@Sigma For the record I didn't exactly mind Voltus having them because it could've provided conflict. Just that it likely wouldn't have been held for long in the game if that's the case. Granted, you might have gathered support and started a big war with multiple nations involved. Could've been fun. I am generally open to everything.
Halfway finished with my history section for Yllendthyr. I started from the prehistoric times and I am now at the early middle ages. There's just one issue: I need an enemy. During the early middle ages the territory what latter be known as Yllendthyr was split into the dominions of 27 warlords. I need some kind of power which would force them to unite and become the empire we (will) know.
EDIT: BTW, the best to imagine elves in the early middle ages as the Mongol Empire. They use griffin riders shooting arrows from the skies or deliver massive skydiving charges.
Halfway finished with my history section for Yllendthyr. I started from the prehistoric times and I am now at the early middle ages. There's just one issue: I need an enemy. During the early middle ages the territory what latter be known as Yllendthyr was split into the dominions of 27 warlords. I need some kind of power which would force them to unite and become the empire we (will) know.
EDIT: BTW, the best to imagine elves in the early middle ages as the Mongol Empire. They use griffin riders shooting arrows from the skies or deliver massive skydiving charges.
The orcs used to be weaker, Clock's nation is Switzerland so I doubt they were a mighty empire back then. Most likely we'd need to develop an NPC faction which perhaps long dissolved since then.
<Snipped quote by Voltus_Ventus>The orcs used to be weaker, Clock's nation is Switzerland so I doubt they were a mighty empire back then. Most likely we'd need to develop an NPC faction which perhaps long dissolved since then.
Well maybe in the past the Snazdonians were pirating up and down the coast of the today Yllendthyr, coming on shore to raid villages and rob cargo boats. Might have given some Snazdonians reason to stay, leading to your human population.
Well maybe in the past the Snazdonians were pirating up and down the coast of the today Yllendthyr, coming on shore to raid villages and rob cargo boats. Might have given some Snazdonians reason to stay, leading to your human population.
Meh. That won't be enough. @TheodorableAny idea what empire ruled a considerable portion of the continent before your orcs grew to dominance? The timeline is about 1200-1500 years ago.
Blaserkr is a very militarized country, being an oligarchy with 4 centralized companies that have access to a vast amount of natural resources and a ready and willing population. The Mech Corps is the biggest part of the Blaserkrian Military. Blaserkrian Mechs come in a wide variety of sizes and variety's, made from Magnesium Aetherite Alloy, better known as Magerite, which is stronger, harder, and lighter than steel, and as malleable when heated as iron. Its powered by an electrical current that ignites a controlled flames that powers the Heavy and lighter mechs functions. Vessel Corps utilize air ships made from the same alloy, and is known to be the lightest, yet strongest airships in the world. Heavily armored tanks are another part.
Mechanized Corps
Mech Infantry Magerite Exoskeleton: boost speed, strength. Provides excellent protection. Armed with muskets, flamethrowers, and Mech hammers.
Flamers/Explosive unit Work as skirmishers and scouts who burn their enemies to a crisp and plant bombs and use grenades to weaken and army.
Heavy Infantry Magerite Bipedal Vehicles: Powerful heavy division, utilizes giant flame throwers with bayonet attached, and chain blade that drawer power from the engine and a steam motor.
Heavy and Light Mobile Cannons: Quadrupedal tanks equipped with long range cannons. The mobility allows for flexibly, and enemies cannot pin point them.
Vessel Corps
Air Battleship: A floating monstrosity equipped with cannons. Made from the same metal that the mechanized units are, its is heavily armored, by is very light. It is one of the most expensive pieces of military weaponry available to export. They are capable of working in the same fashion as a normal sea ship if need be, and with a large enough current, it can fly.
I am not the GM here so whatever I say has no weigh aside from it being a personal opinion but I feel your military is way too advanced.
First off, the purpose of infantry to be cheap and can be employed in great numbers. Building complex power armors for them is anything but that. It also wouldn't make sense for the mech suit to be agile. Of course this is just a game we in for fun. But realistically a technology which can allow you to be even more agile than on foot would be massive. I think it'd be better if you'd replace this with a normal infantry with "techy" equipment.
BTW, for your Flamer/Explosive unit. Why not use the name "Combat Saboteur". That seems to be their role. They are also anything but lightly equipped but I suppose for dwarves this is quite a relative difference. Also I have nothing against your larger mechs called "heavy infantry"
Second, Magerite. It sounds cool but there are a bunch of issues with it. Let's begin with Aetherite being a component to it. I might be wrong and ask @Lauder about the details but I see Aetherite about as rare as gold if not even moreso. Having somewhat OP super material in abundance would be counterproductive to the game. And without abundance you can't really use this as armor. You might as well plate them in solid gold. Second issue is the electricity. If the plate needs to be electrified that has all sorts of problems with safety. Then there's the problem that electric technology is awfully young in the 19th century and close to nonexistent in 1865. Steampunk screws with the technology levels but having widespread use of electricity again implies awfully advanced levels. You are a dwarf nation. Rather than Magerite which invokes many issues try inventing some supermaterial for armors. Personally I'll use "mithril" (actually a Titanium derivative). Or just use plain dwarven quality alloy steel. A good steel can be multitudes stronger than normal. Wrought iron and steel alloys in the 19th century had the tensile strength around 300-500MPa. In comparison modern steel alloys can be in the excess of 5000 MPa. There are so many things you can do by just using better quality steel.
Third, cannon walkers. Vehicles, especially armored vehicles would cost their weight in gold. Rather than your standard artillery it's better if they are your equivalent of tanks. Steampunk tech ensures other nations will have some tanks like vehicles so why not have your own. Mobile artillery also don't work because it'd take 50+ years before people figure out ways how to fire guns beyond the line of sight. So your walker would be visible regardless. At best it won't be threatened by cavalry which is good. But again, such a vehicle would be way too expensive to replace all your artillery. We couldn't do this even during WW2. Heck many less developed nations today still rely on towed artillery pieces. Although if you wish to be a techy faction you can invent some walker or tractor which tows your cannons rather than using horses and carts like most nations would. Or maybe use your "heavy infantry" mechs to pull your cannons.
Fourth, there's nothing wrong with you having air warships. The GM explicitly mentions this in the first post. Although I feel you may want more kinds of vessels. Maybe even with gyrocopters mixed in. Also I may suggest you trying to read a few wikipedia articles about ships in the 1860s. It may give you ideas what kind of other ships you want. Battleships and ironclads are essentially the "first rates" in a navy and while they're the pride of the nation their numbers are few compared to the rest of the ships.
Again, I am no GM. These are mere suggestions of mine. I just try to help with your army while also voicing a few of my concern with balance.
Well, if Aetherium is rarer then gold, I'm going to have to rethink my method of harvesting it.
I think the point with Aetherite is that only a relatively small amount is enough to make it useful. With the true limit being that it requires electric power. I am not the GM so I don't decide how rare Aetherite is but as it goes with fantasy materials they are both rare and super expensive. Gold is worth much for its rarety, shine and cultural value. Aetherite has something far more tangible to it. I can see them being a resource on par with oil which nations will be fighting for.
Halfway finished with my history section for Yllendthyr. I started from the prehistoric times and I am now at the early middle ages. There's just one issue: I need an enemy. During the early middle ages the territory what latter be known as Yllendthyr was split into the dominions of 27 warlords. I need some kind of power which would force them to unite and become the empire we (will) know.
EDIT: BTW, the best to imagine elves in the early middle ages as the Mongol Empire. They use griffin riders shooting arrows from the skies or deliver massive skydiving charges.
How about the Semids? They're right across the sea, and being elves, would probably have no problem trying to incorporate Yllendtyr into their empire (probably the Kingdom of Sem at that time). I also had an idea of them being historical enemies, with something like a founder myth ala Isaac and Ishmael starting their antipathy, and conflicts only keeping it alive.
How about the Semids? They're right across the sea, and being elves, would probably have no problem trying to incorporate Yllendtyr into their empire (probably the Kingdom of Sem at that time). I also had an idea of them being historical enemies, with something like a founder myth ala Isaac and Ishmael starting their antipathy, and conflicts only keeping it alive.
Hm, I forgot that. BTW, did you read the history I wrote for elves for now?
Yllendthyr is an ancient culture with roots that can be dated back to what others describe as the ancient times. Elves were the first sentient creatures of Arda, blessed with grace and capabilities to be apex predators. Unlike humans who were struggling against the forces of nature the elves learned to live with it. Consequently they had little incentive to develop beyond the bare necessities. Thousands of years passed and elves still continued their hunter-gatherer lifestyle while humans made kingdoms and empires. Elven perception of time radically differed from that of humans. They were content to live in their isolated forest communities while entire human nations surrounded them. Yet eventually clashes between humans and elves were inevitable. While elves were viciously effective with the advantage of home ground their isolated tribes were met with superior numbers and weapons. For the first time elfkind learned war which had yet unprecedented effect. In the following centuries the humans murdered and displaced countless elves. Untold number of tribes were lost along with their language thus all their culture and history. Some claim these frightening news forced elfkind to develop writing. The fleeing elven tribes banded together with their neighbors and strengthened their relations, forming the first nations. The precursor of Yllendthyr was one of these.
The ancient times continued being painted with bloodshed as the emerging elvish nations fought no holds barred wars of vengeance with the neighboring races. The Sotoa Peninsula was perhaps the most notable, birthing more than a hundred elvish grand tribes. Their success can be attributed to their numbers as well as taming and breeding a mighty mount, the Gryffhn (Griffon). Conquering the skies with their griffon riders the elvish tribes rapidly grew into a menace. Among them Yllwé was the most warlike by far, growing with each spring. As time went on the wars of revenge transformed into rush for conquest. Elvish territories grew and thus the requirement of manpower. Humans were no longer just slain when opportunity was present but turned into their slaves. By the early middle ages the Western Sotoa Penisula was dominated by 27 elvish warlords and their enslaved masses.
@Willy Vereb Thanks for suggetions and clearing, I kinda went over board and over thunk the steam punk aspect of things. And forgot to really incorporate the 19th century asspect. When I look at it now, the exoskeletons would be difficult and impractical to fund despite the abundance in other metals, that isent Aetherite. Infantry can be fixed easily, and Air. Ill look into it.
Your military is a bit too advanced for here, not to mention how small it would actually be. It would have a very high upkeep and expensive to replace, not to mention that Aetherite is too rare to make a large military like this. I would say to lower the tech back a bit and change up what you use for armor. I would advise on listening to Willy on this one.
How about the Semids? They're right across the sea, and being elves, would probably have no problem trying to incorporate Yllendtyr into their empire (probably the Kingdom of Sem at that time). I also had an idea of them being historical enemies, with something like a founder myth ala Isaac and Ishmael starting their antipathy, and conflicts only keeping it alive.
Anyways, that can be also a good idea. I plan to have Galhonore's territory (the other half of Sotoa Peninsula) to be conquered by the said empire and it only gaining independence later. But as a result it forming into the Galhonore Commonwealth (which is nowadays under personal union with Yllendthyr, Think of Austro-Hungaria or something similar).
So the threat coming from the East could make sense. Yllendthyr unites as their eastern neighbors are being conquered.
Blaserkr is a powerful oligarchy built around mining and technology. Originally a monarchy, it fell due to losing it peoples trust, a revolution took place that transformed the Dwarven kingdom into a region run by 4 huge companies. United in its values and its trust restored in its government, it has risen from the ashes of civil war. They are known for thier Crusade against the unholy magic of Chaos, (all kinds of sorcery)with the holy magic of Ama, (fire magic) during the early reign of the kingdom. They are also famous for their vast and rich mountain ranges filled with all kinds of precious metals. Thier biggest accomplishment is there creation of bipedal mechanized machines, both domestic and for war.
Geography
Blaserkr is region filled with mountains and forests, a frontier concurred by stubborn dwarves. Its cites bounded on three sides by basalt outcrops and partially screened by brush. Harsh mountains composed of granite, covered with thorny shrubs. Thrusting spires of naked rock reach into the heavens so high that you would believe the very sky was pierced. Mountain ranges dot the landscape, creating a system known as the Ragfargruarr Ranges. Thick forests carpet the uplands, creating a Mountain Forest biome were that meet. In short, Blaserkr is a mountains region, rich in precious metals, and surrounded with thick forestation.
History
Belgin's Heresy
Before the Great Revolution, Blaserkr was ruled by a monarchy, the king at the time was Belgin. He was a man who stuck to his guts and a battle hardened warrior. During that time, magic and smithing was a huge part of dwarven culture. All kinds of magic was permitted, schools teaching magic was sanctioned and funded by the monarch, and court wizards were prominent at the time. The belief was at that time that the goddess of fire and forges, Ama, had blessed them with this abundance of magical talent, and it was to be nurtured. The kingdom was all and well until an alliance was struck with the Elves, who the king saw as fascinating.
The elven were given a place in his court, and soon, the elves began to mislead the king. See, the elves planed to over throw the kingdom from the inside by manipulating the king against his people. The whispering voices of the elves placed a seed of doubt in the kings heart, warning him of the danger of the magic that his people were practicing, calling magic that of the Chaos god Zama. Slowly, the king grew to hate all magic but that of Ama. The tipping point came when the elves set up a magical accident that killed the Crown Prince. The king was outraged, summoning his Priests of Ama, he created a new Vanguard, the Pure. The Pure were a group of knights blessed by Ama to wield and manipulated the Guardians Hammer, flaming hammers forged and enchanted with fire magic. The king made a decree, kill all those who wielded magic that was not that of Ama. The Chaos Crusade had begun.
Chaos Crusade
This Chaos Crusade was a massive hunt for those who were believed to be practitioners of Chaos magic, all magic that was not the of Ama. The Pure, Guardians of the Hammer, spread of across the Kingdom, slaughtering mothers, father, children, all those who showed signs of having magical abilities that did not relate to fire or forging. The mass genocide killed thousands, and threw the kingdom into chaos. The elves were closer to attaining there goal, with the king so easily moved to kill his people, they knew they could rule it without having to kill him.
The Crusade took place for ten years, the genocide cutting the dwarven population in half. On the last year of the crusade, an army built up by a dwarf named Hamen, pushed to fight against the pure. They were called the Black Army, black representing the Chaos god Zama. The Black army moved to fight and defend the remnants of any magic practitioners, but the army wouldn't have a chance against the blessed of Ama.
The Black Revolt
The surviving population of non-magic practitioners, had an overall distrust of wizards. Siding with the king on the matter of the Crusade. This led to those who practiced magic, to be ratted put by thier own brethren. The Pure were efficient, trained to kill all those who were believed to be worshipers of Zama.
This confidence in there king was shattered when the elves came out and reveled the "truth", telling the people of thier kings heresy. It was said that the king betrayed thier trust by joining in the worship and practice of Zama. The king wasn't allowed to plea his case, the people were outraged, angered, mislead by a king who was believed to be worshiping the very god whose followers killed his son.
Eventually, this story was disproven by a rogue Pure, who reveled the truth about the elves and thier king. The wizards were restored to honor in the eyes of the people, and the Black Army marched to the capital, were a fierce battle took place. Eventually, with the help of the people, the Black Army was able to push through and defeat the Pure. The king was hung for his weakness and his crimes, and the elves banished.
The Beginning of Change
After the Black Revolt, Haman was put on the throne to avoid a vacuum forming due to the loss of power. Despite his efforts in forming the Black Army, a general distrust of the monarchy had become prevalent at the time. In an effort to restore the confidence and trust of the people, Haman created the Vox Populi Decree, giving the people the right to all the assents in the kingdom, allowing them to utilize and control the natural resources, and businesses of the kingdom.
The people jumped on the opportunity, and this opened the gateway to Age of Change.
The Age of Change
The Age of Change was a time of unprecedented growth and enlightenment. No longer were people bound to the choices of the monarch on how assets were managed, the choice was given to the people. From the ashes of the Civil War grew a whole new generation. Unfortunately, the decree sealed the fate of the monarchy. The kingdom was weak economically due to the war, after the decree, 4 companies formed around the assents of the kingdom. These huge companies felicitated the economy for Blaserkr and created jobs. These companies bought up most of the land from the kingdom, and then sold it back to the people for a cheap rate, this strengthened the peoples faith in the companies ability to lead, and soon, the companies was able to by up the monarch, and centralize themselves as the ruling power.
Golden Age of Change
This the current time in which the dwarves are living in. This generation no longer believes in the power of magic, although the Guardian Hammers are still in existence. With the 4 central companies allowing for better economic growth, inventions and creations of all sorts are being made, Blaserkr is becoming an economic, and milliary powerhouses, through the mistakes of thier ancestors.
Society
Dwarves are a industrious, stubborn people who believe in the work of their hands and the sweat on thier brow. The average dwarf is about 4'0", but they can grow up to a whopping height of 5'0". craftsmanship. What Dwarves lack in height they make up for in bulk; they are, on average, about as heavy as humans. They can weigh anywhere from 160 to 220 lbs. Dwarven males are a bit taller and heavier than their female counterparts. Like humans, dwarves have a wide variety of skin, eye, and hair colors, typically pale among northern based dwarves and deeply tanned or brown amongst the southern based. Hazel eyes are common throughout the race, with blue eyes more common amongst the northern counterpart.
Male dwarves are often bald and grow thick facial hair sometimes used to display social status. Although its a myth that female can grow any facial hair at all. This hair is often dark in hue, though among dwarves blond or red hair is just as common. Dwarves take care of facial hair to an extreme carefully oiling and grooming it, with some adding perfume and ornamentations. Dwarves are a long-lived race, and reach physical maturity somewhat later than humans. A dwarf is traditionally considered an adult once he or she reaches age 35. Dwarves age much like humans but over a longer period of time, remaining vigorous well past 150 years.
Dwarves are unusually tough, they have dense bodies and are difficult to push around as a result, as well as having the capacity to bear loads that other races might find hindering with little ill effect. Dwarves also have a sense about them that few races do, with a preternatural awareness of their surroundings as good judgment all-around in general.
Strong, hardy, and dependable dwarves are polite, particularly elders, and possess a wisdom beyond that of many other races. Dwarves value their traditions, regardless of the subrace they come from, and look for inspiration from ancestral heroes, although the newest generation seems to be straying away from this. Dwarves are also known for their stubborn nature and cynicism, traits widespread amongst the dwarves but which contribute to and are commonly offset by their bravery and tenacity.
Dwarven friendship is hard to earn, but is strong once won. Naturally dour and suspicious, dwarves view elves as thier primarily enemy, and rarely associate with them unless it is necessary. For dwarves, loyalty is more than a word and that it should be both valued and rewarded. Dwarves believe it a gift and mark of respect to stand beside a friend in combat, and an even deeper one to protect that ally from harm.Dwarves are a careful and deliberate people, with a more serious disposition than other races, who they sometimes view as flighty or reckless. A dwarf does all things with care and a stubborn resolve, with brash or cowardly behavior unusual for the race.
Economy/Industry
Due to the fact that Blaserkr is a country known for its vast and numerous mountain ranges, the mining business is second to known in the world. Blaserkr is run by 4 huge companies:
Dimhadal Mining Co.
Normalk Manufacturing Inc.
Gombek Shipping
Ketthinsimkak Technologies
Each of the 4 companies is centralized in utilizing many of the lands resources. Dimhadal Mining Co is the biggest mining operation in the world, mining, purifying, bigging at all times of the day. This company provides the most jobs in the country, although the working conditions are mediocre, they pay is well worth the risks. Magnesium is a large part of the companies exports, and is in high demand in the land due to am alloy that can be made from it.
Normalk Manufacturing Inc is the manufacturing hub of the world, handling and creating machines of war and domestic items for any nation that pays well enough. The company buys most of the metals from Dimhadal and create the Magnesium Aetherite alloy, which is lighter and stronger than steel, and can conduct electricity, which allows for amazing contraptions that can withstand immense forces.
Ketthinsimkak Technologies are the idea makers of the country, creating the military and domestic blueprints for anything in the oligarchy. They work hand in hand with Normalk Manufacturing Inc, who produce all that the company asks for, as long as they pay a fair price.
Gombek Shipping is the motor that pushes the oligarchy. They utilize the canals, ocean and sky trade routes, to connect the oligarchy to the rest of the world.
Blaserkr has thier own currency of LEN, and internal trade is a big part of Blaserkr's economy, as well as external trade, being the biggest trade mogels in the world.
Military
Blaserkr is a very militarized country, being an oligarchy with 4 centralized companies that have access to a vast amount of natural resources and a ready and willing population. Guerilla warfare is the biggest part of the Blaserkrian Military. Blaserkrian Mechs come in a wide variety of sizes and variety's, made from an early form of Magnesium Alloy, better known as Dwarven Steal, which is stronger, and lighter than normal steel, and as malleable when heated as iron, but must me mixed with calcium to make it less flammable, which lessens its overall strength. They are used when guerilla warfare fails it when they need to hit the enemy hard. Vessel Corps utilize air ships made from the same alloy. They are in the the processes of creating a Harmonica rifle, which will be much more capable than the normal musket.
Blaserkrian Combat Forces 1,800,000
Blaserkrian Light Infantry/Saboteurs
Heavy Infantry
Artillery (TBA)
Vessel Corps -Aetherite Ships: 3 -Aetherite Steel: 2
Light Infantry Infantry armed with muskets, bayonets and pistols. Combat hammers are also wildly used, although it is rarely utilized due to how impractical it would be in a fire fight.
Combat Saboteurs Work as skirmishers and scouts who burn their enemies to a crisp and plant bombs and use grenades to weaken and army. They are integrated into the Light Infantry.
Heavy Infantry Dwarven Steel Bipedal Vehicles: Powerful heavy division, utilizes giant flame throwers with bayonet attached, and chain blade that drawer power from the engine and a steam motor.
Floating monstrosity equipped with cannons. Made from the same metal that the mechanized units are, some are heavily armored while most are wooden laced with Aetherite with some Steel plating here and there . It is one of the most expensive pieces of military weaponry available to export. They are capable of working in the same fashion as a normal sea ship if need be, and with a large enough current, it can fly.
@LokiLeo789You need to work on some of the unit names. Wouldn't "mech infantry", "steam warrior" or any other fantasy name would make more sense for your "heavy infantry"?
Also why do you call both types as battleships? IMO, the heavier steel vessel should be called dreadnought or anything similar while the lighter mostly wooden ship could be frigate, skipper or any age of sail fast ship name. Although to be honest I think your nation is the most likely to own all-metal warships alone. So something like Sky Destroyers with short ranged anti-ship rockets would make sense for example as your light ship. Cruiser can be your medium ship which is built for average engagements unlike Destroyers which rather specialize at shooting heavier targets. What do you think? Again, these are merely suggestions. In the end the one who makes the decisions is you and nobody else.