots) Sail Power: 3-masts, Full Rigging Armor: -Belt: 2" (Full Length) -Upper Belt: 2" -Deck: 1" -Wheelhouse: 3" -10" Casemates: 3" -6" Casemates: 3" -3" Casemates: 2" -1" Gatlings: 1" Shields Guns: --10" Breechloaders x2, 2 Raised Casemates (1 Port, 1 Starboard) --6" Breechloaders x6, 6 Raised Casemates (2 Port, 2 Starboard, 2 Chaser) --3" Breechloaders x8, 8 Raised Casemates in upper gunhouse, rigged for duel-use against airships (4 Port, 4 Starboard) --1" Gatlings x6, 6 Shielded Swivvel Mounts (3 Port, 3 Starboard) Unbesiegbar-class Iron-Standard Frigates (1st Class): 9 (3 completing construction next year, 3 more the year after) Length: 300ft Displacement: 3,214 tons Crew: 220 (Plus 50 Marines) Max Speed (Steam): 15 knots Max Speed (Sail): 12.5 knots Max Speed (Steam and Sail): 17.8 knots Mechanical Power: Coal, 1 screw (Range 1,000nm @ 10 knots) Sail Power: 3-masts, Full Rigging Armor: -Belt: 1" (Full Length) -Upper Belt: None -Deck: 0.3" -Wheelhouse: 1" -5" Casemates: 2" -1" Gatlings: 1" Shields Guns: --5" Breechloaders x8, 8 Raised Casemates (4 Port, 4 Starboard) --1" Gatlings x3, 3 Shielded Swivvel Mounts (1 Port, 1 Starboard, 1 Fore) Meister des Meeres-class Ironclad-Conversion Frigates (2nd Class): 14 (7 completing Conversion next year) Length: 242ft Displacement: 2,539 tons Crew: 300 (Plus 40 Marines) Max Speed (Steam): 14 knots Max Speed (Sail): 13 knots Max Speed (Steam and Sail): 15 knots Mechanical Power: Coal, 1 screw (Range 1,100nm @ 10 knots) Sail Power: 3-masts, Full Rigging Armor: -Belt: 3" -Upper Belt: 3" -Deck: 0.3" -Wheelhouse: 4" Guns: --5" Breechloader Carronades x2, 2 Deck Chaser Cannon --4" Breechloaders x12, 12 Raised Casemates, Lower Gundeck (6 Port, 6 Starboard) --3" Breechloaders x16, 16 Raised Casemates, Upper Gundeck (8 Port, 8 Starboard) --1" Gatlings x6, 6 Swivvel Mounts (3 Port, 3 Starboard) Knospende Flammen-class Chainclad-Conversion Frigates (3rd Class): 20 Length: 228ft Displacement: 1,834 tons Crew: 281 (Plus 38 Marines) Max Speed (Steam): 13 knots Max Speed (Sail): 14 knots Max Speed (Steam and Sail): 16.5 knots Mechanical Power: Coal, 1 screw (Range 1,600nm @ 10 knots) Sail Power: 3-masts, Full Rigging Armor: -Sides: 1" Chain Netting -Deck: None -Wheelhouse: 1" Chain Netting Guns: --5" Breechloader Carronades x2, 2 Deck Chaser Cannon --4" Breechloaders x12, 12 Raised Casemates, Lower Gundeck (6 Port, 6 Starboard) --3" Breechloaders x20, 20 Raised Casemates, Upper Gundeck (10 Port, 10 Starboard) --1" Gatlings x4, 4 Swivvel Mounts (2 Port, 2 Starboard) Delphin-class Unterseeboot: 4 Iron-Standard: Ships built from the keel-up to be iron armored warships (like the USS Monitor and HMS Warrior). Ironclad-Conversion: Ships reconstructed from wooden warships into ironclad-armored warships with reduced armaments (like the CSS Virginia/"Merrimack", but without the "burned to the waterline" part). Chainclad-Conversion: The weakest "upgrade", hulls unsuitable or uneconomical to ironclad conversion have a portion of their armaments stripped and iron chans are draped over the outside of the ship to help deflect and absorb the impact of incoming shots (like the defenses of the USS Kearsarge). Unterseeboot: These steampunkish submarines operate almost exclusively at night. They use their steam engines to spin up flywheels to drive the sub while submerged - with crew footpedal cranks in case the power runs out. They use their built-up power to approach their target under secrecy, then release a phosphorous-capped torpedo. The phosphorous burns on contact with the water, burning away the plug and igniting a rocket-like charge in the torpedo. Sometimes the torpedo rushes into the enemy ship. Sometimes it veers into the deep. Sometimes it shoots out of the water and rockets into the sky. Then, on rare occasion, sometimes the torpedo immediately blows up. When all is said and done, there's a reason only a few experemental boats have been built so far.
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"We can chart our destiny straight and true "We can turn the stars around "Head for new horizons, but before we do "We've got to save our ship, before our ship goes down" --Blood, Sweat, & Tears (1973) Last edited by Fenris Ulfric; Nov 17th 2004 at 4:02pm. |
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#3 |
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C-Type Orbital Frame
Join Date: 12 Mar 2001
Location: Vascilia County
Posts: 25,238
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Nation: The Volksreich
Theme: Technomagic Socio-Industrial State Government: Socialist Democracy High Commissar: Felix Zimmerman Commissar of the Police: Dietrich Jonach Commissar of the Army: Jürgen Cox Commissar of the Navy: Otto Stiel Commissar of the Sorcerers: Veronika Riese Population: 39 million Capital: The Citadel, Eisenburg Currency: Volkskredit Map Color: R60G120B60 Flag: Stylized silver Iron Cross on a black background Background: Like the Kingdom of Jela, the lands that would become the Volksreich were harrassed by the Necromantic Hordes coming from the Undying Islands, and it was these hordes that would have such a dramatic effect on the development of the Volksreich. Originally made up of roughly three score loosely-aligned principalities governed by Elector Princes they shared a common history and ethnicity and were aligned under the Hanseatic League which stretched from western shores to the border of Halcover. For the two centuries preceeding 1840 PK the principalities met in Eisenburg, the unofficial capital of the collected nations. However that changed in 1841, when a massive Necromantic Horde force landed and invaded the western reaches. Every last elector was slaughtered during the brutal, bloody Patriotic War, leaving the young organization that came to be known as the Commissariat as the only effective, common power. The Commissariat is the bastard child of an agreement between the western Electors early during the war to pool their resources to better combat the Necromantic Hordes. From the bitter 900 day siege of the Citadel of Eisenburg to the battlefields of the Drakonberg mountains and the Vuhr Valley, the Commisariat was there. Originally a small core of sorceresses, technologists and military officers that pooled their skills to better combat the undead, it soon grew to expand people from all walks of life as the Patriotic War engulfed the entire nation. By the time the war had came to an end the Commissariat was the de facto ruling body of the nation. In 1845 the Commissariat officially dissolved the old Principalities and reformed them as provinces in the Volksreich. During the Patriotic War years the Volksreich had undergone a period of crash industrialization, industrialization that continued under threat of renewed attacks from the west and while not one of the most powerful nations has unparalled technomagical development. Now they share good relations with the League cities to the east. Centuries of shared history and more recent memories of the Ostleaguers that fought and died in the Patriotic War have ensured this. Economy: Consisting mostly of rugged, treed hills and mountains with only the fertile lowlands of the Vuhr valley available for intensive cultivation the Volksreich has a relatively limited agrarian base to its economy, mainly based around hunting and ranching. It is only relatively recently with the Hanseatic League that the lands of the Volksreich became 'prosperous.' However it was the massive industrialization that occured during and after the Patriotic War that truly propelled the Volksreich upwards. Now the Volksreich's economy is based on two pillars; heavy industry and mining. However the (understandable) focus on heavy industry has meant that the Volksreich imports many luxury goods and of course heavy industry does nothing to alleviate the traditional food and textile needs of the Volksreich Industry: The Volksreich is filled with recent industries and sorcerous production lines, built during and after the Patriotic War to provided the masses of material needed to combat the undead hordes. The resources to build these came from the rich mineral deposits in the Drakonberg mountains, including deposits of rare Æthyrite ore. Now the Volksreich is the world's leading exporter of imbued technomagical equipment, produced in the factories of the Vuhr Valley and Zagazig. Resources of note: Iron, Exotic Metals, Rich Æthyrite ore Products of note: Technomagical Weapons, Technomagical Equipment, Skyships, Protocol (spell) Components Imports of note: Textiles, Grain, Luxury Goods, Rubber, Spices Army: Army: 70,000 soldiers, armed with POR-3 TK rifles. The standard infantry weapon of the Volksreich is the POR-3 telekinetic rifle, a short-barrelled weapon that fires razor-edged slivers of metal with effectiveness equal to a rifle. Development is underway on the POR-4, a repeating version with a six-round clip but for the time being the Volksreich soldiers use the single-shot POR-3. While relatively simple to operate, the stubby POR-3 does require basic training in usage of telekinetic weaponry to be more than a heavy club. 3,000 soldiers, armed with Drakonov shoulder cannons. A large and heavy weapon, the Drakonov is a single-shot rifled 20mm cannon. While no ordinary rifle of this caliber could be easily used, the Drakonov uses both imbued protocols and an innovative long recoil system to make firing the monster cannon possible. As a large-caliber shell is too heavy to be effectively used by a man-portable TK weapon, the Drakonov uses conventional protocol-enhanced ammunition. These heavy shells mean Drakonovs can deal with all but the most ferocious wild beasts and heaviest armored vehicles. 6,000 sharpshooters, armed with Kreuss Long Rifles. Due to the fact that necromancers were often surrounded by cortiries of undead minions it could be difficult to approach them and eliminate the centre of the undead army's power. The existing rifles were insufficiently accurate or powerful enough to dispose of necromancers reliably. Then Major Kreuss stepped in with his revolutionary Long Rifle. Firing a heavy 15mm slug and equipped with a x3 telescopic sight it was hard-hitting and accurate. The only disadvantage was that it still produced voluminious clouds of smoke when firing, unlike the POR-3 rifle. Navy: 45 wooden frigates. This is all that's left of the per-war fleet, as the coastal regions were the last to be retaken and by then the Zagazig Skydocks were starting to construct the first Skyhunters for the Volksreich skyfleet. Skyfleet: 5 skyships; Overstriker class. 14 skyships; Skyhunter class. 2 Skycolliers. The pride of the Volksreich, the Volksreich Skyfleet uses the latest in protocol-infused technomagic to keep its ships floating in the sky. The first types built were classed as Skyhunters and more recently the larger Overstriker type has been coming out of the Zagazig Skydocks. -Skyhunters: Externally they have lightly sloped armor to each side, pierced by four gunports on each beam. Each of these houses a Markhlün smoothbore cannon. A further two smoothbores are mounted, one fore and one aft. Ten burst guns provide defense against airborne enemies. To keep weight down, the undercarriage and internal spaces are a loadbearing latticework that encloses the internal components. One ventral propeller and a second aft propeller provide motive power. They have a maximum altitude of ~2500m and a maximum airspeed of 40 km/h. Their hull dimensions are 50m L x 15m W x 14m T and they mass roughly 2100 tons. -Overstrikers: A larger development of the Skyhunters the Overstrikers are newer and take advantage of several technical improvements. Their armor is sloped but with a different arrangement. Instead of a single shallow slope the Overstrikers have a double-angled slab with a 'keel' down the midline. Five gunports pierce each beam, each armed with a Vohnik truss cannon. Two additional truss cannons are mounted fore and aft for a total of fourteen. Fourteen burst guns provide defense against airborne enemies. Like the Skyhunters everything save the flanks and bow is a metal latticework that encloses the internal componets. Propulsion is three ventral and one aft propeller, electrically powered by coal-fired furnaces. They have a maximum altitude of ~2500m and a maximum airspeed of 50 km/h. Their hull dimensions are 74m L x 19m W x 21m T and they mass roughly 4100 tons. Names: Odin Thor Freya Loki Frigga Aegir - Under Construction -Skycollier: With longer-ranged tours planned for the Volksreich skyfleet the commissar of the navy ran into a very significant problem; skyships lacked sails and thus were entirely dependent on their onboard fuel but lacked the bunkerage to cross the oceans. The solution was to develop a collier that could go with the skyfleets and refuel them in transit, vastly increasing their deployment range. Of course it was necessary to perform these operations in the air - skyships being unable to land, and calm conditions at that. Attempting a coaling in rough air would be a recipe for disaster. After several years of experiments and redesign a method was finally settled on. The conversion of the first two Skyhunters built to skycollier was accomplished by stripping them of their armor and most of their weapons and adding 'saddlebag' bins to each side of the mechanical systems on the midline. Currently plans for new, purpose-designed skycolliers and skyfreighters are being drawn up and will be functionally the same but more efficient, the conversions being functional but rather ad-hoc. One ventral propeller and a second aft propeller provide motive power. They have a maximum altitude of ~2500m and a maximum airspeed of 35 km/h loaded or 45 km/h empty. Their hull dimensions are 50m L x 22m W x 14m T and they mass roughly 2250 tons fully laden. They can carry up to 1200 tons of coal. (The purpose-designed Skycolliers will mass roughly 750 tons less for the same cargo weight) Sorcery: 10,000 sorceresses. Low-level sorceresses are assigned at the platoon to company level. Higher level kasters are found throughout the military. They fill the role of medics, supply officers, radio operators and artillery.
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When the Singularity comes, you'll be first up against the wall. Last edited by Shrike; Nov 14th 2004 at 5:14pm. |
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The Mad
Lord of Ether
Join Date: 29 Jun 2002
Posts: 1,893
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Summer V.0.5
More Editing. . .
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ALL OF THESE THREADS ARE YOURS
EXCEPT THE LOCKED ONES ATTEMPT NO POSTING THERE USE THEM TOGETHER USE THEM IN PEACE Last edited by General G; Nov 16th 2004 at 12:04pm. |
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#5 |
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Rick Acguy
Fleet Captain
Join Date: 7 Jul 2000
Location: Canada
Posts: 8,515
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THE YOZEHI DYNASTY
Yozehi (World Without Fail, i.e. Empire without Fail) Formal Name : The Yozehi Dynasty Informal Name: Yoshun, Empire of Head of State: Huang Yozei, or to outsiders: The Emperor Yozei, Twenty-third Huang of the Dynasty. Head of Government: None, through the Grand Chamberlain might fill this role, or even Prime Minister. Government: Centralized Monarchy Flag/Banner: The Great Seal of the Dynasty is, and as such all banners, a Serpent Devouring It’s Own Tail wrapped around the Sword of Yoshun on a Red field. Capital: Kyochengpu, while the Emperor resides in the Juraku Palace Constitution: None; Traditionally the Eight Article Dynastic Legacy of the Founder. Religion: Zen-Confucianism Population: Ethnic Mix: Japanese/Chinese Territory: C8 Economy The Economy of the Dynasty has many ties with the economy of Great Hina, even minor border skirmishes or political fall-outs have not deterred these links. It is, largely agrarian. The primary crops in Yoshun are rice, grain, livestock (water buffalo), beets, some vegetables, and plenty of fish. Of which fish and rice are the largest. The main currency of the Dynasty is gold and silver coins at a fixed weight and value maintained without devaluation since the founding. It's most important resource is it's Levi-stones, or levitation stones that produce a levitation effect allowing for air travel, and it's energists- both "special" "minerals" are the Dynasties most vital resource being used for most of it's magical works. Currency: Ryō (Gold piece) Resources: Levi-stones, energists, Gold Exports: Silk/Textiles, Wines, Luxury goods (China-ware) Imports: Tea, Manufactured goods, Ceramics Industry The Industrial Revolution never took route in the country, but with the vigorous actions and reforms of several rulers several factories have been constructed- mostly to see what all the fuss is about them. These factories are entirety devoted to the production of military equipment, in the traditional Yoshun fashion. As such the industrial presence is minimal. "Cottage" Industry exist extensively, but also state owned arsenals or workshops exist to produce the military equipment needed for all the services. The Imperial Title The Title of the Ruler of Yoshun is one found odd by outsiders, as legally the State is yet a Tributary of the Eternal Empire but in reality neither pay’s that fact lip service or would consider using it; as it has evolved in a tradition. As with such tradition the Ruler of Yoshun can be referred to as King or as the lesser title Duke. With the establishment of the Dynasty of Yozehi, however, the title of Huang (August King) is the one used in official documents. To outsiders, the Ruler of Yoshun is referred to as “Emperor”. Government The Dynasty was founded on the ideal of: Benevolent Empire Without Fail. The Emperor (Huang) has almost absolute powers. The administration of the state is divided into Five Ministries: the Interior, Agriculture, War, Treasury and Taxation, and the Ministry of Estate and Armaments. Each Ministry has officers and officials, each required to pass Exam’s to attain their posts, and then to be personally selected by the Emperor for High posting. This cabinet is sometimes led by the Prime Minister who wields a small or large portion of the Imperial Power, but this position in one merly granted and empowered by the Emperor not one officially and permanently maintained. The Ministry of the Interior has wide reaching responsibilities, some of which include all canals, roads and worships in the country. The Ministry employs a large amount of workers for these tasks. Other High Court Officials are: The Grand Marshal, who acts as a ‘Chief of staff’, Grand Chamberlain, the Grand Instructor (of military training of the court), and the Master of Rites. Others are not yet listed. Their exist Sixty Provinces in the Empire. Each governed by an appointed Duke (Note in olden times these Dukes were mostly hereditary but no longer) who governs for a period of around four years (to prevent regional loyalties being formed) until being recalled by the Court. Where he is to be judged on weather he should be granted another governership, be punished for his conduct or be retired. At all times the Dukes are subject to inspection from Dynasty Inspectors of the Interior or Imperial Agents. The Duke’s have a administration staff of: one provincial treasurer, one provincial Inspector of fields, provincial Inspector of the canals, one provincial Inspector of roads, and anywhere ranging from a hundred to two thousand armed agents of the government under a prefect appointed by the Ministry of the Interior. The Inspector of Fields is responsible for agricultural oversight, maintaining the field dirks and canals. The Inspector of canals are responsible for all canals in the province, in regards of maintaining them, expanding old ones, and ensuring that the travel on them are regulated. The Inspector of roads are responsible for all roads within the province. Each province is divided into districts, each governed by a Magistrate appointed for a term by the Duke. These magistrates and Dukes have judicial powers and responsibilities as well as their civil duties. The Dukes, unlike olden times, do not hold military commands. Every aspect of Yoshunite status and society is regulated or classified. The nobility of Yoshun is both hereditary and appointed. The official hierarchy of noble ranks is in order of lowest to highest: Baron (Nan), Viscount (Zi), Earl (Bo), Marquess (Hou), Duke (Gong), and Prince (Wang) Any male member of the nobility is entitled to be called Gongzi. The son’s of princes are wangzi’s. Of which, the title of Prince is not hereditary. Usually a noble attains a Magistrateship once he has passed the exams. These exams ensure that all Dynastic officials are competent and educated. Background Yoshun is a region densely populated by sturdy peasants of both Hinian and the native Wu ethnic stock with fringes of the tribesman and natives that had dwelt in the region before being conquered and civilized by Great Hina in the old ages remaining. Once parts of Yoshun were a province (De Jure) then a Tributary but independent (De Facto) of Great Hina. Yoshun has since prospered due to an early crushing of the powerful landed estates by the founder of the Yozehi and the establishment of a strong absolute centralized government at Kyochengpu in the Hinian fashion. Historically before the Hinan conquest of areas of it, Yoshun was ruled by various barbarian Kings and Chiefs of a people both sturdy and tied to the land. Some say they were not unlike the modern humans of Genrok, but this theory has no popularly with the Court nor with any modern Yoshunite. The region was collected into a single body only with the Hinan conquest; before that the various feuding chiefs paid lip service (sometimes) to the most ancient of them. The conquest of Yoshun by Hina, which begaun when the Empire crushed a rebellious alliance of feudal frontier nobles and native chiefs in the region and appointed a Duke to administer the region, was fairly time consuming but once it was completed the most troubles from it was maintain control over it’s appointed officials and garrisons. When Imperial Power was strong, or maintained by able men loyal to the Throne and Dynasty, it was strong and when it grew weak it needed to be replaced. The Administration continued efficiently and without any real widespread problem or effect on Empire until a time of Civil-Strife appeared and it was expedient for the Emperor to make the region a full Tributary state- effectively recognizing what had been fact for some years as his authority waned. As such Duke Huan became King Yoshun Huan, giving his name to the region. Yoshun under Martial Kings and Dukes have successfully repulsed foreign invasion, barbarian migration, revolution, to build a long lasting state. The fall of Klistering was barely noticed within Yoshun, only a silent contempt of their inability to maintain their Empire. This, however, did provide problems for Yoshun and it’s rulers as now that large portions of the continent was reduced to lawlessness and brutality it was only nature for those external pressures to eventually come to bear on the country. Yoshun has been ruled by Three Dynasties (or Kingdoms): the Dynasty of Yoshun Huan, and his sons, which reigned for twenty Kings, then the Late Yoshun Dynasty which when extinguished was replaced by the Yozehi Dynasty. The Yozehi came to power after a Regent usurped the Royal title and murdered the Boy-Ruler ending the ancient Dynasty of Yoshun Direct. The Yozehi led by it’s founder Yitomo Yozei led a popular revolution of the great nobles and commoners which after a short but bloody campaign overthrew the Usurper, who died fighting when the capital was overran, and established his Dynasty at his new capital of Kyochengpu as the old capital was in ruins. He ruled as Yozeishi Huang for sixty years. After the founding he launched a effort to strip the landed nobility of their power which succeeded thanks to their weakness in both fighting for him and in fighting for the usurper. A centralized administration was founded securely by the middle of his reign, which would last until this day. The Dynasty has reigned for Eight Hundred Years since it’s founding. The Yozehi Army The basic uniform of the Dynastic Army is green and golden livery. Common soldiers have a basic version of this, with as the rank’s rise the uniform becomes more distinctive. Uniforms are matters of prestige; Officers are expected to maintain their uniforms in excellent condition in peace-time or lose face. However, practically has not been lost in this view: an officer is not likely to be ignored or demoted because his uniform is in tatters after carrying a important dispatch or having been in combat without rest afterwards. The basic fighting equipment of a common footsoldier is either a magically crafted and constructed energist-crossbow, or spear, with a long dagger, and a padded jacket. Some soldiers are, however, equipped with a mail or lamellae coat (magically enhanced and crafted for both greater protection and lightness) and a cronical steel helmet with a aventai (mail neck protection). While called a crossbow it only resembles a true crossbow in appearance. It shoots an 11mm bolt using a magically enchanted chemical propellant, energized by a Energist. Thanks to the ease of training, and quick mastery time, this weapon equips the bulk of the mobilized army of the Dynasty. Sometimes referred to as a energist-crossbow. Cavalry are equipped in the ancient fashion, armed with spears/lances, sabers, energist-crossbow, lamellae or mail coats as often as naught, and a steel helmet. Some mounted troops are equipped, trained, and armoured in the Dehgan fashion. Current doctrine purposes that cavalry be used to screen infantry columns, hold the flanks, and be used to chase down routed enemy soldiers. Officers are equipped and trained with the sword, the symbol of authority within the state. Most officers come from the Distinguished families and as such already have a certain level of proficiency learnt from family institutions. Organization The Army is organized into Field Armies (up to 50,000), Divisions (up to 10,000), Legions (Up to 5,000), Regiments (1,000 men) [Note: These are translated terms]. The standard field army of the Empire, is two divisions of infantry, a division of cavalry. Of the professional soldiers, almost all the commanders of a hundred have had some experience in battle. The professional soldier serves a term of ten years. The Numbers The Yozehi Guards consist of: 30,000-foot soldiers, 15,000 personal guards (who perform the duties of guarding the Ruler’s person, palace and harem; the harem guards are eunuchs) and 8,000 cavalry. They are the garrison of the capital and the provinces directly under the Emperor’s administration. The Army maintains an ‘Field’ force of 200,000 professional soldiers, with trained Reserves/Garrisons of 300,000. The Field Force is spread out in different provinces of the Empire, and their primarily duties in peace-time are aiding in maintaining order, and policing the borders. The trained reserves are men that have been trained in the basic’s of soldering and are able to be called up any time before they turn forty, at which they are no longer considered part of the reserves, and while in reserve act at local militia under the command of their district magistrate for maintaining order. Or they serve in the military agricultural colonies (tuntian). The Army maintains an ‘active’ force of 30,000 professional cavalry. The Army has built up a siege train consisting of: hundreds of dismantled siege engines of all types (magically constructed and built over the years) stored in the great provincial arsenals and in fortresses. They include bolt throwers, sling throwers, ram’s and siege towers. All magical enchanted when the time comes for use. In addition, six-hundred and forty small and medium energist cannon’s exist and are organized into battery’s of ten. They make up the field artillery. Energist cannon come in three rankings, small, medium, and siege. Siege are truly large creations comparable to the large cannons of industrial states, and are primarily used for reducing walls of enemy cities, forts, and fending off coastal attacks. The total number of siege cannon in the Empire is: in forts 350, in the siege train 35. The Army maintains a thousand Guymelefs, humanoid warmachines powered by energists. Of that thousand, half are older marks and the rest newer marks. Massed rifle fire on weak spots, and cannon hits, are enough to disable or combat-destroy a Guymelef. The Army use’s War Chariots as one of it’s premier shock units. Powered by an energist to move it’s wheels and covered in a iron shield a war chariot is a fearsome fighting machine on the battlefield. (This is comparable to other steampunkish land units, shooting at the wheel’s long enough or shooting one with cannon or a big rock will be able to smash or disable one.) Their wheel’s can be equipped with metal scythes to mow down cavalry. Modern weapons in the use of the Yozehi are only a few ‘show’ cannons of various types, several dozen muskets and newer rifles, which were acquired for reasons of study and duplication purposes. The military agricultural colonies (tuntian) To support the army of the Dynasty, large tracts of land that are owned directly by the Emperor are farmed by reservists producing food for the army, lowering the burden of supporting the army on the country. Each Tuntain is required to contribute a number of men to the active force. This practice has existed since the foundation of the country as a Province of the Eternal Empire for much of the land was wild and had little agriculture suitable to support the armies needed to subdue the tribesmen. This practice was at it’s greatest extent during the reign of the Founder of the Dynasty; the long campaigns to exterminate the powerful landed nobility was both costly and required a constant source of men and supplies. Conscription and Mobilization Every man upwards of the age of forty is liable to be conscripted for the Huang’s wars, in each village their exist a Book of Names detailing everyone one of the villages inhabitants; this is the basis of a Yoshunites identity within the state. The greatest punishment is to be erased from his Village’s Book (and State books) effectively making them dead in the eye’s of the World. These Book’s are a basis for conscription. Conscription is done on a district basis. When the order for general mobilization goes out from the capital each district selects and equips, from provincial arsenals, a number of the strongest, most fit, young men and musters them at the provincial level where each of the contingents are formed into regiments under a appointed commander. Each provincial General then trains the mobilized troops for the allotted time, and as such as much time is given before the mobilized men are needed as possible, before marching to the Grand Mustering point where they are inspected and either accepted or sent back by Inspectors of the Emperor. The mobilization of the active army for Expeditions are similar; except that certain bodies of men from the provincial garrisons or field armies are assembled at the mustering point where they are inspected and then officers are appointed over them. The mobilization of the reserves are in the hands of the provincial generals, each mobilizing and conducting maneuvers with a listed number from the capital. They are marched to the grand mustering point at the allotted time, where they leave the command of the provincial general. The Military Administration There are four level of military administration and organization; the field organization as already detailed, the provincial administration, the district prefects of mobilization and the Intendence. The Provincial Administration consists of a general responsible for all military garrison’s and reserves within a province, who reports to the Grand Marshal. In the mobilization process the provincial general coordinates the selection of men in the districts, their training in the time available, and the movement of them to the grand mustering point. In peacetime, the provincial general oversees the reserve units. The Provincial military administration supersedes the civil administration of the appointed Duke. In each province a great arsenal exists at the headquarters of the commanding General (often called “Imperial Commander or Protector”) where a number of arms are stored and built for the express purpose of fitting out conscripts or reserves. This administration is also responsible for all but certain fortresses, castles and strongholds within the province. The District Prefects are responsible for all military matters within their district, providing supplies for the army on notice, conscription, and the maintenance of the district garrisons. The Intendence is a country-wide bureaucracy commissioned to move, purchase, levy and construct/grow supplies for the Army. In each province and district Intendence officials are part of the administrations with civil and military powers. They are coordinated by the central government. There are a number of armed agents of the Intendence. The Deployments of the Army There are three deployments of the army; deployed in the fortresses on the borders, in the field armies, or deployed as garrisons within the provinces. Over half of the field army is in the four armies: The Army of the East, the Army of the West, the Army of the North, and the Army of the South. The Fortresses Of the Yozehi Fortresses there are many. As Yoshun is a ancient land all the towns and cities have walls carefully maintained by Imperial Decree. The penalty for letting one’s wall degrades or collapse is harsh taxes and forced labour to repair the wall. The most common style of city wall is one of a special type of brick, which is quite common thanks to the ease of it’s manufacture and ease of acquiring the supplies for the bricks themselves, with four gates and towers along the wall. Almost all the city and town wall’s are identical, thanks to the great uniformity and regulation from the central government, except in size. Most cities have citadels where the seat of the local Magistrate or Lord is. In addition, there is a large number of castles and strongholds of the Great Families and Clans. The Frontier Fortresses are garrisoned by the Imperial Army, of which they primarily exist on the borders of Genrok, Kaboria and Venezi. Fortresses on the border with Hina are older one’s placed to control the main invasion ruotes between the two countries. These frontier fortresses are extensive constructions intended to repulse assaults by more technologically equipped armies; as such they are constructed and designed with the greatest of labour with the end goal of making them as difficult to take as possible. The Imperial Government maintains and garrison’s various other fortresses, castles, strongholds and stockades around/within the country itself. There are checkpoints located along roads, in passes, in routes in and out of provinces to produce a tightly monitored and regulated state. This is a way that the strict centralization is continued. It is possible for the Government to produce a list of every person that has ever walked through checkpoints (but for obvious reasons this has never been done for the shear uselessness of this). These in case of a foreign invader penetrating into the provinces, provide some warning of their location and some delay in their scouting efforts. Magic Sorcery in the profession of the military is devoted into four areas: Siege/Earth (Siege weapon construction, energist weapon) Engineering/Metal (Guymelef construction, weather effects, and other construction and agriculture related magic), Combat/Fire (Healing, enchantments, fireball’s, etc) and Astral (Illusion, Mind magic, etc). There are 5,000 officer’s trained as Sorcerer’s serving in the Army. Yozehi Dynasty Navy The Yoshun Navy is developed around the principal of protecting the coasts, controlling the inland sea, and maintaining the Dynasty’s ancient control of the channel from it to the outside. 4 Energist powered armoured turtle ships 10 Energist powered armoured frigates (Converted frigates) 25 Energist powered frigates 23 Energist powered galleys 1 Energist powered armoured Imperial Barge (The Imperial Armoured Barge used by the Emperor to tour the country through the great canals.) 22 Protected energist powered barges (Canals; protected in the way they have a box/screen of iron/magical material around the two gun emplacements. Used to zip about the canal’s to support troops fighting near one, or such.) 13 Frigates (Sail) 73 Oared galleys (Not much use in the open sea) Various junks, light coastal vessels, barges, merchantmen. Under Construction 1 x Energist powered armoured turtle ship: Year 801 The Yozehi Sky Army All sky flying vessels are Energist powered. This service is part of the army, as it is under the direction of the Grand Marshal. It’s main task is supporting expeditions oversea’s and the army within the country. Every city and town of importance maintains a flat cleared area for skyships to tether at. 1 x Armored Skyfrigate (Seven light guns, E=12 pdr, carries a single guymelef or sixty marines) 23 x Skyfrigates (Both energist and skysail powered; weapon’s consist of seven bolt throwers and a light gun fixed forward) 20 x large transports (Basically a box with different decks in-between the two levi-stones with the command deck on top; no armaments. On the outside bins or large bags attached carry extra supplies. The most long ranged of all the Skyships.) 40 x transports (A transport airship built around a single levi-stone, cheap to operate but not very good for long distance.) Under Construction 1 Skyfortress prototype (Year 802) 1 Skyfrigate (Year 801; August)
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And then it seemed as if the sun had risen in the west. As if the dawn was made of lightning.
"THE TERMINAL MOMENT IS HERE." "No. Not you." "I COME TO ALL! EVEN YOU!" This is the story of how The Flash's outran Death, the Black Racer. Last edited by Rex 290; Nov 16th 2004 at 5:18pm. |
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#6 |
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CrankyWookieeGeophysicist
Join Date: 2 Jun 2003
Location: California
Posts: 2,803
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Genrok
Leader: High King Norman the Just Prime Minster: Durin Stonehame General of the Army: King Alrok Lodestone Admiral of the Navy: Magister Gelim Felbrithut Army: 70,000 thousand soldiers with 4 thousand war mages and several companies of steam powered war machines of varying sorts. Eighteen thousand royal marines. Soldiers are equipped with double-barreled rifled muskets and warded leathers which provide some protection from shrapnel but won't stop a direct hit. A revolver (6-shooter) is the personal weapon of officers. There are 40 gatling teams in the army, but only 25 of them are not currently deployed along Genrok's few border fortifications. The natural geography of the region only necessitates protection in the northeast. Royal Marines Every marine has a rifle, a revolver, and rune-edged weapon for close-combat. They perform boarding actions on ships and on amphibious assaults. The terror of the battlefield are the chosen. The Chosen There are only ever 999 chosen, the truest dwarven descendants of the magic-embracing dwarves which fled. Brought up with magic, they are almost another species. In battle arcane energies overtake them and they become living engines of death, with a speed and strength far beyond that of any mortal dwarf. Charmed battleaxes will cleave through steel as easily as flesh, and from their hands they can fling bolts of fire. Their enspelled armor will shrug off all but a direct blast from a rifle or a gun, and even sustain them while the lifeblood flows from their bodies. Their ancient chants can be heard over the thunder of battle as they wade across the field, uncaring for fortifications or enemy positions. Many times in the past the mere rumor of Chosen descending upon the battlefield has turned the tide. War machines: Aside from alchemical cannon, howitzers, and some rocketeers, the runesmiths of the dwarves have recently perfected the Golem-II, a twelve-foot tall behemoth which sports a gatling mounted in its chest and 5000 rounds of ammunition and can overcome most fortifications. It can be toppled with cunning or artillery. The new experimental model is the Golem-III. Only a single company of 50 of these behemoths exist. They are 25 feet tall, and mount a howitzer on their backs in addition to a pair of gatling cannon. Navy: 65 Wooden Men of War- Older-style ships used to safeguard convoys. They are warded against burning, and sport modern kinetic (not alchemical) cannon. 70 frigates (Similar to US constitution class) 25 of which have been armor-plated 5 ironclad steam battleships, 10 more to be built over the next 3 years 12 river-monitors with very shallow draft, are enspelled for camouflage. 35 refitted Clippers with cannon, also warded against fire. The gnomes of Genrok have begun experimenting with entirely submerged vessels. Airforce: A cavalry batallion of 1500 griffin-riders , one group of 300 of which are war mages. Dragon-taming has begun in earnest, but it may be years before any measurable force is assembled. Six military Airships, Behemoth Class, with light armor plating and 10 pounder cannon. They are for coastal recon/defense and anti-dragon actions. Genrok also posesses several dozen cargo airships for travel between the mountain peaks which could within a month be converted to military service. Fast courier Roc-riders ply the skies with emergency messages or reconnaissance. The riders have only rifles and occuli of seeing. Last edited by CaptainChewbacc; Nov 16th 2004 at 12:05pm. |
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#7 |
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2nd Lieutenant
Join Date: 30 Jan 2002
Location: Quantico, VA
Posts: 9,304
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Nation: Kingdom of Halcover
Government: Constitutional Monarchy Current King: Conrad II (Wilhelm) Chancellor: Johannes von Schreider Captain-General of the Army: Gerhard Chiang, Duke of Teir Captain of the Stables: Jiang Katsumoto von Dreyse, Count of Descriol Admiral of the Navy: Albrecht Wong, Baron of Hurtelund Commodore of the Air Navy: Siegfried von Moltke, Baron of Janovi Capital: Halcover Currency: Royal Mark(s) (purely Gold, silver, or copper coins. Paper denominations are also in circulation) Map Color: Dark Blue Flag: White-Trimmed Silver Eagle upon a rich Dark Blue Background Population: 18.7 million (40% Sino-German, 35% Sino-Japanese, 20% Japo-German, 4% ethnic German, 1% ethnic Chinese) Background: The Kingdom was never really a founded state until about a century ago. Before that existed a duchy and before that, a monastic state established by the Aledian Knights. However, Halcover has grown over the years, and during the recent industrial boom, Halcover was discovered to have large reserves of iron and coal. Despite lack of a surface fleet, Halcover is able to maintain a powerful economy due to its vast transportation network, designed originally to ease troop mobility. Halcover is a military state, and all youths enter military school at the age of five. Economy: The Halcover economy was firmly established since the ducal state in the previous centuries. However, with the Industrial Revolution sweeping the continent in the current century, Halcover has seen its land changed from a primarily agricultural nation into a fully modernized one with a vast transportation network as well as many factories, mines, and mills. Industry: The Halcover industry is based on its steel and iron production. The mining of coal is also necessary to maintain the many steam powered engines of the Halcover people. Agriculture is still essential to the industry, accounting for more than 60% of the population in food production of some sort. Nitrates are a relatively new industry, but it has seen growth due to the re-arming of the military with modernized weapons. Prime Exportable Resources: Grain, Potatoes, Iron, Coal, Nitrates, Timber, Dairy Resources Needing Importation: Livestock, Nitrates, Sulfates, Textiles, Fruits, Coffee, Tobacco Products: Luxury Goods, Weapons (technological), Alcohol (Beer, Schnapps) ARMY: Halcover has an extensive locomotive and telegraph network. Their quality of troops is infamous and their military tradition is such impeccable that their troops have been hired out to foreign rulers and served with distinction for centuries. Their military is primarily infantry, with very heavy artillery support. Their armies have not been defeated in a land battle in over ninety years. Infantry: 80,000 (5,000,000 reserves/seldom called) Infantry is arranged in 80 Regiments of 1,000 Groups of 10 Regiments are assembled into Divisions of 10,000 Groups of 4 Divisions are assembled into Field Armies of 40,000 Weapons: http://www.angelfire.com/vt/milsurp/vvet87.html http://world.guns.ru/handguns/hg32-e.htm (Scroll down for Bisley model) Standard Infantryman: 1x 10.35mm M1870 Vetterli-Vitali 4-shot box magazine bolt-action rifle (80 extra cartridges in bag) w/bayonet, 1x 11.43mm caliber Colt M1873 SAA revolver Bisley Model (24 extra rounds on bandolier), 2x lit-fuse TNT grenade-bombs, rations for 5 days, and equipment. Infantry Officer (Non-Com and Commissioned): As above, but with only 40 rounds, minus the grenades, as above but with 36 additional rounds on belt, rations for 5 days, and equipment. Gatling and Mitrailleuse operators (5 per regiment; 3 Gatlings, 2 Mitrailleuse): 1x 20mm hand cranked Gatling gun or 1x 20mm Mitrailleuse http://encyclopedia.thefreedictionary.com/Mitrailleuse 1x 11.43mm caliber Colt M1873 SAA revolver Bisley Model (24 extra rounds on bandolier) 1x 10.35mm M1870 Vetterli-Vitali 4-shot box magazine bolt-action rifle (80 extra cartridges in bag) w/bayonet stacked in reserve box (Not to be used unless necessary), rations for 5 days, and equipment. Artillery Corps: 1,600 guns divided into 20 guns per regiment. Artillerymen: 1x 11.43mm caliber Colt M1873 SAA revolver Bisley Model (24 extra rounds on bandolier) 1x 10.35mm M1870 Vetterli-Vitali 4-shot box magazine bolt-action rifle (80 extra cartridges in bag) w/bayonet stacked in reserve box (Not to be used unless necessary), rations for 5 days, and equipment. Artillery is mostly new model breech-loading. A few muzzle-loading cannons are being replaced. Light 12 Pounder - Anti-infantry artillery piece, capable of striking a distance of 1,620 yards with a 12 pound grapeshot canister, 5 operators 20 Pounder field howitzer - Newest advanced Artillery piece, effective range of 2,100 yards, 5 operators 24 Pounder siege cannon - Designed to blast thick city walls to rubble, effective range of 1,325 yards, 10 operators 32-48 Pound Sea Coast guns - Designed solely for protection against warships, effective range is 2,000 yards, 20 operators, solely on fortified coastal towns and cities. Cavalry: 32,000 divided into 400 dragoons attached to a regiment of infantry Dragoon: 1x 10.35mm M1870 Vetterli-Vitali 4-shot box magazine bolt-action carbine (80 extra cartridges in bag), 1x 11.43mm caliber Colt M1873 SAA revolver Bisley Model (60 extra rounds on bandolier and belt) retractable telescope, cavalry saber on baldric, rations for 10 days, standard equipment load, and a horse. http://members.tripod.com/picturegallery/vitalic.html http://www.swordsdirect.com/military_swords.html Medical Corps: 18,000 Surgeons and Nurses: (400 surgeons, 17,600 nurses) plus medical supplies and equipment. Navy: 56 warships The reason Halcover has no real navy of which to speak of is because they are involved in more land wars than sea battles. Although Halcover has a merchant marine fleet, the Kingdom relies more on overland trade than they do by sea. However, with the new Chancellor, Johannes von Schreider, all of that is about to change. 12 wooden steam frigates of this design. http://www.unionnavy.org/page11.html 40 steam sloops of this design. http://www.brainyencyclopedia.com/e...rge__1861_.html 4 prototype ironclads in dockyards. http://www.royal-navy.mod.uk/static/pages/3513.html Air Navy: 20x Zeppelins with 16x 12 pound breechloading broadside artillery pieces in the plated gondola, and 2x handcranked Gatling guns forward and rear respectively as well as 2x Mitralleuse in upper observation emplacements forward and rear respectively. Artillery is on a 120 degree revolving track covering the forward and rear firing arcs.
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What kind of goddamn sadists work at the M.R.E. factory? 10 days and nothing but peanut butter, when the fuck am I going to get a jalapeno cheese? Last edited by Wong Fei Hong; Nov 17th 2004 at 1:38am. |
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#8 |
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Devil Meaning Well
Captain
Join Date: 7 May 2003
Location: Looking for an Angel Bored Like Hell
Posts: 5,204
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Arashen Empire
Area C11 Flag: Gold phoenix on a black background Background: The Arashen Empire is magical. It doesn’t rely on technology very much and builds their buildings out of magic itself. It welcomes people of most races though the majority are elven and human. The Empire hasn’t been round long, only a few hundred years and hasn’t any near plans to expand. It has many mages at their disposal most of which are highly trained and disciplined. They are not hostile and believe peace is the way forward but aren’t afraid to fight when threatened. They try to make allies and form deep relations with other empires. The population is about 40% Elves 40% Humans 10% dwarves 10% Gnomes. Leader: Archmage Endrithial Slivertree General of the Army: High Mage Edwin Spellbound Capital: Amerwa Currency: Tower, (Small silver coins with a different shaped tower on each to denote how much it is worth.) Industry: Raw materials are worked by magic and their only need is to import what they can find themselves. Imports: Metals and stone. Exports: Livestock, grain and artistry. Military Paradigm: Magical Army: 70 thousand war mages War mages are split into different classes from diviners to necromancers. All can cast spells from each class, but are specialised in certain areas. 10 thousand standard infantrymen, They are split into two main sections, 7 thousand armed with enchanted long swords and chain mail. 3 thousand are armed with enchanted long bows and studded leather. Navy: None Airforce: None
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"I am at war. I have been all my life. And I would kill a million little girls to win." Herr Starr Cheer up man, SB is a place where you can go to find people who are more of a worthless social burden than you. - Lord Khorak |
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#9 |
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Evil Oracle
Lord of Ether
Join Date: 4 Jan 2002
Location: Over there! *points*
Posts: 4,784
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![]() A-Darkholme; Mainland Province B-Shadowfen Isle C-Soral D-Netham E-Phelantor Proper F-Arvais Name: Holy Phelantor Empire Population: Unknown Resources of note: Rich Mana, Coal, Platinum Products of note: Spell Components, Exotic Plants, Exotic Materiál (swords/armor imbued with energies, soul spheres, etc. Plot trading, NPC's only/PC participation if desired. Slowly corrupts those who buy them), Coal, Platinum Imports of note: Corpses, Mana, Spell Components History During the Necormantic Wars, empires from around the lands united against the undead hordes. Paladins of the light headed this war, and through their leadership the alliance was successful to an extent. However, a number of paladins grew too zealous in their actions against the Necromantic Hordes and they were cast out by their brethren. Now unhindered by the laws of their kin, they were free to hunt down the necromancers in their own way. However, they fell further than one might suspect. In trying to fight their enemy, they became as their enemy. They took on the necromantic powers for themselves in order to cast down the vile necromancers whom they so hated. They were driven from their homes and forced to flee the continent. Through raging storms and tempestuous waters they crossed the ocean. Their ships damaged, some lost and many of the brethren dead, they chanced upon an uninhabited island and started a new colony. However, the island they though to be uninhabited turned out to be far from it. A group of creatures that resembled a cross between spiders and beetles, monstrous creatures, appeared before them and their fledgling colony and attacked. The two sides were evenly matched, and many died on both sides. The paladins thought they had the upper hand in battle when they started using their necromantic abilities to return their comrades to life, but they were shocked to see the creatures do the same. It was eventually decided that neither side would win, so an unsteady peace was agreed upon. Slowly, the two sides began coming to know more of each other. They learned each others necromantic tricks, and each others histories. The creatures, known as Sasjenians, were created by the vile necromancers the paladins so adamantly fight against. The Sasjenian loathed their masters and fought to be free of them, only to find themselves free, but bound to the accursed island known as Phelantor. The two sides eventually agreed to aid each other in the war against any necromancers they come across. Years passed and the two groups aided each other in many ways, conquering small islands and parcels of the mainland. They knew they drew the ire of the living creatures, but they cared not. They only had one goal. Many have died, but that has not stopped them. Even in death they continued to serve. Returning to this plane as dark liches, they fight against the Necromantic Horde to this day. Death knights and revenants come to their beckon call, the energies of the undead are theirs to command. They serve the Light through darkness. Armed Forces: Army- Rank and File- The 'rank and file' is really non-existant. Phelantors necromancers summon what they need when they need it. The rank and file includes, but is not limited to: Ghosts, skeletons, ghouls, and zombies. Dark Knight- Basic soldiers, one step above the rank and file. These guys are only 'half dead'. Their souls have been hardened and turned into Soul Spheres. As long as the sphere remains intact, they cannot truly die. If the sphere is destroyed, they are lost forever. Necrolyte- The basic spellcasters of Phelantor, they can only summon forth skeletons and raise up zombies. They can also use poison spells and cast death coil on enemy forces. Sasjenian Warrior- These massive, horse-sized spider-beetles are akin to the archers or rifleman of other kingdoms. While also capable of melee tactics, they prefer to stay at the rear of any battleline and lob acid or poison tipped spines into enemy formations. The poison they employ is a paralysing agent, and the acid is capable of melting through armor, wood, and stone. Death Knight- The officers of Phelantor's army. Truly undead, more vampiric than anything else. These deadly warriors siphon the living energies of their enemies to strengthen their own. Their soul spheres are more hardened than those of dark knights and necrolytes, and harder to destroy. Necromancer- One step above necrolytes, necromancers are magical officers. Though they've not given their lives over to the darkness completely, they have turned over enough of their souls to the dark that they are no longer human. They can do everything necrolytes can do, but their summong powers are greater, and their offensive magicks are far deadlier. Scion- Flag officers of Phelantors army, dark paladins who have fallen from the light, only to serve the light in darkness. They can wield necromantic magicks similar to those of the necrolytes, and can also summon creatures from the dark beyond to serve them in battle. Lich- Necromancers who have truly gone over to the dark, creatures who have sold their souls for the awe-inspiring powers they wield. Even the toughest warriors would fall before the might of an enraged lich. Shadow Knight/Revenant- Shadow knights and revenants are the generals and elite soldiers of Phelantor. They are powerful warriors, truly awe-inspiring to see striding onto a battlefield. No one knows what is hidden beneath their darkened helms, save the glowing orbs that were once their eyes. Their black magic is second only to the Archbishop himself. Sasjenian Warlords- Originally created by the necromancers to serve as overseers to the Sasjenian constructs, the currect warlords were among the first to cause insurrection among the lower caste Sasjenians. Now imbued by the powers of Arkaineyl, they serve as generals and colonels in the armies of Phelantor. Their dark magicks, inherent to them thanks to the necromancers, make them capable assassins too. Air Force- Basic Flying creatures- Gargoyles, banshees, and wraiths can be called upon to serve in air campaigns for the Empire, though rarely are they summoned for even the summoners of Phelantor find them tempermental. Shadow Dragon- Shadow dragons are a breed of undead dragon that, when summoned, came back as a ghostly, vaporous form instead of a corporeal one. They lack the natural physical powers of their former lives, but are fairly strong magically and completely immune to physical weapons. Their ethereal natures makes it hard for arrows and cannons and bullets to hit them, so magic is the only way to stop them. Skull Dragon- Immensely powerful undead dragons, born of the rage of evil dragons. Skin hanging off of them like a beggars clothing, the bones of these creatures are tougher than normal, enhanced as they are by necromantic energies. Their rage-filled glowing red eyes are enhanced by the side of their soul spheres burning wildly where their hearts once were. Note- Shadow and Skull dragons are really hard to summon, and take ages to do so. So there are few of them in existance. Navy- Cutter- Smallest ships in Phelantors armade, these fast escorts, powered by a soul sphere, serve as long range patrol vessels for the empire. Created from the corpses of giant, carnivorous Krakens (young ones), cutters are a sight to see. They mount six soul cannons, which can fire in any direction. With the power of their soul sphere, they can also fly, turning into airships that support ground troops. Frigate- Smaller warships, more heavily armed than cutters, but slower. They are the primary escort vessels of Phelantor. Often seen on patrols for fleets in groups of twos and threes, frigates are the most seen warships of Phelantors naval might. They are created from the bones of mature Krakens, and are truly monstrous to behold. They mount ten soul cannons and four larger spirit cannons. Much like cutters, they can use the power of their soul sphere to become airborne airships, and support ground actions by troops. Cruiser- Mainstay of Phelantors armada, these bone cruisers, born of the remains of the great, deep sea Leviathans, are the deadliest, most common sight in the navy. Mounting twenty spirit and soul cannons, they are truly terrifying in groups. Their internal soul spheres cannot generate enough energy to make them fly, but they do have enough power to allow the ship to skim across the waters surface, creating a hydrafoil effect. Battleship- Phelantor vessels that, when seen, have been known to make any sailor, except for the most seasoned veterans, quake with fear. Mutliple Kraken and Leviathan corpses make up these ships, and the boney exterior seems to glow with necromantic energies. Twice the size and power of cruisers, Phelantors battleships should be approached with extreme cauton. Like cruisers, they can skim across the surface of water for increased speed, but only for short distances. Transport- In death, the giant, turtle-like sea dragons serve the empires needs. Their hardened shells, made even more so by Phelantors black magicks, make for perfect transports for the Empires instruments of war. They are armed only with a single soul cannon. Like cutters and frigates, they too can make use of the soul spheres ability to generate lift. Military Overvue- Army: 10,000x Dark Knights 8000x Necrolytes 8000x Sasjenian Warriors 5000x Death Knights 4000x Necromancers 2500x Scions 2000x Liches 200x Shadow Knights 100x Revenants 100x Sasjenian Warlords -Divisions 1000x Dark Knights 800x Necrolytes 800x Sasjenian Warriors 500x Death Knights 400x Necromancers 250x Scions 200x Liches 20x Shadow Knights 10x Revenants 10x Sasjenian Warlords You may be wondering about such small divisions. Well, think about what said divisions include. There are enough summoners there to raise an army with the proper supplies. Air Force- 10x Shadow Dragons 4x Skull Dragons Navy- 40x Cutters 30x Frigates 12x Cruisers 5x Battleships 20x Transports -Fleets 1x Battleship 2x Cruiser (4x in Royal Fleet( 6x Frigate 8x Cutter Characters of Note Archbishop Adare Seren Weapon of Choice: Arkaineyl, the SoulTaker Ruler of Phelantor, Archbishop Seren was the first to convert to the dark arts. Once a noble lord of the Aledian Knighthood, a Paladin of high esteem and an Archbishop of a small diocese, he came to view the necromancers that plagued the land with a hatred that had no bounds. This was proven when he turned to necromancy in order to fight his enemies. He was the first to be cast out, and was nearly executed before he could manage an escape. During his long journey through the darkness, he came across an abandoned cathedral, run down and unkept for centuries. Within this dying holy place there glowed a strange, eerie light that drew him closer. Upon entering the ruined cathedral, he saw a sword laying upon an unscarred and remarkably well taken care of altar. He approached and took hold of the sword, and power swept through him. This was Arkaineyl, the SoulTaker, one of the four legendary Soulswords. And upon his taking control of it, Adare changed. His armor was mutated by the power of the sword, it melded to his body, becoming one with him, infusing him with the power of the sword. The metallic bone armor encased his soul and hardened it against time, making him immortal. The man that was once an Archbishop was now a lich of great power, his humanity locked away inside his cold armor. It is from him that the shadow knights and revenants are born, their hollow armor and cold, gleaming eyes forged from the bodies of once noble generals and the power of Arkaineyl. Kali'Barath Kali'Barath is highlord of the Sasjenians, a mighty general and intelligent leader...for an alchemical, undead golem. It was he who first led his people in rebellion against the necromancers, and it was he who led them in the first attack against the Phelantor paladins. He and Archbishop Seren fought to a stand still, neither one gaining or losing ground, despite the sheer imposing size of the Sasjenian lord. Now that the two sides are serving as allies, Kali'Barath is the Archbishops chief advisor and top general. Lord Daelus Sairemoore A shadow knight of great power and intelligence, he, along with Kali'Barath, is one of the two greatest generals of Phelantor. In life he had been one of Adare Seren's oldest friends, and when the Archbishop fell, Daelus followed him into the darkness to call him back. Yet he too was seduced by the dark, and the call to destroy the necromancers with their own power drew him as well. He is the greatest of all shadow knights. Nereas Sundermoon Nereas was an elven mage who studied the dark arts in secret, for he wanted power and the dark arts were that power. When his fellows found out, they laid siege to his home, but he destroyed them all with his black magic. Fleeing from the elven army and the other magic users to a moonlit glade, he soon found himself surrounded by the dead and the undead. His dark arts saved him for a time, but he eventually succumbed to them and was killed. Once again his arts saved him however, and he was returned to this land as a formless creature of the night, the only way for him to survive was to feed on the living and the unliving. One night he foolishly attacked Archbishop Seren when he was alone, and fell to the power of Arkaineyl. The Soul Sword resurrected him, in a fashion, as a lich forever in the service of the Archbishop. It is a sacrifice he willingly took, for it gave him the power he had always wanted.
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<Shrike> You can never have too much lesbian fanservice. <Lokar> well I'm bringing enough firepower to kill everything -LoE chat randomness “Someone take his pointy stick and give him something safer, like a gun.” -Got Ether? Last edited by Duneczan; Nov 21st 2004 at 10:34am. |
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#10 |
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Twin tails squares moe
Otaku
Join Date: 16 Jan 2001
Posts: 6,971
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--population added
--ship classes added Great Hina Background Known to the rest of the world simply as “The Eternal Empire”, Great Hina is the world’s oldest human civilization, having enjoyed unbroken wealth, prosperity and imperial governance for thousands of years. Often cited as the sole exception to the rule that “all empires fall”, it existed long before Klistering and merely shrugged when its northern rival passed on. Blessed with some of the continent’s most productive agricultural areas, a large and dense population of peasants (as well as the requisite merchants and artisans) supports a highly capable and disciplined class of ‘noble people’ – scholar, philosopher, artist, statesman, and mage. In the age of spreading technology and technomagic, Hina is a bastion of the old, magical monarchies. If Jela is the father of the industrial revolution, then Great Hina was the mother of human magic. As the industrial revolution began sweeping the Jilaupan continent at the turn of the century, Great Hina found itself critically lacking the precious coal and iron deposits required for industrialization. A standard soldier’s armour and weapons had always been made from alternate materials of comparable strength to steel, such as ceramics or coral harvested from the coastal reefs. Thus, the lack of iron had never been noticeable until now. Even if appropriate materials had been found however, Great Hina was not keen on joining the rest of the continent in a fast industrial revolution that would disrupt the comfortable society that had not seriously changed for thousands of years. Ever since, the empire has been engaged in a quiet revolution of its own, though not of the industrial variety, but a renewal in magical research and advancement of magical techniques, as well as completely rejuvenating stagnating organizational systems. This sold well with the ruling class of the empire and was territory that Great Hina was much more at home with, as magic and administration had always been the strength of the empire. Decades later, Great Hina, though still almost completely unindustrialized, has solidly regained her place as the undisputed pinnacle of human magical achievement. The world’s most powerful mages gather in the Kyuumu High Academy of Magic and in recent years, breakthroughs in magical practice and theory have come almost daily, especially in the field of creation, life-modification, and healing for which Hina is simultaneously famous and infamous. Sitting directly atop the equator, moderating currents and abundant sunshine makes the climate of Hina ideal and tropical. Much of the country lies on fairly (though not dangerously) low ground with the fertile farmlands easily overshooting need despite a burgeoning peasant population. Abundant rainforest also steadily supplies timber and the gold mines on the south side of the Kasuga mountains near the capital have remained bottomless for as long as recorded history. Society Hinan society has not greatly changed for thousands of years. In the countryside, peasants spend their days cultivating land which over time changes hands in waves between landholding classes and the people who work them. The cities are among the most affluent in the world, filled with merchants, artisans, and ruling meritocratic nobles. Hinans at once tend to act exceedingly arrogant with the rest of the world, viewing themselves as the highest civilization, while simultaneously retaining practices others would consider barbaric. For example, few high ranking male nobles stick to a single wife, and ‘refined slavery’ is fashionable. Hinan-modified Confucian ideals are generally at the fore in society, with education held in high regard even by the peasantry. Government Absolute power is wielded by the Hinan Emperor, who is aided by advisors and ministers that form the Archis, or the high imperial court. Administration is centralized, with state control of many key resources as well as tax collection, military forces, mage education and state examinations. State examinations and mage academy admittance exams can be taken by anyone of either gender who can afford an education or basic magical training, and provide the potential for vertical mobility. The current Urashima Dynasty has been in power for 355 years and recognizes Kazuma as its twelfth monarch to the Throne of Ages. capital: Kyuumu emperor: His Supreme Majesty, Son of Thousand Sky and Thousand Fathom on Earth, Divine Emperor of the Eternal Empire of Great Hina, Kazuma flag: Winged Mermaid supported by twin White Oriental Dragons is the seal of Great Hina and all its departments and ministries. population: 115.2 million Economy/Industry Great Hina lacks critical industrial resources and is by all usual definitions, unindustrialized. The conventional economy is largely agrarian and Great Hina entirely lacks the capability and knowledge to produce machined parts. However, with magic a part of everyday life in the cities, prosperity comes easily, and the products of magic-assisted artisans remains a significant segment of the economy, whilst organized use of magic in agriculture and strict administration also ensures the agrarian sector is as productive as possible. Great Hina has no widespread rail network. The usual forms of transportation in the country are foot, horse, fast horse, or boat. The empire maintains bridges and paved roads to all corners of its territory and a system of magical signal communication is available to virtually all parts of the country. The most efficient form of mass domestic transport are the canals and rivers, where goods can be carried by boat. The cities have access to more exotic means of travel such as by aerial ship, or teleportation. Great Hina has a moderate sized ocean-going mercantile marine of trading junks which typically cruise by leyline and burn mana on coastal maneuver or in rare places where leylines are not present. The fleet has been growing each year since the turn of the century. Because merchant vessels are built to different standards than warships, conversion into a warship that can be enchanted is more or less impossible. However, merchant ships can be enchanted for speed when commandeered to carry Imperial Army forces. The first long range aerial ships practical for transport are appearing as well, but few have been finished. currency: rumii (magically imprinted paper currency) resources: mana, rich gold, timber, exotic timber, agriculture products: medical goods, ceramics, magical weapons imports: iron, coal, nitrates, livestock, exotic plants, exotic animals Military (Yes, it was edited, but now numbers have been finalized) With the exception of the Royal Foundation, all branches of the Hinan military report to united command under the Imperial Military High Authority, which in turn reports to the Divine Emperor as part of the Archis. The Royal Foundation, Great Hina’s intelligence service, in theory reports directly to the emperor, but currently reports to the Grand Empress Dowager in practice. Traditionally, the authority administrates all forces of the empire and distributes them to individual generals and admirals who are then free to organize, train, and arm them as they please on a given budget. This maximizes the effectiveness of leadership and coordination in battle at the cost of some security issues, which the Royal Foundation was created in part to counter. The authority holds periodic reviews and joint exercises in order to keep the nation’s military a cohesive whole and to hold generals accountable to the quality of their forces. This generally ranged from once every 4-10 years in the past, but as the military became more sophisticated, this was shrunk to a twice yearly event between rotating portions of each general or admiral’s forces. Over time, the distinction between naval and army assets caused the separation of the navy and army as administrative commands in all but name, although some resources, like (in theory) airborne assets and mages are divided among both. With magic so common in Hina, even the smallest military forces are supported by magic in one form or another. Although the navy is growing. the army continues to get much of the state’s attention and wealth. The main problems identified by strategic planners include the relative inferiority of her navy in view of many of her neighbours like Calxcivitas, Lopol, or Genrok, the acute shortage of air units, and (this last issue of much controversy) the lack of modern industrialization. On the other hand however, developments in magic, especially in the field of healing and human modification, are continuing apace, and magic has always made its way quickly into military application. Imperial Army The Imperial Army of Great Hina currently maintains a standing force of approximately 320000 professional infantry of various types, 12000 heavy armoured cavalry, 20000 standard cavalry, 8000 modified human forces, and about 4000 cannons. In addition the authority maintains a list of all men up to age fifty who have received military training under the army. This works out to roughly 60000 former cavalrymen and about 800000 infantry in the reserves after bureaucratic error, unfitness, and so on are taken into account. Additionally, though less militarily effective, is the practice of levying conscripts and putting spears in their hands. Great Hina can and has in the past mustered and armed armies of millions of spearmen in a hurry and they are effective when enchanted if for nothing else than to defray losses amongst the precious and difficult to replace trained forces. The age of firearms, the vast majority of troops wear armour, generally of enchanted ceramic, in order to remain viable. Weapons are generally enchanted as well. The most important offensive enchantments are those found on arrows, rockets, and cannon to keep them viable against advanced technology such as shells, howitzers and rifles. Hand-cannon style firearms have been available for centuries, but never became popular, partly due to the threat of accident, and partly because powder and guns were never easy to come by. Far more common are rockets, grenades, and satchel charges due to being much more portable than cannon, and their shock value in battle. Incendiary weapons are also available, and used in specific circumstances. Typical weapons of infantry remains sword, shield, dagger, and spear, with other melee weapons such as warhammers also appearing. Specialized infantry, such as archers are mixed into infantry typically on the company, battalion or regimental level. Magical support is available at all levels of the army, and mages sometimes do make appearances at the front line, with devastating effect. Generally, infantry are organized into groups, of which several may be contained in a company of roughly a hundred. Several companies form a battalion, typically in the mid hundreds in combat personnel, which are the intermediate operational group below a ‘regiment’, ranging from five hundred to several thousand troops containing a mix of battalions and companies. On major campaigns, several regiments operating cohesively form a Corp. Imperial Navy not done description 7 x Hina-class leyline-cruising juggerjunk (large/royalwood hull) 11 x Amarasu-class leyline-cruising warjunk (medium/standard hull) Royal Foundation Originally founded to maintain centralized imperial power, the Royal Foundation is Great Hina’s intelligence and counterintelligence department. The abilities of this organization is as prized as an asset on the world stage as the imperial navies and armies.
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Join the Twin Tails alliance today. Twin Tails squares moe output. Last edited by Maloncanth; Nov 16th 2004 at 12:18pm. |
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#11 |
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General of Seventh Gate
Commodore
Join Date: 27 May 2000
Location: Canada
Posts: 13,455
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Nation: Riva
Government: Monarchy Leader: King Garion Rane I Population: 10 million (85% human, 10% elf, 5% half-breeds) Capital: Boktor Exports: Fish, exotic wood, timber, wool, ships(tech), silver Imports: Grain, foodstuff, coal, machine parts, sulfer, luxury goods Land: C-26 Military: Army: 30,000 (40,000 reserve) infantry; 500 cavalry; 400 3-pound guns, 125 6-pound guns, 25 12-pound guns Air Force: An unknown number of dragons. Believed to be around eighty. Navy: 20 wooden cruisers, 60 wooden frigates, 20 wooden clippers, 5 iron-plated cruisers, 15 iron-plated frigates, 5 ironclade cruisers, 1 prototype sub History: Riva was once an outpost of a long forgotten empire. When the empire feel the island was left to fend for itself. Slowly the community grew and expanded to the nearby islands. About five hundred years ago elves arrived, fleeing from wars in the south. Although the two races distrusted each other they have now leaned to work together. The elves brought with them the art of magic. With these powers they were able to tame some of the dragons that often attacked Riva. Over time humans too learned this art and work to perfect it. Today no kingdom has more knowledge or control over dragons than Riva. However this focused has caused the majority of magic spells to be forgotten. The dragon spells and some healing spells are all that remain. The Rivan people are a hard working lot. With little land they had to fight to make a life on the chain of islands. While their capital is the only major city in Riva the other towns and villages are well connected by roads and a growing rail system. They are always open to new ideas and believe through hard work a person can make their life better. Due to its small population Riva does not have a large military. As this has always been the case it was decided long ago to make up for quanity with quality. To this end the Rivan military spends most of their time training and trying new tactics. The pride of the army are its scouts who can move through the woods with the ease of any elf. Rivan generals are always on the look out for tactics that can help their small army defeat any larger invader. Being an island Riva has a strong navy. While not the biggest or most advanced the Rivan navy can outsail anyone. Rivan sailors are among the best in the world and live for charting the unknown. For this reason Rivan maps are perhaps the most detailed one can buy. Overseas trade is seen as vital to the kingdom and one can often see a Rivan at any dock in the world. Perhaps the most powerful part of the Rivan military are the dragons. From the island to the south the dragons are tamed by powerful spells for weeks, even years. While under the spell the dragon is next to harmless, believing that Rivans are part of their clan. The number of dragons under Rivan control is always changing as it is harder to caste a controlling spell on the same dragon. There hasn't been a major dragon attack in over a hundred years.
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"War is an ugly thing, but it is not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself." - John Stuart Mill Last edited by Corp; Nov 21st 2004 at 8:57pm. |
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#12 |
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CrankyWookieeGeophysicist
Join Date: 2 Jun 2003
Location: California
Posts: 2,803
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Karboria (car-BORE-ee-uh) – A two edged sword (C6)
Government: Constitutional Theocracy Capital: Al-Eloahn National Archetype: Magic Current Leader: Most Exalted Prime Wassim bal-Sadazar Main Export: Magical effects, grain, and animal hides Caste Leaders: Yslionne (Religious caste): High-Priest Wyan ibn-Sarul Wyandix (Bureaucratic caste): Prime Minister Teral Barshadaz Wyadano (Judiciary caste): Chief Arbiter Rolandu Sandar Wyandir (Mage caste): Prime Magus Uchdren Quixos Æman (Warrior Caste): Grand Master Ixtan Halualu Oktonen (Working Caste): Chief of Commerce Military Leaders: Al-æman (Army): Prime General Karalu Shornizan J’niktek (Land Cavalry): Beast Master Nobin Zel Wik il’Tinkek (Air Cavalry): Sky Master Ysiz Lilonan Yslaman (War Priests): Otarin Vel Al-œnen (Navy): Prime Admiral Elben Heim Each Karbori is born into a caste in which they remain for their entire life, except for a few exceptions, or by mandate of a high-priest in the ruling caste, and while the castes do have a hierarchy, all recognize the critical role each group plays in the common good. The caste relationships, duties, and summaries are listed here. The Æman The caste: Al-æman (soldier), J’niktek (beast-riders), Yslaman (war-priests) Al-æman (al-EE-ay-mon) – the strong arm of the military, these Al-æman infantry forms the base of the Karbori army. They have life long military service, all for the glory of the Prime. The standard infantry armament is a Caster – a quarterstaff (2m) tipped with hardened Krystix stones that can be used for hand-to-hand combat as well as casting force spells which do ballistic damage on organic tissue (the spells are blocked by metals or hard materials thicker than 3 cm) or heavy spells that damage inorganic materials and have an effective range of 1000 yards (in melee, the Casters Krystix stones have poison reserves). They are also armed with larger Krystix stones which allow them to cast voice activated weirding spells at a range of 100 yards that cause larger impact damage, equivalent to a cannonball impact (Al-æman can cast weirding spells at close range without stones which do minor damage and have an effective range of 30 yards). They are protected and enhanced by numerous enchantments from the war priests to toughen their skin, give them greater strength, agility, and speed. Also these spells toughen leather, iron, and even newer steel armor. J’niktek (ja-NICK-tek) – this cast encompasses what would be considered both the Karbori cavalry as well as their air force. Rather than horses, the J’niktek have domesticated and trained a wide variety of beasts for battle. 60% of their forces ride Unlions (OON-lee-ons) a creature, according to legend, brought by the Prime. They stand 1.75 meters at the shoulder, roughly 2.5 meters long, have short red fur, and are feline in appearance except for their 8 legs and long whip-like tail. They carry their masters into battle fearlessly, and though they are now rarely predatory in nature, they often participate in battle lashing and clawing at those around them. The next 30% of the J’niktek are trained knights, riding on trained Pegasi, and the last 10% are the Wyrmriders, a battalion of trained dragons each with a three person crew (2 gunners and a pilot). The J’niktek are loyally bound to their mounts as rider and beast grow an attachment to each other, and the death of one is usually the devastation of the other. In combat, the Yslaman wield powerful spells against enemy hordes, and in the last conflict in Karboria against the Fallen, 10 war-priests stood against 1000 and lost only 1 of their number. In addition to their spells, the Yslaman use large Krystix stones carried into combat by Unlions and crewed by Wyandir to cast massive spells of anything from fireballs, force blasts, and lightning to gale force winds, fog, and even summon unearthly creatures to battle. Military summary: * Infantry 150,000 Al-æman armed with poison-tipped Casters, Krystix stones, and numerous enchantments. * Cavalry 9,000 Unlion riders, 1000 Pegasi Knights, and a battalion of 50 Dragon Wyrmriders. * 50,000 Yslaman armed with Casters, Krystix armor, and Power wands. 10,000 of these serve in “artillery crews” with Wyandir specialists, and 1500 serve as a medical corps applying herbal and magical remedies to the troops. Also, 2,000 serve in a special forces trained in martial combat, death magic, and are equipped with boots of flight. * NOTE: the Karbori navy is currently governed by the Wyandix and the Oktonen and will be discussed under the commerce section. Naval assets: * 15 Warships w/ 30 greek fire projectors each, as well as Krystix batteries w/ Ysalaman crew. Charmed wooden hulls resistant to fire as well. * 75 Smaller enchanted galleys * Leviathans 1 (2 in production: These large vessels are in a sense floating bases which travel by the ley-lines across the oceans. They have a working crew of 250 Wyandir and 50 Yslaman and an Ysilonne captain but can hold 1,000 Al-æman, or 500 Unlion riders, and carry with them a ship group of 5 warships and 25 galleys. Though armed with powerful weapons, the Leviathan is a new innovation in Karbori Naval forces, and have never been tested in combat. Innovations Krystix: The most distinctive feature of Karbori magic is the use of Krystix stones in casting, research, and in essence, every arcane aspect of Karbori society. It is believed that the Prime chose to settle Karboria because of their dependence on the Krystix stone to cast spells. Karboria has long mined and prepared the Krystix stones, fashioning them into Krystal of different configurations which are necessary for casting powerful spells. They are in a sense a focusing point for the Karbori to channel their power. The Yslaman use this equipment in firing artillery pieces, and the piece cannot function with the absence of either the Krystal or the Yslaman; both are a part of the weapon, one a living being, the other is the Krystal itself. There exists a link between the Karbori and refined Krystal on an extra-sensory level, and when used the Krystix becomes an extension of the Karbori. The Krystal does not grant any extraordinary powers to a magic caster, and without it the Karbori arcane practices are rendered inoperable. The production of the Krystal is exclusively a right of one sect of the Wyandir caste, the Krystafcers, with all castes benefiting from the use of the stones. *** And there you have it. |
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#13 |
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Bassilisa
Join Date: 21 May 2001
Posts: 495
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Nation: The Republic of Calxcivitas
Government: Republic Population: 10,948,129 Capital: Septollis Resources: Gold, Silver, Gems, Rare Metals Products: Luxury Goods, Ships (Technological) Imports: Livestock, Timber, Tea Military: Army: The army of Calxcivitas is a small force, far more concerned with the defense of what she has rather than any aggressive actions. Overseas Defence Brigades, with a strength of four thousand fifty five, guard both the Naval Stations, and the Home Defence (1st) Division guards the home island, with a strength of just over eighteen thousand. Each unit maintains four Territorial units consisting of identical equipment and numbers. These units are the oldest and most prestigious of the army, having integral artillery support in the form of nine and sixteen pounder RML guns, as well as a scattering of gatling guns. The Coastal Artillery and Garrison Artillery units, while having much less prestiege than the manouver units, form a much more important part of the defense of the islands, given their wide selection of artillery scattered about in forts across the islands. Navy: The navy of Calxcivitas appears in records of the island as far back as nine hundred years, marking it as one of the oldest continually functional navies in the dominion of man. The black ships sail the seas, day after day, week after week, year after year, century after century, offering assistance to any that require it. Such is their tradition, being the friend to all those in need upon the sea, and it remains both their proudest tradition and primary mission. Their ship designs and construction techniques are second to none, and both are highly sought after by foreign nations. Unlike many nations, they see no stigma attached to the use of submarine mines, and maintain a quite effective program for laying and sweeping them. Calxcivitan Navy, Jane's Fighting Ships, 1860 Edition. Background: The peoples of the island style themselves as the heirs of a long-lost kingdom that once inhabited the straits between the elven lands and the "ancient" Great Hina. Then the Elves deemed them worthy of notice. Nothing was the same again. The vast majority of the island and its people sank beneath the sea, never to be seen again. When the magical storm ceased, only two sections remained above the sea. The northern tip of the island around the great port of Aucorn, and the remnants of the volcanoes at the centre of the island. Calxcivitas and Lopol. The changes in the population wrought are still clearly visible to this day, and a reminder to the people of the northern island of what the elves had done to them. "Blood cries out for blood" sums up their attitude towards the elves, with their attitude towards "debauched" Lopol little better. Society: Government: Calxcivitas maintains her ancient governmental structure from before the Great Fall, with a series of elected assemblies and persons. A Consul leads the Republic, head of state and commander-in-chief of the army. Her main role, that of preparing and proposing new laws, is an important one, which combined with her other responsibilities, grants her a one year term, with a period of ten years required before she can once again stand for the post. A Praetor, in effect the chief law officer, oversees the legal system, serving as chief judge (excepting the Consul, who rarely exercises their authority), and a deputy to the Consul. The Aedile, supervisor of public works and business, the Censor, registrar of the government, and the Quaestor, keeper of the treasury. The Senate, made up of three hundred of the most respected citizens on the island (with members chosen by the consuls), advises on all matters governmental, but lacks any defined powers aside from that of nominating canidates for the state offices. The Comitia Curiata, an assembly made up of spokespersons elected by counties serves as a final appeals court, nominates the aedile and quaestor, and also functionas as a discussion forum for issues affecting the counties. The Comitia Centuriata is made up of a single representive from each naval command and regiment, and serves to actually elect the consul and praetor. The concilium plebis, the People's Assembly, is the body responsible for actual debate and ratification of laws. Economy: Calxcivitas relies on her mines for the vast majority of her overseas trade, with precious metals and gems, as well the goods crafted from these forming the most noticable section of her exports. Less noticable is the other metals mined here, many of which are absolutely crucial for the creation of advanced alloys. Her shipyards, while extremely efficient for her own fleet, and very willing to take on foreign orders are usually extremely reluctant to approach a nation for a tender for fear of appearing either biased or warmongering, preferring that anyone who wishes their ships to come to them. Last edited by Voyager989; Nov 21st 2004 at 10:53pm. |
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#14 |
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C-Type Orbital Frame
Join Date: 12 Mar 2001
Location: Vascilia County
Posts: 25,238
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Master list of Resources and Products
Agriculture Fruits Exotic Fruits Wheats/Grains/Millet Corn Cotton Exotic Plants Exotic Animals Livestock Timber Exotic Timber Tea Spices Tobacco Opium Rubber Gold Silver Copper Obsidian Salt Iron Mythril Arcanite Æthyrite (Levistones) Nitrates Sulfates Rare Metals Exotic Metals Semiprecious Gems Gems (Rubies, Diamonds, Emeralds) Coal Mana (Energists) Fish Shellfish Slaves Horses Exotic Items Dragon Parts Products Textiles Exotic Textiles Luxury Goods Weapons (Technological, Technomagical, Magical) Items/Equipment (Technological, Technomagical, Magical) Ships (Technological, Technomagical, Magical) Industrial Machinery (Technological, Technomagical, Magical) Manufactured Products (Technological, Technomagical, Magical) Spell Components Mercenaries Drugs Alchohol (Beer, Wine, Spirits) Ceramics Cannons Curiosities Main NPCs Caliphate of Azhir The Caliphate of Azhir is the oldest and strongest of the ‘big five’ of Silhanir. The massive country controls Mecca, the religious capital of most of the continent, and the Bosporus Strait, the critical, only sea passage into the Southern Ocean, which it has kept closed with red tape and cannon to most ships for the past century. Stagnating out of its golden age, Azhir is somewhat like a bear. Lethal when moved to anger, but it would really rather just be left alone to its great power games. Population: 108,000,000 Attitude: Mostly Peaceful Resources of note: Nitrates, Gold, Coal Products of note: Ships, Luxury Goods, Exotic Textiles Imports of note: Exotic Animals, Exotic Plants, Luxury Goods Caliphate of Dhabara Dhabara is a staunch ally of Azhir, and the second most powerful naval power in the region. It is somewhat less sleepy than Azhir or Abu Khadri and maintains contacts from the world over, and tends to act as the greeter and introducer to the Silhanir region. As they alone (besides Azhir) are able to travel the Bosporus relatively freely, they act often as the middleman in trade, and their bazaars are filled with a myriad of curiosities from the world over. Population: 33,000,000 Attitude: Mostly Peaceful Resources of note: Exotic Timber, Cotton, Fruits Products of note: Ships, Textiles, Luxury Goods (Curiosities) Imports of note: Coal, Livestock, Mana, Iron, Exotic Items Keseri The newcomer of the block, Keseri is anything but stagnant, and its miltant, ruthless sorcerer-caliph has been expanding at the expense of his neighbours like wildfire. Well aware of the value of progress, Keseri hates its stagnant neighbours very much, and would like nothing more than to see them fall before Keserian might, especially Azhir, which managed to stop their last campaign through political trickery. Still weaker than Azhir at this point, but Keseri is perhaps the rising star of Silhanir. Population: 36,000,000 Attitude: Militant-Expansionist-Evil Resources of note: Mana, Iron, Coal Products of note: Magical Weapons, Technological Weapons, Spell Components Imports of note: Slaves, Mana, Mercenaries Gran Qesh A member of the big five, Gran Qesh tends to be somewhat bitter in that it views itself as being left out of the big boy games due to distance. Nevertheless, it continues its traditional militant role, propping up the minor sultanates on the troll borders, and dealing with the pirates from the west when necessary. Though not quite as large as its counterparts on the northern continent, it is industrialized. Population: 24,000,000 Attitude: Militant Resources of note: Iron, Nitrates, Fruits Products of note: Personal Weapons, Ships, Industrial Machinery Imports of note: Coal, Livestock, Timber Abu Khadri Abu Khadri is a fairly modern, industrialized state, and also has the strongest (relatively) grasp of magic on the continent save perhaps for Keseri. It is the strongest naval power of SIlhanir and has unrivaled domination of the Southern Ocean. It is also criminally stagnant in this age, and has little contact with the outside world. Population: 29,000,000 Attitude: Peaceful Resources of note: Timber, Copper, Mana, Fish Products of note: Ships Imports of note: Luxury goods, Livestock Gnome Kingdoms (overall) The Gnome Kingdoms when combined, are a massive force to be reckoned with, but are plagued in general, by acute disorganization. The gnomes are more peaceful and somewhat more open than the dwarves, but tend to be far less helpful, especially when they begin arguing amongst themselves over little ‘technicalities’ and burying foreigners in redtape. Population: 150,000,000 Attitude: Peaceful Resources of note: Iron, Coal, Mythril, Exotic Minerals, Copper Products of note: Technomagical weapons, Technomagical equipment, Industrial equipment Imports of note: Significant Mana, Æthyrite ore, Exotic Products Deep Forest The Deep Forest as it is called, receives more rainfall annually than any other place on the planet, and its drenched, monsoon forests were once one of the closed places of the world, like the Shattered Continent and the Inner East, but its position in the north has opened it to brave and foolish explorers. The forest has resultantly gotten exceedingly paranoid of intruders and its traditional neighbours have long since learned better than to venture far in. Population: ??? - Treefolk Attitude: Very Paranoid, Mostly Peaceful Resources of note: Fruits, Timber, Exotic Timber, Exotic Plants, Gold, Fish Products of note: N/A Imports of note: N/A Serpent Queendom The Yuan-Ti are a race of snake people with backstabbing and betrayal linked inextricably into their culture, with each Queen eventually giving way to a successful assassination attempt by one of her daughters. Yuan-Ti are sneaky, cunning, not to be trusted, and rather excellent magicians. They are always vying for regional power, oppressing the poor neighbouring Merloc and humans, as well as bothering nearby seafarers. Population: 16,000,000 - Yuan-Ti + ~25,000,000 Slaves Attitude: Militant-Evil-Expansionist Resources of note: Mana, Exotic Plants, Exotic Animals Products of note: Magical Weapons, Spell Components Imports of note: Slaves, Mana, Gold Bharat (Land of 10,000 Gods) Bharat is the most populous nation on the planet with significant margin. An older empire, they narrowly averted being toppled by Yuan-Ti efforts and surrounding barbarians and are now in a process of peacefully but vigorously rejuvenating their dynasty. They are continually industrializing, mirroring dwarven development in the east whilst still maintaining their rich art and culture. If its growth continues, Bharat will be a force to be reckoned with in future. Population: 250,000,000 Attitude: Peaceful Resources of note: Rich Agriculture, Rich Cotton Products of note: Significant Textiles, Luxury goods (religious artifacts/art) Imports of note: Technological items, Iron Dwarven Confederacy With the fall of the Elven Earth Empire, the Dwarven Confederacy is the most powerful nation in the world, maintaining (with a large margin) the world’s most powerful army and a huge though primarily coastal navy. The dwarves also have access to airships and the newest industrial technology. Despite their capability, the dwarven racial inclinations cause the confederacy to have a primarily continental outlook. They have recently been courting allies and satellites in Valok, crash industrializing the lizard races there as well as strengthening rather one-sided relationships with Unkwold, the horse clans, and the Dark Sea. Current Dwarven policy remains vehemently anti-magic and technomagic, considering them taints to their steam machines, and any parties with them are viewed with distrust at best. Population: 200,000,000 Attitude: Militant-Antimagic-Expansionist-Industrialist Resources of note: Rich Iron, Rich Copper, Rich Coal, Rich Gold, Rich Mythril, Gemstones Products of note: Significant Weapons/Equipment, Significant Technological Items, Significant Industrial Equipment Imports of note: Technology, Science, Luxury Goods, Fruits, Spices, Tobacco, Opium, Alchohol Elven Successor States Though fallen from their seat as a superpower, the elves continue to wield a great deal of influence in their region. They are the polar opposites of the dwarves, hating technology and technomagic as a taint on their magic. Their military assets are broad-based and significant, though they now spend a great deal of time in the on and off War of Elven Succession. Collective Population: 67,000,000 - Elves Collective Attitude: Antitechnology-Mages Yua Yua emerged from the Kuan Dynasty’s collapse with the strongest claim for the Seat of Light. In addition to holding the Imperial City of Sen‘an, Yua had the most military forces and Lin Hanan, the legal heir of the Lin royal house as puppet. However, the last campaign by Northern Miyu resulted in a disgusting series of defeats. Only last minute efforts and a complex ceasefire arrangement managed to keep Sen’an out of full enemy control, instead creating a powerless puppet capital between the two dynasties. At the moment, Yua is utilizing the production capacities of the imperial heartlands (which it still holds most of) in a frantic attempt to rebuild. Population: 10,500,000 - Elves Attitude: Militant-Expansionist Resources: Rich Mana, Mythril, Rich Timber, Exotic Timber, Iron, Copper, Fruit Exports: Magic Products, Spell Components Imports: Magic Mercenaries, Gold, Magic Weapons Shien Bordering Yua and Northern Miyu and weaker than both, Shien is the most internationally active of the Seven Dynasties, actively trading and seeking connections and resources overseas from the magically inclined. It is one of the two navally inclined dynasties and is a strong player in waters off the northern coast. Population: 7,000,000 - Elves Attitude: Militant-Expansionist-Commercial Resources: Rich Timber, Exotic Timber, Silver, Iron, Copper, Fish, Rich Exotic Fruit Exports: Magic Weapons, Magic Ships, Wine Imports: Mana, Gold, Mythril, Aetherite, Luxury Goods Northern Miyu Having swept Yua from the field of battle in the last campaign, Northern Miyu is now considered by many to be the strongest contender for the throne. Its new western territories include many of the rich mana fields and gold mines east of the capital and have proven slightly more willing than their brothers to dip into the taboo, employing cannons, human, and half-elven mercenaries to good effect on the field. Population: 10,200,000 - Elves Attitude: Militant-Expansionist Resources: Some Timber, Rich Gold, Rich Mana, Iron, Livestock, Fruit, Tea Exports: Magic Weapons, Magic Items/Equipment, Textiles, Spell Components Imports: Mercenaries, Magic Weapons, Cannons, Horses Aixin Allied with Northern Miyu during their last campaign, Aixin was shafted and rather heavily damaged. Also somewhat upset at Northern Miyu’s contact with the “Dark Elves” (which oddly enough, didn’t really bother Yua), Aixin withdrew from its alliance to lick its wounds. Without very much under its name, Aixin’s play for the throne now seems unlikely. Population: 5,400,000 - Elves Attitude: Militant-Expansionist Resources: Rich Timber, Rich Exotic Timber, Mana, Fruit Exports: Luxury Goods, Magic Items/Equipment, Textiles Imports: Magic Weapons, Gold, Mythril Zhia Zhia is on the borderlands, against the dangerous, deep interior of the continent and even with the fall of the Kuan Dynasty, border defense remains viewed as its formost concern. In addition, the Wilder Elf portion of the population remains outright glad to be free from distant authority and are unruly to the high-elf ruled Zhia dynasty’s authority in general. As such, though Zhia has a very powerful army, it hasn’t made any decisive campaigns westward. Population: 7,200,000 - Elves/Wilder Elves Attitude: Militant-Isolationist Resources: Timber, Exotic Timber, Mana, Fruit, Rich Iron, Exotic Animals, Exotic Plants, Rare Metals, Copper, Tin, Spices Exports: Magic Weapons Imports: Mythril, Aethyrite, Arcanite Weyan Weyan was the breadbasket of the empire and also is the dynasty’s most populous. During the collapse, most of the imperial fleet went to Shien, but Weyan has been hard at work creating new yards and building up to supremecy within the Crucible Gulf and has been expanding at the expense of the smaller kingdoms in a long term plan to make a play for the north. Of all the dynasties, Weyan is the most orthodox and refuses to have anything to do with humans, dark elves, or technology, and continues to cry out bloody murder at the ‘unholy taint’ of Shien and Northern Miyu. Population: 17,900,000 - Elves Attitude: Militant-Expansionist-Orthodox-Hostile Resources: Rich Agriculture, Timber, Exotic Timber, Spices, Fruit, Rich Livestock, Fish Exports: Magic Ships Imports: Exotic Timber, Aethyrite, Mana Xatu Dominated by wood elves who would really rather simply live in the trees for a thousand years of art and pondering, the Xatu Dynasty would not even participate in the war of succession if their leader Orohai and his top advisors weren’t convinced that the continuation of Elven disunity will prove disastrous for their race’s stature on the world stage. As such, they fight not for their own ascendance, but simply to hasten the reunification of a strong Elven Empire against the outsiders. Population: 7,800,000 - Wood Elves Attitude: Mostly Peaceful-Paranoid Resources: Rich Timber, Spices, Fruit Exports: Wine, Magic Items, Luxury Goods Imports: Luxury Goods, Magic Weapons Imperial City Created as a puppet province between Northern Miyu and Yua recently, the Imperial City is regarded as neutral ground, off limits to battle in order to preserve Sen’an and the Imperial Palace from desecration and bloodshed. It is the meeting place in occasional diplomatic council amongst the 7 Dynasties and 30 Kingdoms and the residence of Lin Hanan, the puppet emperor until such time as a new successor and new dynasty are determined. Population: 1,000,000 - Elves Attitude: Puppet Resources: Timber, Spices, Fruit, Gemstones, Gold Exports: Wine, Magic Items, Luxury Goods Imports: Luxury Goods, Exotic Items Ilioss Ilioss is a nation founded by half elves breaking off from Kuan rule some time ago as a devoutedly capitalist and democratic republic. Smaller in number than their rivals, Ilioss has dropped from ruling the seas to sharing them with rivals, but are rapidly introducing industrialization and technomagic to remedy this with quality. Ultimately, they are far more interested in trading than a naval buildup. Population: 15,000,000 - Half Elves Attitude: Peaceful-Traders Resources of note: Mana, Exotic Timber, Gold, Coal Products of note: Technomagic Ships, Luxury Goods Imports of note: Luxury Goods, Exotic Items, Livestock Dragos Population: ??? - Dragon Attitude: Raiding-Hostile-Evil Resources of note: Rich Energist, Rich Mana, Rich Gold, Rich Silver, Rich Gemstones, Dragon Parts Products of note: N/A Imports of note: Slaves, Luxury Goods, Exotic Items Marmo Population: 19,000,000 Attitude: Militant-Paranoid-Evil Resources of note: Gold, Silver, Timber Products of note: Luxury goods (art) Imports of note: Mercenaries, Wheat, Weapons Sygarth Population: 38,000,000 Attitude: Militant-Evil Resources of note: Gold, Rubies, Timber Products of note: Drugs, Slaves Imports of note: Mercenaries, Weapons Idravech Population: 26,000,000 Attitude: Militant-Expansionist-Evil Resources of note: Demons, Mana Products of note: Weapons Imports of note: Mercenaries, Slaves Ohiri Population: 25,000,000 - Mixed Attitude: Manipulative Resources of note: Arcanite, Mana, Gemstones Products of note: Technomagic Equipment Imports of note: Any foodstuff, Exotic Items Undying Isles/Fallen Lands Population: ??? - Undead/Necromancers Attitude: Militant-Necromantic-Expansionist Resources of note: Rich Mana, Coal, Iron Products of note: Spell Components, Undead Imports of note: Corpses, Mana, Spell Components Regions Troll Lands Population: 80,000,000 - Trolls Attitude: Militant-Raider-Tribes Resources of note: Timber, Livestock, Exotic Creatures, Obsidian, Gems (south) Products of note: Weapons Imports of note: Advanced Weapons Minotaur Lands Population: 23,000,000 - Minotaurs Attitude: Militant-Tribes Resources of note: Timber, Livestock, Furs Products of note: Weapons Imports of note: Advanced Weapons S-Region, Silhanir: Silhanir is a fairly hot, dry region of the world, isolated from significant rain by unfavorable warm and cold currents. Nonethless it is moderately well populated and some regions are pleasant and fertile - most of these are intensively cultivated with canals and works millenia old. Five major nations exist in Silhanir plus a large number of minor ones. The population is dominantly human, the majority of who worship the One True God. S-0: Population: 570,000. Attitude: Paranoia. Resources: Coal, Iron, Emeralds S-1: Abu Singh. Population: 2,670,000. Attitude: Peaceful. Resources: Copper, Fish, Livestock, Agriculture S-2: Magina. Population: 1,420,000. Attitude: Isolationist - Hostile. Resources: Copper, Some Silver S-3: Gerhaden. Population 980,000. Attitude: Peaceful. Resources: Fish, Fruits, Livestock S-4: El Tarfa. Population: 3,180,000. Attitude: Peaceful. Resources: Gold, Semi-Precious Jewels, Fruit, Grain S-5: Duha. Population: 3,790,000. Attitude: Militant. Resources: Iron, Gold, Coal, Fruits, Some Agriculture S-6: Dawkah. Population: 3,316,000. Attitude: Militant. Resources: Silver, Fruits, Livestock, Agriculture S-7: Kalban. Population: 3,820,000. Attitude: Paranoia. Resources: Coal, Timber, Emeralds, Iron S-8: Muscat. Population: 1,528,000. Attitude: Peaceful. Resources: Timber, Agriculture, some Coal, Emeralds S-9: Jenin. Population: 1,643,000. Attitude: Paranoid-Peaceful. Resources: Copper, some Coal, Grain, Fruits, Fish S-10: Manama. Population: 536,000. Attitude: Peaceful. Resources: Fish, Fruits, Livestock S-11: Rafah. Population: 569,000. Attitude: Militant. Resources: Iron, Rubies, Fruits, Fish S-12: Persarion. Population: 1,318,000. Attitude: Hostile. Resources: Fresh and Salt-Water Fish, Extensive Rich Agriculture, Coal, some Iron, some Copper S-13: Dukhan. Population: 879,000. Attitude: Militant. Resources: Iron, Timber, Fish S-14: Lengeh. Population: 888,000. Attitude: Militant. Resources: Copper, some Iron, some Coal, some Gold, Fish, Timber S-15: Beit Jela. Population: 403,000. Attitude: Peaceful. Resources: Coal, Fish, Timber S-16: Al-Gaf?. Population: 1,468,000. Attitude: Paranoid-Peaceful. Resources: Wheat, Fish, Timber S-17: Nablus. Population: 1,111,000. Attitude: Paranoid-Peaceful. Resources: Coal, Rubies, Fruits, Livestock S-18: Beit Safram. Population: 463,000. Attitude: Militant. Resources: Livestock, Agriculture S-19: Beit Jenin. Population: 452,000. Attitude: Militant. Resource: Livestock, Fish, Agriculture S-20: Al-Kamil. Population: 436,000. Attitude: Militant. Resources: Livestock, Agriculture S-21: Jask. Population: 467,000. Attitude: Militant. Resources: Livestock, Fish S-22: Beit Tibra. Population: 441,000. Attitude: Militant. Resources: Livestock, Fish S-23: Beit Rifaca. Population: 447,000. Attitude: Militant. Resources: Livestock, Fish S-24: Duqm. Population: 449,000. Attitude: Militant. Resources: Livestock, Fish, Agriculture S-25: Khan Tunis. Population: 472,000. Attitude: Militant. Resources: Livestock, Fish S-26: Ra's Matnanqua. Population: 708,000. Attitude: Militant. Resources: Livestock, Fish, Coal S-27: Jericho. Population: 992,000. Attitude: Militant-Paranoid. Resources: Iron, Coal, Copper, Mythril S-28: Habarut. Population: 693,000. Attitude: Militant. Resources: Livestock, Fish S-29: Population: 729,000. Attitude: Militant. Resources: Livestock, Agriculture S-30: Population: 738,000. Attitude: Militant. Resources: Livestock, Agriculture S-31: Population: 643,000. Attitude: Militant. Resources: Livestock S-32: City of Ghalerah Population: 718,000. Attitude: Militant. Resources: Gold, Silver S-33: Al-Quaren. Population: 2,884,000. Attitude: Fanatical. Resources: Livestock, Coal, Diamonds, Agriculture S-34: Population: 1,281,000 - Dune-Ra. Attitude: Peaceful. Resources: Livestock, Coal, Emeralds S-35: Population: 967,000 - Dune-Ra. Attitude: Peaceful. Resources: Iron, Coal, Semi-Precious Jewels, Æthyrite S-36: Population: 3,782,000 - Dune-Ra. Attitude: Peaceful. Resources: Livestock, Coal, Iron, Gold S-37: Population: 898,000. Attitude: Militant. Resources: Livestock, Iron S-38: Population: 258,000. Attitude: Militant. Resources: Agriculture S-39: Population: 256,000. Attitude: Militant. Resources: Agriculture S-40: Population: 249,000. Attitude: Militant. Resources: Agriculture S-41: Population: 267,000. Attitude: Militant. Resources: Agriculture S-42: Hay'ma. Population: 2,485,000. Attitude: Peaceful. Resources: Agriculture, Fish, Fruit, Coal, Iron S-43: Population: 309,000. Attitude: Militant. Resources: Agriculture, Coal S-44: Population: 358,000. Attitude: Militant. Resources: Agriculture, Fish, Fruit S-45: Population: 555,000. Attitude: Peaceful. Resources: Fish, Fruit, Coal S-46: Population: 510,000. Attitude: Peaceful. Resources: Fish, Fruit S-47: Population: 464,000. Attitude: Peaceful. Resources: Fish, Fruit S-48: Abu Dhar. Population: 3,572,000. Attitude: Peaceful. Resources: Agriculture, Fish, Fruit, Coal, Iron, Cotton S-49: Population: 3,197,000. Attitude: Peaceful. Resources: Fish, Fruit, Cotton, Coal S-50: Population: 3,341,000. Attitude: Peaceful. Resources: Rich Agriculture, Cotton S-51: Population: 417,000. Attitude: Peaceful. Resources: Cotton, Agriculture, Copper, some Rubies S-52: Population: 391,000. Attitude: Militant. Resources: Some Silver, some Gold, some copper S-53: Population: 537,000. Attitude: Militant. Resources: Silver, some Gold, some copper S-54: Khaluf. Population: 2,616,000. Attitude: Peaceful. Resources: Coal, Rich Agriculture, Cotton, Fish, Mana S-55: Population: 2,040,000. Attitude: Peaceful. Resources: Fish, Fruit, Cotton, Coal S-56: Burayhm. Population: 1,882,000. Attitude: Peaceful. Resources: Coal, Rich Agriculture, Iron, Fish, Mana S-57: Population: 220,000. Attitude: Peaceful. Resources: Fish, Fruit S-58: Population: 434,000. Attitude: Peaceful. Resources: Fish, Fruit S-59: Population: 704,000. Attitude: Peaceful. Resources: Fish, Fruit, Mana, Mythril S-60: Population: 673,000. Attitude: Peaceful. Resources: Fish, Cotton, Agriculture, Mana S-61: Population: 486,000. Attitude: Peaceful. Resources: Fish, Cotton, Agriculture S-62: Population: 332,000. Attitude: Peaceful. Resources: Fish, Agriculture, Spices S-63: Population: 391,000. Attitude: Fanatical. Resources: Fish, Cotton, Copper S-64: Population: 303,000. Attitude: Peaceful-Paranoid. Resources: Fish, Agriculture, Nitrates, Sulfates S-65: Population: 617,000. Attitude: Militant. Resources: Livestock, Iron, Coal S-66: Population: 631,000. Attitude: Militant. Resources: Livestock, Agriculture S-67: Population: 620,000. Attitude: Militant. Resources: Livestock, Iron, Coal S-68: Population: 698,000. Attitude: Militant. Resources: Livestock, Agriculture, Cotton S-69: Population: 537,000. Attitude: Militant. Resources: Agriculture, Cotton, Fish S-70: Population: 590,000. Attitude: Militant. Resources: Livestock, Iron, Coal, Rubies, Emeralds S-71: Population: 587,000. Attitude: Militant. Resources: Agriculture, Fish S-72: Population: 521,000. Attitude: Militant. Resources: Agriculture, Fish S-73: Population: 572,000. Attitude: Militant. Resources: Agriculture, Coal, Copper S-74: Population: 563,000. Attitude: Peaceful. Resources: Agriculture, Coal, Silver S-75: Population: 558,000. Attitude: Militant-Paranoid. Resources: Gold, Coal, Silver E-Region, Emphisa: Also known as the Black Swamp by inhabitants of the Great Continent, Emphisa is almost entirely wet, muggy lowland. Few mineral resources are present but the rich, fertile lands are an incredibly abundant source of rare plants and animals. The flipside is that the climate is a perfect breeding place for disease. While controllable in the north, the southern (equatorial) regions surrounding the Deep Forest teem with infectious organisms. However, these are also the regions with the most resource value. The population of Emphisa is a mixture of humans and Merloc, all of whom are primitive with little technology or magic and exist in a general state of peace. No major nations exist in Emphisa, although the Dark Forest is rumored to be home to treefolk and Zeofica and Calnokpuk have a limited amount of regional power. E-1: Population: 1,868,000 - Human/Merloc. Attitude: Peaceful. Resources: Fruits, Timber, Exotic Plants, Fish E-2: Population: 1,319,000 - Human/Merloc. Attitude: Peaceful. Resources: Fruits, Timber, Fish, Rubber E-3: Population: 1,332,000 - Human/Merloc. Attitude: Peaceful. Resources: Timber, Spices, Fish E-4: Population: 1,121,000 - Human/Merloc. Attitude: Peaceful. Resources: Fruits, Timber, Rubber, Spices E-5: Population: 1,087,000 - Human/Merloc. Attitude: Peaceful. Resources: Timber, Tea, Rubber, Fish E-6: Population: 1,172,000 - Human/Merloc. Attitude: Peaceful. Resources: Fruits, Spices, Tea, Fish E-7: Population: 967,000 - Human/Merloc. Attitude: Peaceful. Resources: Exotic Plants, Shellfish, minor Silver E-8: Zeofica. Population: 1,937,000 - Human. Attitude: Peaceful-Expansionist. Resources: Exotic Timber, Rubber, Fish, Gems E-9: Population: 621,000 - Merloc. Attitude: Peaceful. Resources: Shellfish, Fish, Tea, Spices E-10: Population: 1,214,000 - Human. Attitude: Peaceful. Resources: Fruits, Gold, Coal, Nitrates E-11: Population: 831,000 - Merloc. Attitude: Peaceful. Resources: Tea, Rubber, Shellfish E-12: Population: 1,275,000 - Human/Merloc. Attitude: Peaceful. Resources: Fruits, Shellfish, minor Silver E-13: Population: 1,482,000 - Human/Merloc. Attitude: Peaceful. Resources: Timber, Spices, Rubber E-14: Population: 1,267,000 - Human/Merloc. Attitude: Peaceful. Resources: Timber, Exotic Animals, Rubber, Shellfish E-15: Population: 1,029,000 - Merloc. Attitude: Peaceful. Resources: Timber, Spices, Mana E-16: Calnokpuk. Population: 3,563,000 - Human. Attitude: Expansionist-Trader. Resources: Exotic Timber, Exotic Plants, Rubber, Fish, Gems, Rich Mana E-17: Population: 956,000 - Gnome. Attitude: Peaceful. *Warning: Disease Environment* Resources: Timber, Wine, Mana E-18: Population: 819,000 - Human. Attitude: Peaceful. *Warning: Disease Environment* Resources: Timber, Exotic Animals, Spices E-19: Population: 782,000 - Human. Attitude: Peaceful. *Warning: Disease Environment* Resources: Coal, Spices, minor Gems E-20: Population: 1,673,000 - Human. Attitude: Peaceful. *Warning: Disease Environment* Resources: Exotic Timber, Gold, Coal, Copper E-21: Population: 567,000 - Human. Attitude: Peaceful. *Warning: Disease Environment* Resources: Very Rich Mana, Fruit, Exotic Plants E-22: Population: 1,318,000 - Gnomes. Attitude: Peaceful. *Warning: Disease Environment* Resources: Exotic Timber, Spices, Exotic Plans E-23: Population: 1,113,000 - Human. Attitude: Peaceful. *Warning: Disease Environment* Resources: Rubber, Exotic Plants, Semiprecious Gems E-24: Population: 1,204,000 - Human. Attitude: Peaceful. *Warning: Disease Environment* Resources: Timber, Gold, Rubies, Diamonds E-25: Population: 871,000 - Merloc. Attitude: Peaceful. Resources: Shellfish, Fish, Exotic Plants, Spices E-26: Population: 467,000 - Merloc. Attitude: Peaceful. Resources: Shellfish, Fish, Exotic Animals, Mana, Nitrates E-27: Population: 539,000 - Merloc. Attitude: Peaceful. Resources: Shellfish, Fish, Nitrates, Sulfates, Timber E-28: Population: 243,000 - Merloc. Attitude: Peaceful. Resources: Shellfish, Fish, Timber E-29: Population: 882,000 - Human/Merloc. Attitude: Militant. *Warning: Disease Environment* Resources: Timber, Exotic Plants, Mana E-30: Population: 933,000 - Human/Merloc. Attitude: Peaceful. *Warning: Disease Environment* Resources: Fruits, Exotic Plants, Rubber, Fish E-31: Population: 910,000 - Human/Merloc. Attitude: Peaceful. *Warning: Disease Environment* Resources: Timber, Fruits, Exotic Animals, Mana E-32: Population: 478,000 - Human/Merloc. Attitude: Peaceful. *Warning: Disease Environment* Resources: Some Silver, Exotic Timber, Some Gold E-33: Population: 1,028,000 - Human/Merloc. Attitude: Peaceful. *Warning: Disease Environment* Resources: Timber, Exotic Plants, Rubber, Shellfish E-34: Population: 1,482,000 - Humans. Attitude: Peaceful. *Warning: Disease Environment* Resources: Fruits, Exotic Plants, Rubber E-35: Population: 529,000 - Human/Merloc. Attitude: Peaceful. *Warning: Disease Environment* Resources: Fish, Exotic Timber, Spices, Nitrates
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When the Singularity comes, you'll be first up against the wall. Last edited by Shrike; Nov 16th 2004 at 1:36pm. |
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#15 |
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C-Type Orbital Frame
Join Date: 12 Mar 2001
Location: Vascilia County
Posts: 25,238
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V-Region, Valok: The region between the vast Dwarven Confederacy and the Bharat Empire, Valok. Western Valok is fertile lowlands and home to teeming populations of low-caste peasants who follow the same religion as the Bharat Empire while the east is somewhat more arid uplands and home to lizardman nations cultivated by the dwarves as allies in anti-human magic politics and as such has been industrializing them. The only exception is the densely populated island-state of Hong Jin, a centre of regional trade.
V-1: Teklor. Population: 4,418,000 - Lizardmen. Attitude: Militant. Resources: Coal, Iron, Copper V-2: Vernek. Population: 5,291,000 - Lizardmen. Attitude: Militant. Resources: Coal, Iron, Diamonds, Tin V-3: Hong Jin. Population: 4,168,000. Attitude: Peaceful-Traders. Resources: Fish, Timber, Opium V-4: Niak Tigrin. Population: 3,167,000 - Lizardmen. Attitude: Militant. Resources: Iron, Copper, Tin V-5: Varnkrag. Population: 2,441,000 - Lizardmen. Attitude: Militant. Resources: Copper, Tin V-6: Feontor. Population: 2,929,000 - Lizardmen. Attitude: Militant. Resources: Coal, Iron, Semiprecious Gems V-7: Regrek. Population: 3,842,000 - Lizardmen. Attitude: Militant. Resources: Fish, Shellfish, Iron V-8: Zarkan. Population: 11,673,000 - Lizardmen. Attitude: Militant. Resources: Coal, Iron, Diamonds, Tin V-9: Tsien Min. Population: 1,682,000. Attitude: Paranoid. Resources: Fish, Nitrates, Sulfates V-10: Bhangrata. Population: 7,614,000. Attitude: Peaceful. Resources: Agriculture, Mana, Fish V-11: Khandeltra. Population: 9,138,000. Attitude: Peaceful. Resources: Agriculture, Mana, Fish V-12: Rajket. Population: 8,307,000. Attitude: Peaceful. Resources: Agriculture, Mana, Fish V-13: Jaipur. Population: 7,140,000. Attitude: Peaceful. Resources: Agriculture, Coal, Iron A-Region, Auran Coast: Fringing the Troll Lands and baked by the equatorial sun is the Auran Coast, a region of fortified city-states ruled by sorcer-kings. Supremely powerful magicians they plot amongst themselves in intricate dances of byzantine intrigue with the nobles and merchants as their pawns. At the bottom and barely worth note are the teeming masses of slaves; humans and non all seized from the Troll Lands. Ruthlessly amoral, many of the Auran Sorcerer-Kings allow pirates to flock to their ports - for a price, of course. Currently Athas, Balic and Draj are locked in a three-way struggle for mastery over the Auran Coast with Tyr a hungry fourth. A-1: Byblos. Population: 2,391,000. Attitude: Militant. Resources: Emeralds, Mana, Obsidian A-2: Saprazzo. Population: 2,284,000. Attitude: Militant. Resources: Copper, Coal, Salt A-3: Balfron. Population: 3,181,000. Attitude: Militant. Resources: Timber, Iron, Slaves A-4: Athas. Population: 4,028,000. Attitude: Militant-Expansionist. Resources: Slaves, Mana, Mythril, Gold A-5: Gulg. Population: 1,582,000. Attitude: Militant. Resources: Timber, Coal, Slaves A-6: Nibenay. Population: 2,196,000. Attitude: Militant. Resources: Mana, Slaves, Copper A-7: Raam. Population: 2,085,000. Attitude: Militant. Resources: Mana, Iron, Salt A-8: Balic. Population: 6,187,000. Attitude: Militant-Expansionist. Resources: Mana, Iron, Obsidian, Slaves A-9: Tyr. Population: 3,139,000. Attitude: Militant. Resources: Tin, Emeralds, Exotic Animals A-10: Uryk. Population: 1,723,000. Attitude: Militant. Resources: Mana, Slaves, Obsidian A-11: Ur-Braxa. Population: 1,962,000. Attitude: Militant. Resources: Mana, Exotic Timber, Tin A-12: Hoon. Population: 1,258,000. Attitude: Militant. Resources: Salt, some Silver, some Gold, Spices A-13: Draj. Population: 6,681,000. Attitude: Militant-Expansionist. Resources: Mana, Gold, Exotic Animals, Slaves A-14: Firel. Population: 1,182,000. Attitude: Militant. Resources: Timber, Iron, Coal A-15: Err-Haal. Population: 968,000. Attitude: Militant. Resources: Obsidian, some Copper, Mana A-16: Drax. Population: 1,937,000. Attitude: Militant. Resources: Mana, Tin, some Silver, some Rubies A-17: Xai Ti Xi. Population: 2,106,000. Attitude: Militant. Resources: Fish, Timber, Spices, Pirates A-18: Werl Nin. Population: 1,683,000. Attitude: Militant. Resources: Exotic Plants, Opium, Mana A-19: Miin. Population: 1,825,000. Attitude: Militant. Resources: Mana, Exotic Animals, Spices, Opium A-20: Nar-Frax. Population: 3,581,000. Attitude: Militant. Resources: Mana, Silver, Pirates A-21: Dlerx. Population: 927,000. Attitude: Militant. Resources: Fish, Nitrates, Sulfates A-22: Tlilin. Population: 878,000. Attitude: Militant. Resources: Fish, Mana, Tin Y-Region, Yaleut: Sitting on the coast between the Elven successor states and the Auran coast is Yaleut, also known as the Empires of Jade. A large number of nation-states rise out of the lush jungle that covers the rolling hills of Yaleut, each under their own king. The spirit of the land is a powerful but unseen force in the Empires of Jade and many who have defied it have never returned. Some say it is only this land-spirit that keeps Yaleut free of outside despoilers. However, this does nothing for those already in Yaleut, as Tay Phân and Ðă Giang are both expanding their borders at the expense of their neighhors with sword and sorcery. Y-1: Ha Hoa. Population: 2,391,000. Attitude: Militant. Resources: Exotic Plants, Emeralds, Mana Y-2: Ho Chi Nâng. Population: 784,000. Attitude: Peaceful. Resources: Exotic Plants, Timber, Rubber Y-3: Bak Bin. Population: 1,181,000. Attitude: Peaceful. Resources: Timber, Iron Y-4: Cao Ninh. Population: 5,028,000. Attitude: Peaceful. Resources: Exotic Timber, Mana, Mythril Y-5: Sapa. Population: 4,582,000. Attitude: Militant. Resources: Timber, Exotic Plants, Opium Y-6: Tay Pho. Population: 896,000. Attitude: Peaceful. Resources: Timber, Exotic Plants, Mana Y-7: Ðă Cai Nâng. Population: 1,085,000. Attitude: Peaceful. Resources: Mana, Iron, Rubber Y-8: Thanh Pho. Population: 1,387,000. Attitude: . Resources: Timber, Iron, Coal Y-9: Tay Phân. Population: 8,139,000. Attitude: Militant-Expansionist. Resources: Rubber, Emeralds, Timber Y-10: Hoi Hoi. Population: 2,723,000. Attitude: Militant-Paranoid. Resources: Mana, Opium Y-11: Han Pho Nguyen. Population: 1,962,000. Attitude: Peaceful. Resources: Mana, Exotic Timber, Fish Y-12: Cao Duong. Population: 1,058,000. Attitude: Peaceful. Resources: Rubber, some Silver, some Gold, Fish Y-13: Ðă Giang. Population: 6,681,000. Attitude: Militant-Expansionist. Resources: Mana, Gold, Exotic Timber Y-14: Hoi An. Population: 1,182,000. Attitude: Militant. Resources: Timber, Iron, Coal Y-15: Naiphong. Population: 968,000. Attitude: Militant. Resources: Timber, Exotic Plants, Mana, Shellfish Y-16: Dong Nam Bo. Population: 737,000. Attitude: Peaceful. Resources: Mana, Tin, some Silver, some Rubies Y-17: Tay Phong Hong. Population: 2,106,000. Attitude: Peaceful. Resources: Exotic Animals, Timber, Spices Y-18: Pho Hoi. Population: 1,683,000. Attitude: Peaceful. Resources: Exotic Plants, Opium, Mana Y-19: Hai Mien. Population: 1,825,000. Attitude: Peaceful. Resources: Mana, Timber, Spices, Shellfish Y-20: Nha Thiet. Population: 3,581,000. Attitude: Peaceful. Resources: Fish, Shellfish, Nitrates, Sulfates, Mana Y-21: Bing Pho Pheng. Population: 927,000. Attitude: Peaceful. Resources: Exotic Timber, Iron, Tin Y-22: Ca Mau. Population: 878,000. Attitude: Militant. Resources: Iron, Timber Y-23: Dai Hoi. Population: 878,000. Attitude: Militant. Resources: Mana, Timber Y-24: Ðă Phoi. Population: 878,000. Attitude: Militant. Resources: Mana, Tin, Opium Y-25: Pho Nâng. Population: 1,019,000. Attitude: Militant-Paranoid. Resources: Exotic Timber, Iron, Mana T-Region, Troll Lands: While the bulk of the Troll Lands are made up of arid, rather worthless deserts and scrubland filled with scattered (but nonetheless prolific) savage troll tribes, a number of more powerful, discrete trollish empires have arisen. Most of these are relatively primitive but the Empire of Teopanzolco has emerged as a relatively modern, technological state while the more primitive Tenayuca is attempting to expand into Yaleut. T-1: Teopanzolco. Population: 21,472,000 - Jungle Trolls. Attitude: Militant-Traders. Resources: Coal, Timber, Spices, Agriculture (rice), Exotic Animals T-2: Oaxca. Population: 16,310,000 - Mountain Trolls. Attitude: Militant. Resources: Coal, Iron, Silver, Gold, Diamonds T-3: Oaxca. Population: 13,407,000 - Forest Trolls. Attitude: Militant. Resources: Copper, Timber, Exotic Animals, Furs, Semiprecious Gems T-4: Population: 0 - EXCEEDINGLY HARSH ENVIRONMENT. Attitude: N/A Resources: Diamonds, Gems, Mythril T-5: Population: 0 - EXCEEDINGLY HARSH ENVIRONMENT. Attitude: N/A Resources: Diamonds, Gems, Mythril T-6: Chilpancingo. Population: 1,059,000 - Mountain Trolls. Attitude: Militant. Resources: Coal, Iron, Silver, Gold, Diamonds T-7: Population: 0 - EXCEEDINGLY HARSH ENVIRONMENT. Attitude: N/A Resources: Rubies, Semiprecious Gems, Arcanite T-8: Tuxtla. Population: 1,931,000 - Mountain Trolls. Attitude: Militant. Resources: Iron, Emeralds, Exotic Animals T-9: Xalapa. Population: 795,000 - Mountain Trolls. Attitude: Militant. Resources: Copper, Tin, Semiprecious Gems T-10: Tenayuca. Population: 14,289,000 - Jungle Trolls. Attitude: Militant-Expansionist. Resources: Iron, Timber, Exotic Animals D-Region, Dark Sea: Lying on the land bridge between the Dwarven Confederacy's satellite states in Unkwold to the west and the Elven Successor States to the east, the Dark Sea region is a collection of warring dukedoms that owe nomal allegiance to the King of Tintangel, Louis the V. Still enamoured of the knight in armor the nobles buy the best suits the dwarves can build and sent their brightest students to train with the elven mages. While they sometimes send merchants out, mariners from the Dark Sea are careful to avoid the cursed isle of Malarush. D-1: Azure Islands. Population: 171,000. Attitude: Peaceful. Resources: Timber, Fish D-2: Malarush. Population: 0. Attitude: N/A. Resources: ??? D-3: Isles of Nym. Population: 204,000. Attitude: Peaceful. Resources: Fish D-4: Dukedom of Ront. Population: 1,894,000. Attitude: Militant. Resources: Timber, Agriculture, Copper D-5: Dukedom of Arquaine. Population: 1,107,000. Attitude: Mostly Peaceful. Resources: Agriculture, Timber D-6: Dukedom of Felsbridge. Population: 932,000. Attitude: Mostly Peaceful. Resources: Iron, Coal D-7: Dukedom of Normant. Population: 1,376,000. Attitude: Militant. Resources: Timber, Coal D-8: Dukedom of Guye. Population: 886,000. Attitude: Mostly Peaceful. Resources: Fish, Timber D-9: Dukedom of Juran. Population: 2,058,000. Attitude: Mostly Peaceful. Resources: Agriculture, Copper, Exotic Plants D-10: Dukedom of Hellas. Population: 961,000. Attitude: Mostly Peaceful. Resources: Fruits, Tobacco D-11: Dukedom of Irquoite. Population: 1,683,000. Attitude: Militant. Resources: Cotton, some Semiprecious Gems D-12: Dukedom of Loraine. Population: 2,502,000. Attitude: Mostly Peaceful. Resources: Silver, Tobacco D-13: Dukedom of Oscard. Population: 1,270,000. Attitude: Mostly Peaceful. Resources: Timber, Agriculture, some Silver D-14: Dukedom of Mayne-Isard. Population: 773,000. Attitude: Mostly Peaceful. Resources: Agriculture, Iron D-15: Dukedom of Illyette. Population: 908,000. Attitude: Militant. Resources: Agriculture, Timber, some Coal D-16: Dukedom of Gragnon. Population: 1,461,000. Attitude: Mostly Peaceful. Resources: Agriculture, Tobacco D-17: Dukedom of Blanchard. Population: 1,048,000. Attitude: Mostly Peaceful. Resources: Agriculture, Iron, Timber D-18: Dukedom of Misard. Population: 1,390,000. Attitude: Mostly Peaceful. Resources: Agriculture, Timber D-19: Kingdom of Tintangel. Population: 3,106,000. Attitude: Mostly Peaceful. Resources: Gold, Mythril, Mana D-20: Dukedom of Tiphon. Population: 1,567,000. Attitude: Mostly Peaceful. Resources: Agriculture, Mana, Iron D-21: Dukedom of Alsace. Population: 804,000. Attitude: Militant. Resources: Timber, Tobacco, some Silver D-22: Dukedom of Tion-Mer. Population: 1,194,000. Attitude: Mostly Peaceful. Resources: Agriculture, Coal, Cotton D-23: Dukedom of Gryphon. Population: 722,000. Attitude: Mostly Peaceful. Resources: Timber, some Livestock D-24: Dukedom of Maion. Population: 1,296,000. Attitude: Militant. Resources: Agriculture, Mana R-Region, Radiant Sea: The largest landlocked body of water on the planet, the Radiant Sea is a vast expanse of water, so calm that it can be used as a mirror, hence the name. The section of the land bridge bordering the Radiant Sea is home to a handful of smallish kingdoms. More inclined towards the magical arts than their norther brethren, those who live around the Radiant Sea tend to be quiet and introspective, as well as being deeply religious. R-1: Tarragona. Population: ??? - Oriental Dragons. Attitude: Paranoid-Isolationist. Resources: Rich Mana, Exotic Animals. R-2: Murcia. Population: 4,682,000. Attitude: Peaceful. Resources: Mana, Timber, Exotic Fruits R-3: Getafe. Population: 3,945,000. Attitude: Peaceful. Resources: Mana, Iron, Copper, Coal R-4: Oviedo. Population: 4,808,000. Attitude: Peaceful. Resources: Mana, Agriculture, Exotic Animals R-5: Alicante. Population: 2,892,000. Attitude: Peaceful. Resources: Mana, Tobacco, Cotton R-6: Murcia. Population: 4,219,000. Attitude: Peaceful. Resources: Mana, Livestock, Semiprecious Gems U-Region, Unkwold: Unkwold is a relatively innocent and little-known place of the planet, as access to it is controlled in all but name by the dwarves, who have a very one-sided relationship with the locals. It is inhabited by pixies, leprechauns, kender, and hobbitzes, as well as many other minor races that are neither cool, nor more than 3-4 feet high. U-1: Kendermore: Population: 3,521,000 - Kender. Attitude: Peaceful-Curious. Resources: Millet, Curiosities. U-2: Population: 8,003,000 - Pixies/Leprechauns. Attitude: Mostly Peaceful-Paranoid. Resources: Gold, Rich Tobacco. U-3: Population: 1,208,000 - Pixies. Attitude: Militant-Paranoid. Resources: Copper, Tobacco, Rich Opium. U-4: Population: 1,492,000 - Mixed. Attitude: Peaceful. Resources: Agriculture, Fruit, Rich Tea, Spices, Cotton. U-5: Population: 1,837,000 - Mixed. Attitude: Peaceful. Resources: Rich Agriculture, Millet, Horses, Livestock, Cotton. U-6: The Shire: Population: 2,685,000 - Hobbits. Attitude: Peaceful. Resources: Tobacco, Wheat, Very Rich Corn, Beer L-Region, Elven Territories: Once a superpower above even the Dwarven Confederacy, the Elven Empire has fragmented for the first time after almost ten thousand years of Kuan rule. Besides the well known ‘7 Dynasties’, are the ’30 Kingdoms’. These smaller fragments of the former Elven Empire are played as pawns in the game of the big seven, and often suffer the most as the War of Elven Succession continues on and off. Even in civil war however, the Elves cling to their technophobic ways, relying on powerful magic. L-1: Population: 812,000 - Elves. Attitude: Mostly Peaceful-Traders. Resources: Mana, Fruit, Fish, Rubber. L-2: Population: 1,693,000 - Elves. Attitude: Mostly Peaceful-Traders. Resources: Mana, Timber, Fish, Rubber. L-3: Population: 135,000 - Elves. Attitude: Peaceful-Isolationist. Resources: Timber, Fish, SIlver. L-4: Population: 1,612,000 - Elves. Attitude: Militant-Expansionist. Resources: Mana, Iron, Coal. L-5: Population: 438,000 - Elves. Attitude: Militant. Resources: Mana, Iron, Coal, Timber, Silver. L-6: Population: 420,000 - Elves. Attitude: Militant. Resources: Mana, Gold, Iron, Livestock. L-7: Population: 782,000 - Elves. Attitude: Militant. Resources: Mana, Fruit, Timber, Agriculture. L-8: Population: 120,000 - Elves. Attitude: Militant-Paranoid-Isolationist. Resources: Mana, Gemstones, Tea. L-9: Population: 76,000 - Elves. Attitude: Militant-Paranoid. Resources: Gold, Fruit, Fish, Tea. L-10: Population: 1,881,000 - Elves. Attitude: Militant-Expansionist. Resources: Rich Iron, Coal, Tin. L-11: Population: 197,000 - Elves. Attitude: Peaceful. Resources: Mana, Timber, Copper, Fruit. L-12: Population: 205,000 - Elves. Attitude: Peaceful. Resources: Mana, Timber, Tin, Copper, Coal, Gemstones. L-13: Population: 299,000 - Elves. Attitude: Militant. Resources: Exotic Timber, Fruit, Fish, Gemstones, Silver. L-14: Population: 180,000 - Elves. Attitude: Peaceful-Expansionist. Resources: Mana, Timber, Copper, Fish, Fruit L-15: Population: 186,000 - Elves. Attitude: Peaceful-Paranoid. Resources: Mana, Timber, Tin, Exotic Metals L-16: Population: 954,000 - Elves. Attitude: Mostly Peaceful. Resources: Agriculture, Livestock, Fish, Wine, Mana. L-17: Population: 480,000 - Elves. Attitude: Militant-Hostile. Resources: Gold, Agriculture, Rich Mana, Exotic Animals. L-18: Population: 951,000 - Elves. Attitude: Mostly Peaceful-Paranoid. Resources: Mana, Agriculture, Livestock, Fruit L-19: Population: 890,000 - Elves. Attitude: Militant-Paranoid. Resources: Rich Mana, Agriculture, Spices. L-20: Population: 1,237,000 - Elves. Attitude: Peaceful. Resources: Gold, Mana, Rich Agriculture, Timber. L-21: Population: 798,000 - Elves. Attitude: Militant-Paranoid. Resources: Rich Agriculture. L-22: Population: 853,000 - Elves. Attitude: Peaceful-Isolationist. Resources: Agriculture, Timber, Fruit. L-23: Population: 950,000 - Elves. Attitude: Militant-Paranoid. Resources: Gold, Silver, Rare Metals, Exotic Metals, Gemstones. L-24: Population: 1,104,000 - Elves. Attitude: Militant-Isolationist. Resources: Timber, Exotic Timber, Fruits, Spices. L-25: Population: 625,000 - Elves. Attitude: Militant-Isolationist. Resources: Mana, Timber, Exotic Timber, Fruits, Iron. L-26: Population: 335,000 - Elves. Attitude: Militant-Isolationist. Resources: Mana, Timber, Rich Exotic Timber, Coal. L-27: Population: 206,000 - Elves. Attitude: Militant-Isolationist. Resources: Timber, Exotic Timber, Fruits, Spices. L-28: Population: 308,000 - Elves. Attitude: Militant. Resources: Silver, Shellfish, Tea. L-29: Population: 117,000 - Elves. Attitude: Peaceful. Resources: Silver, Shellfish, Pearls, Tea. L-30: Population: 58,000 - Elves. Attitude: Peaceful. Resources: Silver, Rich Fish, Shellfish, Pearls, Tea. I-Region, Inner Continent: A land of contrasts, the Inner Continent region is sandwiched between the Empire of Bharat, the Vampire Kindgoms, Dragos and the Deep Forest. As such its character changes from the west, dominated by hardy nomads who herd yak in the uplands to the east, which are small kingdoms who are part of the Lands of 10,000 Gods. Of note is the kingdom known as Khukris, named after the fighting knives of its lethal Ghurka warriors. i-1: Andhra Pradesh. Population: 11,396,000. Attitude: Militant. Resources: Agriculture, Timber i-2: Sikkim. Population: 15,950,000. Attitude: Peaceful. Resources: Agriculture, Grain i-3: Madhya Pradesh. Population: 16,892,000. Attitude: Peaceful. Resources: Agriculture, Grain, Mana i-4: Tamil Nadu. Population: 5,753,000. Attitude: Peaceful. Resources: Agriculture, Grain i-5: Jharkhand. Population: 3,195,000. Attitude: Peaceful. Resources: Agriculture, Livestock i-6: Population: 1,428,000. Attitude: Peaceful. Resources: Timber, Livestock i-7: Aquilonia. Population: 4,295,000. Attitude: Militant-Expansionist. Resources: Timber, Exotic Animals, Iron, some Semiprecious Gems i-8: Population: 1,071,000. Attitude: Paranoid. Resources: Timber, Livestock, Mercenaries i-9: Cimmeria. Population: 3,847,000. Attitude: Militant-Expansionist. Resources: Timber, Exotic Animals, Iron, some Rubies i-10: Population: 8,683,000. Attitude: Paranoid. Resources: Timber, Exotic Livestock i-11: Population: 1,476,000. Attitude: Militant. Resources: Exotic Timber, Livestock, Mercenaries i-12: Population: 1,303,000. Attitude: Militant. Resources: Copper, Livestock, Mercenaries i-13: Population: 2,054,000. Attitude: Militant. Resources: Exotic Animals, Livestock, Mercenaries i-14: Population: 1,249,000. Attitude: Militant. Resources: Livestock, some Silver i-15: Population: 1,758,000. Attitude: Militant. Resources: Iron, Exotic Animals, some Mythril i-16: Population: 1,604,000. Attitude: Militant. Resources: Iron, Livestock, Mercenaries i-17: Population: 930,000. Attitude: Militant. Resources: Exotic Animals, Mercenaries i-18: Population: 2,480,000. Attitude: Militant. Resources: Exotic Animals, Mercenaris, Livestock i-19: Population: 710,000. Attitude: Militant. Resources: Livestock, Mercenaries i-20: Population: 4,591,000. Attitude: Militant. Resources: Livestock, Exotic Animals, Timber i-21: Uttaranchal. Population: 3,195,000. Attitude: Peaceful. Resources: Agriculture, Livestock i-22: Jammu. Population: 3,068,000. Attitude: Peaceful. Resources: Agriculture, Exotic Animals i-23: Orissa. Population: 2,937,000. Attitude: Peaceful. Resources: Agriculture i-24: Himachal Pradesh. Population: 3,658,000. Attitude: Peaceful. Resources: Agriculture, Coal, Exotic Animals i-25: Manipur. Population: 4,281, 000. Attitude: Peaceful. Resources: Livestock, Iron i-26: Khukris. Population: 3,106,000. Attitude: Militant. Resources: Livestock, Elite Mercenaries i-27: Uttar Pradesh. Population: 21,191,000. Attitude: Peaceful. Resources: Agriculture, Livestock i-28: Chhattisgarh. Population: 6,702,000. Attitude: Militant. Resources: Livestock, Emeralds, Mercenaries i-29: Population: 1,583,000. Attitude: Militant. Resources: Livestock, Mercenaries i-30: Population: 1,400,000. Attitude: Militant. Resources: Livestock, Exotic Livestock i-31: Population: 2,937,000. Attitude: Militant. Resources: Livestock, Iron, some Silver i-32: Population: 4,491,000. Attitude: Militant. Resources: Livestock, Agriculture, some Semiprecious Gems i-33: Mizoram. Population: 2,584,000. Attitude: Peaceful. Resources: Agriculture Islands (Mimizi and otherwise): The Mimizi Islands are a collection of storm-wracked rocks sticking out of the icy northern ocean. With few natural resources they have limited use. Grolland is an island-continent inhabited by Yetis. Few have ventured there and fewer still have returned, but rumors abound of the rich mana deposits there. The other islands are speckled across the ocean, acting as stops for weary travellers. Rarely do they have any natural resources save nitrates - the result of millenia of seabirds flocking to them and building up layers upon layers of guano. M-1: Population: 18,000 - Ice Troll. Attitude: Peaceful. Resources: Fish M-2: Population: 31,000. Attitude: Peaceful. Resources: Fish M-3: Population: 44,000. Attitude: Peaceful. Resources: Fish M-4: Population: 58,000. Attitude: Peaceful. Resources: Fish, Nitrates M-5: Population: 71,000 - Kappa. Attitude: Peaceful. Resources: Fish, Nitrates Grolland: Population: ??? - Yeti. Attitude: Isolationist. Resources: Rich Mana, Timber, Furs, Coal Tyrial: Population: 742,000 - Elf. Attitude: Peaceful. Resources: Fish, Nitrates, Coal Kalm Islands: Population: 81,000. Attitude: Peaceful. Resources: Fish Port Royal: Population: 617,000. Attitude: Free Port. Resources: Fish, Coal, Timber Geheim: Population: 32,000. Attitude: Peaceful. Resources: Fish, Nitrates Karsa: Population: 210,000 - Yuan-Ti . Attitude: Militant. Resources: Fish, Nitrates, Timber Solomons: Population: 319,000 - Human/Merloc. Attitude: Peaceful. Resources: Fish, Timber, Spices, Exotic Plants. Isle of Dragons: Population: ??? - Dragons. Attitude: Isolationist. Resources: Very Rich Mana Miralta: Population: 41,000. Attitude: Peaceful. Resources: Fish, Nitrates Axis Island: Population: 29,000. Attitude: Peaceful. Resources: Fish, Nitrates Saya: Population: 89,000. Attitude: Peaceful. Resources: Fish, Mana Argin: Population: 73,000 - Ice Troll. Attitude: Peaceful. Resources: Fish, Mana, Sulfur Naya Islands: Population: 194,000. Attitude: Peaceful. Resources: Fish, Very Rich Mana Dealon: Population: 3,000. Attitude: Paranoid. Resources: Very Rich Fish Petrainsula: --see Calxcivitas-- Stellaterra: --see Calxcivitas-- Underwater Nations: A number of nations exist solely underwater. Naturally, very little is known about them and it’s fair to think that they know fairly little about us. However they do interact occasionally on the seas, harassing ships, trading (in small quantities), and so on. Due to the inherent difficulty of underwater industry, they are generally solid magic powers. Most are merfolk of various kinds. Bejami Sea: Merfolk (standard). Attitude: Peaceful-Curious-Trader. Imports: Almost Anything. Exports: Gold Mimizi: Merfolk (seahorse). Attitude: Isolationist. Imports: N/A. Exports: N/A Yaleut: Merfolk (dolpin-tailed). Attitude: Mostly Peaceful. Imports: Gemstones. Exports: Pearls, Spell Components. Oris Gulf: Merfolk (eel-tailed). Attitude: Militant-Paranoid. Imports: Gold. Exports: Information. Deep Forest: Merfolk (finned humanoid). Attitude: Paranoid-Hostile. Imports: N/A Exports: N/A
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When the Singularity comes, you'll be first up against the wall. |
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Moderator
Moderati
Join Date: 26 Dec 1999
Posts: 19,858
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Nation: The Exalter Foundation (Coreven Federation)
Government: Teleologic Federation (Religious Republic) with a First Minister and a Guiding Teleologan Capital: Aldicore Other Major Cities:Endire, Invené, Mavrard, Niva Levé, Starbride Currency: Tircon Calendar Date 30 RY (Revelation Years) Population: 42 million (72% Exalters, 28% Catholic) Flag: A silver field split by one horizontal blue band and a central golden star Economy: The Foundation economy is currently weak due to years of strife and war, further undercut by a lack of precious metals which devalue the Tircon in trade. Science: Aldicore was a center of knowledge and learning, and with the Exalter revolution, this knowledge has been spread widely. It is no exaggeration to say education and knowledge are literally worshipped by the Foundation, and the nation is rapidly becoming the most learned in the world, with students journeying from afar to learn from its schools and colleges. Industry: The Foundation has a strong, high tech industry in the northern lakeside provinces due to the rich resources there, but the southern ones are more agrarian. Imported Resources: Gold, Silver, Fruits, Horses Exported Resources: Iron, Coal, Nitrates, Mythril Products: Knowledge, Manufactured Goods, Religion History Following the fall of Klistering, the Coreven area fell into a long period of chaos and fragmentation. During this period the monastic fortress city of Aldicore rose to prominence as a center of knowledge and spirituality, surrounded by a number of other disunited states, between which there was frequent conflict. In 1780 a priest and scholar by the name of Raphael Teilos began preaching a heretical new “Exalter” doctrine that envisaged god as a superconsciousness created and ultimately controlled by man, and man as the ultimate controller of his own environment, where man’s divine gift of knowledge could actively influence not only his own being, but the very nature of world around him. In effect, it “exalted” man over god. The Aldican Church tried to suppress Teilos, at first peacefully by exiling him, then as his teaching spread, violently with force of arms. In 1812 this led to the eruption of a short war between Aldicore and its allies and Teilos and his radical followers. Early in the war Teilos marched on Aldicore, seizing the heretofore “impregnable” fortress city with almost no bloodshed, toppling the Aldican Church, and founding the Exalter Foundation. A series of longer wars followed between the Foundation and the surrounding nations of the Coreven, until by 1828 all the Coreven was under Foundation control. Teilos died in 1830 (and was subsequently deified as a modern Messiah) and soon after the Foundation was wracked by further wars as the newly unified but unstable nation was beset by religious strife, internal rebellion and external invasion. By 1851 the situation had stabilized. After years of sectarian strife the Exalter philosophy emerged clearly dominant. A new Federal system was implemented that bound the Coreven states of the Foundation together in a loosely democratic manner, ruled over by a Teleological religious council. Finally, a new generation of brilliant military leaders emerged and in a number of decisive campaigns were able to secure the Foundation’s borders. National Overview The Coreven area has historically been divided into seven nations, now unified as provinces under a single flag as the Exalter Foundation. The three northern provinces are the most highly developed, benefiting from ready natural resources and massive industrialization. The southern provinces have always been more agrarian, though the northern soil has always required special attention to yield adequate foodstuffs. In recent years the spread of rail, mechanization and the end of the old signeurial system has improved the lot of the farmers dramatically, and the Foundation is now self sufficient in grain. Technologically the Foundation is highly advanced, with a rabid focus on technology as part of the drive to Godhead (the point at which man’s knowledge lets him define the world). Due to the nature of the humanistic faith, Exalter knowledge of the human body is advanced resulting in excellent medical practices, and even ridumentary psychology. Electric lighting, a novelty elsewhere, is standard in Exalter cities. There is a particular focus on steam engines and the Foundation has extensive rail lines that criss-cross the north and stretch down into the south. With the development of the “minimized” Crechy engine, other steam powered devices have proliferated further, most notably in farm machinery and the mechanized “Autoclair” war machines. The Foundation also has large deposits of Iron and Mythril which it alloys into armour for its well-protected ships, and its elite troops. The Government of the Foundation is somewhat complex, with both Temporal and Spiritual government. The Federation Ministry looks after the governance of the provinces, and is lead by the federal government of the First Minister, supported by the provincial governors. Over top of this democratic system lies the Teleological Council, lead by the Cardinal Teleologan. The Council has veto power over the Ministry and is responsible not just for oversight over the Federation, but all Exalters everywhere. The Religion of the Foundation is still fundamentally Christian, though the Exalter sect diverges sharply on a wide number of issues, such as the nature of Christ, Creation and God himself. Military Overview Navy The Foundation Navy is composed of a mid-sized flotilla of lake gunboats to the north, and a small number of powerful coastal ironclads and monitors to the east in the Lower Slave Sea. However the pride of the navy are its ocean-going ironclad frigates, which are intended for far-overseas missions and almost exclusively subordinated for use by the Avatars. Save the lake ships many of which were inheretid by the Foundation from previous Coreven states, all ships are exceedingly modern having been constructed in the past decade. However after the initial building boom the navy is having a hard time remaining the focus of Foundation military procurement. Northern Lakes Fleet 35 Lake Gunboats (usually armed with a single 24-32 pound muzzle loader, and no more than 20m in length) 11 Sloops/Brigs (armed with 12-24 24 pound muzzle loaders, and around 30-40m in length) 3 Jereal Frigate Leaders Displacement: 800 tons Length: 45m Armament: 36 x 24 pounder breechloaders in broadside 1 x mortar bombard on upper deck 4 x 6 pounder QF guns on upper deck Crew: 300 men and officers Hull: Wood Power: Sail The Jereal class are relatively new class of shallow-draft frigates built to lead operations in the northern lake. Coastal Fleet 2 x Dévastation class coastal battleships (under construction) Displacement: 9,200 tons Length: 115m Armament: 4 x 250 pounder breechloaders in fore and aft twin-turrets 12 x 110 pounder breachloaders in broadside citadel swivels 4 x 6 pounder QF guns on upper deck 4 x Autoclaire cannon baskets on upper deck Crew: 600 men and officers Hull: Iron/Mythril alloy Power: Steam, single shaft These are a pair of brand-new vessels intended to secure qualitative dominance over the Lower Slave Sea for the forseable future. Their immense cost and complexity has repeatedly delayed their completion. 9 x Coastal Monitors (in the 1-2,000 ton range) Open Water Fleet 5 x Divinité class ironclad cruising frigates Displacement: 9,000 tons Length: 120m Armament: 1 x 250 pounder breechloader in foredeck Autoclaire operated basket swivel 16 x 110 pounder breachloaders in broadside 7 x 6 pounder QF guns on upper deck, with one in crow's nest citadel 6 x Autoclaire cannon baskets on upper deck armed with "Mega-Mitras" Crew: 900 men and officers Hull: Iron/Mythril alloy Power: Three-mast Sail; Steam, single shaft Though called "cruising-frigates" the Divinité class are more powerful than almost any other warship afloat, with three times the displacement of a traditional man o'war, armour that can shrug of all but the most close range fire, guns heavy enough to blast wooden hulled ships to flinders with a single broadside, and a steam engine that allows them to outrun what they cannot outfight. They are also very very expensive, and the Foundation has switched to building the less costly Impunité class. 3 x Impunité ironclad cruising frigates (6,000 tons) Length: 90m 2 x 110 pounder breechloaders fore and aft Autoclaire operated basket swivels 12 x 110 pounder breachloaders in broadside 4 x 6 pounder QF guns on upper deck 4 x Autoclaire cannon baskets on upper deck armed with "Mega-Mitras" Crew: 600 men and officers Hull: Iron/Mythril alloy Power: Three-mast Sail; Steam, single shaft The Impunité class are a slightly less expensive option to the larger and more powerful Divinité class. These ships still greatly outmass and outgun any conventional man o'war. 6 x Older model experimental ironclad frigates of varying types, ranging from 2,000 - 5,000 tons) Merchant Marine A large number of costal sloops and steamers, with small number of large galleons for sail beyond the bay Air Force The Foundation keeps a modest number of civilian airships, and is enthusiastically researching multiple means of flight, however the military is not yet convinced of the utility of airships in war and is unwilling to spend the tight budget on what could prove to be an inefficient avenue. Army The Foundation Army is huge and highly professional, with cutting-edge weapons, an educated and experienced officer corps, dedicated ranks of NCOs, and large numbers of highly trained veteran troops. Due to past wars most major Foundation cities are well fortified, though expansion has a habit of continually sprawling past the defences necessitating another ring. Of particular note the Foundation ruthlessly analyzes past battles and continually reviews its strategies and tactics for improvement. The military academy at Endire is second to none. With military powers the north and south and wild lands to the west the Army takes its duties very seriously, and has been the historical guardian of the Exalter revolution. The army has historically been light on cavalry as the northern climate is not conductive to breeding. In recent years this has been somewhat rectified by large steam-powered mechanoids called Autoclaires. 250,000 Infantry, broken down into Armies, Corps, Division, Brigades, and Battalions 10,000 Cavalry Dragoons gathered into a single Division 200 Autoclaires (1st Mark) 500,000 Cadre Reserves Within the Army is a smaller force, the Ascender Corps. The Ascender Corps receives the best pay, training and equipment – and thus the best troops – and answers directly to the Guiding Teleologan, rather than the Foundation First Minister. 50,000 Ascender Infantry 1,000 Cavalry Dragoons 1,000 Autoclairs (2nd and 3rd Mark) The main weapon of the Army is the breechloading 11mm Chassepot rifle which has now equipped all regular and reserve formations, replacing the plethora of older muzzle loading weapons the Foundation inherited from the various Coreven states. The regular army uses paper cartridges, but the Ascender Corps has modified most of its weapons to use rapid-loading metal cases. Single action revolvers are also common among officers and NCOs, and cavalry units use a revolving-chamber 11mm rifle which has had mixed success. Artillery is mostly 6 pounder muzzle loaders, with a small number of 12 pounders, due to the limited number of horses available to pull them. There are also a number of Mitrailleuse-type machineguns, though these are rare enough to be mostly found only in the Ascender Corps. Autoclaire units often use the more modern 24 pounder breach loaders, often with advanced mechanical assists, as well as the so-called "Mega-Mitra" heavy machinegun. Agents Perhaps the most visible aspect of the Foundation are its “Avatars”. The Avatars are missionaries, spies, academics, and historians – sometimes one, sometimes all, who carry the very essence of the Foundation with them to other lands. Equipped with the very best, almost magical, devices Exalter science can devise, they fan out across the world gathering knowledge for the libraries of Aldicore, recording events, and spreading the holy word of Teilos. This makes them somewhat conflicted figures in many nations, where the Exalter faith is generally regarded with deep suspicion – and outright hostility in nations more closely aligned with the Vatican. The Vatican (rightly) believes that the Exalters plan to spread their heretical tanshumanist faith across the entire world.
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An Outside Context Problem is the sort of thing most civilizations encounter just once, and which they tend to encounter rather in the same way a sentence encounters a full stop. -"Excession," definition of an OCP "Look at your comment, now back to mine. Now back at your comment now back to mine. Sadly it isn't mine, but if you stopped trolling and started posting legitimate comments it could look like mine." -Bombadecasa, YouTube video comment Last edited by IXJac; Nov 19th 2004 at 2:48pm. |
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#17 |
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Twin tails squares moe
Lord of Ether
Join Date: 19 Dec 2001
Location: Citadel Station
Posts: 10,613
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The Minato Republique
Location C14 Map Colour: Light yellow Knowledge base: Technological, with some magical elements The Republique is the centre of research into automations of all kinds, from clockwork mice to the massive difference engines that rest at the centre of Regency Bunker. Capital: Lyon Other major cities: Carnac, Grande Boulevard, Nouveau Bayuex Economy: the Republique has a strong economy based on automatons and vast numbers of cheep non-citizen labours. Industry is also helped by a very good transport system, including a vast network of railways. Population: 40 million citizens ~20 million non-citizens Industry The industry and agriculture of the Republique is built in accordance with the principles of science, Factories are concentrated in the major cities, all build on hubs of transportation and resources. The rest of the land is given over to efficient, scientific agriculture. Prime Exportable Resources Iron, Æthyrite and Coal Primary imports Alcohol, Fruit and Timber Primary products Automatons, Manufactured products and Techno-magical weapons. History Originally a fairly successful, but rather normal kingdom ruled by a line of moderately successful kings since the time of the Klistering. Recently however, events have swept aside the old order, and replaced it with a new regime both better and worse than the old. Two events have shaped this transformation. The first was the spread of Exalter Religion across the straight from Coreven. The second was the invention of the difference engine by Louis Deviries. The engine’s calculations, and use of varies other similar creations revolutionized the economy, giving much wealth to the new middle class. Many of this new class began to question the place at the top of the heap of the nobles and the king. Exalter ideas gave fuel to this, with the Difference Engine becoming the focus. Deviries and his follows constructed a legion of automaton warriors, stormed palace, and crushed the royal guard, then set up a new Regime in its place. The Regency, as it is know is ruled by Regent Deviries with a strong hand, however, it is far more representative than the old king was, the Regency parliament may, with enough votes, veto even the Regents plans, though it rarely does. The Regent in also apparently helped by the predictions of the vast engine that lies at the heart of Regency bunker. Some whisper that the engine it’s self has a mind… that it guided the Republique towards some agenda of it’s own… though what that Agenda could be they remain quiet on. Those who supported the nobles (or were nobles themselves) in the Revolution were not given citizenship or the right to vote in the new Republique, These none citizens may own property, but how much is limited. It is possible for the children of none citizens to throw off this status, in theory, however the mechanism is still being determined five years after the Revolution. Army 10,000 automatons 100,000 men, Lots of artillery and land ironclads The core of the doctrine of the Republique’s army is that equipment is king. Training is important, competence is important, but the army that will win the next war is that which has the best weapons. This philosophy is exemplified by the land ironclads, vast steam belching creations, filled with machinery and controlled by a difference engine and a small crew of men and golems. These great machines are armed with six-inch naval rifles and machineguns. This approach has also cased heavy investment in artillery, and advanced ranging tools for it. Navy The Regency navy consists of some twenty Iron clad warships. The technophile nature of the Republique has meant that the older wooden hulled ships have been largely phased out. Air force The newest arm of the nations military the air force consists primarily of light Baloons, ornithopters and some airships. It is used extensively for scouting and artillery observation, with air superiority vehicles and bombers still in the conceptual stage.
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Peace: very short and complete Changed Stars: a fic I really will finish this time Acceptable behavior: now updating again Last edited by FBH; Nov 14th 2004 at 3:23pm. |
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#18 |
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Registered
Join Date: 19 Sep 2004
Posts: 462
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Nation: Sinyanor
Government: Triarchy (Rule by Three) Current Three: - Athariel - Nienna Felagund - Lagif Prayermine (Dwarf) Capital: Daneroth Currency: Treecoins (Golden coins decorated with a picture of a tree. Each coin has a different tree depicted to determine the value.) Flag: A long, slim horizontal banner with a tree across the flag (also horizontal). Population: 19.8 million (90 Elvish, 10% Dwarf) Background: Sinyanor was once but a small land around the great Elvish city of Daneroth. Over time the Elvish influence spread across the lands. On those lands a small group of Dwarfs dwelled as nomads. Moving from one part of the lands to another just to mine and gather resources. Conflict befell the two groups. The Dwarven population had no love for the arcane arts that the Elves practiced. Over time this conflict drew out to a long and bloody battle. The resiliency of the Dwarfs was greatly underestimated by the rulers of Sinyanor. But in time the Elven armies gained the upper hand. As such, they tried to work out a peacefull way where the Dwarfs were free to roam the lands of Sinyanor unbothered but in return the Dwarves would help them forge the swords and arrows of the Elfs with their delicate expertise. As the years past by the Dwarven minority began to grow. While still a minority, they found a place in the Elvish lands and settled there. Now, they are considered to be part of Sinyanor and friends of the Elfves. Not often had an Elven nation and a Dwarven nation come together in friendship. But here, it happened. Economy: The Sinyanoran economy relies mostly on the export of magical goods such as mana and spell components. On rare occasions, part of their forces will fight as mercenaries besides their employees. However, such aid has proven costly and is only resorted to if absolutely necessary. The Dwarven population also support the economy with their extensive mining projects. Coal for example is rarely needed in Sinyanor and is a lucrative export product. Industry: The main industry is all about mana, wood, agriculture, coal and iron. Wood and agricultural products go to the civilians while the other three products are used by the military and are exported. Prime Exportable Resources: Iron, Coal, Mana, Mythril Resources Needing Importation: Livestock, Rare metals, Timber Products: Spell components, Textiles, Magical Armor, Mythril ARMY: The Sinyanoran military is magical in nature. Most, if not all, don’t rely on any networks whatsoever. They know how to travel through forests and other natural environments and are completely independent. The entire military consists out of magical and enchanted units. Ranging from warmages to swordsmen with magical swords and armor and undead magical units. Unit Types; Mages; Elemental Warmage; A mage who fights through the use of the elemental forms of magic like fire and wind. Dark Warmage: A mage who fights through the us of dark arcane arts such as necromancy and other forms of Dark magic. White Warmage: A mage who fights through the use of healing and supportive magic rather then offensive magic (Although capable of weaker offensive spells such as a large blinding light). Cleric: The main healers of the Sinyanoran army. While White Warmages can also cast healing spells, the clerics are far more proficient in this field. While barely any offensive power, this unit has extraordinary defenses through enchantments. Summoners: Mages that are versed in the arcane art of summoning. The summoners can call forth critters from beyond the graves like necromancers but also ethereal creatures and spirits of sorts. They can also conjure strange living creatures as they will. Infantrymen; Elven Knight; The Knights are both swordsmen and archers. While they don’t have extraordinary abilities in either department, they are the most versatile infantrymen in the army. This alone is an advantage. Elven Archers: Their ability to see beyond what any other creature can see allows them to be extremely deadly. Especially with their assortment of magical arrows. Elven Warknights: The swodsman of the Sinyanoran lands. They have no equal in their ability to wield a sword. With their magically enchanted sword and armor they are a force to be reckoned with. Dwarven Beserkers: A small minority of the Dwarves that have agreed to fight alongside the elves. While they dislike magic, they do wear a powerfull amulet that protects them and which allows the to come in close range with the enemy. Orthil Uthor: These are fearsome undead warriors conjured by the Dark Warmages. On their own they are roughly equal to the Elven Warknights in skill. But these fierce warriors inspire fear in the hearts of the enemy. Also, these beings command the Umwern Crypt Fiends and the Jer’ Thol Warriors. They also wield limited necromantic powers. Critters: Regh Hounds; Vicious and ugly beasts trained only for one purpose: to kill. They are intelligent and can operate completely autonomous. They communicate telepathically but only amongst themselves and the Sinyanor Elves. Others seem to be unreceptive to this form of telepathic communication. Umwern Crypt Fiends: Fallen warriors that have been called from the dead by the Orthil Uthor to serve them. These undead are completely loyal to the Orthil Uthor and no one else. They are equal in skill to the Elven Knights but are tougher to kill because they feel no pain in death. Jer’Thol Undead; ‘The Guardians of the Dead’ they are called by many. Their necromantic powers even surpass that of the Dark Warmages. However, they have no other arcane knowledge besides the necromantic arts. They are protected by an unholy ring from harm and have an unholy sword that drains the very soul from their foes. As the Crypt Fiends, they are completely loyal to the Orthil Uthor. Artillery: Consists out of 1 brigade (2500) of Elemental Warmages and 1 regiment (1500) of Dark Warmages that use long range spells to fire at their enemy (roughly equal to normal tech artillery just more flashy). Cavalry: Mounted Knights: Mainly equal to the Elven Knights only mounted on trained horses which are, like the Knights, magically protected. Mounted Archers: Mainly equal to the Elven Archers only mounted on trained horses which are, like the Archers, magically protected. Mounted Warknights: Mainly equal to the Elven Warknights only mounted on trained horses which are, like the Warknights, magically protected. Navy: Frigates: Small, thin, agile and fast ships. On their own they have little offensive power besides a single forward mounted magically enchanted ballista. But combined with mages or archers with their enchanted arrows, they make a great ship. They’re fast, hard to hit and deadly if manned properly. Warfrigates: Larger then a normal frigate and somewhat slower, though still faster then an average ship, they pack a bigger punch with 7 large magical ballistae mounted on them. 3 on each side and 1 up front. Once again, a small number of archers or warmages make this a deadly opponent for anyone. Heavy transports: These ships have no offensive power on their own whatsoever. They are also much larger and also slower then frigates and warfrigates. However, they can take quite a punch for being sunk. They are equipped with a rare magical artefact called a ‘Minthrith’, which is basically a large piece of crystal imbued with magical forces. The Minthrith creates a magical field around the ship that allows them to move through heavy fire unharmed. These Minthrith will fail if they absorb too much damage. Air: Dragon + Dragoon: These are tamed dragons, for as far as dragons can be tamed. They’ll listen to their respective Dragoons but to nobody else. The Dragoons spent years earning their trust before the dragons even allowed them to come close. Now they are like brothers. Infantry: 180,000 Infantry is arranged in several categories and sub-categories; - 80,000 Warmages --- 30,000 Elemental Warmages --- 25,000 Dark Warmages --- 10,000 White Warmages --- 10,000 Clerics --- 5,000 Summoners - 85,000 Infantrymen --- 30,000 Elven knights (Proficient in the use of both the sword and the bow & arrow) --- 20,000 Elven Archers (Extremely proficient in archery) --- 20,000 Elven Warknights (Extrmely proficient in the art of the sword) --- 10,000 Dwarven Beserkers --- 5,000 Orthil Uthor - 15,000 Critters --- 7,000 Regh Hounds --- 7,000 Umwern Crypt Fiends --- 1,000 Jer’Thol Warriors Artillery: Consists out of 1 brigade (2500) of Elemental Warmages and 1 regiment (1500) of Dark Warmages that use long range spells to fire at their enemy (roughly equal to normal tech artillery just more flashy). Cavalry: 30,000 The cavalery is divided into 3 catagories; - 12,500 Mounted Knights - 12,500 Mounted Archers - 5,000 Mounted Warknights Navy: 30 warships Sinyanor barely has a forcefull navy to speak of. They rely on small and agile ships rather then huge and slow ones. When combined with warmages, these hard to hit targets can become lethal tugs of war. - 24 Frigates (AKA ‘Swifts’ or ‘Erdanii’) - 4 Warfrigates (AKA ‘Boomers’ or ‘Pathimor’) - 2 Heavy transports (AKA ‘Runners’ or ‘Erthilan’) Air: 15 units Unlike on water, the Sinyanor forces in the air rely on large and powerfull forces, namely Dragons ridden by Dragoon Mages. While only 20 dragons have been tamed they make up the entire airforce of Sinyanor. - 15 Dragons with Dragoon Mages. Last edited by TREKK; Nov 14th 2004 at 3:27pm. |
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#19 |
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Registered
Join Date: 12 Oct 2004
Posts: 1,571
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ORBAT for Venezi
Most Serene Republic of Venezi
Resources of Note: Wheat/Grains/Millet, Timber, Livestock, Tobacco, Fruits Exports of Note: Luxury goods, Textiles, Alcohol (wine & cognac), Items Equipment (Fine Glass). Imports of Note: Industrial Machinery, Luxury Goods, Weapons, Cotton, Fish, Copper. Military Paradigm: Technomagic Republic, predominantly naval power. Army: The Venezian Army consists of a large professional army that can in times of war be backed by a large conscript levy should the homeland proper be invaded. Quality of this army has often been criticized, most common criticism is that officers are often promoted for family connections rather than skill, and the heavy use of foreign mercenaries and officers in an attempt to maintain a modern army. The Army proper consists of a total of 150 000, which is divided into different services a follows: 125 000 Infantry 15 000 Cavalry & Dragoons 7 500 Artillerists 2 500 Engineers & Support Infantry Each regiment of Infantry shall, at full strength, consist of the following one colonel, one lieutenant-colonel, one major, and ten companies; Each company shall consist of one captain, one war mage, one first lieutenant, two second lieutenants, five sergeants, four corporals, two musicians, and ninety privates. To each regiment there shall be attached one adjutant, to be selected from the lieutenants, and one sergeant-major, to be selected from the enlisted men of the regiment. Further there shall, in each regiment of infantry, be an officer known as "Ensign," with the rank, pay, and allowances of a first lieutenant, whose duty it shall be to bear the colours of the regiment, but without right to command in the field. There is in peacetime however a standing number of no less than 144 regiments of infantry, meaning that most of them are under strength some of them actually stand at half strength. Each individual infantry man is issued the following by the Quartermasters: 1. Rifle 2. Bayonet (with scabbard) 3. Complete uniform (this includes boots, socks, undergarments, and so on) 4. One set of headgear. 5. Army Belt 6. Haversack (A pouch worn on the belt containing rations) 7. Two days of emergency rations 8. Rucksack 9. Shelter half 10. Gum blanket (rain poncho or ground cloth) 11. Cartridge box (40 cartridges) 12. Canteen 13. Blanket 14. Winter greatcoat 15. Tin cup and plate 16. Spare pair of boots (In theory) 17. 180 additional cartridges (stored in rucksack) Regarding the spare pair of boots it is true that each soldier has two pairs as he leaves bootcamp, that is generally the last time he has two pairs unless the commissary happens to be unusually well equipped. His rifle is either a Gnomish conversion breechloader (25%) or else an Enfield M1853 equivalent muzzle-loader (75%). If he is carrying a muzzle-loader the soldier will also have a cap box for carrying his percussion caps. In case of the reserves being raised they will invariably use a muzzle-loading rifle and smoothbore artillery. Officers will carry a heavy revolver and a sword in lieu of a rifle and bayonet, and will generally also be mounted. [OOC: Gnomish Conversion Breechloader: http://www.researchpress.co.uk/firea...8661109eng.htm http://www.britishempire.co.uk/force...iderrifle.htm] Cavalry & Dragoons Each regiment of Cavalry or Dragoons shall, at full strength, consist of the following one colonel, one lieutenant-colonel, one major, and ten companies; Each company shall consist of one captain, one war mage, one first lieutenant, two second lieutenants, four sergeants, four corporals, one farrier, one blacksmith, two musicians, and sixty privates. There shall also be one adjutant and one sergeant-major, to be selected as aforesaid. There is in peacetime however a standing number of no less than 24 regiments of Cavalry & Dragoons, meaning that most of them are a little under strength. Each individual cavalry man is issued the following by the Quartermasters: 1. Carbine (Or additional revolver) 2. Sabre (with scabbard) 3. Revolver. 3. Complete uniform (this includes boots, socks, undergarments, and so on) 4. One set of headgear. 5. Cavalry Belt 6. Cavalry Saddle 7. Saddlebags 8. Two days of emergency rations 9. Shelter half 10. Gum blanket (rain poncho or ground cloth) 11. Cartridge box (40 cartridges) 12. Canteen 13. Blanket 14. Winter greatcoat 15. Tin cup and plate 16. Spare pair of boots (In theory) 17. 500 additional cartridges (stored in saddlebags) Regarding the spare pair of boots it is true that each soldier has two pairs as he leaves bootcamp, that is generally the last time he has two pairs unless the commissary happens to be unusually well equipped. His carbine is a Gnomish conversion breechloader (15%), a sawn off double barrel shotgun (25%), or else an Enfield M1853 Carbine equivalent muzzle-loader. If he is carrying a muzzle-loader the soldier will also have a cap box for carrying his percussion caps. All cavalry and dragoons carry at least one Colt "Dragoon" equivalent revolver, some are issued an additional revolver in lieu of a carbine. In a few cases (15%) an imported Gnomish revolver carbine is carried instead of a regular carbine, but the tendency for all the chambers to cook off at once makes this rare. There is a Cavalry Reserve that is surprisingly well armed as it consists of the younger sons of the nobility, this reserve is of course not all that well disciplined but it is effectively free provided that losses are light. Duchal Guard The Duchal Guard is the Doge's personal bodyguard, roughly one thousand guardsmen in colourful uniforms. This guard is responsible for the security of the city of Venezi and the body of the Doge himself. Of course they may look dandyish and ceremonial, but their magically enhanced weapons means that they are quite capable of handling any enemies. The Duchal Guards shall consist of the following: one colonel, one lieutenant-colonel, one major, and ten companies; Each company shall consist of one captain, one first lieutenant, two second lieutenants, two war mages, one sergeant-major, one quartermaster's sergeant, four sergeants and eight corporals, and ninety privates. To the Duchal Guards shall have one adjutant and a quartermaster, to be selected from the lieutenants, and one surgeon shall be appointed for the regiment, in addition to those already authorized by law for the medical department. The Duchal guards main equipment includes their big helmets with plumed helmets and magically enhanced breastplates, and their magic halberds, but they also carry at least four revolvers on their person whenever they are about. Navy: The Venezian navy is divided into three main groups, first there is the old sail navy, second there is the newer more experimental ironclad navy, third there is the galley fleet. Given the presence of ships mages and ironwood spells some hope that the older fleet will still be able to put up a good fight, However it is clear that the Venezian navy large, but not very modern at all. Old Sail Navy Ships of the Line (SoL) these are the ships of the line with two or three decks of cannon, the ships are rated after how many cannon they carry. A broadside from one of these beast is still a terrifying event, or so the Venezian navy hopes. 144 gun SoLs: 1 (Venezian flagship) --- 32 x 36 lbs; 34 x 24 lbs; 34 x 18 lbs; 44 x 8 lbs. 112 gun SoLs: 10 --- 30 x 36 lbs; 32 x 24 lbs; 32 x 18 lbs; 18 x 8 lbs. 94 gun SoLs: 2 --- 30 x 36 lbs; 30 x 18 lbs; 34 x 8 lbs. 80 gun SoLs: 4 --- 30 x 36 lbs; 30 x 18 lbs; 20 x 8 lbs. 74 gun SoLs: 53 --- 28 x 24 lbs; 30 x 18 lbs; 16 x 8 lbs. 60 gun SoLs: 14 --- 22 x 24 lbs; 24 x 18 lbs; 14 x 8 lbs. 50 gun SoLs: 3 --- 20 x 24 lbs; 20 x 18 lbs; 10 x 8 lbs. Frigates, these are smaller lighter ships created to act as a scouting screen for the larger ships of the line, but also to hunt down and harass smaller enemy ships and enemy shipping. 40 gun frigates: 10 --- 26 x 18 lbs; 14 x 8 lbs. 36 gun frigates: 3 --- 24 x 18 lbs; 12 x 8 lbs. 34 gun frigates: 48 --- 22 x 18 lbs; 12 x 8 lbs. 30 gun frigates: 6 --- 20 x 18 lbs; 10 x 8 lbs. Ironclad Navy The ironclad navy consists exclusively of broadside ironclads, being very similar to their wooden companions with the exception of steam engines and armour. Currently the Republic has built 12 of these ironclads, but the keel has been lain down for 6 more in a desperate attempt to prevent total obsolescence of the navy. Many of these ships have also been equipped with giant rams, just in case as it were. In addition to the ocean going ironclads a smaller fleet of brown water ironclads and riverine ironclads has also been lain down. There are approximately 30 of these vessels that are generally little more than upside down bathtubs with guns sticking out. Galley Fleet The galley fleet is the main defensive fleet of the inner sea (as Venezi calls it) and the key to keeping access between the Peninsula and the mainland. In essence this is a fleet of several hundred small galleys carrying between two and six cannon, the biggest of them also have large rams and boarding bridges. To back up the fleet there exists a force of 15 000 marines, there to provide discipline and security aboard each ship (generally one marine per gun is the standard) but also to conduct landing operations against enemy positions. Airforce: The Venezian republic has of late built some elaborate large skyships with even more elaborate sails, allowing them to sail the skies as they have in the past sailed the waters. Only six of these military skyships have been made and the experiment, though lovely and graceful, seems unlikely to be expanded upon. They can best be described as rigid keel airships, blimps in other words, with sails, very pretty to look at but not too useful with only 8 pounder cannon and magic to defend themselves. Of course there are many civilian skyships of gnomish technomagical creation that could perhaps be impressed in case of a war, but the Venezian military have so far been slow to see the military need for a large airforce. Last edited by The Norseman; Nov 17th 2004 at 11:40am. |
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#20 |
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CrankyWookieeGeophysicist
Join Date: 2 Jun 2003
Location: California
Posts: 2,803
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I'm posting the url to the map here so we don't have to hunt through the threads for it.
http://www.geocities.com/n00bie_pikachu/steammap.jpg And could this thread be stickied? |
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#21 |
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The Mad
Lord of Ether
Join Date: 29 Jun 2002
Posts: 1,893
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Confederacy OOB, 1.0?
The Summer Confederacy
Theme: “Cotton Lands” Population: 21 Million(3 Million Orc/Troll Slaves) Leader: President James Harris Background It was during the days of the lost Klistering Empire that the first farmers came to the shores of the Aracnunis Ocean. In those days, the farming was hard work and mostly did little more than support the people living on the land. A few coastal cities traded with distant lands, a few mages took up residence to take advantage of the seclusion but for the most part it remained a quiet and often ignored region. With the rise of industry, a curious new crop called Cotton suddenly became a valuable and desired commodity for the factories of the industrialized world. And Cotton thrived in much of the south-western farmlands. Poor farming families grew as rich as any of the old nobility, while the trading cities grew far beyond anything they had been before. New inventions such as the Cotton Gin allowed fast production, and the labor needs of the ever-growing plantations were met by the use of slave labor. Heavily armed slave-traders raided troll and orc lands, bringing many of the strong but unpleasant creatures back to work the land. For some decades this arrangement had continued to bring profit to the plantation owners of what had become Summer a great deal of continued profit. Though not without the system being denounced by Abolitionists within and without the area. A few adventurous Entrepreneurs sought to build their own factories within the cities of Summer, and some succeeded. But for the most part the status-quo went unchecked until the Slave Revolts of 1799 and 1819. Orc and Trolls escaped by the thousand, and it took some years for heavily armed Citizen’s Militia soldiers supported by local mages to end the chaos. After nearly two decades of terror, order was restored, but even the staunchest supporters of the old system were shaken. Slave-run plantations slowly began to disappear, replaced by the first groundwork of an Industrial State. Cities grew, and long ignored resources were brought into use to fuel the factories. By the dawn of 1860 the Summer Confederacy had grown into a blossoming industrial states, despite still not completely abandoning its base in cotton, and often relying upon it to fuel a booming textile industry. Economy Resources: Significant Cotton, Coal Exports: Textiles, Weapons, Manufactured Goods Imports: Slaves, Industrial Machinery, Luxury Goods The Confederate Economy is split between the past and what seems to be its future course. The old cotton plantations that for so many generations were the core of its income remain to this day for the most part, and still are one of the World’s main producers of the valued plant. But in the growing cities, new industry has arisen to process the cotton into useful textiles, along with other factories that churn out manufactured goods and some amount of weaponry. Technology and Magic While in the past Summer would have probably leaned heavily into the fields of the arcane, today it is a decidedly technological power based upon iron and steam. Not to say magic is completely lost to Summer, or that technomagical gear is entirely faded from it, but it generally is not common enough to have much effect on a large scale. Mages are few and far between these days, and the majority of them dabble in healing on magical construction rather than the arts of war. Tech 80/20 Magic Geography Summer’s geography is varied and ranges from the rolling hills of the North to the southern mountains and the swampland of the eastern regions near the twin Great Lakes. Several major rivers and many minor ones flow across the landscape, emptying out into the Great Ocean itself. The weather tends to be a bit hot in the summer, and fairly warm in the winter. The greater portion of the population lives in the south, either near the coast or along the rivers, with the capital of Auburn located on a triangle-shaped peninsula jutting up out amid a turn in the coastline. Major Cities Auburn (Capital), Woodbridge, Clarksville, Valdosta, Orangeburg Armed Forces of the Summer Confederacy Confederate Army The Confederate Army is a solid force of fifty thousand veterans of the Northern Wars and the Troll Territories that has been recently augmented by some ninety thousand volunteers after the recent raid on the village of Waycross. With the standard Brown 1859 Repeating Rifle now widely in service, along with the latest available artillery and other assorted gear, the average Confederate Regiment is well equipped to handle almost any possible foe. But of course, there do exist foes and environments that are beyond the reckoning of any regular infantryman and repeating rifle. Knowledgeable veterans are often called upon to either train others against such places and threats, or in some cases take up arms again to face them. One well known such unit is the Devil’s Furnace Regiment, a hardened group of soldiers who have seen service in some of the harshest of the Troll Lands and lived to tell of it. Another less visible band of soldiers make up what is perhaps the deadliest element of the Confederate Army. The so-called Exorcists are rarely seen, and perhaps even less discussed outside the realm of rumor and legend. Some years ago a unit of Confederate Soldiers and private adventurers sailed into the Undying Islands in search of some treasure or glory. Only a handful came back, years later, with little fanfare or public concern. It is often said that in those years that the survivors had fought their way through those blasted lands and now wielded great power against the dead. If there is any truth to this, it remains to be seen. 45x Infantry Regiments 5x Cavalry Regiments 90x Volunteer Regiments Confederate Navy The Confederate Navy is a somewhat understrength naval force that has up until recently been charged with only the defense of Summer’s coast. In more recent days it has come into greater use in the Confederacy’s growing foreign ventures. Most of the Confederacy’s naval force remains in the form of coastal gunboats and converted steamers, but a few larger ships are planned or in service. 1 Stonewall Class Ironclad Battleship -Large, Iron Hull -Ships in Class: CSS. Stonewall -The Stonewall is at the front of Confederate Naval Technology, a large armored battleship that has been built to first-rate standards and is the equal of almost any similar sized ship maintained by the larger navies. It is however, just a single vessel, though plans have been made to build several more in the class. 1 Denbigh Class Frigate -Medium, Iron Hull -Ships in Class: CSS. Denbigh -The Denbigh is a fairly new ship, and it is generally suggested about the capital that it is the first of a line to replace to Morgan Class. 1 Macon Class Frigate -Medium, Iron Hull -Ships in Class: CSS. Macon -The Macon was a testbed built by an Orangeburg Shipyard to test various modern naval construction methods, and eventually purchased by the Confederate Government. 3 Morgan Class Frigates -Medium, Wooden Hull -Ships in Class: CSS. Morgan, CSS. Westport, CSS.Firefly -The Morgan Class Frigates are older vessels that are nearing the end of their service, many in the Navy Department would have preferred they be replaced some time ago, but Congress has until recently be less that cooperative. 5 Louis Class Frigates -Small, Wooden Hull -Ships in Class: CSS. Louis, CSS. Pamilico, CSS. Pioneer, CSS. Mobile CSS. Resolute -Fairly average and uninteresting small patrol ships, usually found on patrol about the shores of Summer. Numerous Small Steamers and Gunboats. Magic -Spell-Craft is something of a waning field within the Confederacy, though it is still practiced in several mage’s guilds and taught in a handful of specialized academies. These days the mages of Summer often spend more time working in Magical Construction or enchanting certain specialized tools than working in any useful military field, though there are some exceptions. Mages -500 Military Mages(Mostly specializing in magical construction, serve as part of the Engineering Corps.) -Several Thousand Civilian Magic Users
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ALL OF THESE THREADS ARE YOURS
EXCEPT THE LOCKED ONES ATTEMPT NO POSTING THERE USE THEM TOGETHER USE THEM IN PEACE |
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#22 |
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The Azhrei
Join Date: 25 Jul 2002
Location: Everywhere
Posts: 162
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The Dual Kingdoms of Vekradon
Nation Type: Magic Location: C22 (pink) Northern Faction (the Island): The Kingdom of Donam The is kingdom, although far to the north, is quite warm. The large amounts of mages born there keep the weather pleasant year-round. The majority of the people live fairly far inland and, because of the plurality of mages born their, lead fairly extravagant lives. The areas by the coast are preserved for natural wildlife. However, there are two large exceptions to this. The Vekrdon Bay, in honor of its proximity to Vekras and to the strait of Vekrdon, is the smaller of Donam’s shipyards. The larger shipyard is in Merwyrm Bay, on the northern side of Donam. Merwyrm Bay is also (conveniently) the location of where most of the merwyrms are born. Some others grow up in various places around the island, but Merwyrm Bay is their “home” as it were. The land of Donam has an unusually high number of mages born. They vary from hedge wizards to “high mages”, whose magic tends to be flashy and impressive (but still very, very, effective as well). The people use magic in their everyday lives, to construct buildings, charms to keep away dirt and insects, medicine, etc. Before the merging with Vekras, the people were naïve and aloof. Although they are still somewhat so, their encounters with the people who have come over has shown many of them how life could be Imports: Luxuries, Copper Exports: Shellfish, Mana Stones Products: Ceramics, Magical Charms Population: 15 million Military Lots of Mages --many of them are weather-workers, keeping the island pleasant at all times; 12,000 fully-trained Battle Mages, guaranteed to kill you dead; various other mages that perform duties such as enchanting weaponry, healing, repairs, communications, etc. 40,000 Regulars --Men sign up for the army once they are 17 or older. They are given 7 years of training and kept as a reserve/garrison force should an enemy ever actually invade the island. Standard equipment is halberds and crossbows, often magically enchanted. Troops wear magically-reinforced half-plate. 8,000 Skirmisher Cavalry --A light scouting force, armed with recurve bows. Their magic is ingrained into their construction, giving them great range and strength despite their small size. Often used as scouts and harassment units. Sometimes a lesser battle-mage will ride with a unit of them. 45 Corsair Ships --Small two-mast sail ships with triangular sails. They are quick and agile. Although Vekradom does not possess the technology for proper cannons, a battle-mage or three easily provides a suitable replacement. They are used as resting places for the Merwyrm riders and to patrol the straits on either side of Donam. 90 Merwyrm Riders --A position of great danger and honor, the Merwyrm riders are key to Vekradon's navy. They are scouts and "boat-assassins". The Merwyrm are semi-intelligent sea-serpents and are raised off the coast of Donam, often in close proximity to the soldier who will be their rider. The riders themselves are hand-picked soldiers. They wield magical spears and sometimes harpoon-guns. They also have enchanted masks allowing them to see and breath underwater for several minutes. Under Construction/Training: 5 Merwyrm Riders (completion in 18 months) 4 Corsair Ships (completion in 14 months) 430 Soldiers (completion in 11 months) Southern Faction: The Kingdom of Vekras Although not as cold as Donam, Vekras doesn't have enough mages to keep it warm all the time. The land of Vekras is mountainous and covered in forests before sloping down into grasslands. Without the magic of Donam, the people were forced to constuct their buildings the hard way. Cities were constructed in the mountains, with the castles being literally carved from the rock. Although this makes the castles very durable and warm, it also makes them a pain to expand… at least without magic. In the plains, many of the wild horses are being tamed. Before the merging, magical talent in Vekras was limited to hedge wizards. Although very useful, they just aren’t the same as a high mage. They were used for healing injuries, predicting weather for crops, etc. After merging, life got better. The high mages from Donam made construction easier. The combination of Donam magic and Vekran ingenuity and determination made a fearsome combination. Imports: Iron/Steel, Mythril Exports: Horses, Timber Products: Magical Weapons/Equipment Population: 22 million 120,000 Regulars --All males are recruited into military training at the age of 16. After 4 years they may either continue with training and military service or get out and find another profession. All males are expected to serve the military in one way or another should the need arise. The standing army of Vekras has more training than that of Donam. Standard equipment is a short-sword, tower shield, and pike. they fight with a shield wall formation, allowing those behind them to stab with their pikes. After their agreement with Donam, mage-smiths were used to reinforce the shields and armor. 6,000 Heavy Cavalry --The Vekras mounted corps are 'heavy' cavalry. Steel-tipped lances, full plate, and barded warhorses supply the Vekras army with a serious hammer. The Vekran lance design is quite unique, and would be impossible without mage-smiths from Donam. It resembles a large blade while still having a tip for the charge. They incorporate mithril so that they are light-weight enough to be wielded properly. 2,000 Battle Mages (from Donam) and various hedge wizards for healing and basics --The extent of magical talent in Vekras are hedge-wizards. They perform various services such as herb healing, predicting the weather, and other minor functions that make life just a little easier. 60 Fire Catapults --Vekras has it's own artillery. Catapults always have worked, and (with the right adjusyments) always will work. Mostly large rocks or flaming bundles are launched to disrupt enemy formations (or take out other artillery). But with proper mages, fire-jell pots are starting to be used (think magic napalm). Due to their effectiveness, Vekras is currently training more cavalry and building more catapults to supplement their soldiers. 6 ‘Battleships’ --Vekras has only recently begun to build a navy. At the moment they only have 6 large, three-mast, ships. These ships each have a small catapult fore and aft for launching fire-jell or flaming bundles and are primarily used for transportation. Under Construction/Training: 1200 Soldiers (completion in 17 months) 300 Heavy Cavalry (completion in 8 months) 4 “Battleships” (completion in 9/21/33/45 months, respectively) 12 Fire Catapults (completion in 15 months) Before the two kingdoms joined together, there was suspicion and raids on both sides. However, Donam lacke dthe manpower to invade and Vekras lacked the navy or magic to harm Donam. However, a mysterious figure who is supposed a powerful sorcerer stepped in and made them quiet down and settle together because "they were being too noisy". Although at first no one took him seriously, after the two leaders met, they were able to rationally come to a mutually benefitial contract. Trade began to flourish between them and eventually they became a dual kingdom. The leaders regularly meet on Creques and speak with the sorcerer. But other than at these meetings, he is never seen. (*cue ominous music*)
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"We apologize for the inconvienience." Spider Jerusalem: Rogue Journalist and Professional Horrible Bastard "The Chair Leg of Truth is Wise and Terrible." "Don't fuck with me! I have this fancy stick and I'm standing on this bad ass tower cuz I'm a wizard!" -Ralson Proud Member of Lords of Ether |
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#23 |
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Otaku
Join Date: 28 Nov 2001
Posts: 6,977
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Name: The Lopol islands (Lopol)
Capital: Pelipone Government: Shamanistic Current Shaman: High Priestess Quiana Population: 30 million Currency: Filling (5 pounds each. A filling can be cut into 10 pieces) Resources: Wheats/Grains; Semiprecious Gems; Mythril; Fruits; Fish; Shellfish, Opium Products: Exotic Textiles; Weapons (Technological); Alchohol (Wine, Absinthe) Gross Domestic Product (GDP): 55,000,000 Fillings National Military Expenditure (NME): million fillings; 20,000,000 Major cities in order of size: Pelipone (5 million), Pralaze (825,000) Penelope (750,000) Persianeus (600,000) Oslow (40,000) Imports: Exotic Timber, Spices, Tobacco, Exotic Metals, Mana (Energists), Luxury Goods, Items/Equipment (Technological, Magical), Industrial Machinery (Technological, Magical) Military The army does not have an elite unit because the training regimine is rough for everybody. Only people between 25 and 36 can sign up although the retirement age is 45. There are no special units. Soldiers are trained to be fast. All cannon operators are soldiers that have received 1 extra year of training. Reload rates are 50% less that normal. Everybody has a musket strapped tight to their side and has training in how to use it. Their are only 1 battalion in the army although a second battalion may be conscripted. The military is split up as shown: 1 battalion = 1309 officers 12600 lesser ranks = 3 line regiments 1 line regiment = 109 officers 4200 lesser ranks = 4 demi-brigades 1 demi-brigades = 27 officers 1050 lesser ranks = 2 foot soldier divisions, 1 Calvary division 1 solider division = 9 officers 350 lesser ranks = 6 large field units, 2 small field units 1 large field unit = 1 officer 50 soldiers 1 small field unit = 1 officer 15 marines 10 cannon operators; 2 operators per cannon, 1 12 lb cannon, 4 9 lb cannons 1 Calvary division = 9 officers 350 Calvary, field units may be made unevenly as seen fit by the division commander. Multiple foot soldier field units may be pulled together and used. Cavalry: 7,800 Artillery: 192 9 lb. cannon 48 12 lb. cannon 1140 Artillery guards (These guards are soldiers attached to artillery field units. They have full artillery training) Troops 7,200 soldiers One note is that 1,000 soliders are stationed in the lower levels of the Shaman's mansion, her private actual residence is 5 stories up. The mansion is a citidel type of building overlooking the ocean on three sides, located on a bluff. Navy Note: All names are roughily translated from the Lopol launguage. If there is a astirisk next to a name it indicates the origional word ot discription would be hard to translate/needs explination. Commanded by: Excession II class LGS Excession II Ship.......|Guns...........|AA.|Crew.|Marines.|Tons Rating...|10x8.5..........|.......|..........|................|........ ...............|50x4.5..........|.......|..........|................|... Flagship|60................|20...|575....|100...........|10001 First-rate ships LGS Hornblower LGS Her Majesty LGS Atlantis LGS Enterprise LGS True Bonding LGS Red October LGS Graf's Bay LGS Honor LGS Fury Ship.......|Guns...........|AA.|Crew.|Marines|Tons Rating...|6x8.5............|........|...........|...............|........ ...............|40x4.5..........|........|..........|...............|... First.......|46.................|10....|445....|80...........|9800 Second-rate ships (Light Man-o-war) GS Lucena LGS Lopal LGS Corrupt LGS Candor LGS Foundation LGS Intrepid LGS Tireless LGS Goddess LGS Anger LGS Weretiger LGS Druid Ship.......|Guns...........|AA|Crew.|Marines|Tons Rating...|10x7.5..........|.......|...........|...............|........ ...............|40x4.5..........|.......|..........|...............|... Second..|50................|6.....|405....|70...........|8900 Third-rate (Protector class) vessels LGS Chia *1 LGS Tali *2 LGS Warning Spirt LGS You Only Live Twice LGS Double life *3 LGS Traveller LGS Usea *4 LGS Unconcerned LGS Diamonds LGS Spy LGS Shining eye *5 Ship.......|Guns...........|AA.|Crew.|Marines|Tons Rating...|6x6.5............|........|..........|..............|........ ...............|40x5.5..........|........|..........|..............|... Third.....|46.................|6....|350....|60..........|7500 Fourth-rate (Large frigate class) vessles (26 25-lb cannon and 26 19-lb cannon) LGS Dreamnweaver LGS Cunae *6 (Paint it black) LGS Rose LGS Simplicty LGS Gaia LGS Faith LGS Tireless LGS Angel LGS Doubtless LGS Nothingness LGS Time LGS Seer LGS Oracle LGS Totem Ship.......|Guns...........|AA.|Crew.|Marines|Tons Rating...|10x6.5..........|........|...........|...............|........ ...............|20x5.5..........|........|..........|...............|... Forth......|30.................|10....|385....|80...........|6500 30 Fifth-rate vessels (Small Frigate class) Ship.......|Guns...........|AA.|Crew.|Marines|Tons Rating...|4x6.5..........|........|...........|...............|........ ...............|16x5.5..........|........|..........|...............|... Forth......|20.................|10....|385....|80...........|6500 500 merchant vessels owned by the goverment 1234 merchant vessels owned by private companies Religion The religion, despite being shamanstic on the outside is mostly of neo-egyptian infulence. Of note is the study of science or magi in relatiosn ot the understanding of the world. Thsi si considered near sacred, and testament ot understanding the universe, however the current Shaman passes edicts which aremset/meant to protect the environment, with minimal standards set by previous shaman, making foward progress of science more impeeded, and the pulling back of restrictive laws harder. After death Shama are put into a position of equal power, except for the firstOnosian shaman, and thand her direct eldest daughter. Her other daughters are also considered semi-divine. The trivbe of Lopal was considered 'saved' from Cumae by the Onosian shaman, realstically because of a deal between the two tribes to combine and end the last tribarl warfare before it became too technological. The current shama is considered a link to the dead adn the 'gods' of old, with the future shaman considered as spirts who are being recarnated all aroudn the islands, as well as new souls beign aded to the earthly number to levee the numbers brounght out of the cycle by virture of becoming shaman
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-----BEGIN GEEK CODE BLOCK----- Version: 3.1 GG/O d? s+: a- UL P L+++ E--- W++ N? o? K- w--- O-- M-- PS+++ PE-- Y+ PGP t* 5+++ X++ R tv b+ DI+ D G++++ e h! !r !z* -----BEGIN FURRY CODE BLOCK------ FFLTh2r A--- C- D H M- P- R++ T+++ W- Z- Sm+++ RLU j+ p+ GC Last edited by Tainted Angel; Nov 19th 2004 at 3:06am. |
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#24 |
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General of Seventh Gate
Commodore
Join Date: 27 May 2000
Location: Canada
Posts: 13,455
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Nation: Riva
Government: Monarchy Leader: King Garion Rane I Population: 10 million (85% human, 10% elf, 5% half-breeds) Capital: Boktor Exports: Fish, exotic wood, timber, wool, ships(tech), silver Imports: Grain, foodstuff, coal, machine parts, sulfer, luxury goods Land: C-26, Isle of Dragons, Kalm Islands Military: Army: 30,000 (40,000 reserve) infantry; 500 cavalry; 400 3-pound guns, 125 6-pound guns, 25 12-pound guns Air Force: An unknown number of dragons. Believed to be around eighty. Navy: 13 wooden cruisers, 45 wooden frigates, 20 wooden clippers, 12 iron-plated cruisers, 20 iron-plated frigates, 5 ironclade cruisers, 1 prototype sub. Building three ironclade battleships (34 months), three ironclade cruisers /w rams (28 months) History: Riva was once an outpost of a long forgotten empire. When the empire feel the island was left to fend for itself. Slowly the community grew and expanded to the nearby islands. About five hundred years ago elves arrived, fleeing from wars in the south. Although the two races distrusted each other they have now leaned to work together. The elves brought with them the art of magic. With these powers they were able to tame some of the dragons that often attacked Riva. Over time humans too learned this art and work to perfect it. Today no kingdom has more knowledge or control over dragons than Riva. However this focused has caused the majority of magic spells to be forgotten. The dragon spells and some healing spells are all that remain. The Rivan people are a hard working lot. With little land they had to fight to make a life on the chain of islands. While their capital is the only major city in Riva the other towns and villages are well connected by roads and a growing rail system. They are always open to new ideas and believe through hard work a person can make their life better. Due to its small population Riva does not have a large military. As this has always been the case it was decided long ago to make up for quanity with quality. To this end the Rivan military spends most of their time training and trying new tactics. The pride of the army are its scouts who can move through the woods with the ease of any elf. Rivan generals are always on the look out for tactics that can help their small army defeat any larger invader. Being an island Riva has a strong navy. While not the biggest or most advanced the Rivan navy can outsail anyone. Rivan sailors are among the best in the world and live for charting the unknown. For this reason Rivan maps are perhaps the most detailed one can buy. Overseas trade is seen as vital to the kingdom and one can often see a Rivan at any dock in the world. Perhaps the most powerful part of the Rivan military are the dragons. From the island to the south the dragons are tamed by powerful spells for weeks, even years. While under the spell the dragon is next to harmless, believing that Rivans are part of their clan. The number of dragons under Rivan control is always changing as it is harder to caste a controlling spell on the same dragon. There hasn't been a major dragon attack in over a hundred years.
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"War is an ugly thing, but it is not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself." - John Stuart Mill Last edited by Corp; Dec 3rd 2004 at 12:04pm. |
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#25 |
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Cosmic Sword
Join Date: 26 Feb 2002
Posts: 5,646
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Nation: The Gelé Communes
Government: Industrial Worker’s Republic Capital: Montauban Other Major Cities: Troyes, Besançon Population: 63 million Currency: Franc Head of State: President Dany Cohn-Bendit Head of Government: President Dany Cohn-Bendit Template: Technomagic Major Imports: Grains/Millet/Wheat, Coffee, Fruits, Spices, Livestock, Rubber Major Exports: Silver, Iron, Coal, Mithryl Products: Technomagical Industrial Machinery, Equipment, Ships, Manufactured Goods History Before the break-up of Klistering, the sprawling cities that now from the Communes constituted one of the larger industrial bases and population centers of the empire. Set on the coast, Montauban, Troyes, and others grew into great ports as trade from the outer coast of the empire and from powers abroad flowed into their docks. By the time Klistering was coming apart at the seams, the cities were rivaling the largest in the world in terms of population, industry, and shipping. A general of Klistering, seeing the breakup with almost perfect foresight, seized control of the region just as the central government dissolved. An almost bloodless coup left him in absolute control of the great trade spine and coast, with his own sizable military command largely intact to support his rule. He crowned himself a king and founded a dynasty on his impressive statesmanship, fortuitous position, and military resources. For six hundred years his dynasty flourished in the north. While the rest of the continent seethed and raged with war and confusion, the cities of the north were held under the iron, if relatively benevolent fist of the general’s dynasty. Campaigns of opportunity against the kingdom’s southern neighbors yielded the few main ports of the area not already under the banner of the new kings, while plunder raids kept the north rich and at the forefront of technology. In 639 PK (post-Klistering?), the order and progress of the kingdom stopped abruptly as the whole region was plunged into confusion of the highest order. Shifting ley lines and aether winds brought magic to the coastal cities in a big way. Mages who had arrived years ago and maintained their art found their powers greatly enhanced and sometimes uncontrollable. Spells that had once been reliable had unforeseen and drastic effects. Magical creatures came from the sea, air, and from the none-too-distant polar ice cap. The elves that had arrived long ago from their kingdoms and had lived through the breakup of Klistering felt the magic surge in their blood. Babies, bizarrely (and sometimes beautifully) different were born to utterly normal parents. For decades the very climate was unreliable. Early thaws would flood the land, winters would be even harsher than normal and last for years at times, and a thousand other strange manifestations of the magic that roiled through the once-stable kingdom. Earthquakes, massive blizzards, even occasional localized eclipses destroyed the once lively economy. Ships refused to sail to the once mighty cities. Thousands starved or simply disappeared into the night. The few mages at the time were oft consulted. Most insisted that the portents were not specifically evil, only chaotic. Communication throughout the land remained viable, usually, though no authority could make itself felt beyond the borders of whatever city it inhabited. Magic users exploded in numbers, elves took human mates, and the entire region seemed to be filled with raw, unrefined energy. Many advances combining the high technology with the new magic were made and saved, despite the chaos. But then the magic quieted. The coast and its cities would forever be lands of high magic, but no longer would the uncontrollable tides of restless aether swamp the land. Gaurnaux the Despoiler, a mighty and cruel mage, made his name known in those days. Combining elvish blood with that of ancient Klistering nobles, Gaurnaux gathered an army of evil men, elves, and beasts to him and re-forged the old dynasty by 776. He claimed to be the descendent of ancient, savage, noble gods and of the general who had first founded the post-Klistering kingdom. He said that no force, god or man, could dispute his claim to the throne of the trade cities. Under his ruthless, cunning whip the cities rebuilt themselves. Torn and broken by the years of anarchy, Gaurnaux had the ports rebuild themselves into ideal and painfully efficient engines of industry and trade. Wealth flowed again into the coffers of the north, but where some of the wealth the first kings had brought went to the benefit of the people, they now saw none. The days seemed dark. After twenty years of the oppression, the last of the pureblood elves arose in rebellion. War wracked the coast as powerful elvish mages and warriors fought the mighty beasts and evil half-men of Gaurnaux. Though they fought valiantly, Gaurnaux’s power and cunning were too great, and the elf lords were slaughtered. Periodic uprisings among workers and dedicated revolutionaries followed the succession of more and more terrible rulers of Gaurnaux’s line. The Despoiler himself did not die for seventy years. By 1840, the cities of the north groaned under the blood-soaked rule of the Despoiler’s dynasty. The ruthless efficiency that seemed the hallmark of Gaurnaux’s lineage (whatever it truly was) had made the cities powerhouses of industry, shipping, and population once again. Two industrial revolutions had propelled those black cities to the cutting edge of technomancy, and population boomed despite the misery of life. More warm bodies could always be put to work in the north. But a light in the darkness arose in the form of Dany Cohn-Bendit, a simple worker in Montauban. He turned out to be not all that simple. Developing radical new ideas that reached far beyond the normal limited scope of revolutionaries (namely, the destruction of Gaurnaux’s dynasty), Cohn-Bendit used his massive intellect and oratorical skills to organize a clandestine and almost military in discipline network of cells dedicated to both the elimination of the region’s cruel overlords and to the seizure of power by Cohn-Bendit’s organization. To make a long story short, the revolution succeeded where all others had failed. After a few weeks of Cohn-Bendit’s fighters battling the forces of the Despoiler’s brood, the workers of all the cities rose up as one, swept aside the comparatively paltry forces of their oppressors, and seized power. The people, beset by a jubilation known in few people’s history, fairly forced power upon Cohn-Bendit and his lieutenants. Creating a provisional government of much simplicity that made him a virtual dictator, the youngish man quickly established the Gelé Communes and built his permanent government around the initiative of the people represented by a democratically elected authoritarian council with a powerful president heading the state and the government. Cohn-Bendit, now over fifty, has yet to lose an election. He shows no signs of abusing his power, and all his words and deeds suggest an undying a brightly burning devotion to his people. Society A government composed of elected officials who are subject to recall at anytime runs the Communes. Every civil servant is paid the wages of a skilled factory worker, and soviets operate all the means of production in the name of the people. There is no inheritance, and a heavily bracketed progressive income tax works to take from those who can afford to give and to help those who cannot. The militia-like National Guard occupies the cities proper; the national army is not allowed within a certain radius of the population centers. This seemingly ideal society is made possible by the feeling of camaraderie and brotherhood that the years of torturous oppression has instilled in the people of the frozen north. They see that the only way to remain free and strong is to look out for one another, work their best for the good of the community, and live relatively frugally so as to keep their state rich and powerful. It must be noted that such an attitude does not extend past the icy borders of the Communes; those outside are not included in the feeling of mutual aid and protection. The productivist nature of the Communes, as well as the love most people feel for their state and the desire to keep it strong through personal toil has caused the once mighty industrial base of the great cities to explode. Only Jela and the Dwarves can exceed the sheer heavy manufacturing might of the Gelé Communes. This is fortunate, as the Communes must import a significant portion of their foodstuffs and certain other products. The citizens of the Communes are hopelessly interbred with the former elven lines. ‘half-elves’ best describes them, though few people actually have such distinct lineage. Most are a mix, some displaying more elvish blood, some displaying their human progenitors a bit more. Rarely, one finds an almost ‘pure’ elf or human. As a result of their mixed breeding, Commune citizens have no prejudice against either human or elf. Lastly, it must be noted that Gelé is a nation bathed in magical energy. Strange races not seen anywhere else have arisen from utterly normal human parents since the days when mothers gave birth to winged babies like angels and the like. Great mages make their home in Gelé, and the magical prowess of the natives has only improved their formidable technological base. The Communes are one of the world leaders in technomancy. Army The army of the Communes is a patriotic, well-motivated force that feels the full favor of the industrial might and technomagic advancement of the cities it defends. Drawn into a relatively small force (from such a large population), the army focuses on a moderately sized group of soldiers with solid training and equipment. The Communes save their truly lavish budget for the navy. Infantry men are armed with elemental variance rifles. These technomagic contraptions are complex, rugged weapons with a good degree of flexibility. Artillery is also a big part of the Commune army, and a number of advanced technomagic guns with good crews are currently in service. 125,000 Infantry 1,000 artillery pieces, from light field guns to heavy siege howitzers Cavalry exists in several forms. An interesting arm is born directly from the magical energies which make the Communes such an interesting place to live. A number of natural lycanthropes serve simultaneously as light cavalry and extremely heavy infantry. Able to, at the very least, keep pace with more conventional cavalry, the ‘white wolves’ also display characteristic regeneration, speed, strength, and ferocity. They are totally in control of themselves in whatever form they assume, though this does nothing to abate their fury in combat. Another aspect of Commune ‘cavalry’ are the armored, steam-and-magic powered Mauraux craft. Consisting of a boxy body mounted long-ways on four legs, the Mauraux are armed with swiveling three light cannon and crewed by six or seven men. They are fast, tough, and strong enough to battle on equal footing most similar creations. Some standard cavalry does exist, serving primarily as scouts and skirmishers, while a number of other magical beasts are divided into companies and squadrons. 15,000 white wolves 750 Mauraux craft 15,000 light hussars/carbineers ~15,000 heavier fantastic cavalry Navy The Commune navy is large, advanced, and well-trained. Designed to dominate whatever sea(s) the Communes set their eye on, the navy focuses on power and projection of that power. The massive naval budget gives testament to the Commune devotion all things maritime. 8 x Gourgand-class Ships-of-the-Line Displacement: 9,125 tons Length: 476 feet Beam: 49 feet Crew: 900 men and officers Speed: 14.3 knots Armament: 20x100 pounders (broadsides), 6 fore-and-aft 30 pound swivel guns Armor: 4 inch belt The Gourgand-class is the current ship-of-the-line for the Commune navy. A technomagic steamer-ironclad, it is cutting edge in every respect. Cruising at 14.7 knots, it can achieve still greater speeds and execute particulalry creative manuvers thanks to the "operators" that accompany each one. Operators are powerful mages that specialize on using their own telekinesis to physically move the ship in short-term bursts of activity (such as combat). The armor of this ship would seem thin for a standard ironclad of its day, but the mythril-iron alloy (enchanted to boot) allows for increased protection so that not as much is needed. Finally, the cannon of the Gourgand, like any Commune naval cannon, are enchanted and operated by gunnery-exorcists. The shot is demonically posessed while still in the cannon and then summarily expelled through the white magic of a gunnery-exorcist. This gives the cannon great accuracy, increased power, and virtually no recoil. Marines and battlemages add an extra punch to the combat capabilities of this ship, as they do to all front-line vessels. 8 x Comte de Ferre-class Secondary Ships-of-the-Line Displacement: 7,400 tons Length: 312 feet Beam: 40 feet Crew: 734 men and officers Speed: 14.2 knots Armament: 14x90 pounders (broadsides), 6 fore-and-aft 30 pound swivel guns Armor: 3.7 inch belt Comte de Ferre secondaries are lighter ships intended to support their heavier counterparts, or to serve as the main battleships in a moderate-sized engagment. They incorporate all of the technomagical gee-wizery of the Gourgand in a slightly more economical package. 13 x Picquant-class Tiertiary Subordiante Gunships Displacement: 3,027 tons Length: 270 feet Beam: 33 feet Crew: 254 men and officers Speed: 11.1 knots Armament: 12x70 pounders (broadsides), 4 fore-and-aft 22 pound swivel guns Armor: 3 inch belt These ships are purely scouts and skirmish boats that are also capable of supporting bigger vessels in heavy combat. They are very economical in terms of coal, sporting above-average engine efficency. A Picquant can cruise quite a ways. Finally, Picquants are sealed ships capable of extreme manuvers below the waters. Their operators are as highly trained as those who serve on the much heavier ships, making these smaller boats prone to eye-popping manuvers. A scattered assortment of steam-powered wooden-hulled ships serve as armed transports, galleons, scouts/explorers, training ships, and blockade-runners. A number of more obsolete ironclad steamers also exists as a last-ditch defense and as trading convoy guards. The merchant marine of the Communes is, understandably, enormous. Operators are not attached to these second-rate ships, though most have gunnery-exorcists (albeit on smaller, less-advanced cannon). Air Force The airforce of the Communes is small and powerful. Dragons, native to the magical tundras and glaciers of the northern wastes, have been tamed and trained to fly into battle wearing mythril barding and carrying riders. Smaller breeds, capable of out-flying the winds but not much larger than a horse serve as scouts, harrassment troops, and couriers. Their larger cousins, painted in Commune colors, fly into battle belching flame and smoke and smashing enemies with their enormous strength and great claws. Most dragons are intellignet and willingly serve the Communes, for a price. A few of the most powerful are even mighty mages (though these rarely serve the Communes for long, if at all). Another aspect of the Commune airborne forces are mages. Flying with their magics, shielded with spells and warm clothes from the biting high-altitude temperatures, these off-balance individuals fling bolts of destruction at enemies. Finally, a certain race of winged humans has arisen during the time of magical chaos and they serve as skirmishers. They are armed with extremely accurate scope rifles and magical close-combat weapons. Some carry primative explosives for use against enemy airships. ~1,000 lighter dragons 30 adults and wyrms 500 special airborne mages (organized into a single company) 7,500 winged men
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Speak to me in many voices, make them all sound like one. Reveal to me your sacred mysteries. Reveal to me the unknown tongue. |
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