Who feels like having a khaganate of Central-Asian-inspired steppe warriors and not!Chaos hardasses on their border? We could fight, or trade, or team up against the world!
I believe that I am FINALLY done! @ClocktowerEchos@RisenDead Lemme know if theres anything you dont like.
The 13th Vulpin Colonisation and Eradication Party
Overview
Falreti Prime, and the land the Vulpins control, has been locked in constant war for a long time - longer than most remember. Hundreds of years at least, the war looks to have no end in sight. As much as the military is keeping up with holding back the enemy, it cant last long. News from scouts and spies show that the enemy is building something with stolen technology that will soon bring about the end of the Vulpins, set to be ready some time in the next year.
And so, under orders from the King and his Advisers, the 13th Colonisation and Expedition Party set it. They headed in one direction across the sea, searching for some kind of land that they could take over, and move the Motherland too. There was no ability to cast recon on the mission, considering how last minute it really was. Spanning over 300 ships, containing the remnants of what could be spared, soldiers, farmers, mechanics, medics, pharmacists set sail, without direction or solid orders, in hope of finding free lands.
And they almost did. After a week of sailing, leaving rations low, and the seeds close to dead, they came across land. It was already overtaken, though, and so they went to sail around it. They passed many areas that would have done just fine as they headed North, but soon found something that worked just was well. A relatively tall cliff crossed their view, and as they sailed around it, they saw large fields of seemingly unclaimed land. In desperation to both get of the boats and finish the mission, they docked, and headed on land. From there, they set up camp, and slowly began building. This place would do, hopefully.
Geography
As a starting location for The Colonisation and Eradication Mission, an outcrop into the sea was chosen - across the waters from the Dwarves and Vampires(?). The land is relatively flat, with a large cliff acting as the drop off to the sea which circles around the entire area. The grasslands are fertile, with plenty of wild life capable of being farmed. Towards the edge of the border starts a wide forest, which is planned to be destroyed for lumber.
History
As far as The 13th Vulpin Colonisation and Eradication Party goes, hardly anything of note has happened as of yet. There were few issues crossing the ocean from Vulpin to Salvus, and making base on the land was simple. Whether the Vampires or Dwarves noticed or cared that ships were crossing the waters before being hoisted up a cliff is another matter.
Government
The 13th Vulpin Colonisation and Eradication Party is led by Yulai Izla, 3rd Prince of King Izla, and leader of the Vulpin Royal Guard. He was originally the head of Military Strategy, before requesting to head the XIIIVCEP.
Under him are the so called "Winds of Change"; devout holy warriors following the Order of Seven. They are some of the finest, most powerful, and most religious soldiers, who hold extremely strong Sangshio to their names. The higher tiers of the Royal Guard are filled with these Vulpins, whom are hand picked by King Izla and Yulai himself. Only few are permitted to go on Colonisation and Eradication missions, due to the constant threat Falreti Prime is under.
Alongside Yulai is his sister, the 5th Princess to the Vulpin Throne Valan Izla, the Beserker Queen. She doesn't help much with the logistics of the colonisation, or the military formations or anything, but she is a formidable power on the field, and a necessity for leading the Beserkers.
Race Description
Vulpin's are a race of mostly humanoid creatures, with fox ears and a number of tails varying from 1 to 9. The number of tails appears to be completely random, though those with 9 tails are more likely to have gained them if one of both of their parents had 9 tails as well - the chances almost 100% should both parents have them, though those with 9 tails are quite rare.
The height and weight of a Vulpin is very similar to a human. In fact, the entire race would be indistinguishable from humanity if they did not have the tails and ears they possess. However, one thing is always present throughout the ages, and that is that Vulpins never look bad or ugly in any way. Whether it be through genetics or sheer luck, there has been no Vulpin that has grown up and not looked pretty damn fine.
The race, in general, has a high pain tolerance, which has developed over years of both war and the manifestation of Sangshio. The Sangshio, when it manifests for the first time, has a chance of causing extreme pain - depending on how powerful it is, and where it manifests.
Speaking of the Sangshio, it is a genetic mutation created from exposure to unknown energy. It is completely random how it forms and where, with parental factors playing no role. It uses the blood of the Vulpin, but a separate stem of blood that stays around in the area of their Sangshio. This blood contains the gene that allows for the power to be used, but kills off the blood, and turns it into a kind of gel. The area its located in is often more squishy, and is harder to penetrate than regular flesh. It then, upon activation, rips through the skin. When its deactivated, it folds back into their body, and seals the wound.
Culture
Almost all members of the Colonisation and Eradication Party follow the "Order of Seven", the unofficial name for the Religion most Vulpin's follow. It has a base of Seven principles, said to have come directly from the siblings Sang and Shio.
Use your strength to make bonds, for those bonds are your strength.
Your lord stands above all, not for his blood nor for his skill, but for his strength in the eyes of everything.
If your weapon fails, and so does your blood, use all at your disposal to accomplish that which tools could not.
Be not afraid to turn to words in times when weapons fail, and be not afraid to turn to weapons when words fail.
Should your comrade fall on the field, know that he has passed soundly. Fight not for their safety now, but so that their memory may be passed on without their sacrifce being in vain.
Change and death is as natural as blood and life.
Should your sword shatter, and your body crumble, your blood will make its mark forever; in the enemies it kills, the landscapes it sees, and the people it is shared to. All men and women have blood, blood that flows and spills, and in that single sense it is shared to everyone and marked as such. Do not forget that your blood is your own tool of life and weapon of death. And that your blood is yours.
A large part of Vulpin society is their Sangshio. Since the race is rather militaristic, and a Sangshio is often a Vulpins main weapon, having a strong one can quickly place you quite high up in both the military and society. Parents often rest their names and legacies on their children to have a strong power, and will more often than not have multiple children in the hopes of having one that will have a high standing. That isn't to say that Vulpins wont love all their children, but they rest their family on those with strong powers. If anything, its more of a pain to have a strong Sangshio.
Another thing is that Vulpins are very faithful. They will usually fall in love with one person, and spend their life with them. The very act of having multiple, casual sexual partners is deemed unfaithful, even if the two aren't in a relationship bar being rid of lust. Other Vulpins often times see others like this with disdain, especially if they are a relative - more so than humans.
Due to the wars that have been fought in the past, as well as the war currently going on, Vulpins changed in the way they viewed the world. At one time, they were friendly, loving, passive and cultured. However, as time passed, and the commodities known as peace and culture vanished, they grew very militaristic. The power a child was born with, their Sangshio, became less a badge of coolness, and more a badge of war. Even if you didn't have a strong power, you were more often than not drafted into the army regardless. Military training was enforced in schools so that young Vulpins could prepare, and all funding that could be diverted were.
Now, though, Vulpins fear war more than anything. Their history has been filled with war for hundreds of years, causing countless casualties and tragedies. They are tired, but still want to live. Their morale is low, but is stable enough for them to want to fight for their lives and freedom. Any military efforts now are fuelled not by the promise of glory or death, but out of fear for their lives and a desire to break out of the concept of war in general.
Economy/Industry
For the most part, the 13th Colonisation and Eradication party is funded by the Motherland. At the beginning, as many resources as possible were set aside so that a stable base could be set up when suitable land was found. Should resources run low, though, they are almost on their own. Most of all soldiers and resources are expended fighting the unwinnable war, forcing the Party to trade or hope they can manage without. They can, of course, request for aid from the Motherland, but only the scraps of war will be saved.
Along with standard military equipment for a persons rank, each soldier with the capability to use a Sangshio is given a small, syringe like object containing a single dose of an experimental drug known only as 0X47B. It has about a 75% chance of creating the desired effect, that effect being a forced enhancement of a Vulpin's abilities and Sangshio strength - known as Overdrive. The other 25% creates a state known simply as "Over Exertion", and is referred to as such. It causes a Sangshio to destabilise, creating an immense boost in power for a short time, but is guaranteed to be fatal within less than a minute. All soldiers, not including the Winds, are ordered to use the drug should the battle turn for the worst with almost no chance of victory.
With their genius intellect, Vulpins have begun using gears and the like to create basic machines like Ballistas. Most use clockwork mechanisms that automatically reload, and they are usually quite lightweight; allowing for ease of transport and aiming on the field. The invention of this kind of technology opened the doors to autoreloading crossbows, artillery type weapons, and other such heavy weapons.
Magic
Name: Sangshio Lore: Within all technicality, it doesn't fall under any type of lore, but is instead a genetic trait unique to a portion of Vulpins. Type: If it exists, Sangshio can take up that role, provided the genetic code within a person created it that way. Short Description: A Sangshio manifested after long exposure to an unknown form of energy long ago. It mutated a gene within Vulpin's, which only seems to activate in certain people or under special conditions. Everyone is born with a Sangshio, but whether it manifests or not is complete luck of the draw. Those that do manifest it, however, are seen with great praise. A Sangshio's abilities are completely random, all stemming from and using blood, with seemingly no factors making any difference to the way they form. They can be defensive, offensive, utilising both, used for healing or other such types of buffing. What is known about them is that they are powerful, take years to master, and stem (theoretically) from the Gods Sang and Shio.
Sangshio has a second form, known as Overdrive, which unhances its abilities as well as the possessors physical and mental capabilities. For years it was thought to be completely emotion based, until it was discovered that certain chemicals could bring out effects similar, leading to the creation of 0X47B, which stimulates the body and creates an identical effect to Overdrive.
Name: Cold Born Lore: Lore of Iron Fire Type: Buff, Support, Possession, Creation Short Description: With the proper chants, materials, and wizard BS, the Vulpin Mages can use their own essence to bring metal constructs to life, in a sense. By infusing it with the energy of Sang, objects like suits of armour, ballista's, or even simple weapons, can be given existence, thought, and to a lesser degree, will. Weapons like Falgras Breath use this to function.
Name: Seventh Wind Lore: Lore of Iron Fire Type: Buff, Support, Possession, Creation Short Description: More like a curse than a spell, any object under the effects of Cold Born are technically unable to be destroyed. So long as the life force of the caster does not die out, a Cold Born object will rebuild itself indefinitely should it be destroyed.
Name: Steel Cloak Lore: Lore of Iron Fire Type: Buff, Support, Single Target Short Description: Steel Cloak allows a mage to become one with a Cold Born object, granting it power and skill and resistance. Within a Steel Cloak users mind, they see what the Cold Born sees, and can control it as if it was their own body. Few Vulpins can even use the Lore of Iron Fire, let alone use Steel Cloak - the strongest of spells in a mages arsenal.
Military
Despite the desperate situation the Vulpins have found themselves in, their militant might is nothing to be doubted. Their troops fight for their lives and their freedom, and have lost any ability to care for the lives of their enemies. War is their biggest strength, which has forced them to fight and driven them to fear it above all else; even death.
They want to live, they want to expand, and they want, more than anything, to exist in peace. Despite their lives devotion to combat, never will they initiate war again. The less blood spilt on the lands of their people the better. There is no glory in combat, and no glory in death. The only glory left is to help a comrades memory live on by protecting it with your own life. No man is alone on a Vulpin battlefield.
+ Well Equipped + Strong Units + Fueld by Fear and Desire - No Mounted Soldiers - Low, but stable morale - Lacking Tank/Armoured Units
Name: Vulpin Swordsman Type: Light Melee Short Description: Some of the very basic soldiers, making up the lowest ranks in Vulpin Military. They use whatever type of sword they are proficient with - whether it be shortswords, longswords, katanas - and wear light and medium armour.
Name: Vulpin Archer Type: Light Archer Short Description: Some of the most basic soldiers, making up some of the lower ranks in Vulpin Military. They use long and short bows, and wear light armour.
Name: Vulpin Gunhandler Type: Light Mid-Ranged Short Description: Fast, mid to close range fighters focused primarily on speed. They wear no armour as to not weigh them down, and carry crossbows.
Name: Order of Seven Devotee Type: Light Mid-Ranged Short Description: The lowest rank of Sangshio users, these soldiers are devoted to the Order of Seven more so than the other grunts, giving them a higher amount of focus on the field. They have weak Sangshio, and wear light armour.
Name: Light Ballista Type: Light Medium-Long Range Artillery Short Description: A small, lightweight wooden artillery that fires both arrows and bolts. It uses gears and rope for hands free reloading, and is easy to move/aim. It is rather fragile, though, due to the lightweight materials it is made of.
Name: Sangshio User Type: Medium Long-Mid-Close Range Soldier Short Description: A Vulpin soldier with the ability to use a Sangshio recognised as useful in battle. They usually wear Light and Medium armour, but with more of a focus on evading and deflecting attacks.
Name: Vulpin Beserker Type: Medium Melee Short Description: A soldier trained to use two swords, placed on the front lines just to clear out cannon fodder. They wear either light or no armour, and use two swords of random types. They know not the meaning of mercy.
Name: Bloodfang Raptor Type: Medium Creature Short Description: Courtesy of the jungles around Falreti Prime, Bloodfang Raptors are brought in to... Thin out the front line. They're tortured trained for years not to attack Vulpins. They look a lot like velociraptors, except a bit bigger, and with black scales marked with blood red patterns. Their fangs contain a venom that causes Blood Rot, a painful disease which causes nausea, darkening of blood, vomitting, weakness, dehydration, trouble breathing, loss of speech, inability to create lcoherent thoughts, and eventually death.
Name: Sangshio Veteran Type: Medium Sangshio User Short Description: A Sangshio user who's power is not powerful enough to be a Wind, but is powerful enough for them to have fought battles on either the frontlines or other before. They usually where no armour, light, or medium, and utilise their Sangshio as their primary weapon - occasionally falling back to conventional weaponry.
Name: The Firecracker Type: Medium Artillery Short Description: A quite heavy, stationary artillery which fires of multiple small exposive pellets similar to a shotgun blast. It takes a long time to aim, and is usually kept in one place for the entire battle, but reloads very quickly.
Name: Iron Fire Mage Type: Light Support Mage Short Description: The Iron Fire Mages, an elite group of Vulpins who's Sangshio withered an tainted their blood with the magic. These such Mages are often genius's, able to understand the ins and outs of the clockwork and other types of technology developed by Vulpins. They wear light, ornate armour, and often times carry multiple Cold Born weapons. As well, most have a large object as their primary offensive measure, for use of Steel Shadow.
Name: The Winds Type: Light Sangshio Experts Short Description: Four of the greatest warriors, hand picked by Yulai and King Izla. Their power, skill and speed on the battlefield is unmatched by any soldier in the Vulin Military, and their wide diversity of combat techniques are truly formidable. They wear robes that mask their entire bodies, including their face, and use their Sangshio's as well as daggers and wristbows.
Name: Beserker Champions Type: Medium Melee Short Description: The finest, most ruthless Beserkers on the field are known as the Beserker Champions, a title feared through the kingdom. These men and women know no mercy, nor fear, and take on the front lines knowing they will most likely die, but before they do they'll take every enemy to hell with them. They wear light weight but defensive armour, and carry multiple varieties of swords as well as countless daggers. As with all Beserkers, they dual wield at all times.
Name: Falgras Breath Type: Heavy Death Machine Short Description: A last resort weapon, Falgras Breath was named after the pet of the God Shio; a huge, stone dragon who's very presence disolved matter. This weapon is a huge cannon like object, which fires a massive burst of energy into the field. The resulting explosion is enormous, causing a huge number of casualties on both sides. It takes days to move, hours to reload, and only two are currently in existence - the first being on the front lines of Falreti Prime. Very strict orders are placed over this weapon, though, all of which were decreed by the King and his closest advisors.
#1: You must has probable cause to use Falgras Breath. #2: All resources and tactics must have been used up before Falgras Breath may be permitted for use. #3: At least a 2 days notice must be sent to the King for permission before Falgras Breath may be used.
Name: Third Prince Yulai Izla Position: Tactician, Head of the 13th Colonisation and Eradication Party.
Powers:Fairy Lights - The name of Yulai's Sangshio has come to be known as the "Fairy Lights". It takes the form of seven purple-red balls of blood, which can form into a defensive shield, and can solidfy to fire out razor sharp crystals - the act of doing so completely expends one of the balls, limiting defense in turn. They do not require hand movements, simply thoughts, making it extremely fast.
Tactitian - Yulai is an excellent military tactician, being the current head of tactics in the Vulpin empire. It doesn't just extend to military tactics, mind you, but tactics for anything in general. This makes him a brilliant leader; able to develop plans for expansion and war quickly and efficiently.
Corpse Grass - The distant, analytical and intelligent personality Yulai bears is on strengthened on the fields of battle. The cold look in his eyes is amplified, and the distance in his voice doubled. Blood, death, nothing phases him any longer. This personality change often times leads into his plans, sometimes coming across as suicide attacks with no care for the well being of his troops.
Short Bio/Personality: Yulai was born into the royal family, and quickly demonstated extremely high intelligence. even for Vulpins - a naturally genius race. As with all children born of the King, his Sangshio was guaranteed to be very powerful as well.
As he grew up, he was seen as the smartest of the 12 Royal children, and became the Head Tactician for the Military. He spent a while as the head, producing repeatedly solid results. When Falreti Prime was attacked, and the borders were pushed back, Yulai went onto the front lines along with several of his brothers and sisters, proving that he, too, was more than capable in combat.
A short time ago, he volunteered as head of the 13th Colonisation and Eradication Party. The King strongly opposed, but Yulai quickly convinced him that he was the best choice. He hand picked the 5 Winds that would accompany as his advisors, and set off to Salvus.
Powers:Wings of Baator - Across the ranks of the Vulpin military, the term "Wings of Baator" has become feared. Soldiers use it to refer to the Sangshio possessed by Valan Izla. As the name suggests, her Sangshio takes the shape of two wings - one light red, and the other dark red and purple. One acts as a shield, being able to move, but also able to instantly harden. The second acts as offence, having a razor sharp edge which can slice through enemies. However, the shield is mostly stuck on her back - acting as a shield from behind - and the offensive one is surprisingly delicate, able to be cut through in a single swing of a sword provided you get the angle right.
Beserker Queen - The skill of Valan Izla is known across the Vulpin military. She wields two katanas, which, with her skill and Sangshio, creates a lethal combination. Her speed is unmatched too, being able to dash through enemy lines, cutting and slicing through anyone in her path.
Blood Dawn - Valan has lost what empathy she had due to her time on the battlefield. She has seen blood soaked field countless times, and watched the sun rise over a pile of bodies even more. Her cruelty on the lines is well known, as is her emotionless eyes and wicked smirk. Blood on her clothes or skin doesn't bother her, nor does the stench of freshly dead men and women.
Short Bio/Personality: In childhood, Valan showed a keen interest in weaponry before even being inducted into combat training. Her Sangshio was identified as powerful the moment it developed, being placed at a Wind's level not long after its manifestation.
As she grew, and partook in strenuous military training, it became obvious that she had a forte for fighting. Any spare time she had was spent honing her skills and learning new techniques, quickly adapting the fighting style of a Beserker. Her speed in spars was unparalleled, and her techinque close to flawless.
During the wars, she rose to the rank of Beserker Queen - leader of the Beserker forces. Her fighting style was adopted by many, proving to be both challenging to learn and rewarding to use. Those without strong defensive Sangshio found it slightly difficult to learn, but soon dozens of Beserkers were mimicking her ways of fighting.
Name: Yulus Veltra Position: The 13th Colonisation and Eradication Wind of Change Captain, Royal Guard Captain
Powers:Wounded Swarm - Unofficially, the Sangshion belonging to the Captain of the Winds of Change has been named the "Wounded Swarm", which doesn't sound threatening, but truly is. If he is cut, the blood that would have come from the wound instead becomes a swarm of millions of tiny crystals. Should it come in contact with an enemy, they'll be shredded in seconds, leaving not even ribbons behind. However, they are far from sentient, only able to move in one direction of his choosing. It's more likely for it to soar off into the distance or ground rather than actually hit an enemy. Plus, it is passive; him cutting himself consciously wont activate it.
Order of Seven - Being a Wind of Change, Yulus is extremely devouted to the Order of Seven. This makes his morale incredibly hard to be rid of, especially on the battlefield, where the death of an ally is ones chance to help a friend live on.
Bringer of Death - As a Captain of the Royal Guard, Yulus has seen many battles. He's killed thousands, and honed his skills with every war. Bringing him out onto the battlefield is a guarantee for more death, mostly on the enemies side. Even with his Sangshio being passive, his skill in varying forms of combat make him a huge force to be reckoned with.
Short Bio/Personality: From a young age Yulus was destined to be a great warrior. His Sangshio was recognised with the potential to become very powerful, which thrust him into a life of military training and religious devotion early on.
During the first great wars, he rose to the position of Royal Guard Captain for his fighting prowess, as well as his demeanour on the battlefield. He upholds the Order of Seven with his entire being, and all who have heard of him trust him to keep the memory of them in tact should they fall in battle.
Who feels like having a khaganate of Central-Asian-inspired steppe warriors and not!Chaos hardasses on their border? We could fight, or trade, or team up against the world!
Come border ze Empire of Rhune. We will kill you or trade with you any day of the week, sometimes both in the same day!
So... You won't like to hear this but, while these guys sound pretty freaking cool, I have some comments, though, in the end, it's up to @clocktowerechos. That said, here's my comments.
1. I'm getting "OP" all over the place in your guys, least of all the "blood turned to Ninja crystals" your Hero has.
2. I may also have missed something where Clock said it was cool to have literally "just" a war party, but I don't believe that's a thing in this RP. It's a Nationstates RP if I recall correctly.
3. "The 13th Vulpin Colonisation and Eradication Party is entirely funded by the King of Vulpin, King Izla. It recieves as much funding as required, including resources, military strength, and money. Should it be needed, Yulai may send out a message to Falreti Prime requesting more of specific items, which will be dispatched promptly, arriving within a minimum of a week after the message was received." - If I can veto stuff, I'm vetoing this. Based solely on the fact that, given your writeup, these guys are unstoppable and basically are a re-skinned chaos without any of the dangers of being sucked into the void.
4. Lacking any "basic human connection". This RP is about endless war where you get to also write about how much it sucks, not just how your guys put boot to ass on everyone else and don't have to worry about a civilian population, etc. I am seeing nothing like that in your folks here.
5. Love the idea, they sound really cool, but they appear to have no weaknesses other than "We might get REALLY crazy and die, rather than mostly crazy." If they're fleeing their homeland and bringing young, old, culture, they want to survive, etc, I think they would be much more well rounded. A the moment they sound like an army with a love slave problem... Kinky I grant you, but missing the point of the RP.
However, as I said, I don't know if Clock is allowing me any actual "Influence" in the RP other than yhr cool little Orange band on the corner of all my posts.
Edit: Will also go through the posts and try to make sure the posts are updated. If character sheets are not done, I will remove your nation from the map by the end of the week.
@RisenDead Lets see... Ima go through each. I'm glad there are criticisms, though. Means I have thing to work on ^-^
1) I'm not sure how to dispute this one. I mean, they are a bit OP. I've just pulling the bits I've decided on before together and hoping it goes well XD
2) They are far from just a war party. They're here to take some free land, move their people in, and make friends with everyone so they dont have to fight any longer. They are a mostly militant force, yes, but they aren't here to fight.
3) The problem with this is that the Motherland is still locked in war. They dont have much to spare, but will spare whatever they can. Its not like they can just go "Send us several boats of soldiers", because most of all soldiers are still on the lines. Its more "We need this many soldiers, but send what you can".
4) The human connection isn't around, its the personal connection. The only non militant personal they brought are farmers, mechanics, pharmacists, builders and medics. Its the personal connection. These people are here to settle, not fight. They are physically and mentally afraid of having to fight again, due to the fighting they've already been through. It doesn't LOOK like theres a human aspect, but I'll work on it.
5) Being well rounded would have lost them the war hundreds of years ago. They went from a cultured civilisation to a militaristic empire in the span of a year - devoting everything they had just to stay alive. Sure, it was their own fault in the beginning, but what can they do? They've been fighting for too long just to make peace, so all thats left to do is win, lose, or flee. The less they are forced to fight the better.
What d'ya think? I feel like I worded some stuff wrong... Both in that and the CS.
@VocabNot that it has much weight, but here's my opinion on the Vulpines from a logistical POV. They're already at war overseas; and losing badly, from what you've mentioned. They're supposedly using up all their resources on this war, yet have just enough to gamble on an expedition to find a new home. But provided the expedition is successful and ekes out a suitable territory, how would they manage to exodus their entire state in the middle of a conflict? Would the expedition be better served fighting at home? What happens if the homeland is lost while the expedition is overseas, or vice-versa? We also have no idea who they are fighting, and why they are losing so badly. Why are they fighting in the first place, and why do they continue to do so? Could they sue for peace, if they're on the verge of defeat? Is it worth abandoning their entire homeland, if they are granted the opportunity to rule as vassals? The scale of the war is ambiguous; is it an all-or-nothing fight for survival against an impending genocide?
For what it's worth, prodding an expedition along unknown land in a last-ditch effort seems like they'd be stretching their already-thin resources even moreso. Resources that might better be spent on fighting the war, or rebuilding afterwards.
@Vocab@RisenDead I have something of an idea on how to balance out the Vuplins to some degree, at least in one aspect.
How about that the Vuplin military is mostly a defensive army? Makes sense given that they are in some of the most hostile land on the map with NPC notChaos always trying for some of that nekomimi booty. Whatever offensive army they scrunge up are generally pretty small as:
1) They can't spare half the army to go fuck off into the world and attack dwarves or something when they are under constant threat of attack 2) Most of the soldiers don't want to go out an attack stuff, you said they come from a homeland ravaged by war, it'd make sense for some of the soldiers to simply be tired of fighting and want to do something else but for whatever reason they can't.
Personally I feel this would help balance out the OP factor somewhat and give them a more relatable human feel as they're from a military culture except they no longer feel the "glory of battle" or whatever and are just trying to survive somewhere else after surviving and fleeing from another war zone. As for who to fight you, I'm sure that you can get a few people to come looking for exotic goods. I can NPC beastmen and maybe notChaos if Aristo comes up with an army list (even then I can just make one up on the fly). Besides, I'm allowing for all sorts of crazy reasons as to why some armies are no where close to their homelands.
Thoughts?
PS: Editing it notification doesn't make the @mention work.
EDIT: Aristo also has a point about the nightmarish logistics behind the Vupline expeditions which I feel should be something that is seen with in either the NS or IC posts on how they're always low on rations and good arms and have to resort to old ass stuff sometimes or make some pretty big sacrifices (who to feed first, the army or the people?). They are colonists after all and colonists usually have it pretty rough even when they're from a nation in peace.
RD, yes you do have influence over the RP in my stead to a limited degree mate :P
So much imaginary and totally limited power... Must... Destroy... Peoples... Dreams...
@RisenDead Lets see... Ima go through each. I'm glad there are criticisms, though. Means I have thing to work on ^-^
1) I'm not sure how to dispute this one. I mean, they are a bit OP. I've just pulling the bits I've decided on before together and hoping it goes well XD
2) They are far from just a war party. They're here to take some free land, move their people in, and make friends with everyone so they dont have to fight any longer. They are a mostly militant force, yes, but they aren't here to fight.
3) The problem with this is that the Motherland is still locked in war. They dont have much to spare, but will spare whatever they can. Its not like they can just go "Send us several boats of soldiers", because most of all soldiers are still on the lines. Its more "We need this many soldiers, but send what you can".
4) The human connection isn't around, its the personal connection. The only non militant personal they brought are farmers, mechanics, pharmacists, builders and medics. Its the personal connection. These people are here to settle, not fight. They are physically and mentally afraid of having to fight again, due to the fighting they've already been through. It doesn't LOOK like theres a human aspect, but I'll work on it.
5) Being well rounded would have lost them the war hundreds of years ago. They went from a cultured civilisation to a militaristic empire in the span of a year - devoting everything they had just to stay alive. Sure, it was their own fault in the beginning, but what can they do? They've been fighting for too long just to make peace, so all thats left to do is win, lose, or flee. The less they are forced to fight the better.
1) Then maybe remove "Ninja Blood crystals" and bits like that? Less "everything about us can kill you!" and more, "We are badass but totally can't survive all things"?
2) I suggest adding that to your sheet then? Because until you added this little Objection, I had no idea they existed! My satellites are down, I can't see them...
3) That thingy I quoted is exactly what that sounds like. Could I suggest (Para-phrasing here): You: "Hey! We need stuff and people to die for our cause!" Homeland: "Uh, yea, about that. Here's some old crap we don't need, and some old folks and young folks who aren't helpful to us. But we're totally helping!" All in the spirit of the British after they helped create Israel, and they ignored them, basically patting themselves on the back going "LOL, we did good guys".
4) Totally did not get that from your sheet, throw that in and I could be convinced.
5) I hear you on this, but keep in mind they're coming to a land thats also been fighting forever, so you're not going to be so much better than your neighbours. Probably on par if anything, I suppose it depends on who you've been fighting. They've done some pretty piss poor recon is they're showing up in the area expecting a rest cure.
I think I got it all. Much of it is semantics but if you go to war with someone, it's good for them to know that you're more than uber-cool/elite/killer of all things, and can actually be fought.
Just wanted to throw it out there that I like your faction, and I'm not trying to be a pain in the ass, I just want to make sure everyone can feel like it's kept to the same standard as theirs is. You may know, in your heart of hearts, you don't intend to play them as OP and are totally cool with losing, but others might not know that or see it that way.
@Aristo@RisenDead@ClocktowerEchos They messed up big time a while ago, and pissed off the people they bordered with. They face genocide if they lose, hardly anything if they win. They were made an offer that, if they gave up all the land they had in the region, the war would stop. But thats not to say they'd be forgiven. There is a high chance that they would take the land and wipe them out anyway, simply to spite them. It was, in their eyes, better to gamble and search for more land, than to give up the war and hope that the enemy give up their grudge. Considering they cant win the war, they have enough resource to send this party whilst still keeping up with the fight, if only just.
I'm not even sure if that makes sense. I hope it does XD
I dont actually remember if I planned to have them be more so defensive than not... I think I planned to, but I got caught up writing the sheet I forgot most of the damnable reasons XD
It would make sense, and I see how it would work. Basically what we're saying it that I'm gonna go, rewrite the bits that caused confusion, and add in more bits as to flesh it out more, correct?
1) I kinda gotta keep the ninja blood crystals part... I'll revisit certain parts of it and change it so it makes more sense.
2) Yup, will do.
3) Will do that too.
4) Will do that 3.
5) They didn't DO recon. They set boats out to find land, found land, scouted some of the area, found a place on a cliff that looked mostly uninhabited, and made base there XD
@RisenDeadAny ideas for a history between us? Here's a preliminary summary of my overview:
The Kulvar Khaganate is a vast, multi-ethnic state, stretching across the steppes north of Rhune. Originating in the northwest, the Kulvar people expanded eastwards over a span of decades, subjugating other tribes and smaller states. Much of this land included territory that was once under the sovereignty of Rhune, prior to the Imperial Civil War. As a result, the khaganate is an eclectic mix of cultures, and both eastern and western influences can be found within. The Kulvars themselves are known to be some of the best horsemen in the west, and their lifestyle revolves around a tradition of horsemanship and nomadic emigration.
I'm just writing up a post so I can't focus as much energy as I'd like on your question, but I also don't want you to think I don't care!
The current Empire of Rhune is bordered on all of it's current sides by mountains, so your steppes could once have been, as you suggest, a part of Rhune until you overran them. The border, as it stands, could now be where the Steppes buttress up into the mountains and the Imperial Fortresses proved to much for the Khan's armies to overcome, hence why we are now trade partners, occasionally allies, and sometimes skirmishing?
@RisenDead@ClocktowerEchos Not sure if I've done everything, but I've edited bits and added more things - in Overview, Culture, Economy/Industry, a part of the Military section, as well as added bits to each of my Heroes powers and changed two of their abilities as it were.
@RisenDead@ClocktowerEchos Not sure if I've done everything, but I've edited bits and added more things - in Overview, Culture, Economy/Industry, a part of the Military section, as well as added bits to each of my Heroes powers and changed two of their abilities as it were.
How are we looking now?
I hate Anime photos but thats pretty much my only beef with it now, which is not enough to mask my appreciation for the changes you've made. I'm still getting a "We're invading you all" feel from them, rather than "Oh my god, we're so tired of fighting, please leave us in peace", but that's being nit picky at this point. I am sure we can make it work!
The High Kingdom is a nation comprised of the hardy, skilled, and venerable Dwarven race. Comprised of various Thanes beholden to a High King within the mountains of their sea-locked nation. They're master artisans, soldiers, miners, engineers, and brewmasters.
Geography
History
Self explanatory, what are some major events/figures in your history? Any historical rivalries or encounters between you and other nations/races? What about alliances and stuff?
Government
All Dwarves are governed by High King Branack Grimbeard, who has 12 lesser Thanes that rule great Dwarf holds, and Stewards that rule lesser regions and outposts. While Thundrim Kadrin has a strong central government, there is a checks and balances system provided with the High Council, comprised of the nations Thanes, War heroes, Honored Longbeards, and the High Priest. Every Thane has a small number of retainers, included but not limited to an Honored Scribe (who records grudges in the Book of Reckoning), a Rune Priest, and a Master of Economics.
Race Description
A Dwarf stands 4 to 4 1/2 feet tall. Males are typically 180-200 pounds, while females weigh between 140 and 160. The males have well groomed and long facial hair. Contrary to popular belief, females do not have beards. Though they pride themselves on their long braids of hair as the males do with facial hair. A Dwarf has a life expectancy close to 400 years. While some Elves might use magic to increase their lifespan, some Dwarves do so out of sheer willpower. They are organized, brilliant tacticians, ingenuitive, strong willed, strong of arm, enduring, and resistant to magic and poison (though not immune). They can smell freshly cut stone, can spot imperfections of metal and stone as 2nd nature, and have a 6th sense of knowing where they are at all times underground, within a mountain, or great structure of stone.
Culture
How does your people act most of the time/stereotypically? We're most focused on military culture and things like it but feel free to expand on it as much as you'd wish with holidays, customs, habits, etc if you want.
Economy/Industry
How does your nation make money and the stuff they need? Anything unique tech wise that you've come up with? Do they just raid for everything and use slaves and such? Again, try to make it simple but if you really feel the need, go ahead and fill it out to you're heart's desire.
Magic
What kind of magics does your race use if at all? If they don't use magic, do they have some other method of using something close? You can just copy the "lores" of magic from any generic fantasy universe (ie Lore of Flames, Lore of Night, etc); if you an other player both use the same lores or one of the same lores, then please do talk to them about this. I'd prefer that everyone using Lore of Flames knows exactly what a fireball does rather than having to deal with 4 different types of them.
[b]Name:[/b] What is the spell called? [b]Lore:[/b] What Lore (type) of magic is it? Fire, Storm, Beast, etc. Feel free to make up your own lore if you feel inclined. [b]Type:[/b] (Offensive, Support, AOE, Single Target, Debuff, Buff, etc) [b]Short Description:[/b] Tell us a little about your spell, enough to wrap our heads around it.
Dwarf/Military Overview (Pros and Cons)
A Dwarf is a natural fighter. Though shorter than men, they are far bulkier and considerably stronger and tougher than the average manling. Even if there were a man that was the size of a Dwarf in width and height, a Dwarf would innately be stronger due to their natural physiology of an extremely physical, mountainish race. Their strength pales in comparison to their endurance however. You would be hard pressed to find any creature on this vast world more enduring physically, mentally, and even magically, than a Dwarf. These traits, coupled with them being psychologically unable to not strive for perfection in what they set their mind to, have made them one of the most effective militaries in the land. They have powerful and disciplined infantry, terrifying ranged weaponry, the highest caliber weapons/armor (most likely powerfully enchanted with runes), with the most advanced technology and artillery to date. Their weaknesses lie in their lack of any light units or. They only have one unit that can effectively commit anything close to guerrilla warfare. This, in addition to no light cavalry, means they have very little options when it comes to fighting an enemy outside of a true engagement (other than traps, rangers, and Thunder Wasps). Their rune magic, while undoubtedly powerful, is also less versatile than Elvish and Mannish spells, for instance. The last failing of this hearty race is numbers. The Dwarfs, while not endangered as of yet, are a race that is on the decline. The destruction of their vast empire has left them with a fraction of the numbers they used to have. An example: The Great Hold/City of Barak-Kazul, that once boasted nearly half a million Dwarfs in its heyday, and another half a million in the surrounding area, now holds a skeleton population of 50,000.
Melee Units
Name: Dwarf Warrior/Soldier Type: Tier 2/Medium Melee Unit Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Name: Greatbeard Type: Tier 3/Medium Melee Unit Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Name: Whats the Unit called? Type: What kind of unit are they? Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Name: Whats the Unit called? Type: What kind of unit are they? Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Name: Whats the Unit called? Type: What kind of unit are they? Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Ranged Units
Name: Whats the Unit called? Type: What kind of unit are they? Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Name: Whats the Unit called? Type: What kind of unit are they? Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Name: Whats the Unit called? Type: What kind of unit are they? Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Artillery Units
Name: Whats the Unit called? Type: What kind of unit are they? Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Name: Whats the Unit called? Type: What kind of unit are they? Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Name: Whats the Unit called? Type: What kind of unit are they? Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Cavalry Units
Name: Whats the Unit called? Type: What kind of unit are they? Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Special Units
Name: Whats the Unit called? Type: What kind of unit are they? Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
[b]Name:[/b] Whats is their name/titles? [b]Position:[/b] What spot do they occupy in your faction? [b]Powers:[/b] Do they have anything of note about them or use any spells or carry any unique weapons? [b]Short Bio/Personality:[/b] A few short lines on why/how they came to power and how are they generally perceived.
I just saw this and I don't know if Clock addressed it yet. First off, hurry up and finish it! secondly, stop stealing my technology! I don't want to be a debby downer but how on earth did you get steamtanks underground??
@RisenDead 1)I'm finishing it up today 2)1/3rd of every Dwarf hold is above ground, and they're tech wizzes. I'm pretty much making them after Warhammer Dwarfs with a few twists, and Warhammer Dwarfs got Steam Tanks. Maybe not in the Total War game, but everyone makes mistakes. 3) Thank you!