From what I've seen a lot of nation roleplays are hit and miss anymore but I wanna try a new concept. It will take place in the ancient world aka Antiquity. It would be an alternate universe so the map is going to be completely new and with provincial sections for players to conquer, defend or try and swindle into their own kingdoms/empires. I will not be taking an active nation per say but much more. Playing as the npc armies and peoples of provinces, so you will have to utilize some military strategies to conquer it's not just going to be a, "Oh I take your land", sort of deal.
In addition to me playing npc armies and people, I will also be the general public, war mongers, peace mongers, traders and a whole plethora of other characters. So you screw up or start being a dick, the gods will send out bolts of lighting to kill your whole civilization. Also, money will be essential pouring into building project for the populous, army and money producing buildings. So yes there will be upkeep on your standing army, along with food for the public. Also, trade will be a key point, the more trade you build up the more money you have and can pour into various aspects of your civilization. Essential trading items won't be as much but say you have salt, sugar, silk or jewels, you can expect to be making a hefty some from such luxuries.
There will be traits but most of them will be earned or sporadic events through out the history of your kingdom, some good and some will be bad it's really the roll of the dice. Each person will start off with one good trait for their standing military and one will go into a public/diplomatic category. Gotta take the good with the bad though and have one bad trait too, it can be of any variety. It will be left to your discretion.
This is a little bit for now to maybe get some interest so lets see who's interested or has any questions.
There will be islands so you can do that. I will get a map up for your perusal when my company leaves and I got some spare time. Just a side note, initial armies will not be massive and have the best infantry and such. It will have to be built up.
That all sounds fair enough, it's more fun to actually build up your nation/kingdom and shape it the way you want rather than just starting in a beneficial situation.
Okay: ancient empires are awesome. Playing kingdoms more akin to Babylon, Persia, Greece, and Rome than to medieval nations... That sounds fun.
I like the idea of the GM deciding how the populace interacts with the nation, and how trade is going, how battles go, etc. Sounds like a good mix of good ol' fashioned tabletop gaming and Nation RP.
Count me in. I can make an IC post 2 times a week with no difficulty. I won't say "once a day" because I've got university to contend with and it could whisk my time away from me at any moment.
CS Template Name: Flag: (Optional) Population: (Max of 2,000,000 to start) Location:(If you can put it on the map tell me. 2-4 provinces max.) Capital City: (Or just cities in general) Resources: Luxuries: Government Type:(Monarchy, Republic, etc..) Economy Type: Leaders and Generals: Culture Description: Military Trait: (No special units. Each nation will have specialty unit he/she can create. Spies fall here.) Civil Trait: (Self explanatory.) Flaw Trait: (Could fall under military or economic/diplomacy traits) History: (How did it come together)
I will need a unit layout of the military layout so that I can set unit prices aside, upkeep etc.. You will need the following units: Light Infantry, Heavy Infantry, Shock Troops, Light Cavalry, Ranged unit (skirmisher). Heavy cavalry will come later. Your ranged units are generally gonna be either slingers, archers or javelin men. Navy’s will follow the same concept, Heavy, light and fire ships.
Once I have a list of your starting soldiers and ships I will give you prices that you will add to your sheets and a list of civil buildings such farms, temples and other structures along with a starting amount of money so you can build your nation and armies.
Yes, so you I can start working on prices on everything and general tweaking of things. I will throw it up tomorrow, I gotta get up before dawn for work.
Name: Takrong Flag: (Optional) Population: 2,000,000 Location:The Southern portion Capital City: Krong'Tak Resources: Obsidian, Cotton, Millet, Potatoes, Maize, Rice, Soybeans, Cattle, Chickens, Pigs, Horses, Iron, Copper, Tin Luxuries: Silk, Wine, Chocolate, Jade (Also a resource, technically) Government Type: Monarchy/Dynastic Empire Economy Type: Mercantile Leaders and Generals: Emperor Krong VI Culture Description: Krong'Tak is a combination of Central to Meso American/to Cambodian culture. It's captial, Krong'Tak has what could be described as "Angkorwatt". Military Trait: Experienced Veterans (The Empire has fought neighboring city states consistently. As such they are drilled, trained, AND experienced) Civil Trait: Religions are given free reign. It mostly resembles a culture under Buddhist to Mayan/Aztec and Incan religion, with ancestor worship standing in for the Olmec. Freedom of religion is accepted. Flaw Trait: Open Minds ((Flaw from their religious traits allow an easier time to rebel against authority) History: Tak'Krong was once split into Krong and Tak. Tak possessed half of the Throat of the World at that time and Krong possessed another half of the provinces. The two went to war and Tak conquered Krong after two hundred years of off again and on again war. Eventually the two cultures were the same, with significant regional differences, similar to the many different Kingdoms of China being unified. However, centuries of civil war have reduced a once great empire into merely a large regionally strong nation. The current Emperor, Emperor Krong VI, is named Krong VI because this is the first Dynasty, from the "Krong" side of the Empire.
Well, I butchered a historical Libyan coat of arms, but I got a flag.
Here's a rough sheet. It is incomplete. It has a map with the four provinces I'd like to claim included.
I wasn't sure what sort of climate you wanted for each area. I keep looking at the map and thinking the region I placed my stuff reminds me of the Strait of Gibraltar between Iberia and North Africa, so that's what I rolled with. I can change this if you'd like.
I'm not sure exactly what we need in our unit layouts, so I'll wait to hear more on that.
The Dominion of Turiszan
United Dominion of Turiszan
The unit's symbol goes on the the left side of the banner; the symbol of the army goes on the right.
Population: 1,600,000 Location:
Capital City: Turin (Gold star on claims map) Resources: Dates, fish, fowl, horses, sheep, stone, timber Luxuries: Birds of prey (falconry), gems, gold, jewelry, sea salt, wax, wine (date) Government Type: Despotic Plutocracy Economy Type: Free Trade Leaders and Generals: Highlord Bhenya Bulman is the leader of the Dominion and a former general himself. A wealthy merchant's son, his rank in the military was bought, but he quickly proved that warfare was his natural calling. Though Bhenya is young for a Highlord (twenty-eight years old) and has not sat on the throne much longer than a year, some folk have begun to compare him to Ghalwa, the first Highlord. He is meticulous, aggressive, and has experience both in warfare and in the most dangerous of arenas: politics.
Lord Ubani is a schemer of greater influence in the court. The respect he commands in Turiszan is second only to the Highlord himself. He is not directly at odds with the Highlord, but is not working explicitly for his benefit, either. Their interests align for now, however, so he is a boon to Bhenya's rule... for now.
General Imar is a warrior born. He is one of the plains warriors, a nomad turned mercenary captain turned loyal hand of Highlord Bhenya after having his life saved by the young ruler. While he has no head for infantry warfare, he is a good commander of cavalry and works well as the sub-commander in combined war efforts.
Admiral Carissa comes from the subjugated people of the colony across the sea. Women are expected to fight for their homeland as much as men in their culture, and as Turiszan does its best to assimilate conquered peoples, she has been allowed to serve as a leader of men. She is very old - sixty years old to be exact - and has commanded warships for as long as anyone can remember. She has a good nose for profit, too, and is not above attacking other nations' merchant fleets or raiding shore villages for a fistful of gold.
Culture Description: The Dominion of Turiszan is home to a small variety of cultures. The southern lands are the homeland of the Turiszani people, and the eastern province is home to colonists and subjugated peoples. The plains are home to horse-riding nomads, the coastal cities to fishermen and traders, and the hills to tough-skinned miners.
Likewise, the culture and architecture of Turiszan is an amalgamation of the various cultures that are part of their nation. Turiszani people (referred to as "Turiszos") are not proud so much as determined. They are willing to do a great many things to achieve their goals, especially if it means improving their station in life. Whether the means of achieving those goals are honest or dishonest depends on the Turiszo in question, though Turiszani merchants are rumored to be the most cutthroat in the world.
In Turiszani society, wealth is the measure by which a man is judged. Wealth is associated with power, with strength of character, and with godliness. This pervasive concept enforces status quo: the poor are damned for being poor and the children of rich men are believed to be virtuous souls, for surely the children born to a rich family are blessed beings? It ought be no surprise that trade and the pursuit of wealth occupies the mind of both the common man and his master.
Part of being wealthy is showing off your wealth, and the most socially acceptable means of doing so is through charity. Powerful men are known to parade through the streets in opulent displays, showering the ordinary citizens with gold, silver, caps, and other fine things. They are also known to construct large manors and decorate them extravagantly. Beauty is a necessity to the construction of such a manor, and it frequently comes before function.
Though there are stories of warrior heroes in Turiszo legend, the greatest stories are of men who won battles with their wits rather than their strength of arms. There are also a great many stories of merchant heroes and diplomats who caused great mischief or brought ruination to their enemies by coercion or trickery. It is for this reason that cunning and learning are valued in Turiszan.
Though the people of the Dominion worship a pantheon of gods, the chief among them is Nadasir the Eagle King. He is the god of eagles, migrant birds, safe journeys, and the four winds. He exists in other cultures as a minor deity, but as merchant adventures are an important part of Turiszani culture, Turiszan has made him its chief god.
It is said that you should never trust a Turiszo who smiles. The meaning behind this is two-fold: while it obviously suggests that Turiszos are treacherous, it also has roots in the grim expressions of the typical Turiszani commoner. There is a terrible gap in quality of life between the rich and the poor. The wealthy men, of course, are not at all grim. Their smiles are readier than those of their unfortunate brethren.
Military Trait:Signal Corps - No Turiszani army can be called "disorganized" on the battlefield. Through shrewd use of fire, warhorns, banners, and drums, Turiszani units can communicate with each other effectively and relay orders with ease. The Dominion's generals couldn't be happier this is so. Civil Trait:Cutthroat Merchants - Turiszan's merchants are undisputed masters of trade. They can gain control of a trade route with relative ease, and they're not afraid of employing unsavory tactics to do so. They make good profits. Flaw Trait:Mercenary Armies - The loyalty of Turiszan's soldiers is to their coinpurse, not their Highlord. Though they may owe him allegiance in theory, many officers can be swayed with land and wealth.
History: When Turi was still a city-state and not the capital of a small empire, it was once home to a long line of kings. They were famous for their wisdom, their generosity, and for protecting the city from nomadic tribes for generations. Of course, the story then says that a mad king took the throne, and that his madness consumed the city. Whether or not he truly was mad, he was deposed by a powerful political figure named Ghalwa Abin. As he was not of royal blood, he could not claim to be king, so he instead called himself Highlord and established a Council of Lords. These Lords were all powerful and wealthy men of the city, and each of them owed many favors to Highlord Ghalwa. Through them, Ghalwa made took total control of the city.
Though the new Turi was called a republic, it was in truth a plutocracy headed by a power-hungry despot. Ghalwa was intent on grabbing more territory for himself, and so he set about conquering the nearby tribes and townships. When a city would not cooperate with his occupation, he'd have subjugated tribes sack it. When neighbors attacked, he would bribe their neighbors to split their attention and make his war easier. His expansionist policies paid off, and by the end of his reign the Turiszani Dominion made up most of its present day territory on the southern shore.
Ghalwa died in his bed of a horrible sickness. His demise left a tremendous power gap in the city. After a series of riots and a near collapse of the government, the Council of Lords established a means of electing a new Highlord. Only men who owned land (a relatively small number) could participate in this election, and even then only through election of a Lord to represent them. This kept power safely out of the citizens' hands and allowed the Council of Lords to choose a leader that would serve their interests best. Once elected, though, the Highlord's power was almost absolute.
Over the next century, Turiszan slowly expanded to cover its present territory. It sent soldiers and settlers to conquer some lucrative land on the shores to the north-east, at the same time gaining a choke hold on trade through the strait their lands surrounded. This gave them access to a greater wealth of gold and gemstones, allowing them to expand their enterprises. This, in turn, allowed them to recruit a larger army, though this new army was not so loyal as those of the past. Still, these advantages afford Turiszan a real chance at becoming a major player on the global scene.
Everything is still open. I need descriptions of the army composition to a lot prices and such, still working on civil buildings and such. It's still open.
Given that I'm playing a merchant nation, I've decided to move my claims. I'll be adjusting my nation sheet accordingly. I've put my new claims in the hider below.
Name: Federation of the Four Kingdoms (Koenigrijk Jal Federasjon) Flag:
Province/Capital (clockwise from top) - Skorjähn (Stat der Ankersjernè) - Fyrland (Stat der Rijksvalle) - Tøsteven (Stat der Kúnneborg) - Kyrringgúr (Stat der Kestèven)
Population: 1,600,000
Capital City: Citadel of Fraski'ir Administrative District (Rhégar der Fraskir Kèitursadminstratdistrikt)
Government Type: Elective Monarchy State Legislature: Kongrégur Economy Type: Mass agriculture, education
Leaders and Generals: Leader - Storjarl Ulfrik IV Ulfrik IV was elected 3 years ago from his home state of Bre'jen, and his tenure is expected to last for 11 years, the term limit as established in the constitution. So far, his administration has instituted a well received 'Assured Accomodation' act for all tax payers, yet has been criticised for his perceived unwarranted spending on defensive structures surrounding the Federation's boundary.
Minister for the Economy - Tarlen Visker Tarlen Visker, appointed by Ulfrik in the forming of the last Kongre'gur, is the ex-Chancellor of Koleren Jurvangar. His budget has so far been conservative, yet his decision to increase military expenditure was seen as contradictory to the state ethos. The government maintains that "due to uncertain diplomatic circumstances within the immediate region, it has been decreed necessary to divert funds to ensure the security and longevity of our nation".
Minister for Culture and Education - Freja Gorlensen Noted as only the second female senior minister in the history of the Federation, Freja Gorlensen has been a popular figure, particularly among the citizens of the poorer, agrarian regions. She has continued to praise and support the Federation's higher education institutions with continued investment, and her tenure has been characterised by the commission of a new Great Vault, to replace the old one which was ransacked in the Great Struggle. In regards to cultural tradition, she has continued the Federation's proud history of extravagant festivals, with the annual National Day celebration attracting record attendance of over 400,000 people in the Citadel's Federation Square.
Minister for Public Services - Treyver Osmund Chief of Arms - Kristofer van Baal
Culture Description: Citizens of the Federation are predominantly Nordic in race, with other ethnic minorities composing the remainder of the population. The secular government does not endorse any particular faith, and numerous religious denominations practice throughout the Federation, with approximately 30% cited as agnostic. Whilst secular, the national calendar is frequented by cultural celebration, examples being the Festival of Fertility in the spring, and the Arcane Rite on the winter solstice. The capital city hosts multiple diplomatic missions, and seeks to engage diplomatically with any recognised state that wishes to do so. The focus on education has facilitated the growth of a diverse range of industries, the strongest being mass agriculture, and the second of education within the Federation's numerous colleges.
Military Trait: Cryptographic Institute - The government's investment into cryptography and concealed technology has resulted in both civil and military applications. Military orders are carried out significantly more quickly, and spies/pro-Federation ministers are more easily installed in neighbouring states.
Civil Trait: The Printing Press - The Federation's printing and intellectual institutions are well renowned throughout Antiquity. This has created a secondary, advanced economy based around education and the development of technology.
Flaw Trait: Historical Obligation - The Federation has traditionally maintained a neutral standpoint, and thus its military, whilst well equipped, is significantly smaller than similarly sized nations.
History: As the name may suggest, the Federation was originally a collection of four smaller Kingdoms each ruled by a Jarl. During the Great Struggle (Tumuula Jauren), in fear of becoming destroyed due to their size, the four Kingdoms decided to amalgamate into a Federation, being ruled by a single Storjarl (Great Jarl) elected from each of the constituent Kingdoms. The combination of collective security, yet strongly autonomous states meant that the economy grew and diversified with minimal military conquest over the years.
The Jur'vangar College (Koleren Jurvangar) was established by the first Storjarl of the Kingdom, and cemented an ethos that focused on the pursuit of knowledge and economic efficiency, over military conquest. Whilst the power of the Storjarl is restricted by that of his government (Kongre'gur), a clause exists that permits the leader to override many constitutional rules and essentially rule as a dictator in times of strife, yet this power has never been exercised before.
Well, I hope I did enough. Not sure if this is how you wanted the unit layout, but hopefully the information I have is sufficient.
The Dominion of Turiszan
United Dominion of Turiszan
The unit's symbol goes on the the left side of the banner; the symbol of the army goes on the right.
Population: 1,600,000 Location:
Capital City: Turin (Gold star on claims map) Resources: Dates, fish, fowl, horses, sheep, stone, timber Luxuries: Birds of prey (falconry), gems, gold, jewelry, sea salt, wax, wine (date) Government Type: Despotic Plutocracy Economy Type: Free Trade Leaders and Generals: Highlord Bhenya Bulman is the leader of the Dominion and a former general himself. A wealthy merchant's son, his rank in the military was bought, but he quickly proved that warfare was his natural calling. Though Bhenya is young for a Highlord (twenty-eight years old) and has not sat on the throne much longer than a year, some folk have begun to compare him to Ghalwa, the first Highlord. He is meticulous, aggressive, and has experience both in warfare and in the most dangerous of arenas: politics.
Lord Ubani is a schemer of greater influence in the court. The respect he commands in Turiszan is second only to the Highlord himself. He is not directly at odds with the Highlord, but is not working explicitly for his benefit, either. Their interests presently align, so he is a boon to Bhenya's rule... for now.
General Imar is a warrior born. He is one of the plains warriors, a nomad turned mercenary captain turned loyal hand of Highlord Bhenya after having his life saved by the young ruler. While he has no head for infantry warfare, he is a good commander of cavalry and works well as the sub-commander in combined war efforts.
Admiral Carissa comes from the subjugated people of the colony across the sea. Women are expected to fight for their homeland as much as men in their culture, and as Turiszan does its best to assimilate conquered peoples, she has been allowed to serve as a leader of men. She is very old - sixty years old to be exact - and has commanded warships for as long as anyone can remember. She has a good nose for profit, too, and is not above attacking other nations' merchant fleets or raiding shore villages for a fistful of gold.
Culture Description: The Dominion of Turiszan is home to a small variety of cultures. The southern lands are the homeland of the Turiszani people, and the eastern province is home to colonists and subjugated peoples. The plains are home to horse-riding nomads, the coastal cities to fishermen and traders, and the hills to tough-skinned miners.
Likewise, the culture and architecture of Turiszan is an amalgamation of the various cultures that are part of their nation. Turiszani people (referred to as "Turiszos") are not proud so much as determined. They are willing to do a great many things to achieve their goals, especially if it means improving their station in life. Whether the means of achieving those goals are honest or dishonest depends on the Turiszo in question, though Turiszani merchants are rumored to be the most cutthroat in the world.
In Turiszani society, wealth is the measure by which a man is judged. Wealth is associated with power, with strength of character, and with godliness. This pervasive concept enforces status quo: the poor are damned for being poor and the children of rich men are believed to be virtuous souls, for surely the children born to a rich family are blessed beings? It ought be no surprise that trade and the pursuit of wealth occupies the mind of both the common man and his master.
Part of being wealthy is showing off your wealth, and the most socially acceptable means of doing so is through charity. Powerful men are known to parade through the streets in opulent displays, showering the ordinary citizens with gold, silver, caps, and other fine things. They are also known to construct large manors and decorate them extravagantly. Beauty is a necessity to the construction of such a manor, and it frequently comes before function.
Though there are stories of warrior heroes in Turiszo legend, the greatest stories are of men who won battles with their wits rather than their strength of arms. There are also a great many stories of merchant heroes and diplomats who caused great mischief or brought ruination to their enemies by coercion or trickery. It is for this reason that cunning and learning are valued in Turiszan.
Though the people of the Dominion worship a pantheon of gods, the chief among them is Nadasir the Eagle King. He is the god of eagles, migrant birds, safe journeys, and the four winds. He exists in other cultures as a minor deity, but as merchant adventures are an important part of Turiszani culture, Turiszan has made him its chief god.
It is said that you should never trust a Turiszo who smiles. The meaning behind this is two-fold: while it obviously suggests that Turiszos are treacherous, it also has roots in the grim expressions of the typical Turiszani commoner. There is a terrible gap in quality of life between the rich and the poor. The wealthy men, of course, are not at all grim. Their smiles are readier than those of their unfortunate brethren.
Military Trait:Signal Corps - No Turiszani army can be called "disorganized" on the battlefield. Through shrewd use of fire, warhorns, banners, and drums, Turiszani units can communicate with each other effectively and relay orders rapidly. The Dominion's generals couldn't be happier this is so. Civil Trait:Cutthroat Merchants - Turiszan's merchants are undisputed masters of trade. They can gain control of a trade route easily, and they're not afraid of employing unsavory tactics to do so. They make good profits. Flaw Trait:Mercenary Armies - The loyalty of Turiszan's soldiers is to their coinpurse, not their Highlord. Though they may owe him allegiance in theory, many officers can be swayed with land and wealth.
History: When Turin was still a city-state and not the capital of a small empire, it was once home to a long line of kings. They were famous for their wisdom, their generosity, and for protecting the city from nomadic tribes for generations. Of course, the story then says that a mad king took the throne, and that his madness consumed the city. Whether or not he truly was mad, he was deposed by a powerful political figure named Ghalwa Abin. As he was not of royal blood, he could not claim to be king, so he instead called himself Highlord and established a Council of Lords. These Lords were all powerful and wealthy men of the city, and each of them owed many favors to Highlord Ghalwa. Through them, Ghalwa made took total control of the city.
Though the new Turin was called a republic, it was in truth a plutocracy headed by a power-hungry despot. Ghalwa was intent on grabbing more territory for himself, and so he set about conquering the nearby tribes and townships. When a city would not cooperate with his occupation, he'd have subjugated tribes sack it. When neighbors attacked, he would bribe their neighbors to split their attention and make his war easier. His expansionist policies paid off, and by the end of his reign the Turiszani Dominion made up most of its present day territory on the southern shore.
Ghalwa died in his bed of a horrible sickness. His demise left a tremendous power gap in the city. After a series of riots and a near collapse of the government, the Council of Lords established a means of electing a new Highlord. Only men who owned land (a relatively small number) could participate in this election, and even then only through election of a Lord to represent them. This kept power safely out of the citizens' hands and allowed the Council of Lords to choose a leader that would serve their interests best. Once elected, though, the Highlord's power was almost absolute.
Over the next century, Turiszan slowly expanded to cover its present territory. It sent soldiers and settlers to conquer some lucrative land on the shores to the north-east, at the same time gaining a choke hold on trade through the strait their lands surrounded. This gave them access to a greater wealth of gold and gemstones, allowing them to expand their enterprises. This, in turn, allowed them to recruit a larger army, though this new army was not so loyal as those of the past. Still, these advantages afford Turiszan a real chance at becoming a major player on the global scene.
Army Composition: The Dominion Army
The land forces of Turiszan are divided into armies or hosts, each of which has different corps that serve different functions (such as the famous Signal Corps). Most of these armies have a mixture of units, though some (such as the Flying Sword Host) are specialized for a specific battlefield role.
Light Infantry - Turiszani Conscripts Turiszan's basic infantryman is a young man with a dagger, a spear, a shield, and some basic training. They wear little to no armor and depend on their shields to stay alive. They have been drilled for war, but they suffer from their poor equipment. Bodies are cheaper than bronze in Turiszan.
Heavy Infantry - Ghalwan Warriors These elite troops use mixed unit formations and are the pride of the Turiszani army. Men wielding pikes are accompanied by warriors armed with shields and falcatas, and together they make for a deadly force. The pikes stop anyone from getting too close, and those that do are dealt with by eager swordsmen. Their armor is hard leather reinforced with iron or bronze rivets. Their tactics are modern, for though the unit's concept was designed by Ghalwa, it has been improved by Ghenya.
Shock Troops - Bullmen Wielding large two-handed axes and wearing tough leather armor, the shock troops of Turiszan are a rugged lot. Most of them are drawn from the hillmen of the northern colonies, but a man from any walk of life may join their ranks. Few want to, though, for the life of a shock trooper is often a short (if glorious) one. They wear metal helmets that look vaguely like bulls' heads, hence the name "Bullmen."
Ranged Unit (Skirmisher) - Turiszani Bowmen Turiszan's bowmen are equipped with a simple shortbow, padded cloth, a wooden buckler, and a small axe as a sidearm. They are accurate enough as far as archers go, but are by no means great at their job. They are capable in the melee, but they'll crumble before cavalry like any other archer unit.
Light Cavalry - Berbeli Horsemen The Berbeli are a series of nomadic tribes conquered by Turiszan decades ago. Their horsemen are skilled warriors, lifelong raiders whose specialty is flanking enemies and pillaging small settlements. They favor hit-and-run tactics, using their throwing spears to soften the enemy before they charge in with lances. They are relatively unarmored, wearing thick cloth or heavy furs at most, though they do have signature single-spiked skullcaps. Their horses are bred for speed, not toughness.
Specialty Unit - Ghenyan Engineers Though other nations may have stronger warriors, better archers, or men of tougher breeding, Turiszan has skilled battlefield engineers. These men are a recent addition to the army, drawn from the ranks of old engineers and trained by Highlord Ghenya to be what they are today. They are able to construct fortifications rapidly, set up new roads, and can fashion good siege weaponry from seemingly poor materials. They are decent in a fight, at least as good as a typical spear-and-shield warrior, and put the engineers of other nations to shame.
The Council Navy
The Council has more influence over the navy than the Highlord would like to admit, and this has always been the case. Maritime enterprise is the means by which most of the Lords on the Council gained power, after all.
Light Ship - Battle Galley The battle galley is a boarding vessel with extra space for storing loot stolen from enemy ships. Its men are better described as pirates than sailors, and they are an unscrupulous lot whose loyalties are uncertain. They loot shore settlements readily, and in hard times may even raid Turiszan's own coast. Still, as long as they are accompanied by a fleet of real soldiers, these pirates are dependable enough.
Heavy Ship - Eagleship This mighty vessel is the predator of the sea, a ramming vessel with an iron or bronze eagle's head at the prow that crushes those poor souls unlucky enough to be piloting its prey. Though it may look cumbersome, it is actually quite maneuverable, and its crew includes battle-ready sailors armed with boarding axes and bucklers. They are not to be trifled with.
Fire Ship - Firebird Typically consisting of vessels confiscated from debtor merchants or of outdated models, the "Firebirds" do exactly what is expected of them: they ram into enemy ships while on fire and set their foes ablaze. There's little more to be said.