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Zlatan Criceto

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Hidden 10 yrs ago 10 yrs ago Post by Zlatan Criceto
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Zlatan Criceto

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Name of Region: Pheronia Oshmar Region: 10 Coat of Arms: Name of City: Pher Visual Description of City: Pher is a coastal city, built into high cliffs. Facing inland, is a large wall that stretches from the edge of the cliffs and circles Pher's rear. Facing the sea, however, are no walls. Pher's seafront is the city's centre of commerce, and is tightly packed with shops and market stalls. The further one treads inland, and therefore, away from the docks, the less populated the city becomes. The outskirts of Pher are immaculately maintained enclaves of the wealthy, with fine gardens, wide paved thoroughfares and extravagant establishments. City Population: 5,542,412 City's Defences: The City's inland defences consists mainly of the Stone Guard - an unimaginatively named stone wall that circles the city, and guards it from a land-based attack. The wall itself is around twenty feet high, and eight feet thick in places. Dotted across the wall's enormous length, are towers, which are better described as compact castles. These strong points house the garrisons responsible for defending the wall, and also operate as fall back points to forces trapped by a breaching enemy. Facing the sea, are an array of large ballistae and onagers. These weapons are designed to hurl their payloads at approaching ships, and are typically operated by experienced crew. Additionally, Pher's marine engineers are able to deploy fire ships, spiked debris and nets into the docks; these gimmicks are often effective in slowing down an approaching navy. Besides this however, Pher's main defence is its streets. Though the wealthly live on the outskirts, and their spacious residences and beautiful streets would allow hundreds of soldiers to pass by at a time, the dock districts are tightly packed slums. Any attacking army would need to funnel itself through here, where it would encounter Pheronian marine ambushes. These attacks would degrade, stop and harass an enemy advance, ensuring their assault on Pher would be a slow and costly one. City's Food Stores: Pher is used to having access to the sea at all times, and is ill prepared to lose this vital strategic resource. If cut off from land, it could survive indefinitely and visa versa; however If cut off from both, her population would be rioting within the week. City's Garrison Capacity: If the wall, docks and streets are manned to optimum capacity, we're looking at three hundred thousand soldiers. City's Main Industries: Pher is a trade gateway to the westerly nations beyond Oshmar, and many kinds of foreign items pass through its merchants' hands. These items are then sold on to other Oshmar inhabitants. Pher also operates a highly profitable fishing fleet, and her shipwrights are paid well for their designs and constructions. City's Government: Pher is a Monarchy, currently ruled by King Litherian I. His power is absolute, and his advisers are hand-picked by himself - rather than by the people. List of Towns: Pheronia is dotted by small upstart towns, and older and more establish settlements. Going from biggest to smallest: Odess - <300,000 Pop><Agricultural Hub><Militia> Hremwood - <150,000 Pop><Lumber Town><Palisade and Militia> Gord - <100,000 Pop><Market Town><Militia> Mern - <75,000><Stone Quarry Town><Militia>
Race
Race Name: Human Race Leader: King Litherian I Race Leader Physical Description: King Litherian is a youthful looking 73 year old, with a straight posture, a full head of hair and strong facial features. Were it not for his almost bleach white hair, he'd look a man easily half his age. He usually wears extravagant clothes, of military design, but not really fit for military purpose. A jewelled golden sceptre, crafted in the shape of anchor, accompanies him to most places - some even speculate that he sleeps alongside it. Race Leader Significant Traits: None Race Physical Description: Humans are a mongrel bunch - a true diverse species, in the context of things. No one looks the same, and height, weight, hair and eye colour vary from person to person. Men are significantly stronger than the womenfolk, and are often the ones found doing most of the warring.
  • Male Appearances: : Generic humans
  • Female Appearances: Generic humans
Use of Magic: The peoples of Pher rely on the sea for many things: food, freedom, religion and magic! Their mages are dedicated to sea craft, and are able to plot courses impeccably. Moreover, they are able to manipulate the seas to a degree, though this varies from user to user, depending on their power. There are few mages in Pher, as magic is generally discouraged outside of course plotting and limited defensive moves, and most of them serve with the Pher Marines under the King's direct employ. Life Span:
  • Male Lifespan: 50-60
  • Female Lifespan: 60-70
Reproduction Rate: Standard human reproduction rate. Society: Pher bases its society on the value of coin. Merchants are a young person's aspiration, and everyone is always out to earn themselves a little more coin - event at the expense of their neighbour. Naturally, much of Pher's society is about projecting one's wealth and success to their peers. Extravagance is the aim of the game, and the finer the clothes, the bigger the home and the larger the mercantile fleet, then the more important that person is in the grand scheme of things. Beggars and the working classes are looked down upon as failures, who lost the game and are now waiting to die. History: Pher was an Elven Enclave, but was inhabbited by Oshmar's human tribes shortly after The Culling. Historically aggressive towards Elves, the peoples of Pher united gleefully behind Gardul Yellowfang's banner when civil war first erupted. Indeed, Pher's beginnings as a human nation can be traced back to the days when tens of thousands of humans drowned stalwart but badly outnumbered Elven defenders in their blood. 43 years later, when Oshmar rose up against Gardul, it was the peoples of Pher who were the first to turn on their former masters. During those 5 years of bitter conflict, Pher's traditionally warrior based and professional armies slowly made the transgression to conscripted forces. It was found that humanity's ability to reproduce, enabled them to field many more warriors than their Orcish adversaries, even if they were poor soldiers. This greatly aided the Oshmar rebellion in the opening and closing stages of the conflict. After the second civil war, the people of Pher settled down and turned their eyes to the sea. Knowing all too well that they could not win a war on land against their aggressive neighbours and former allies, the kings of Pher decided that their security could best be secured by controlling the waves. Over the next century, Pher steadily built itself into one of the island's top naval powers, and with such strength, came many opportunities to take advantage of abandoned trade routes and the renewal of contact with former Oshmarian colonies. WIP below here. Religion: Describe the type of Gods/God your people worship. Significant Racial Traits: List here anything you feel should be mentioned. For example, if your race cannot swim, or if they require a certain diet to thrive. Seafaring Capabilities: Is your race experienced at sea? Do they use ships, or do they swim? Other Information: Anything that has been missed, and you feel needs a mention.
Military
Types of Soldiers: List and describe the common types of soldiers used by your city-state. An example would be something like this:
  • 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.
Call to Arms Capacity: If your nation was to declare a state of emergency, calling up every able bodied individual capable of serving in the ranks, how many soldiers would you expect to have access to? When deciding this figure, remember that someone has to remain at home to plough the fields, fire the forges and run things whilst they are away. Battle Doctrine: How do your armies fight? Give us a short introduction to your nation's combat tactics. Naval Presence: How many warships does your nation possess? And what are their functions? Example:
  • 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.
Hidden 10 yrs ago 10 yrs ago Post by MythicalVoid
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MythicalVoid Eldar Farseer

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Enter your proposed city states directly into the Characters Tab. Coat of arms is the first image.
Hidden 10 yrs ago 10 yrs ago Post by The Great Nahman Jayden
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The Great Nahman Jayden someguy127

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-WiP- Oshmar Region: 3 Name of Region: Dracston Coat of Arms: A dwarf in battle armour sitting atop a boar. Name of City: Southhold Visual Description of City: Southhold is a city built primarily underground. The surface portion of the city is a mess of burnt out buildings and collapsed houses, a crumbling and decaying wall running along the perimeter. One of the buildings leads down into a vast underground cavern. The cavern is the main section of Southhold, where the dwarves make their home. The vast cave network contains thousands of hollowed out alcoves to form accommodation, refineries, taverns, and anything else that the dwarves feel the need to construct. Torches are used to light the underground. The city reaches deep into the earth, the mines being expanded everyday. The primary method for traversing the treacherous ravine are rickety wooden bridges and ladders. City Population: Approximately 960,000 City's Defences: The surface defence is a broken wall and several dwarves who use the ruins as sentry posts. The entry to the underground is a small hatch in the old tavern. This is watched around the clock by dwarves both in the tavern and in the tunnel that the hatch leads too. In the event of an attack, the ladder is removed. This forces the invaders to jump down, the resulting fall will daze most creatures (although probably not the orcs.) From there, a volley of arrows is fired at the invaders by an archery team placed at the end of the tunnel. If the invaders get too close, a phalanx can be formed in the narrow hallway to hold them back. Due to the cities chaotic construction, this is the only line of defence. Anyone who breaks it would have almost free reign of Southhold. City's Food Stores: The city contains underground farms, although they need to be supplemented by foraging and trades from the villages to form a complete diet. In the event of a siege, the food would last 3 months. City's Garrison Capacity: 50 to watch the ruins and fully protect the tunnel. City's Main Industries: Southhall deals primarily in metals. The city is a trades weapons, jewellery, cutlery, cups and armours to the villages of Dracston for food. The dwarves are also extremely competent woodcutters and can produce high quality timber, useful for ship building and construction. They have not had much contact with races outside their region. City's Government: Every four years the entire populace votes for one to rule them with absolute power. Elections can be suspended in times of crisis. The current leader is Wellyn Ironblood. List of Towns: Lorbank- Small town of farmers. Not dwarves, but rather forest natives. Greywick- A medium sized trading town on the border between Dracston and region 2. Dwarfish town. Woodbay- The largest of the three towns. Primarily a farming town. Men, dwarves and the natives of the forest live here. Dracston's main source of food. Race Race Name: Forest Dwarves, usually referred to as just 'Dwarves' Race Leader: King Wellyn Ironblood Race Leader Physical Description: Tall and strong, he can easily handle two battle axes. His beard runs down to his stomach, with dark red hair braided behind his head and along his back. Wellyn is always seen wearing ornate metal armour, gold patterns plating it. Race Physical Description: Typically short and plump, they are however very strong. Dwarven facial hair grows fast, and beards are considered fashionable on both men and women. The two sexes are around the same strength. The dominant dwarven eye colour is brown. The females are almost indistinguishable from the males. Life Span: 40-65 Male Lifespan: 35-60 Female Lifespan: 37-63 Reproduction Rate: The Forest Dwarves are slow to breed, despite reaching sexual maturity at the age of 14. Society: Dwarven culture is built upon mines, metal and ale. Those who do not work at expanding the caves are expected to find jobs at brewery, taverns or forges. Administrators and soldiers are treated roughly the same as those who work in more traditionally dwarven roles, although they can expect for people to talk about them behind their back. The Forest Dwarves seem both sexes as perfectly equal and very rarely is discrimination found in Southhold. However, they look down on all elves and orcs, thinking them to be despicable creatures. History: The Forest Dwarves were originally a race of dwarves from all around the island. Once the tyrannical Elven reforms began being pushed through though, the charismatic leader Barkblood I from the region of Dracston trekked across Oshmar and directed any dwarves he found to the man-made town of Southhold there. At the time Southhold was merely a small town with a wall, but the dwarves that arrived there began construction of a mine, the entrance of which was in the town tavern. The dwarves were big fans of having their place of work so close to a place they could get drunk. When the orcish hordes arrived, most of the Southhold dwarves remained out of it, hating the elves and orcs equall. The city boomed during the war, most of what is Southold today being carved from the rock. During this time an election system was set up, making Lower Southhold a democracy. Their neutrality was at a cost however, as Gardul's army sacked the city of Southhold and burnt it to the ground. Thankfully for the dwarves, the orcs moved on before they discovered Lower Southhold, which is now the entire city today. Religion: Most dwarves are atheist/agnostic and are loyal only to gold and alcohol. Significant Racial Traits: Due to their stature, it is incredibly rare for a dwarf to be able to swim. Too long without alcohol makes them grow angry and irritable. Seafaring Capabilities: The Forest Dwarves have no seafaring experience and do not possess a navy. Merely setting foot on a boat is enough to make most dwarves bring their lunch back up. They do, however, have several fisheries built on the lakes of Dracston. Other Information: That's about it. Military Types of Soldiers: Spearman- The spearman makes up the backbone of Southhold's army, and 400 of the 500 soldiers are classified as this type. They wear full metal armour and carry a heavy steel shield. Along with this they keep three javelins on their back to allow them to engage in skirmishing. They are used to form a phalanx. Archer- 50 dwarves make up the long-ranged regiment of Southhold. They wear full metal armour as well, the dwarves strong enough to handle both the armour and the bow. While they make for poor shots, their primary function is volley fire, either to thin out charging enemies or to protect the corridor leading to Southhold. Forager- These wear no armour at all, instead dressing in civilian-like garb. They wield axes and backpacks. Their primary function is to assist the army if they ever leave Southhold, supporting the military by hunting and foraging food. 25 men make up this unit. Harasser- Wearing light-weight armour, these javelin and sword wielding troops both scout and make attacks. They focus on foraging parties, camps and supply trains. Extremely experienced in survival in heavily forested Dracston, they are a forced to be reckoned with. 25 men make up this unit. Call to Arms Capacity: Southhold could continue to function on a skeleton crew of 500, giving access to about 849,500 untrained dwarves to work with the 500 professional soldiers. Many dwarves possess their own weapons, although pickaxes and other mining equipment can be used as weapons in an emergency. Battle Doctrine: Southhold is a defensive nation first and foremost. In the event that they are forced to fight on the surface, the dwarves will form Phalanxes and place their archers behind them, using this as a block against charges. Tight infantry squares with the archers within can be formed if the enemy attempt to flank. Standard practice for attacks into Dracston is to wear down the army with their Harassers until they reach Southhold. From their the tunnel is reinforced and they attempt to hold out. Naval Presence: Three fishing boats.
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