In a world a-slumber; one crafted by our dreams: All shall be immortalized at dawn of world's meet. We must live forever, as such none can forget.
Welcome to Valedenia, the war of the worlds is upon us. All creation will be besieged with the glory and bloodshed of war. The elven bell-towers ring the chimes of battle, the orcish drums pierce the mind of berserkers. Shrieks of battle horns surround the world. Powers rise, powers fall. Terror descends.
The tech level with is medieval with high fantasy supplements. Think lord of the rings, but more a bit more magic. I have an inspiration source cited later in the post, play that to get a feel for some of the bases. This will be stat based, but with an emphasis on how you deal with the stats IC. You will be creating a race and warriors for your nation using the sheets below:
Race: (Please do not go too far past your basic dwarf, elf, halfling and other basic DnD things. No humans, unless they are in hybrid form, i.e. centaur, satyr, etc. Please include description even if you are going mega-ultra generic. Visuals are nice. This should be 1 para if you have a visual, 2 without.)
Claim: (Please draw borders round you hexes you wish to occupy. I require names for most geographical things. Please label provinces, mountains, hills valleys, landforms, seas, rivers, lakes, provinces, and cities. Note the capital. You may only place such aforementioned landforms and cities on the appropriate hex, unless there is no hex for it. In that case, use your judgement. This should take up a very large portion being I want descriptions. Try to keep descriptions to one line, but overall I would like 3 paras. If you have not enough areas for this, please elaborate on the given areas. Label everything. Forts should be placed on strongpoints.
Currency: (Include it's value relative to the USD. A brief description of it's appearance would be nice. Again, visuals are amazing. 1† (common currency) is worth $1, so use (alt+t) for comparisons.)
Treasury value
Inports/Deficiencies:
Exports/Surpluses:
Customs: (Include religion, culture, popular clothing, entertainment. Even savage orcs must do something outside of war. Try for 2-3 para.)
Military:
Name:
Archetype: (If it is not included, skip. If you have more than one per archetype, list both as the same archetype.)
Equipment: (average)
Chain of Command: (Please try for about 5 ranks)
Leader:
Appearance:
•Visual: (optional, but nice)
Strengths:
Weaknesses:
Other:
Specialty: (Things that aren't really included as an archetype but that your nation still has.)
Cleric: (Druid/Monk/Priest/Crusader. If you are an atheist nation, it might be a martial arts master. I generally mush them in with this.)
Warrior: (Paladin/Berzerker/Fighter/Battlemaster. Whatever. Definitely the most broad. I require two of this particularly category, due to it's broadness.)
Ranger: (Can be a hunter, a loosely-aligned wanderer, a beast master, a marksman, a sniper, whatever. Also broad. Crossbows work too. Guns maybe, but make sure you weigh power.)
Helper: (I would caster, but magic is too rare to call it that. This would be more medic. Or maybe siege technician. This is again, very broad)
Siegeworks: (Catapult, trebuchet, Ram, Mobile Arrow Keep, Glider, whatever. Keep your imaginations broad. I do not need an engineer's manual, just quick overview on it's workings.)
Mage: (For every 10 units that you have of your siege works, you are lucky to have one mage. They are immensely powerful. One hex on that map could be turned to ash by a sorcerer's ring of 8.)
Cavalry: (Any sort of mounted unit. Get creative.)
Tech: (Again, dark ages. Some people may have cannons, but that is like a nuke in 1950. However, you still probably have some farming inventions, magic cement, whatever. Warrants 1-2 para)
Magic: (Again, just a little more than LotR. For every 1,000 people, 1 magically gifted person may exist. Of these, 5 in 10 are educated enough to be competent. Magic is insanely powerful however. Just illustrate how it works)
Strengths:
Weaknesses:
Armed Forces Statistical Report of the [Nation Name] Military
•Troop Type (All stats 1-10)
•Strategy
•Survival/Stability
•Morale/Rage
•Armor
•Arms Quality
•Arms Training
•Recon
•Leadership
•Agility/Movement
•Strength
•Troops per Unit
•Units in Military
•Troop value (A single mage is worth 100000†. A common spearman is worth 100† each.)
Repeat the above for all troop types.
0) An attacker faction decides to attack a defender faction. The attacker announces his surrender condition. If the defender chooses to meet these, all battle procedures are skipped and the defender gives the attacker the surrender conditions.
1) 2 factions compete for a group of hexes.
2) Each faction sends an amount of units. Each nation within a faction must send at least 1 unit. If there are more units on one side than the other, the rolls and stats of 2 units are combined against one unit.
3) A GM or Co-GM decided the stats that apply. For example, Recon may not matter in an open field, but Strategy might be worth 2 counts. Counts are explained in the next step.
4) Said GM or Co-GM rolls a d10 for each stat count. A count is the amount of times a stat applies. If Strategy is worth 2 counts, than a d10 for strategy is rolled 2 separate times for each unit.
5) Modifiers are applied to each count. These are the stats in your Troop stat report. If a 5 was rolled for one count of leadership, and my leadership stat is 6, I get an 11 for leadership. Other bonuses may be added at the GM/Co-GM's discretion (For example, if one unit ambushed the other).
6) Count the wins and losses of both factions for each count. If the blue (attacker) faction won 6 counts, and the red (defender) faction won 5 counts, then blue wins. Because blue is the attacker, his surrender conditions are met. In addition, he also gains the combined troop value of all red units that he beat. If red won one of the battles, blue does not get that unit's troop value, even if he won the battle as a whole. If blue is composed of multiple factions, surrender conditions and other spoils are distributed according to the troop value that a nation sent. If red wins, red gains 2x the army value of all blue factions (debt is distributed by blue's troop value contributions) split among the defender nations according to troop value.
Greek/Roman Mythology (Satyrs, Centaurs, Minotaurs, many Herculean beasts, gorgons, plenty more.)
Norse Mythology (Giants/Ogres, Frost Elves, Demons, and more.)
Tolkien (The classics: Orcs, Dwarves, Elves, and Humans)
DnD Playable Races (Includes exotic)
EverQuest (They have one of the better race-selections options wise, at least in my opinion)
Celtic Mythology (Not really sure what is here. I will accept it, being it is one of the Ancient European Mythologies on which most fantasy is based)
Classic Subraces (Dark elves, White orcs, many elven subraces, dark dwarves, also anything found in DnD. Just do not go too insane. Technically, your nation is a subarea anyways, but please try to pick a theme from one of these.)
If you think there is something I forgot, PM me. Demons/Devils (most likely led by an Archdevil/Arkdaemon) are playable and so are Angelborn (Most likely led by an Archangel)
PM me if you want to be Co-GM. I need quite a few.
PM me with questions, comments, or concerns, or post them!
Please use the most updated map. Even if a player is not accepted or leaves for one reason or another, I reserve the right to use your nation as an NPC nation.
Name: Tarix-Na
Classification: Sentient
Species Description:
The Tarix-Na are a species of humanoids native to the deadly forests of Tarixis-Narikuli, one that is possibly related to the Lorghesi species who also inhabit the lands. They are an upright vertebrate hexapod, distinguished by their primary set of legs upon which they typically stand and move about, their primary set of arms which they use to manipulate and project force, and their vestigial arms located along the sides of their torso. In regards to the legs of the Tarix-Na, they are reverse-jointed with hooved feet, the hooves themselves made of a highly dense material in similar makeup to stone, though has been unconfirmed if that is the actual material. The legs of the Tarix-Na are their primary source of strength, with the average member of the species capable of delivering blows with their hooves of up to 300lbs of force per square inch, as well as enabling the average member to lift five times its own body weight. Upper-body wise, only the upper pair of arms are capable of lifting significant weight, or exerting force in a way similar to other humanoids due to their disadvantage in having only three fingers and a thumb per hand.
On the other hand, their vestigial arms are not quite useless. Normally kept folded across their chest, the vestigial arms are commonly used to assist the upper pair in tasks that need a steadying hand, or in some cases they are used for tasks which do not require immediate attention. It is a common sight to see a Tarix-Na engaged in carving with his vestigial arms, while he is also utilizing his primary arms for more labor intensive tasks. The Tarix-Na are also curiously lacking in vocal cords, instead possessing a series of thin bony plates within the throat which are vibrated to project an audible hum, or clicked together through the muscles of the throat. This results in a highly complex language, and a high-degree in difficulty for the average member to speak other languages.
Another distinguishing factor for the species is both their deep-red skin tone, and the varying degree of horns the typical male grows from their skull. These horns vary depending upon region, and familial line, though for the most part the horns are very similar to the antlers of common deer and can branch out to up to thirteen points. Lesser Tarix-Na grow horns more similar to the common ram, or mountain sheep, with the curvature of the horns denoting their status among the commoners. A steeper curve lends the male a role as a sort of consul, while shallower curves tend to leave the male as more or less, a commoner. Skin tone also denotes status among their fellow Tarix-Na, as deeper shades of red are found more appealing, while lighter shades tend to result in the individual being outcast from society. Rarer tones shift over into the burgundy and violet hues, with very few ever being born of a blueish tint. These individuals are typically taken up by the religious caste and taught the ways of their forests, though it is not unheard of for such an individual to be adopted into the royal family.
Biologically speaking, the Tarix-Na are quite different from their humanoid counterparts of elves, dwarves, and humans. The chief factor which separates them from other humanoids is their inability to breathe oxygen in the same quantities as other the creatures of the world outside their lands. They breathe a mixture of ammonia and methane-based gases which are secreted by the plant life of the forests they inhabit, a mixture which is processed into needed hydrogen by a large singular lung which forms a semicircle within their torso cradling the tri-valve heart which pumps a mercury-based solution throughout their bodies. Part of their respiratory system is also the conversion of naturally created carbon and the discarded nitrogen into cyanide gas, which is then exhaled from the same air ways which take in ammonia and methane. The diet of the Tarix-Na usually consists in sulfur rich animal tissue or plant tissue, both of which are in abundance in the forests of their lands. This sulfur, once digested into the body, forms the building blocks of their bone-structure, as well as fuels the metabolism and gives the body the ability to breakdown other chemicals. Oxygen is one element which the body is incapable of bonding with other molecules or elements, and so is often processed through an organ very similar to the human liver, though in this case the oxygen is pressurized until it is a liquid, and then forced from the body. Despite being able to excrete this chemical, the liver of the Tarix-Na is not fully able to rid itself of the element, and the oxygen which is left will often crystallize inside the organ over time
Most Tarix-Na will live to anywhere between 50-175 years in age, though this is primarily due to a host of diseases and parasites which begin attack the body of the Tarix-Na once they reach this age range. The reason that they suddenly become susceptible to existing disease and parasites, is because at that age most Tarix-Na will find their livers failing from the build-up of oxygen through the years, and be at the point where oxygen is starting to deposit in other areas of the body. One of the most common disease which strikes the Tarix-Na is that of the dreaded Shelvorak, a disease which gradually necrotizes the vital organs of the infected until they finally die of brain-death or drowning in the liquefied tissue that has built up within their lungs. Those who are afflicted with the disease are highly feared by the community due to the communicability of the disease to those who are not as advanced in age, and it is not unknown for entire regions of the forest to go suddenly silent after a single Tarix-Na became infected. In terms of lifespan unaffected by disease or parasite, it is completely unknown exactly how long a member of the species can live, with some records telling of individuals living for hundreds of years, and one remarkable case even living to a ripe six-thousand.
Lanuages:
The language of the Tarix-Na is a unique one, in that while they do have something similar to such a thing, it varies into a host of different forms that makes it nigh-impossible to learn from outside the species. The closest thing that could be called a "Common-Tongue" for the species is that of Kelto a bipolar mixing of both submissives and dominant commands and acknowledgments to commands. This leads the Tarix-Na to be rather blunt when dealing with each-other and those rare outsiders they are able to communicate with. Other forms of language within the species commonly used is the form Shekto which has been very loosely translated to mean emotion or intent. This form is most often used to convey feelings or intentions which are not expressible through Kelto, or which may be improper to express through Kelto. It is a common use of Shekto to express a desire for someone to do something, but in a way which is not leveled as a command, a trait of the languages of Tarix-Na which seems to fail to find its way into Human-Tongue. Rarely among the species will one find themselves keen to learn a language that goes beyond the bounds of the species, though these individuals have found themselves highly useful in the dealings with outside nations. While the average Tarix-Na is highly intuitive with communicative languages, they are well known to struggle with grammatical structure and due to the nature of their primary means of communication, they are highly prone to run-on sentences and lack punctuation in their speech. This is primarily because they only emulate the speech of other sentients by vibrating the plates in their throat to certain pitches that mimic spoken words.
In terms of written language, the Tarix-Na's main form of writing is a highly complex runic system which to date has been found to consist of nearly seven-hundred thousand characters. To what degree the language actually extends to is completely unknown, as is the depth of knowledge the average Tarix-Na understands. In most cases, the religious and royal castes are the members who are the most knowledgeable, with many capable of independently identifying up to forty-seven thousand characters, while the commoner castes are rarely able to identify six-thousand. Curiously, nearly all of the characters that the commoners are able to identify are characters which the royals are incapable of identifying, while the religious caste is capable of identifying all of the characters that both royal and commoner castes are capable of identifying.
I'll get to it shortly.
Social dynamics:
The Dominion operates on a caste system, determinate on factors such as skin-tone and the horns which males grow atop their heads. At the top of the caste system is the Royalty, a family of supposed pure-blooded Tarix-Na who have run the multitude of settlements for thousands of years. Just below them is the religious caste, a society of priests and monks who practice a nomadic lifestyle that enables them to reach all of the people of the Dominion. Finally, at the lowest level of the caste system is the commoner caste, those who practice the ways of the land and a hunter-gatherer lifestyle. It is the commoners who are responsible for a majority of the food production of the Dominion, as well as taking part in various other economic activities.
Art:
More so a hobby than an actual trade, the Tarix-Na are adept at carpentry, and carving in general. Even the least skilled of the people are capable of working the wood of the native trees without the use of nails or other binding agents, and master-craftsmen are known for their ability to make the most out of a single felled tree. This skill carries over into carving, where the people are able to carve figures without the aid of tools beyond a carving knife, and are able to intuitively know where and how to cut in order to produce the desired shape. A well carved item can range anywhere from intricate scripting upon a talisman, all the way to a perfect recreation of another being in wood.
Law:
In their society, the Dominion carries little in terms of written laws, choosing to rule according to the law of the people. This leads to a greatly minimized presence of law within the Dominion, as the only things which merit punishment are actions which will bring harm to another individual or the community in any way. Theft is one such crime, and is often dealt with by way of forcing the individual to work for the offended party until the debt is paid. This is a common theme among the Dominion, in that they only punish an individual in accordance to the damage they have done, and the only exceptions are the crimes of murder and dishonouring the dead. Despite the weight of these individual crimes, it is against the ways of the Dominion to revoke the rights of another being to live, and so such crimes are nearly always repaid by a life of service to the family of the offended party. In the case of an offended party either having no family, or the family being unknown, or even the offended party being unknown, the accused is serviced to the religious caste until they have been found redeemed by the gods.
Religious beliefs:
The religious ways of the Tarix-Na are equally as strange as their language and biology, with differing regions playing host to separate deities of the pantheon under a belief that both life and death is to be highly revered. Life is perhaps the most understood of their beliefs, in that the Tarix-Na believe in the preservation of the natural world under any but the most stringent of circumstances. This is thought to be because of the bizarre rituals of death the species partakes in, where they will lay the dead upon freshly turned soil and plant saplings within the cavities of their torso, only moving on from the grave once the sapling has fully taken root. With this ritual, it is believed that the reverence of life and death comes full-circle, and paints a grim picture of the lands of Tarixis-Narikuli, for the species has lived within that poisoned forest for quite some time, and has seen rises and falls of its population just as the other sentients of the world. Beyond this, the species commonly worships gods depicting aspects such as the seasons, weather, cycles of the moon and sun, as well as varied other aspects.
Relations with other races:
Never moving far from their lands, the people of the Tarix-Na are wary of outsiders, though are quite amicable once they have come to know an individual. As a species, they are well known for their passive behavior towards known people, and commonly gift their works to those they have become close to, many times without any reason for such a gift. War and hostility has never been known to be associated with the people, the species preferring to retreat within their forests until hostilities have passed, and known to bear a great sadness that their biology is toxic to other humanoids.
The orcs are a curious breed; Savage and proud, wild and disciplined, adventurous and reclusive, they are a host of paradoxes. They are known primarily for their skill and love for battle, and violence is prevalent in their culture. There are no female orcs: They reproduce individually, regurgitating an egg which hatches into other orcs.
Their physical stature makes them ideal warriors, and indeed, orc culture frowns on menial labor, which is relegated to the lowest orcs, or to slaves. Despite their penchence for brutality, orcs are not inherently evil, and are surprisingly intelligent. They simply prefer direct solutions to problems.
Though orcs may be wild and prone to being led by their emotions, they are at the same time extremely hierarchical in instinct: they naturally look for leaders, and are somewhat lost without a chief. They follow orders almost without thinking.
Coromis is the name of the only major settlement within the eponymous country, with the rest of the rough countryside being sparsely inhabited, with concentrations of orcs in fortified tribal strongholds. Coromis is a holy ground for the orcs, where all tribes are considered equal, and where the High Kings sit. It is not a city, at least in the same sense as in foreign lands. Instead, it is a citadel, with massive granite walls built over millenia, inhabited by the greatest orc warriors.
Economy: The orcs of Coromis look down upon commercial pursuits, and live only for battle and glory. Nevertheless, tribal chiefs must consider the needs of their people, and as such merchants are tolerated, allowed to purchase copper, tin, and, by extension, bronze, which are the only resources worth mentioning in Coromis. The lands are generally barren and infertile, and as such the orcs must import many goods- mostly food- or find it through other means.
They have one great export, however, and that is orcs themselves. The mercenary companies of Coromis are famed and known throughout the world. Warriors sign up for this service for glory and status. Though they care little for coin in itself, veteran mercenaries hoard their pay in treasure troves, symbols of their power. Even those who are disgusted by the savagery of the orcs see the wisdom in hiring them: Orc mercenaries rarely break their contracts, and fight with an enthusiasm unmatched among other sellswords.
There is no universal coinage within Coromis. Some tribes issue their own currencies, though most use foreign currencies, which flood into the kingdom through the work of its mercenary companies. Given the low importance put on trade, most orcs do not have a particular love for coins, and prefer instead jewlery and arts.
Customs: Many make the mistake of thinking that orc society exists only for war. While it is true that status is gained through martial exploits, and that war is an integral part of their culture, it is not everything among orcs. They have art and architecture, and appreciate the little things in life just as much as any other species. While most orcs are expected to follow commands with little initiative, chieftains and kings are expected to show intelligence and sophistication. Many a foreigner has been surprised by the politeness of a warchief.
Orcs are a curious species in that they are irreligious. Though some orcs attach themselves to a particular pantheon, this is an uncommon occurrence, and generally only a symbolic display to aquire the trust of foreigners. Orcs simply have trouble comprehending the idea of gods, or their worship. What matters to orcs is the material; the spiritual is unkown to them.
Strengths: Hosts some of the fiercest warriors in the world, and is extremely militarized.
Weaknesses: Controls lands that are generally infertile and poor. Divided amongst tribal lines, with very little central authority.
Oi Vahir I was lookin at that turf. I hope you're ready to rumble with your scaly neighbors to the south (once I actually get my sheet in a workable state)
Oi Vahir I was lookin at that turf. I hope you're ready to rumble with your scaly neighbors to the south (once I actually get my sheet in a workable state)
I'm getting an Alien vs Predator vibe from this, and it's awesome. Our land is poor, and there is only room for one race of warriors.
In one corner, the lizardfolk, whose zeal in their dark religion is matched only by the terrible power of their priest-kings. In the other, the orcs, savage warriors who live only to die in glorious battle. Let the bloodshed begin!
The Le'shi. The Le'shi resemble nothing so much as vaguely humanoid Gila Monsters. They are distinctly bestial, retaining their full tails, venomous bite, and keeping a notable slouch to their posture. Their skin has a beaded texture and is normally a mottled combination of black/green and yellow. They are a large race, even with their slouch they tend to stand at least a head higher than most races and are heavily muscled. They are capable of incredible bursts of strength and speed but are in general slower in the long run and more ponderous than most races.
Le'shi are hardly sexually dimorphic and most other races have difficulty telling the two sexes apart. They are cold blooded and are therefore very sensitive to temperature shifts which has been a major contributor for the race remaining in its arid homeland. While not a particularly dumb race, the Le'shi are not exactly a race of geniuses either. There seems to be some correlation between magical aptitude and intelligence among the Le'shi which may explain how the hierarchy of their species came to be.
The most notable thing about the Le'shi beyond their impressive bulk is their powerful magic users. Magic users are an order of magnitude rarer in Le'shi society than in most other places, but for the fast breeding reptiles this is somewhat offset. Le'shi magic users form the secular and religious rulers of their society from the lowliest Le'shi medicine man all the way up to the mighty priest-kings, if they are in a place of holy authority they wield the powerful magics of the Le'shi.
The region south of those damnable orcs, will make properly soon
Government
The Le'shi is not technically a singular nation but instead a confederacy of many kingdoms all united by their common race, customs, and religion. All Kingdoms are theocratic and ruled by a Priest-king who is the most powerful mage within that Kingdom and therefore the closest one of all to the realm of the gods. The various Priest-Kings all rule from the Holy City of Chitdol-Asiba. To determine which Priest-King leads the confederacy at a given time, every five years a tournament is held where the various priest-kings all bring forth their greatest champions to do battle. The champion who reigns victorious determines which Priest-King takes Primacy over all others.
Economy
The Confederacy lacks a distinct economic slant to it; many goods are produced, traded for, and consumed. Their homeland is arid and resource poor so metals are the most common import the Le'shi require. Their primary export are the many vivid dyes made from materials unique to the region.The currency of the Le'shi is the he'le, a bronze coin (copper and tin being some of the only metals that exist in abundance within their lands) that is circular with a square hole stamped through the center. Instead of purses Le'shi keep their currency on long strings which hang from their belts. The denominations of he'le go up by twelves with 1, 12, 24, 48, and 144 he'le coins existing.
Culture
The culture of the Le'shi is highly regimented and tradition bound. The Le'shi practice a soft caste system. There are no specific rules about what a Le'shi does with their life, but a family based guild system ensures that the chances of a Le'shi changing its course in life is rare at best. The major industries of the Le'shi are all based around individual families. They are also heavily steeped in ritual, with elaborate ceremonies for everything from hunting, marriage, warfare, and even the act of writing texts. Being theocratic the Confederacy is also deeply religious and every household has at least one shrine to the local nature deities that keep them safe or ensure good harvests or what have you.
Religion
Religion is the cornerstone of Le'shi society. Their faith is animist in nature, they believe that everything animate or inanimate has a spirit known as a Kachina. Some Kachina are obviously more powerful than others and could be considered deities in their own right such as the great mountains and the Sun who are worshiped universally by all Le'shi for they are considered the givers of life to the cold blooded reptiles. Kachina are said to reside in the underworld, a realm where newborn Le'shi souls come from and dead Le'shi souls return to and is also considered to be the origin of Le'shi magics. Religious rituals are based around appeasing the local Kachina to gain favor or right wrongs that a village or kingdom may have caused. To represent Kachina in ritual, the priests of the Le'shi wear elaborate costumes and masks in an attempt to channel the Kachina into the mortal plane. Those with magical powers are considered to be "between" worlds and therefore better able to communicate with and channel the powers of the spirits. The Priest-Kings, being the most powerful mages, are therefore also considered to be the holiest members of society and are themselves worshiped like minor deities by the Le'shi.
The Arts While lacking in precious resources the Confederation has access to large amounts of materials to make incredibly vivid dyes and so Le'shi clothing is brightly colored. Colors are not attached to any social significance but the numbers of colors are. Common farmers for example only wear clothing of one color, normally purple as the insect that is ground up to make purple dye is considered a major pest that attacks crops, whereas the Priest-Kings' outfits could only be described as technocolor vomit. While not ones for paintings, the Le'shi make elaborate statues of wood, bone, and stone of the local Kachina. The greatest of all of these statues are known as the Dueling Twins, avatars of the Sun and the Stars who are considered to be in an endless battle with one another over control of the Earth. These statues are locked in battle and form the arch that all must walk under when entering the Holy City of Chitdol-Asiba.
Architecture
There are two distinct styles of Architecture within the Confederacy. Those who live in the open lands live in Pueblos of a few hundred to several thousand in the largest cases. These communities are normally made of Adobe as there is a shortage of stone or wood in these areas. The cities that live closer to the great mountains are made in a similar manner, though are done so with stone. The holy city of Chitdol-Asiba is one such city with strong basalt walls protecting the Priest-Kings who rule from what could only be called a great pyramid at the heart of the city.
Just getting up what I have at the moment. Super duper wip, don't have anything about the stats or military but that shall be put up in due time.
UltikanaRe, are you going to be making your own faction? It'd be nice to have an example to show what you mean (Especially the military section, which is quite convoluted).
Sorry I have not gotten around to it, an example will be up the second I have the time. I will get it up ASAP!, claim will be included as an edit to this post in a few seconds!
I will post a military stat sheet for Satyrs, which I will be using later. I have not had much time as of late, but I will try to at lest get some mentor sections going.