City States of Oshmar: Greenskin Invasion
Year 2133 O.K (Oshmarian Kingdom)
[ ] = 1 Week
[x] = Current week
13 Weeks per season.
Game week ends at 18:00 every two days.
Spring
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Summer
[ ] - [ ] - [ ] - [ ] -[ ] - [ ] - [ ] - [ ] -[ ] - [ ] -[ ] - [X] - [ ]
Autumn
[ ] - [ ] - [ ] - [ ] -[ ] - [ ] - [ ] - [ ] -[ ] - [ ] -[ ] - [ ] - [ ]
Winter
[ ] - [ ] - [ ] - [ ] -[ ] - [ ] - [ ] - [ ] -[ ] - [ ] -[ ] - [ ] - [ ]
Region Number: 1
Region Name: S'laaeth.
Region Type: Desert
Race: Unclaimed
Player: The Nexerus
Region Number: 2
Region Type: Highlands
Race: Unclaimed
Player: UltikanaRe
Region Number: 3
Region Type: Heavily Forested
Race: Unclaimed
Player: Unclaimed
Region Number: 4
Region Type: Jungle
Race: Unclaimed
Player: Unclaimed
Region Number: 5
Region Type: Vast Grasslands
Race: Unclaimed
Player: Unclaimed
Region Number: 6
Region Type: Mountainous
Race: Unclaimed
Player: Lone Wanderer
Region Number: 7
Region Type: Marshland
Race: Unclaimed
Player: LokiLeo789
Region Number: 8
Region Name: Mudort
Region Type: Vast Grasslands
Race: Dwarves of the Plains
Player: Gendarme
Region Number: 9
Region Type: River Basin
Race: Unclaimed
Player: Unclaimed
Region Number: 10
Region Type: Cove/Coastal Focused
Race: Unclaimed
Player: Unclaimed
Region Number: 11
Region Type: Marshland
Race: Unclaimed
Player: Unclaimed
The Story
The island nation of Oshmar has long been a shattered land of rival city states, vying with each other over the remains of a long dead kingdom from which they were spawned.
At its peak, Oshmar was a maritime super power and a global hub of scholarly excellence. Her technology was unrivalled, and her peoples stood ahead of the rest in their comforts and security. Its colonies, spanning the globe, created a monopoly on resources that no other nation could compete with, and for several centuries, her place as the world’s undisputed military power was beyond question.
Oshmar’s strength had always been in its diversity of cultures, for she was not one Kingdom, but many. Dating back for thousands of years, the island had been inhabited by many kinds of peoples, who had arrived there when the seas were low, and when the land was plenty. This natural boiling pot of culture blessed Oshmar with a rare regional trait: racial unity. Each species played to their strengths, furthering the island’s cause for the greater good, until eventually they came to dominate the globe
But racial unity is, and always will be, a weak bridge on which to base a nation.
The Elven King, Elser Highsun III, was fist to touch the forbidden fruit of theoretical genetics. As the Elfkin were immortal, and by right of a long life, were superior warriors to many of Oshmar’s other races, he surmised that they were the true rulers of Oshmar. His arguments were backed up by the number of Elves at court, who again by the right of a long life, had held their positions for centuries. Meanwhile, the mortal races lagged behind in positions of power and military prestige.
Still, the other races took the slight without incident. There had been fallings out before over misguided words and unwise gestures, and this would be no different.
Except it wasn’t.
As the years went by, and Elser Highsun’s reign continued unimpeded, the Elf King began to slowly reform the nation. Gradually, mortal races became second-class citizens, denied the rights earned for them by the Oshmarian Constitution. Soon, questions were raised about Elser’s right to the throne of Oshmar, when he represented just one of many races. These questions were met with subtle violence, as one by one, critical speakers fell victim to accidents. A slip there, a trip here; a bit of bad pork, or perhaps a bad fever.
One by one, they all became silent.
A century passed, and the Elves of Oshmar were the undisputed masters of the island – and the world. They were fast becoming worshipped as Gods, and operated with impunity from the beautiful strongholds dotted across the island. An Elf soldier was more likely to command an army of mortals, than fight in the front lines; an Elf merchant more likely to sign the contracts, than seek them. Riches flowed in one direction, as did the glory, and soon King Elser had surrounded himself with jealous hatred.
The Culling came quickly and suddenly. In the summer of 1921OK (Oshmarian Kingdom), the Orcs of Oshmar, led by their beloved Warlord, Gardul Yellowfang, assaulted several of the Elven strongholds on the island. Elves caught outside of their high walls were put mercilessly to the sword; the other races, confused at first by the violence, rose up and joined the opposing sides of a quickly forming civil war – though they did not realise it at the time.
The civil war was a brief affair, lasting only weeks, and which saw the brutal extermination of the Oshmarian Elves. With King Elser’s demise at the hands of Gardul’s patchwork legions, came a new era of stability under his tyrannical first of military rule. Oshmar was reorganised, but only slightly; the Orcs soon replaced the Elves as the island’s leaders.
Forty three years to the day of King Elser’s death, and a second civil war was launched. This time, it was every race pitched against Gardul’s Orcs. Gardul however, had forseen this possibility, and his armies were ready. Oshmar burned for five years, and all the while, her colonies revolted or were absorbed by foreign empires. The island’s time as a global super power had come to its end.
Gardul was defeated and killed, but his sons were able to take to ships, and with the rest of their kind they sailed eastwards to safety. A broken Oshmar watched their departure, and then turned away from the world.
For a century more, Oshmar never regained its peace, nor its unity. The races, suspicious of each other, and slighted by the events of history, were unwilling to be led by anyone but themselves. Confined to city states, the Kingdom fractured into lesser entities, and these entities fought long and pointless skirmishes with each other for decades.
Meanwhile, Oshmar’s former enemies, who in all the bloodshed had been forgotten, were regrouping.
Across the Thousand Mile Sea, Grakam Greyhem, great-great grandson to Gardul Yellowfang, had gotten himself drunk on the stories of his peoples’ past. Having established himself as emperor of the East Lands, he had a hundred nations united under his banner. Oshmar had found its replacement.
Guided by his vanity, Grakam sought to claim Oshmar as the jewel of his empire, and in honour of his mighty ancestor. He felt that such a victory would assure his name in the tomes of history, and his many advisors agreed.
And so, on a warm summer morning, Grakam set forth from the East Lands with over a thousand ships, and three million warriors. It was a force not seen since the glory years of Oshmar, and it was assembled for one purpose: the island’s destruction. All the races that denied his ancestral inheritance of the world’s crown would be purged, their names struck from the histories.
You are the leader of one of these races.
The Orcs of Gardul, and the East Lands
The Orcs of Gardul, Grakam's home kingdom in the East Lands, and named after the very man that tore Oshmar asunder, are a hardy race of warriors. They prize battle above all else, and had they not, then it is unlikely Gardul's sons would have conqueored the East Lands so easily with their diminished strength.
Having arrived on the continent with mere thousands, the Orcs of Oshmar made quick work of the recently liberated Oshmarian colonies nearby. The peoples of these colonies were promptly forced into slavery, therefore augmenting the Orc war machine with a free work force and much needed auxiliaries. From this small beginning, Gardul's sons took their tribes, and spread in every direction.
The East Lands, reeling from centuries of warfare with Oshmar, and colonial occupations, was in little condition to withstand the quickly growing cancer that was the Orcs. Wars were waged, but lasted months and not years, and nations quickly crumbled in the face of an experienced, organised and blood thirsty enemy. Indeed, within the first three decades of the Orc's coming, a third of the East Lands were in their possession. More conquered nations provided more slaves, and soon the Orc army was a horde larger than any of the remaining nations could muster.
Concerned that the slaves, as numerous as they were, would turn on the Orcs, Grakam's father, and by then King of Gardul, ordered the "Blood Fade", a social initiative aimed at boosting the invader's population with loyal species. This naturally included the merging of Orcish blood with any race deemed appropriate, and within a few more decades, the Kingdom of Gardul controlled the entirety of the East Lands.
Much like Oshmar in its former years, the East Lands have been united, albeit bloodily, under a single banner. Multitudes of races serve their Emperor, Grakam Greyhem, whose power is supreme. Together they form the world's deadliest fighting force, and once Oshmar falls, it is likely the rest of the free nations will follow.
The Grey Fleet
The Grey Fleet, named both in honour of its leader, and after the dull sails possessed by many of its ships, is a mighty force the world hasn't seen in a thousand years. Even in Oshmar's height, her combined maritime forces would have only just surpassed Grakam's terrifying arrangement of floating fortresses in terms of combat strength and tonnage.
Rank upon rank of iron-clad monstrosities slowly crawl their way across the rough seas; tens of thousands of slaves ply their trade at the oars. The fleet stretches north and south for as far as the eye can see, and some of it has yet to leave the East Lands. It is truly a fleet like no other.
Inside their dark hulls, dine the warriors of Gardul Yellowfang's legacy. Hundreds of thousands of them, all Orc to some degree, but all equally deadly. They sharpen their blades, practice their drills (for as much as the deck space allows, anyhow), beat their drums and drink to their future glory. Each day brings them closer, and as the sun sets on Oshmar, many are left with the grave conclusion that for the island, the end is nigh.
Augmenting this impressive Orcish invasion force, are hundreds and thousands of Grakam's slaves. Crudely equipped, and lacking in skill, these East Lands auxiliaries are never the less a potent force. Offered freedom for time served, and death for failure, the enslaved species fight like savage animals for the right to survive. For them, the conquest of Oshmar is another depressing footnote in the history of their peoples, and like their fathers before them, they rise to the challenge of the meat grinder, that they may win their battles, and earn their freedom. A slim hope indeed, but a hope all the same.
Mechanics
Time: 48 hour real life time period = 1 in game week. This 48 hour period may be fast-forwarded, if all players have had a chance to post.
There will be a season display at the head of the rp, with boxes. The box with the X is the current week in play.
Movement: As a rule of thumb, an army can travel across one region per turn.
Battle Resolving: Freeform resolution, however the GM has a battle-system that he'll crack out if he suspects god modding.
The battle system will also be used to resolve any player vs player action, should any arise. In this instance, both players must state and agree their force strengths, the quality of their soldiers, the battlefield and their tactics. The GM will then adjust the force modifiers, depending on this information, and the rolling will begin.
NPC City States: NPC City States should be considered Allies, and will be under control of the GM as far as their military forces are concerned. However, players are free to do whatever they want with them, beyond controlling their armies. This includes invading them - a scenario in which the GM will respond by detailing the NPC's retaliatory actions, if any.
Raising Armies: Armies take time. A few hundred here, a few thousand there, and we wont have any problems. However, if I see someone raising 50,000 professional soldiers in the space of an in-game week, and dispatching them across the realm, I'll step in.
If raising a new army, allow time for it to be raised. I'd say an in-game week per 10,000 as a general rule of thumb to go by.
Navies: A navy, depending on the ships, could likely move 200 miles a day. Times that by 7, and you have 1,400 miles. Use the little "500 miles" line on the map to work out roughly how long it'll take for your fleet to get somewhere.
Raising navies is not as easy as raising armies. The ships must be built first, after all. Consider allowing an in-game week to pass per 6 medium ships. This may appear unrealistic to some (a tad quick), but I see no sense in people waiting literal years for their fleets to be ready.
Rules
- Adhere to the established mechanics.
- If a player does something you find is contradictory to the mechanics, I'd rather you raise it with myself, or a Co-GM if there is one, rather than yell it out in the OOC.
- Be reasonable in all areas of this RP. Constant wins, successes and other positives will draw my attention.
- Show maturity at all times. Childish actions will garner childish responses, and I can be one Hell of a kid If I want to be.
- If you feel you could improve everyone's experience of the RP, yell it out in the OOC at any time, or contact me.
Oshmar City State Entry Sheet
City State
Race
- Male Appearances: : (If applicable)
- Female Appearances: (If applicable)
- Male Lifespan: (If applicable)
- Female Lifespan: (If applicable)
Military
- Berserkers: Berserkers are drawn from the primitive tribes dwelling on the city's outskirts. They are a ferocious bunch, with deep beliefs in ancient warrior customs. Typically they wear no armour, and run into battle naked, however their flesh is covered in coloured war markings from head to toe. They use large swords and axes, and hurl themselves at their victims in a rage.
- 39 Galleys, armed with balistas and capable of carrying a hundred men. They form the navy's core in battle.
- 92 skiffs, lightly armed but quick. Used for harrying manouvers and to screen the advance of the galleys.