1. The Rules of Spacebattles are now in a convenient location. Read them. Do it now.
  2. Isil`Zha has been promoted to full Administrator.

    [Oppression Intensifies]

  3. Are you good at managing/creating Xenforo styles? Do you want to work on making SB's custom style even betterer? If so, PM The Observer!

Fantasy Nations Take Two

Discussion in 'Story Debates - Play by Post Games' started by Oseng, Dec 28, 2011.

  1. Silence Hero of the Imperium

    The North Lerinian Empire/ The Holy Lerinian Empire

    History
    Antiquity
    Lerina was a small city built upon the river Ler during a time when the Age of Man seem like a dream. To the south (now one of the borderlands areas with the Southern Empire) the Elven Princpates were experiencing their glorious age of discovery and thinking which had over the years transmitted itself culturally to the early Lerninans who were ruled at one time by a king. However, events forced out the King and the ruling magician families, took upon themselves as the Council of Magister and transformed Lernia into a magocratic republic. The Republic of Lernia soon expanded and exploded onto the scene conquering vast swaths after the Elven Princpates destroyed much of their military in a brutal infighting, allowing the Empire to come in and make slaves of them. Republican legions using magic and steel crushed many human barbarian tribes and brought them light of civilization.

    However, as the Republic grew in size and territory and power, the institution that made sense for a small community running a city state became strained under the pressure of running one of the greatest empires mankind had ever seen. Corruption ran rife, the Council of Magisters were interested in gaining power from any means necessary including fiendish blood-pacts to advance their careers then the salvation of the state. This came to the end with the rise of Thomas the Great, a Magister from a declining family who had one of the greatest political minds, through cunning and deciet he managed to ensure the dooms of any his rivals in obtaining a governorship position within the Empire, and after years of conquering barbarians he marched to Lernia and executed the entire Council, sent assassins after survivors of the purge, and had the new hand picked Council of Magisters declare himself Emperor.

    Two hundred years later, Saparian teachings swept through the Empire, with the Sun Goddess worship taking route primarily in the north.

    Modern History
    The Thomasine line died with the unified Empire that day at the battle of Kamlitzer. The Empire had due to years of peace and prosperity and insipid leadership from the center, began to decline. The mighty imperial legions which had conquered the world operated on outdated doctrines, and the magister support that was common in the old days was gone, as the noble families with magic rather keep to themselves in the capital and hire out hedge wizard and witches to take their place. Though the sheer numbers and the historical ability of the Empire to keep on throwing men at the problem till there was no problem was a deterrent enough till Theodaric (later called Theodaric Magnus) came onto the field. One of the leaders of the last great migration of barbarians which had caused trouble on the northern border for a century and half before the battle of Kamlitzer, Theodaric as a teenager was sent by his tribal chieftain and father to scout the Empire which had defeated, bribed into submission or allowed for peaceful colonization of the other hordes, what strength this mighty empire of legends really had.

    Going into Lernia, he found an empire on its last legs, the Nobility was quickly engaged in another one of its silent wars within itself, and the current and last Emperor of the Thomasine line, Emperor Thomas XII was an idiot. He spent three years in the Empire before returning north to succeed his father and plot for the moment. He sent agents to the tribes who had came before him promising land and wealth in return for their support and then launched his attack ten years after he succeeded. He had reformed his hordes army to be professional and though while they were heavy horseman he had an idea who could fill up the ranks of the infantry. His army invaded and the former barbarians who supported him (many of them who at this point did a stint with the border legions) soon joined with their weapons and armor and utilizing tactics that Thomas the Great would of approved began to fight the superior numbers of legions in years of bloody but grudging forward war moving every closer to the capital, limited only by his ability to get reinforcements and cautious nature knowing that one bad battle and his allies would leave him.

    At the fields at Kamlitzer he rolled the dice and launched with him in the lead during the battle which seemed to be losing thanks to the arrival of one of the South's greater generals, a charge straight at the center of the lines where the Emperor was personally participating in (back lines though), the barbarian fury coupled with heavy magic bombardment from before, broke the center and soon the entire field saw the Imperial standards rip down and the head of Thomas XII on the barbarian warlord's lance risen up for all the armies to see. The barbarian horde felt at this time an almost unnatural blood-lust and it was only thanks to the Southern general's leadership that any of the legions were able to retreat from the sudden encirclement that was taking place. The way to Lernia was clear.

    As his armies approaches the gates of the Eternal City, the Council of Magisters stood outside prostate and promised him over-lordship of the Empire if he would spare them and their great city. While the war would continue with the southern breakaways a brief amount more, the North ended up in the hands of Theodaric the Great and a new cultural impulse of the barbarian hordes were now gaining sway in the Empire.

    Races: The North Empire is far more human centric then the southern one, though it does have the same polygot nature. However, there are orcs within the Empire, from the north-lands who are the descendants of the mercs that Theodaric had hired.


    Now
    Government: The government is run by the Emperor who in legal theory runs with the wisdom and accordance of the Council of Magisters who also act as a high court. The reality is that depending on the [nature of the Emperor, its either the Council or the Emperor who runs things directly, right now with Kalvin the First, the Obsidian Throne is ascendance. The Empire itself is divided up into provinces which are ruled by governors. The governors are appointed by the Council and approved by the Emperor in legal theory and both sides play act that. However, since Theodaric time, many of the governors of the northern provinces have been inheriting their posts. Citizens of the empire are either Magisters, hedge mages, knights, or freemen and slaves. Serfdom is not practiced and slaves are kept in minimal numbers since the Elven revolts which saw a good portion of Lernia burn due to eleven magic.

    Military:
    Magic updated Roman legion crap with for once good heavy cavalry and magic support (thanks to the reforms of Theodaric of forcing the good wizards onto the field
  2. 100thlurker Solidarity

    Hey Screwball and Silent, do you mind if my Empire acted as a rival to yours before things rapidly went downhill?
  3. Prince Ire Section XIII

    Hmmm, the only thing I still need to do is military. I'll wait till I get some description of the climate before I decide on that.
  4. Screwball Smug SD Cabalist

    I don't have a particular problem with it, although if everybody keeps being associated with us, Oseng may start to pull his hair out making the map. :D

    Military up, if anybody's interested. With pictures, even!
  5. Kerrus Murder Pony

    Name: Grand Calibur Imperium
    Theme: Remnant of a vast empire that suffered a great cataclysm and was lost to time.

    History:

    The Grand Calibur Imperium of Lancaster is the surviving descendant of an ancient nation known to some as Atlan. Irrevocably set on the path of magical, and only magical advancement after the event known as the Cataclysm, the fractured kingdoms that arose from the remains of Atlan all followed one ideal. Technology cannot be trusted. It is unpredictable, and it is far, far too easy to stumble across something great, something terrible, and have know idea what you've done.

    While the same could be said of magic, enough mages can counter an out of control spell. An out of control technological material reaction, though, cannot be stopped. The High city of Atlan did not survive when Lord Rotham's Cold Steel Dynamo sped out of control. In an instant, ten million lives were reduced to dust, and the city to a great paper husk. The winds of change blew what remained away.

    Drawn from depots, shelters, and scattered city centers, the successionary states of Atlan arose. They formed a loose confederacy, though each had different ideals. The following war and ice age tested them, but they held strong against the night. However, though the distrust of technology was wildy proclaimed the will of the people, it was not for everyone. Artificers long used to emulating magic with constructions that only existed in their minds... discovered a secondary effect from the detonation of Dynamo. Technology, anything more advanced then a crossbow, no longer functioned. Chemical reactionaries in Arms Lances wouldn't react. Electricity from the great generators beneath the remaining cities swam out of control, refusing to follow (and violating a basic tenant of law) the path of least resistance.

    Eventually, though not after many years of effort to make it work, technical progresssion was abandoned. The technological devices that had once adorned every facet of the kingdom were canabalized and used for their parts. All save a few secret vaults, stored for one day in the future. It would only be later, far later, that the last living technomancer realized that the strange effect was limited to the land, anchored by some sort of remnant of the Dynamo. With his dying breath he managed to set for a machine, the Last Machine, to destroy the relic. It is not known if he succeeded, or not, but the Imperium has long since lost the means to find out.

    In any case it would be the great distrust of technology that saved the successor states. The resources that previously were spent on material sciences were now devoted to magic. And through careful effort, the nation states refined and advanced their magical studies, becoming a great power. With these advantages, they began to reach out to other nations. They lent aid through the Age of Great Ice, mages lending the services- and sometimes their very souls to transfer food and ores, and other resources all in the name of mutual survival. And too, with this, they became well known across the land. Soon, as the nations of Solmasca pulled themselves up, it would hardly be uncommon to find a Lancasterian diplomat in the courts, the embassies, and the great bazaars of the assorted nations.

    But this is not the end of this tale. The successor nations were still separate. True, they were ruled by a central government, but it was more for basic coordination of resources, seven wisemen that met each year, conversed, then went back to their capitals. This was not enough for the greatest of the nation states. So they sought to do more.

    The greatest nation state was at the time known as Lancaster. Situated in the center of all the successor nations, it retained the most of the ancient Atlan magical libraries. For many years they devoted all the resources they could produce to enhancing and rebuilding the city into a nation unto itself. It would be with this base of operations that they would become the premier nation of the successor nations. And it would be this city that gave birth to the man who would be emperor.

    Eric Landshard was the son of a potter. Born to the simple life of magically engraving pottery with simple charms, he was content with his life. However, deep inside him, he yearned for a spot of adventure. He settled for exploring the ruins beneath Lancaster. One day, deep within, he found an unopened chamber, and a great glowing crystal. Ancient wards, of indeterminate base, detected an intrusion. Acting according to a rudimentary intelligence, the wards determined that their keykeeper- the man responsible for maintaining all the wards of the empire, was dead. Virtually immortal, and possessed of incredible magics, the death of the keykeeper could only mean one thing: the empire had fallen.

    But the ancients had prepared for this, and so the wards responded, channeling eldritch energies into the crystal. As its power intensified, the crystal... unfolded, peeling apart like a rose and revealing its occupant: the Steam Angel Lelthlattan. A blessed being from which all knowledge flows, Lethlattan's very existence was the single greatest secret the empire Atlan had ever held. The source of their magical and technological knowledge for a thousand years, but awake for only a scant few decades among them, Lethlattan journeyed through the centuries, bound in crystal power.

    For every action, there is a reason, and this held true for Lethlattan's sealing. The ancient angel herself was an artificial power- a Great Spirit of knowledge bound to a mortal body. True, it was the body of the greatest steam mage to ever live, but it was a mortal body nevertheless. And as a result, while Lethlattan was gifted with a mortal perspective, she was also gifted with a mortal lifespan. Magic, divine or otherwise, can only do so much to extend a life- and as a result Lethlattan instructed her fathers to seal her physical body away, so that she could survive on a purely mental level. Reflected in every steam crystal, dreaming in every steam blade- when the High Magic was used, Lethlattan was there.

    Then the Cataclysm changed, and all that went away. Lethlattan grew drowsy in her transcendance, and eventually fell into a great slumber. The High Magics fell to ruin, and while a few steam mages survived here and there, none of them possessed the drive to rouse Lethlattan.


    Eric Landshard, however, did. And so, while ancient, and with every second free of her stasis enroaching on her renaming allotted time, Lethlattan transformed Eric. Planting a seed of knowledge within his mind, and blessings upon her body, she made him into a King. Through him, she would see the empire reformed and rebuilt. Through him, she would survive. Even if time took away this physical form, Lethlattan had made Eric Landshard her prophet- and so she would live as long as he did. Even if all others died. When eventually he too passed on, his blessings and knowledge would pass to his true heir- and so it would continue for all time.

    An Angel made Eric Landshard a King, but Time would make him a Legend.

    Eric awoke a changed man. And he knew what needed to be done. Over the next decade and a half, he would subtly shape the nation Lancaster, and the Nation States. And so it was that roughly thirty years later, Eric Landshard was pronounced Emperor. Eric, with his knowledge of the ancient empire of Atlan, understood that an Empire must have a Strong Name, a Proud Name. So, drawing on the lineage of the greatest mage-knights of Atlan, the Calibur Knights, he reformed the Succession Empire, into the Grand Calibur Imperium.

    And with a spark of his old sense of adventure, he couldn't help but add something else to it. The city where he became the man who would rule for the next two hundred years. Lancaster.

    Now, the Grand Calibur Imperium, roughly two hundred years later, is shifting, moving. An order, passed down from Eric himself through the memories of his successors, inbued through Lethlattan's blessing, has come into effect. Lancaster is once again moving onto the continental scene, ready for what may come.



    Now:


    During the rise of the modern era, the Grand Calibur Imperium lost much of its original ancestral territory to infighting between successor nations. Recognizing a need to secure only what they were able to, but unwilling to completely give up their claim to territory, the Imperium pulled back to their capital city and the inner provinces. Securing these under their new banner, the Imperium would expand little over the next century. Eventually, knowledge of their ancestral holdings faded from the public consciousness- and soon from living memory.

    Today, the Imperium is a progressive if insular nation, located in the frigid winterlands to the North. Utilizing a specific subset of elemental magic to combine fire and water manipulation to harness steam, the imperium heats its cities and supplies its troops. Beyond that, magic is plentiful, and institutionalized. Anyone who displays the talent or desire to learn magic can- but such learning takes place at the royal academy. There students discover just what affinities and legacies they carry- if any- and in the process of becoming mages contribute just as much back to society. While the Imperium itself is known for the strength and dedication of its knights, it could not survive without the patronage of its mages. Any given mage spends time refining arcane materials, enchanting metals, or turning spellcraft to the aid of the Imperium's people. In exchange they are afforded every expense.

    To the people of the Imperium, their nation isn't what it could be, but it might be again- and this is an image that the priests of the steam angel try to maintain. Reclaiming what once was is a powerful, if- these days at least- mostly fabricated image. It is a driving force to carry the nation into the future as well as keeping its people loyal. If not to hearth and home, then to the cause. That noble ideal. That Solmasca could once again be united under their banner.

    It may not happen today, it may not happen tomorrow. But every citizen knows that with a little magic and a lot of luck, the Imperium will reclaim its glory. On a day like any other- why, it could even be this day?


    People:

    The people of the Imperium are predominantly human, although there are various other races represented- typically through pacts or other agreements that exchange resources for military aid. Many of these races are technically neutral factions, although over the centuries they have become commonly associated with the Imperium to the point where it is difficult to disassociate them from it. The Hawkfathers, the Tethys, the Equis- these are just some of the races that have allied themselves with the Imperium. Minor powers to the last, they have all shared the Imperium's good favour and traded military and technical resources in exchange.

    As a result, this has made the Imperium one of the more diverse nations in the world, if only for the ease with which its people accept alien species. This liberal bias has shaped the politics of the Imperium too, resulting in a large social support system, and a 'minimum equality' between the various peoples. While Nobles are still allowed greater leeway with the law, and greater rewards as a matter of the course of birth, the common shoe peddler cannot be spirited away in the night with no questions asked. Questions will be asked, and the culprits put to task. For every noble that grows enticed by the acquisition of wealth and attempts to do so at the expense of the people under their care, there are ten more who believe in the laws and edicts handed down from the Emperor himself.

    It is perhaps inaccurate to say that the Empire is unprejudiced, for there are myriad subtle biases, prejudices, and other limits with which one might run into. However, these concerns are much less than they might be elsewhere- the Imperium has had a long time to stabilize and establish a working system, and as an enlightened people, they are not unwilling to change should the change improve conditions for all people.


    Military:


    Knights Calibur

    For the Imperium's military, there are no finer soldiers than the Knights Calibur. Each is a warrior without equal, clad in armor of forge and enchantment, and wielding weapons patterned after those of their original namesake. Each soldier carries a steam blade- a hollow adamant sword with a core of living steam that heats the blade without dulling its edge, letting it cut through armor and ice- and flesh alike without slowing down. More importantly, the living steam allows any knight- not just mages- to call upon a number of blessings. Whether to shroud the battlefield in a haze of fog, or form a barrier of scalding heat, it can do these things and more.

    Moreover, each knight carries a Steam Bow- an enchanted crossbow that uses steam pressure to augment its load, capable of firing bolts able to pierce the strongest mundane shield.

    However, the Knights Calibur are but a small part of the Imperium's military- they are the elite of the elite, and serve many roles beyond that of mere soldiery.




    Hawkfathers


    The Hawkfathers are soldiers drawn from a tribe of nomads who travel all across the north- over ice and sea and land alike, and with whom the Imperium has maintained a long standing treaty with. In exchange for free passage through their lands, for aid when needed, and diplomatic protection from those less inclined to trust an 'uncultured barbarian', the Hawkfathers offer the services of their warriors to supplement the main force of the Imperium's army. Each is a skilled warrior trained in the use of the spear and the bow, and each has the services of a Spirit Hawk, a once mythical winter raptor that they have trained since hatching. Their bond with their birds is nothing short of magic, although they deny it having any relation to wizardry. Rather, they consider it a primal bond, a pact with a spirit clothed in flesh. To those who have seen the Hawkfathers in action, it is certainly believable.

    While the Hawkfather culture is steeped in ritual and beliefs that often clash with those of the Imperium, the two peoples have been sharing land and resources for a long enough period that a certain degree of cross contamination has occurred. Some Hawkfathers adopt the way of the Steam Blade, and increasing as of recent generations, more are being born with a talent for the Imperium's Steam Magic. As for the Imperium, it has experienced a revival of nature reverence, as well as a religious shift to incorporate it into the covenant of the Steam Angel.



    The Fusiliers:

    The Fusilers make up the bulk of the Imperium's military force, and while they are perhaps not without compare, the Imperium has done much to bring up the minimum training standard over the past century. Each is a soldier first and foremost. They are trained in military organization and structure, and utilize the sword and an eastern import- the repeating crossbow. While not the heavy anti-siege steam crossbows of the Knights Calibur, the repeating crossbow makes up for the lack of power in its ease of use, quick reload time, and the ability to fire multiple shots in a single firing. It is these ranged weapons that make up the centerpoint of the Imperium's combat doctrine, and while it has been refined over the decades, it still calls for the devastating use of these weapons in massed formations.

    However, not every soldier is suited to these weapons, and as a result there are other types of crossbows in use. The recurve crossbow is a single firing type with greater power and range than the repeating crossbow. Although it fires more slowly and perhaps requires greater skill to use, it is nevertheless a potent part of the imperium's military, and has seen extensive use in recent conflict with northern pirates and upstart succession states.



    The Thel Runners:

    The Thel is a large quadrupedal bird, with heavily muscled 'wings' and wingbone talons it uses as forward legs. Roughly equivalent to a horse, but more hardily adapted to the northern temperatures, the Thel are renowned for their unflagging endurance, and their quiet brutality. Unlike any other bird, the Thel do not possess a voice- or if they do, it is perhaps beyond the range of mortal hearing. Moreover, these massive birds are vicious and- generally- untamable. Quick to anger and quicker to attack, it generally takes several soldiers to take down a single feral Thel. And normally that would be the end of it.

    But, because of the Thel Runners, this feral creature has become a significant asset to the imperium. The Thel Runners are members of the Hawkfather Tribe who through fate or happenstance have forged a spirit bond not with a Spirit Hawk, but with a Thel instead. Their minds provide intelligence and a calm to a beast drowning in a deluge of anger. Bound to the Runners, the Thel are personable and friendly- if quiet- beasts, and are willing to serve as beasts of burden. While vicious in battle when a Thel Runner lets his partner free of the calm, they are quiet intelligent and safe otherwise, to the point where the Imperium has incorporated their use into its military on a massive scale.


    The Thel Runners and their birds act both as logistics supply for the military, as well as armed cavalry. More importantly, they provide a means to move troops and supplies over the frozen northern ocean, as entire teams lead ice sleds laden with supplies or troops. Working together, the Thel Runners and the Fusiliers make an awesome mobile force, capable of harrying enemies at range, and demolishing their formations up close. In the south, where the ice has gone and there is only land and sea, Thel Runners ride their partners along with a single Fusilier armed with a recurve crossbow. One guiding the beast and striking with spear or lance, and the other providing ranged support.
  6. Drachyench Registered

    I just need to see what Environments are claimed before I solidify Religion and Military, then I can work on Culture and Government.
  7. Prince Ire Section XIII

    I've got the volcanoes and the river system leading down from them to the ocean. I'm guessing its pretty rainy for the same reasons as the American West Coast.
  8. Theodosius Wanzerpilot

    The Arizhmenid Dynasty

    Name
    The traditional name of the predominant ethnic group is "Karyan" and the central part of the realm "Karya" or "Karryd". Sometimes referred to as the Mithrathian Empire.

    People
    There are, in the Empire, hundreds of tribes and peoples of men that have lost all their meaning and distinctiveness. The master-caste of the Empire however is the fey-blooded of old Singaraka; in outside terms elvish folk, although of a tribal and ethnic offshoot from most other elves who originate in the pre-history of that people. This is, of course, a minor and ultimately irrelevant note of interest between foreign populations and those that settled in Singaraka. Originally allied to and then incorporated into the Yastghayn Empire the Singaraka fey-bloods were content let the mayfly peoples do as they will until Soulmy Arizh, with the song of glory and possession, turned them into masters. Below the fey and man-bloods lay the dwarves, gnomes, and other folk who have minor communities in the Empire; they are left unmolested in the Imperial scheme of things.

    Religion

    The Minrosian Faith is the recognized religion of the Empire; however the Saparianists form the next largest tolerated group within the Empire. Of those most belong to the Saparian Church of Karrydia (Or Saparian Hierodoxy) which rejects the authority of the Holy Church in Lerin considering their co-religionists to have fallen prey to "doctrinal errors and meddling". Generally in practical matters the two do not differ. The easy summation of the position taken by the Hierodoxy is that the divine representations of the "sun and moon are both reflections of the same goddess connected in nature but not in substance and that both are begot of and by the one". Politically as the Hierodoxy, led by the twenty-third Hierophant Farada pah-Rada X, is subject to the Arizhmenids no full reconciliation would be possible if even desired although warming of relations and at least de facto recognition could be said to be desired of the thirty-eight seats of the Church in Karya.

    The Minrosians were founded by the Seer Minrosastor some two thousand years before Sapria walked in Lerin. A strict and demanding creed holding that all things are balanced between the eternal Truth and the despicable Lie. The Minrosians are lead by wise-men and women who mediate between the celestial heavens and the corruption of the Lie in favour of the Balance. Minrosism itself does not refute the existence of foreign pantheons, deities, and supernatural forces; what matters to the Minrosian is where they stand on the greatest of issues. Saparianism is generally seen to be on the side of the Truth and thus has always received toleration and even lukewarm support- only the political conflict between the masters of Karya and the Empire (and now Empires) of Lerin enforce, from the Minrosians, opposition and violence.

    Government
    The ancient tradition of High King holds that the High King is first amoung Kings; superior by virtue of seniority. Within the modern Empire their exist numerous tribal and Kings of title; however none have any authority beyond their personal estates and in the case of the semi-conquered tribes of the far provinces, quasi-religious status within their local cults. Since many posts are filled with the high nobility it is not uncommon for a King to be found in some provincial governorship, for a time.

    Decades of appointment of certain Kingships to favourites of the High King have made those kingly offices dependent upon the whim of the monarchy. As Emperor the Monarch is the supreme arbiter of the Truth and Living Law; all power and sovereignty resides in the person of the monarch. Unlike the decadent Lerin empires there exist no council or assembly that limits the power of the monarchy. Unlike the Phaimuios Emperors no Arizhmenid is ever responsible to anyone but his closest relatives, the ones who might take his place, and only then because of the real circumstances of power. As Emperor the Arizhmenid dynast is supreme, Lord and Master.

    While all his servants are slaves and serve at his whim the reality of the power of the aristocracy and the weight of tradition limits the effective power of the Emperor. A strong or determined one is easily able to ignore tradition and the desires of the high nobility thanks to the imperial policy of favouring the lower or middle nobility in the imperial administration over the grandees and the draconian limitations on the size of ownable estates. The royal or imperial Household acts as the regulatory body for the realm; the most important officials are the chief of foreign correspondence, the chief of internal correspondence, the grand general, the vicar of the waterways and highways, and the count of the sacred estates, and others. Most officials are drawn from the middle-nobility, or lower-nobility, but some eunuchs due to proximity and having gained the trust of the emperor through contact since childhood in the palaces serve to see that some are appointed.

    The feudal system of the Yastghayn Dynasty divided the Empire into provinces controlled by a Satrap, or King, who was subordinate to the throne but in times of royal weakness nearly independent. This system caused the Great Collapse and was directly responsible for the ascension of the Arizhmenid's to supreme power. A comprehensive reform carried out by the new High Kings caused the division of the realm into eleven provinces each headed by three officials. In border provinces the military commander is a Marzban, or boundary warden, whose task is the protection of the frontier by commanding the standing garrison troops and units of the standing army assigned to the province, a governor usually a official appointed by the central government or in the cases of some interior provinces were control has skipped or interest passed over one of the surviving pre- Arizhmenid Kings. The third official is a bureaucrat sent out from Singaraka to regions where he, or she, has no pre-existing ties too. Above the provinces are the great circumscriptions of provinces ordered under Padgospans, or Vicars, whose functions are that of a coordinating body. Naturally all appointments are directly made by the High King at his whim. Below the provincial governors and generals the central administration takes notice of the tax-collectors of the various tax districts within the province but little else; villages and towns are headed by their local notables in council with the citizens or ruled by feudal lords.

    The Military System of the Arizhmenids

    Organizationally the Arizhmenid Empire is divided into eleven provinces each with a Marzban, or field marshal, commanding all the troops stationed in the province. Each provincial command doubles as recruiting districts for purposes of conscription. Feudal levies of the old system were replaced by periodic callups of men for service in the foot regiments. Cavalry is drawn almost entirely from the knightly classes, many of which are maintained on royal lands and thus dependent on the monarchy.

    There are three types of cavalry in the Arizhmenid Army. The heavily armoured clibanarii and the lesser cataphracts. Clibanarii are equipped with a helmet, a griwban (or hauberk) of maile and/scales, a breastplate, girdle, thigh-guards, heavy cavalry boots and armed with a bow, sword, lance, mace, and some thirty or fourty arrows. Clibanarii horses are armorued compared to the cataphracts which ride unarmored horse. Heavy horse units fight in formations which concentrate lance-armed men in the first few ranks and mostly bow-armed men in the rear. Generally, the rear and middle ranks are cataphracti while the heavily armored horses are kept in the front. The lightly armoured cavalry are divided into unarmoured horse archers and the maile-armoured lancers/ archers.

    Extensive contact with the Lerin Empire has made the Arizhmenid foot very proficient where the Yastghayn foot were good only for digging through walls. There are three types of foot soldier in the Empire; the first is the heavily armoured (usually maile and scales) long spearman carrying a large oval or rectangular shield. The second is a unarmoured foot-archer who carries a shield which may be stuck in the ground ahead of him for protection, and the third is the elite foot guards of the Emperor; usually consisting of Orcs or other sturdy men wielding large axes or other weapons made for hewing down armored horse. In battle the long spearmen are deployed in thick phalanxes covering masses of archers.

    Not counted amoung the three types are the Lion Guards of the Empire. Generally cataphracti equipped men riding the fearsome Thunder Lions (i.e. oversized nearly domesticated lions) into battle.

    Organizationally the Arizhmenid Army uses the decimal system. Divisions of ten thousand men, regiments of a thousand men, and companies of a hundred each commanded by a appointed officer. Most division and regimental commanders are wealthy and landed men in their own right; either by royal land-grant or by their own hereditary estates. Because of this many bring their own retainers to the field augmenting the strength of a Arizhmenid Army beyond what the counting of banners would imply. The cavalry regiments, despite the active focus on the infantry, draw the best men and best officers, and are used aggressively in battle.

    Due to long years of war with the Therylian Empire that frontier is massively fortified. Every city, town, village, and granary are surrounded by walls and ditches. Watch towers dot the border and the Emperor resides close enough to the frontier that he may reinforce it in short order.

    The Arizhmenid Army is divided between the royal household troops, the mobile field army, and the frontier armies. The frontier troops consist of garrison units holding the cities and castles and carrying out the task of patrolling the countryside. Generally, these troops are a mixed bag. Troops in the interior are of lesser quality than those on the frontier. The mobile field army consists of the bulk of the cavalry in the empire. Units are deployed in each province with the bulk kept near the Imperial capitals. The household guard consists of ten thousand footsoldiers of the Infinite-Regiment, the Lion Guards (one thousand eight hundred men), the Western Garden Corps (six hundred fanatical Minrosian archers), the Eastern Garden Corps (three hundred Saprists, armed in foreign fashion, levied as a tax on the Church of the West), and the elite personal bodyguard of the Emperor the Golden-Helms.


    The Fall of the Yastghayn Dynasty

    Ruled by Arsheeh Arizh III, High King, Emperor of the Karyans and Stustrothi, the Mithrathian Empire stands on one extant on the borders of Therlian Empire and on the other on the future provinces and dominions of the Bearer of the Truth. Nearly three hundred years ago the Realm of the Arizhmenids consisted only of the Kingship of Singaraka and a few towns along the wide Elbric River. Eventually they would reclaim the throne and redeem the realm from the chaos following the collapse of the decadent and rotten Yastghayi. The Great Collapse begun after Qauti Yastghayn III was murdered by his chamberlains in order to secure the succession of a more pliable, but thin-blooded, grandson of his uncle, who had been King before him. The weakness of Qauti was not inherent to his character but in the manner of his succession. Brought in as a child and then excluded from power when he reached his majority by a grasping regency of his mother he managed only to depose her with the aid of the relatives of his third wife after nearly twenty-six years of holding the title but none of the power of King. When the eunuchs and the Portuke clan, whom Qauti found himself unable to restrain, feuded the massacre of the Portuke was arranged by the leaders of the eunuchs who struck down the King while he attempted to rally his royal guards.

    The coup, lead by the chamberlain Pueroios who was himself of Lerinian descent, was almost immediately betrayed when one of the military commanders summoned to the capital to support the coup, a man called Darya, against the Portuke declared himself to be the son of the murdered Gara Yastghayn (who had been King before Qauti) and rightful successor to the murdered Qauti III. With the Lion-Guards of the Capital the eunuchs had some hope of resisting the provincial levies and personal retainers of the Portuke but against the regular army the Guards and the city militia simply vanished or went over to the General's side. Putting the chamberlains to the sword, Pueroios himself being flayed alive for regicide, Darya styled himself Emperor of the Karyans and received the nominal submission of half of the realm. He ruled harshly and tyrannized the Followers of the Truth extinguishing the eternal fire at the capital. In its place he introduced, some say at the urging of his foreign wife, the Holy Saprist Church as the state religion of Karya.

    While Darya II revived the failing Yastghayn Empire roughly a third of the realm refused to acknowledge his authority and raised revolt en mass. Lead by the Portuke and their allies they hoped to seize the throne, using Qauti's unborn son as future King. The Daryists were too busy restoring authority in the provinces they nominally held to pursue the rebels too energetically. Eventually the rebel coalition broke apart once the frontier armies decided against following the noble coalition. Three frontier Generals who in succession declared themselves King and attempted to organize new Dynasties were able to do so without much opposition from the larger armies of the central provinces. All however failed after short reigns (the first falling to barbarian raiders, the second poisoned, and the third captured alive by Daryists during an attempt to take some strategic castles) and in this chaos did Soulmy Arizh, the warrior-princess of Singaraka, unite the rebel and anti-Saprist forces under her banner. Using guile, swift movements, in one case Soulmy arrived before and took the fortress of Kangerd with a thousand riders only days before the last of the self-proclaimed Kings could arrive with reinforcements for the garrison, and the services of ten thousand Stustrothi manflayers, who ensured obedience under the most gruesome penalties, she united around her old desmense of Singaraka all the domains who had revolted from Darya. She did not merely grind her foes to dust but in many cases converted them to her banner; and good thing for in the chaotic passing of seven years Darya II felt secure enough in his dominions to campaign against the Arizhmenid west.

    The tyrant had not been idle. Suppressing the Minrosian resistance he had filled the empty coffers of the treasury by stolen wealth taken from the temples and from the estates of noblemen who displeased him, or had merely a large sum of money ready for the taking. The extended family of his Kingly predecessor were butchered whenever found, bringing into question his own legitimacy, almost immediately after those of the regicidal palace servants. The murders of members of the old ruling family evaporated the goodwill he had accrued when he liberated the state from the hands of the castrated harem-ministers of the old King. Vast sums of money were gathered and this wealth he turned to rewarding his troops and hiring foreign mercenaries to serve alongside the pressed levies of the provinces. For the first five years he marched across the provinces and suppressed dissent and small revolts; two frontier generals were punished for attempting to overthrow him as he did. For the last he turned his eyes fully to the suppression of the ancient religion of the realm and the imposition by force of the Lerin Saparian Church's doctrines ensuring the ire of the Hierodoxial Church. Particularly when the Hierophant Sallinera was jailed by her Lerin appointed replacement on charges of heresy.

    Marching from the gates of the Black City the tyrant was met along the river Malmek by the host of the Arizhmenids. Fey-blooded thunder-riders, tribal phalanxes, orcish axes, and the screaming terrors of the manflayers met the battle-hardened regulars, the pressed men, and mercenary scum of the Yastghayn Army. In a battle that lasted two days the Darya II was forced to flee after his largely Minrosian footmen threw down their arms and went over to Soulmy near nightfall on the second day. Retreating to his camp the Tyrant started to rally his broken him when he received his just desert. A young noble, whose wife it is said that Darya lusted after as a General and as Emperor took, slew the tyrant with a bow. The tyrant had lost his helmet in the battle and perished instantly.

    On the morrow of the next day, Arizh and her Generals prepared to defend their positions such was the number of men they had lost and the feared potential for treachery of the surrendered troops, that it was said that they were surprised when the notables of Darya's court presented his body to the Arizhmenid satrap and attempted to claim credit for the tyrannicide. Soulmy had them given over to the man-flayers for supporting the "false Yastghayn", a sage of old putting words in the mouth of the victorious commander "For dispatching the tyrant you deserve praise, but by turning your knives on the man who raised you up and to whom you shared water and salt you deserve death. Let it be so."
    Raised upon the shields of her nobles Soulmy Arizh was proclaimed King, not Queen, of the entire Empire; afterwards she donned Darya's Imperial Crown.

    There was a deception in this, as the nobles of the west protested that she meant to rule as a imperial tyrant over them to which it was pointed out that Darya's mercenaries were contracted to the Imperial throne, not to the Kingly throne, and that any breakage in the ownership of their contracts would pose an undue risk to the realm. But such things are, with introspection, perhaps the creation of later chroniclers. Marching into the capital Soulmy received the submission of the eastern provinces and sent the satrap Eskahroum to suppress a revolt by some frontier troops in favour of a Quati-pretender. The Archemagos Zaparatha was freed from goale and with a child-fire from the Eternal Fire at Kangerd relit the royal Fire and proclaimed the Arizhmenid Dynasty. Throughout the land Soulmy Arizh was referred to as "the Great".

    The Arizhmenid Dynasty

    Reviving the concept of the High Kingship but maintaining the Imperial absolutism set up by Darya II Soulmy immediately set about reuniting the war-torn halves of the realm and bringing order to the countryside. With the collapse of the old dynastic administrative establishment Soulmy abolished the old satrapies, governorships, and dissolved (and executed in some cases) the vassal and petty-kings. In their place she appointed thirty-five provincial Kings to oversee parts of the Empire. Here she did not revert to being merely the first King; in the former Dynasty the Yastghayn King had merely been at the top of the feudal pyramid.

    Here as High King in the fey-blooded style the Arizhmenids would be supreme having appointed personally all other Kings; while now they could not be reduced to merely officials since many commanded the personal loyalty of significant portions of the army the stage was clear for a future ruler to do so. She retained the title Emperor (as translated into modern speech) in correspondence with the Lerinian Empire and in dealings with the Saparian Church. Militarily the first part of her reign was spent in putting things back into to a functioning state and curbing the excesses of ten years of vying for control. The middle part was spent in conflict with the Lerin Empire and other neighbours; the superbly forged military machine here was further developed into the patterns holding today and the latter reign was spent in a mix of lazy reflection and the energetic pursuit of wall-building.

    Arizhmenid-Lerin Wars

    Once Soulmy the Great was firmly established and order restored to the realm she set about proving the vitality of the Dynasty in the traditional manner. By dedicating new temples and public buildings in areas hit hardest by the war she left a artistic legacy that stands to this day and at the same time initiated the Arizhmenid Golden Age. The other time-honored way was an campaign against the Lerin Empire, which at this time was visibly weak to the eyes of the Karyans. Domestically with the bitter memories of the repressions of the Saparists, the Hierodoxial Church escaping much of the hatred thanks to it's members being persecuted alongside the Minrosians and sometimes even worse, Arizhmenid popularity rose when Soulmy summoned the levies and feudal contingents of the nobility and crossed the border.

    The Lerin border defences were caught by surprise, or bad luck, or both. Sacking or ransoming a dozen towns the Arizhmenid Army, forged in the civil war and having an effective infantry arm which the Legions were not prepared for, used Singarakan catapults and war-wizardly, harnessed for the first time in bulk by the Empire's western neighbor, to overwhelm defences that could have been counted on to delay any attack for weeks or months. When the Legions under the Dux Julus Philious intercepted the Arizhmenid's they were only three days from Lidios, the capital of the whole border-area and one of the empire's largest cities. Here Soulmy used her regimented cavalry and disciplined infantry to smash the legionary army. While still equipped and trained excellently the ease of living in city-garrisons and little campaigning experience saw the green legionaries gave way at first and then rout when the Arizhmenid right wing slipped around their left and attack their rear. Uninterested in pursuit the High King instead took her army, the next day leaving the field full of Lerin dead, and encamped outside of Lidios. Disheartened by the defeat of the Army of the West the city offered little resistance as the Arizhmenid's sacked it.

    Until winter forced her to return to the Empire Soulmy rampaged through Lerin's western frontier ransoming cities and towns. As the Imperial Army avoided another encounter her efforts were largely unopposed, although the new Lerin command-in-chief made it impossible for small groups to forge or raid without being forced into a skirmish. When Soulmy crossed back into the Empire the next spring she found the Legions in the field again, but better prepared for fighting the Arizhmenid Army. Two indecisive encounters preceded a Arizhmenid victory which saw the Legions withdraw intact. As she had captured several legionary standards the second battle of Lidios was considered a victory, but the resistance of the Legions and her own pragmaticism saw the first treaty between the new Dynasty and the old Empire.

    Soulmy would cross the border again, eight years later, in order to take advantage of internal Lerin issue but the second Arizhmenid-Lerin War proved to be the prototype of all the following wars. Lerin defences had been vastly improved and its western army kept in a much better state then it had been in the old days. The Arizhmenids were able to make some gains under Soulmy, acquiring several border-towns and rich ransoms, but ultimately Lerin raids on Arizhmenid territory and inconclusive skirmishes between the two sides field armies failed to achieve a decisive victory. In some conflicts the Dynasty would lose some territory and recover it in the next war, in a new reign, and the balance would be maintained.

    The Obsidian Throne

    When Theoderic gained the Obsidian Throne the Therylian Empire was born. Normally the Dynasty would have immediately attacked now that its greatest rival was locked in civilwar but Astriobarzanes Arizh II was nothing but a child. Good relations were cemented with the Phaimuios Dynasty by the liberal gifts to the Royal Court. By the time the Regent Cariae might have decided to see what could be gained the Therylian Empire could shift troops back to the Arizhmenid frontier.
  9. Oseng Magi-Tek Mage

    I'll take another look through people's OOBs tonight or tomorrow morning, but so far they look good.

    A map with everyone's nations on it is in production - I may put up a rough/temp. version to show claimed areas.
  10. Drachyench Registered

    Note, my current location has changed from where it was in my early posts. Thaddis is there now, and I should be in one of the open Mountain-Forest-Combinations on the Western Continent.
  11. Oseng Magi-Tek Mage

    Alright guys here is a very rough map of claimed areas. Please note that this only includes people who have stated they want a certain area, if I missed anyone I apologize.

    The areas circled on the map do not correspond to how large your nation will actually be - this is just a rough draft and to give Zeronet (who made this map) something to build off of.

    I hope you don't mind Drachyench but for this I moved you to the Eastern Continent, I'll move you back over on the final map.

    [IMG]
  12. 100thlurker Solidarity

    Would there be any means of zooming in? The text is a bit hard to see.
  13. Oseng Magi-Tek Mage

  14. 100thlurker Solidarity

    Thanks for the link Oseng, for some reason the zoomed in text is much clearer than clicking on the image.
  15. Drachyench Registered

    I'm fine on the Eastern Continent, since it looks like the Western is pretty crowded in such regions. Noone else made dibs on that location?
  16. Prince Ire Section XIII

    Military will be up tomorrow.

    Edit: As well as a description of the capital city.
  17. Oseng Magi-Tek Mage

    Okay, I went through everyone OOB's and didn't really spot anything major. Please let me know if I missed your OOB.

    If you haven't chosen a location please do so or you will be randomly put on the map by Zeronet.


    Drachyench: Need a sentence or two about your government, otherwise good. Approved.

    Slasher: A little over specific on what your mages can do, but looks good. Approved.

    Lord Asmodeous: No problems, approved.

    Bossmuff: As noted earlier, approved. Please check your location on the map.

    Prince Ire: I'm a little iffy on your description of dragons, but once again I can fall back on there being more then one type of dragon. Approved.

    Havocfett: Interesting concept, approved.

    Screwball: Approved

    FBH: Approved

    13th Fleet: Approved, but note that the Second will be vulnerable to divine magic and other anti-necromancy/anti-undead items and magic.

    Vazezart: Could do with some expansion but approved.

    Oblivion Wolf: Approved

    Silence: Approved

    Kerrus: Approved

    Theodosius: Looks interesting but I need more information.
  18. Prince Ire Section XIII

    I think I noted that there are other things most people refer to as dragons, they just wouldn't be considered true dragons by my country.
  19. Oseng Magi-Tek Mage

    Agrius

    Location: To the south of the Lerin Empires, bordering them both.

    History:

    Agrius is one of a number of provinces that broke away from the Lerinian Empire(s) after Theoderic's ascension to the Obsidian Throne, or the period of general decline that came after. They have re-asserted their independence, and are home to a unique melding of Lerinian and local culture.

    The Agrian Plains had been home to a loose confederation of nomadic, horse centered, tribes since before recorded history. With the exception of a rough but fair sized town near the delta of the Ebor River the tribesmen and women traveled across the plains, only settling down for the worst of the winter months. The tribes launched irregular raids into the surrounding region in search of slaves and other booty, until the Lerinians conquered the petty kingdoms to the north. Further raids by the northern tribes of the confederation annoyed the empire and brought the legions to the plains. The legions had some success at first, exterminating the two northernmost tribes, but were eventually defeated by the gathered forces of the tribes. In fact the Agrians claim to have introduced horse archery to the empire and surrounding lands, though this claim is of questionable accuracy. Punitive expeditions from the empire and tribal raiding continued for a few years, until the tribes were broken at the disastrous Battle of Caeginesham.

    The plains became yet another province of the Lerinian Empire and Eutharic, a man who is still remembered as a bloody villain by the Agrians, was appointed consul/governor. It was under Eutharic's watch that the shattered tribes of the plains were "civilized." Efforts were made to stop the tribes from wandering about, roads were built, towns and villages were founded - including Wedmore and its famous school of magic. The Agrian Plains would remain part of the empire for several centuries, though it was home to a few uprisings. In time Agrian cavalry and rangers came to form an important part of the legion's auxilia.

    As such Agrian forces fought in the battles against Theoderic, although his armies never reached the plains which remained untouched. After he was granted the throne the empire fell apart into a destructive but ultimately inconclusive civil war. In the wake of that war both halves of the empire were weakened and unable to stamp out the growing insurrection in the Agrian Plains - which both sides claimed as one of their provinces. Under the leadership of Eohild the Warrior Queen, a shield maiden which had led cavalry against Theoderic's forces, the Agrians rose up and overthrew both empire's governors. Eohild and her husband, a powerful Magister, established the kingdom of Agrius as the province became one of the first to break away from the weakening empire. There have been some close calls and battles but under the leadership of Eohild's descendants Agrius has stubbornly managed to retain that independence even as the empires began to recover their strength.

    Races:

    The ancient tribes were predominately human and even today humans make up the majority of the kingdom's populace. However, there are significant minorities of elves, dwarves, beastfolk, and halfings amog others within the borders.

    Government:

    Agrius is a monarchy ruled from the crown city of Cyngest┼źn, one of the land's two major cities, in the foothills of the western mountains. The other major city is Loidis, that ancient port at the Ebor river mouth. Overall, however, the government is a mix of old imperial customs and Agrian traditions. The kingdom's law code is the clearest example of this, being essentially a melding of the two sources.

    The kingdom is divided into a series of shires, which are roughly comparable to the western empire's themata. These shires are the basic level of government with administrative, taxation, and military duties. Each shire is ruled over by an Eorl, who is appointed by the monarch upon the death of the previous Eorl. This is not always a hereditary office and there is no feudal system. The Eorl is responsible for enforcing the king's law, collecting the taxes, overseeing the shire muster - the local milita and riders, and similar duties.

    Each shire is further divided into cantreds, overseen by a Reeve or Hauld. These men and women are deputies of the local eorl, but can be removed by royal command as well. Generally speaking they are responsible for carrying out their eorl's policies and aiding him in his duties.

    The monarch is advised by the Monarch's Council - which consists of the eorls, senior clergy, major guild masters, important magisters, and other major figures. In practice, as this body is rather large and encompasses much of the court, most monarch's have had an "inner circle" of close advisers. There is a fair sized group of nobility in Agrius, mostly descended from the old tribal chieftains and imperial officials. However, their power has generally waned although many eorls and other royal officials are still drawn from their ranks. The monarch along with his or her officials, including the bureaucracy at the capital, hold the real power.

    Magic:

    Much like in the imperial heartlands, many of the nobles and royal officials are mages. The Magister's College in Wedmor was founded just two years after the plains were incorporated into the empire, and it became one of the premier schools for magic before the province revolted. And while Wedmor College is the most well known institute, there are several other such schools scattered around the kingdom.

    Agrian magic is almost completely imperial in nature, save for a few half remembered techniques passed down from the sorcerer-shamans of the ancient tribe. Magic is commonly employed by the military, and often to great effect. The laws and customs of the Muster, as well as Agrian culture in general, has helped them to avoid the issues that West Lerin has faced.

    Religion:

    Religion is one area where the old Lerinian Empire had difficulty extending its influence. Despite the best efforts of the Saparian church, the imperial governments, and many missionaries the Agrians have held strong to their ancients belief in the Four Faced Goddess - the Lady Windborn. However, Saparianism is a significant and tolerated minority in the kingdom, including numerous eorls and other officials among its adherents.

    The faith of the four faced goddess is an ancient one, although it was never widespread outside the Agrian tribes and neighboring areas. Each face or aspect of the goddess has its own path, but it is taught that her lessons must be taken all together to truly reach enlightenment and the afterlife. The Windborn faith shares Saparianism's belief in a series of reincarnations that must be passed through to reach enlightenment. However, in the Windborn view one must master each of the aspect's paths and then spend more lives tying those lessons together to reach enlightenment and be freed from the wheel of reincarnation.

    The windborn is served by an order of priests/priestesses, and four lesser orders of clerics and templars. Priests, the senior-most clergy, swear to the goddess a whole. There is an order of clerics and an order of templar, the Windborn equivalent to paladins, dedicated to each face. The Arch-Priest (title for male or female) oversees the faith from the Grand Shrine at Meredune, a site sacred to the faith since ancient days.

    Aspects of the Windborn:

    Warrior:
    Depicted as a shield-maiden in black and silver armor, her symbol is a horse carved out of black stone. Her path is that of the warrior = soldiers, hunters, etc. Associated with fire, south, and fall.

    Maiden:
    Depicted as a young girl of early teenage years with bare and grass-stained feet, her symbol is a river worn rock. Her path is that of the craft = tanners, smiths, etc. Associated with east, air, and spring.

    Mother:
    Depicted as a young woman late in pregnancy and holding a sickle, her symbol is a sheath of grain. Her path is that of the hearth = farmers, healers, etc. Associated with west, earth, and summer.

    Crone:
    Depicted as an elderly woman leaning on a staff and wearing a blue cloak or dress, her symbol is a book or a scroll. Her path is that of the scribe = scholars, mages, philosophers, etc. Associated with water, north, and winter.

    Military:

    It is customary in Agrian culture for the men to fight but they are often joined by women, referred to as shield maidens, who also take up arms.

    Although they use local terms the Agrian military is roughly organized along Imperial lines. Musters of a hundred are led by a captain, Eoreds of a thousand led by a Second-Marshal, and Eoheres of ten thousand led by a First-Marshal. In times of peace Eoreds are typically the largest unit commonly seen, although a full Eohere is kept on each border as a defensive measure.

    Militia/Muster:
    [IMG]

    Hardy peasants and towns-men called up as part of an Agrian Muster. Generally equipped with a large round shield, spear, and an axe or a knife.

    Hird:
    [IMG]

    Professional soldiers that form the core of Agrian infantry. Roughly equivalent to Imperial Skoutatoi, these are disciplined soldiers that are more then capable of holding their own. Clad in chain and wearing a helmet these troops are usually equipped with spears, an axe or sword, and either a kite or round shield. Of the same social class as the Riders and Outriders who can also be referred to as Hirdsmen.

    Archers:
    [IMG]

    Archers can be either part of the professional hird or the militia muster. In either case they tend to use the same powerful composite bow used by Agrian horse archers. Militia archers are generally unarmored and might carry a short knife, while huscarl archers will typically have light armor and an axe.

    Riders:
    [IMG]

    Mounted on the famed Agrian warhorses, the Riders of Agrius are among the best medium and heavy cavalry in the known world. The ancestors of these soldiers savaged the Imperial Legions when the Agrian tribes were first conquered and it is in large part due to the skill of the riders that Agrius has not been subsumed back into the once more growing empires. Generally equipped with chain, helmet, lance, shield, and axe.

    Outriders:
    These horse-mounted archers are the other half of Argius' famed cavalry force. They are light cavalry and are equally at home showering the enemy with arrows, skirmishing and scouting, or launching savage raids. Generally equipped with light armor, a composite bow, and an axe or mace.

    Rangers:
    [IMG]

    The Rangers are an ancient order of men and women whose traditions go back into the mist of time. Masters of the wilderness, they are excellent scouts and trackers and skilled at unconventional warfare. Often operating in small bands from hidden outposts and supply caches many foes have come to fear their ambushes, traps, sabotage, and other strikes. Generally equipped with bows, swords, and a variety of other weapons.

    Huscarl:
    The black cloaked royal guard of Argius - the most elite fighting force in the entire nation. Those accepted into this prestigious force are taken deep into the mountains that border Agrius and mystically bonded to one of the drakes (lesser cousins of the dragons) who live there. War-Mages to a man/woman, they are equipped with the best enchanted etc gear that Agrius can muster. Although their mounts are not equal to the true dragons flown by Imperial Exkoubitoi, there are more Huscarls then Exkoubitoi although either are rare and elite forces. By tradition the king of Argius is always trained as a Huscarl - a tradition that like that of the Rangers, extends back into the pre-imperial past.

    Magisters:
    The town of Wedmor in the North-Shire is home to the Wedmor College of the Arcane, once one of the premier institutes for magical learning in the Lerinian Empire. Today it serves the kingdom of Agrius and the magisters trained here can equal anything either half of the Lerinian Empire can throw at them.

    Clergy:
    Agrian troops are generally accompanied by clerics and templars (BLANK's equivalent of paladins) who are capable of using divine magic.
  20. Screwball Smug SD Cabalist

    Clearly, mine or Silence's first target.
  21. 13th Fleet Citizen

    That is what I planned on, but with arcane magic also affecting them. Some of their mechanics and concepts are based on Earthdawn/Shadowrun spirits, most of which are immune to mundane forms of damage, but magical means will affect them fully, in addition to being banished.
  22. 100thlurker Solidarity

    Hey guys, I have part of my OOB done, but I don't think I'll be home tonight to finish it off. Should I post up what I have or just wait for tomorrow?
  23. Drachyench Registered

    Look satisfactory? Erirug's got a degree of Theocracy thrown in to the Oligarchy, but at its core I like to imagine it as a convoluted system that gets stuff done because at its base everyone knows exactly who to blame if something goes pear shaped.
  24. slasher This world will burn.

    My people can learn other magics. We will just have to wait till the Order loses its stranglehold on my nation. I decided to have the Order start withdrawing from public view at the beginning of the game so that would give decades for more bad things to come my way. [spoiler]Waking Angry Sea God[/spoiler]

    Civil war will still happen along with the slave revolt. The civil war will probably follow in the wake of the slave revolt. Maybe one or two high lords will try to use the revolts to their advantage. Grant freedom to their slaves and offer sanctuary to increase their populations which in turn would grow their armies.

    Oh yes this will be fun!
  25. Fallen Angel Jaded Misanthrope

    I need mountains, a border with somebody evil, and maybe a minor race, and a dwarven population in my borders for miners to get the metal I need for outfitting a crusading army.

Share This Page