@Shorticus That is perfect, just need an idea on them to be able to price. Feeling a Carthage vibe from your sheet.
@Jotunn Draugr Fictional, but you can use references from the real world.
@ActRaiserTheReturned Your military trait needs to be something that your military is good at. Advanced bowmen, higher morale etc... Also which southern portion there is a good bit of southern lands.
I'm still working on pricing various civil and military structures, so bare with me here a bit. Sorry.
Yeah, I was going for a Carthage-like state mixed with the worst of Rome and the medieval Italian states (like Venice and Florence). I had fun drafting Turiszan up.
@Shorticus That is perfect, just need an idea on them to be able to price. Feeling a Carthage vibe from your sheet.
@Jotunn Draugr Fictional, but you can use references from the real world.
@ActRaiserTheReturned Your military trait needs to be something that your military is good at. Advanced bowmen, higher morale etc... Also which southern portion there is a good bit of southern lands.
I'm still working on pricing various civil and military structures, so bare with me here a bit. Sorry.
Ah, I will get right on that AND, the Throat of the World.
Yea and he's got a good chance for growth without anyone in his way, very good choice. Human's only maybe a possible demi-god here and there as a leader figure but nothing more. I'll right I will try and finish up with the economy stuff tomorrow, no guarantees.
Good to know, I'll work on my sheet tomorrow. (Picked the eastern tip not only for the space and defensibilty but also because it was easy to specify without actually photoshopping it.)
Erishum II - the King of Kaldea, aged forty, he has ruled Kaldea for twelve years, and inherited his position from his father. His reign has been peaceful, and he has been moderate in his lifestyle, aside from the unusually large number of concubines he has collected, but he has otherwise been unremarkable. His reign has seen the continuation of promotion of the arts and scientists, as well as the promotion of trade.
Abishum - The heir apparent of Kaldea and the eldest child of Erishum II, aged twenty-three, born from Erishum’s wife. Although acknowledged as the future king, and thus given his proper respect, he is not seen highly by many among the ruling class. He is widely seen as bookish and sickly, and has only recently married, and has taken no concubines.
Iduayanna – The fourth child and second son of Erishum II, born of a concubine, aged twenty. He is well-learned, eloquent, intelligent, and unusually interested in the priesthood. It is expected he will soon enter into the priesthood.
Kakkabu – The tenth child and fifth son of Erishum. Like Iduayanna, he is the son of a concubine. He is austere, cold, and may yet turn out to be cruel. He has already joined the army and has taken a wife at the young age of fifteen.
Naasharu – Chief of the generals among the army, aged thirty-eight. He is of royal blood, being the younger brother of King Erishum II.
Illidu-para Aged fifty-seven, Illidu-para is a polymath who works for the King in the fields of governance and construction. He is both the chief advisor to the King as well as the architect behind a number of temples and tombs.
In previous eras, Kaldea was quite a cosmopolitan civilization, but the aftermath of the Great Upheaval saw the non-Kaldeans either migrate away or succumb to death. So Kaldea is now a homogenous society. Kaldeans are characterized by their tan skin and their dark hair. The weather is hot and dry, although the settlements, which are built near lakes and rivers, are characterized by their lushness.
Both men and women wear their hair long, although men wore long beards, while women obviously do not grow beards at all. Both sexes also wear similar styles of clothing, which are light brown robes made up of light wool that cover the body, along with sandals. The rich and the ruling classes wear far more opulent fashions, although even among the rich robes are the norm. The rich, unlike the poor, also are able to adorn themselves with jewels and gold, and both rich men and women wear cosmetics and earrings.
Religious and spiritual beliefs are quite important. There are over a thousand gods, not to mention the spirits and daemons, but for the Kaldeans there are four of chief importance. These are Elinel, King of all the gods, Ayanna, goddess of love, fertility, and warfare and patron goddess of Kaldea, Armatu, god of the sun, and Enkihil, god of water, crafts, and intelligence. The gods are honored both publicly at the temple in a service overseen by priests as well in the privacy of ones home.
The gods are seen as a very real and literal force in the world. Once they were seen as cosmic higher-ups, to be feared and obeyed, not objects of mysticism. However, although the gods are still to be unquestionably obeyed, developments in philosophy have put worship squarely in the mystic approach. Divination and theurgy are core elements of worship.
Most relevant to society is the battle between order and chaos. The gods brought the world into existence through order, defeat chaos, but chaos could still return. In order to stop this, one must honor their elders, treat people with respect, and do their jobs well.
To the citizens, their occupation was not merely a job, but their contribution to their community and the gods’ efforts to keep peace and harmony in the world. Acts like trickery and deceit are seen as terrible vices.
Although men were seen as superior to women and would inherit property ahead of women, women were given nearly equal rights to men. Women could file for divorce, own their own business, and make contracts in trade. The occupations of brewers and healers were originally almost entirely made of women, although now they occupy nearly half.
It is common for affluent and powerful men to have concubines. They are used for the purposes of gaining prestige, as it is prestigious to have a large number of concubines, to bear children, which is especially important for men whose wives are barren, or simply for sexual pleasure. Only men are allowed to have concubines. Pre-marital relations are not advised but are not prohibited. Homosexuality is a normal practice, and is practiced by both men and women. For women who are unsatisfied with their husband, female lovers are usually the go to choice. Like homosexuality in other cultures, one of the partners is usually the more powerful and older. For poor but attractive youths, entering into a homosexual relationship with a rich lover is not uncommon or looked down upon.
The class structure of Kaldea is strictly organized. There are considered two over-arching social classes, the high class and the low class. The low class are in turn organized into affluent and the poor. Only a very small portion of society is contained within the high class. The bottom of the low class, the poor are organized into several professions. They consists of the farmers, who make up the majority of the Kaldeans, pottermen, fishermen, and weavers. The affluent low class consist of the healers, artisans, diviners, soldiers, traders, and teachers. The high class are the ruling class, and they consist of the scribes, the academics, the priesthood, the officers, and the nobility.
It was nearly impossible for one to escape the profession of one’s family, but it was not quite so strict as to be called a caste system. In addition, the low class, even those among the affluent professions, were subject to classism by the high class. This means there is great tension in society.
The royal family was considered above both classes. The populace believed that they were of divine origin. The full title of King of Kaldea is King of Kaldea, Shepherd of the Kaldeans, Beloved of Ayanna. As the title implies, the King is supposed to be a good shepherd who watches over the people. Because of their supposed divine status, the populace has been hesitant to support would-be usurpers, even in times of tyranny.
Lastly, Kaldea is also an old center of learning. There are many old and long-established schools in Kaldea, and the ruling class is very learned and literate. In these schools are the academics, who learn the knowledge that Kaldea knows and process it, and in exceptional cases making new discovery. There is knowledge about reading and writing, religion, law, medicine, and astrology, and axiomatic logic. Notably, skepticism of certain knowledge is present in Kaldean literature. Admittedly, little of it is new, and until about a century ago the chief aim of academics was to rediscover the knowledge that was lost during the Great Upheaval.
Military Trait: Professional Army – The soldiers are given extensive training in tactics, discipline, and combat, giving them a significant edge over less well-trained armies such as peasant militias and mercenaries.
Civil Trait: Traditional Learning – A long history of knowledge has led to the establishment of an intelligent and highly literate ruling class.
Flaw Trait: Strick Social Stratification – Society is clearly divided into different classes. This has led to the stagnation of society, tensions between classes, and a limitation of talent in society.
Unit Overview Heavy Infantry: The standard infantry unit for the Kaldean army. They are armed with long spears and a round shield, and a short-sword as a sidearm. They typically fight and advance in a phalanx position, and wear a comprehensive set of armor. Archers: Lightly armored, the Kaldean archers are not meant for melee-combat use and use a standard bow, with which they can inflict damage from a long range. Light Infantry: A lightly-armored infantry unit intended for scouting and hit-and-run tactics. Kaldean Vanguard: A small but elite unit made of the best soldiers in the Kaldean army. They serve as shock troopers who serve to break the formations of enemy armies. Palace Guards: An elite unit that does not leave the palace. Their sole purpose is to guard the King, his family, and the capital.
The origins of Kaldea is covered deeply in mythology. According to myth, the goddess Ayanna had a lover, the shepherd Druzid, and he married the goddess and became a great king, ruling for three-thousand years. Six of the descendants of this man ruled the great kingdom of Kaldea, each of them ruling for about six-hundred years.
Although his story is highly embellished, Taridya was the first king for which there is reliable historical record on his life. Taridya is the first non-mythological Kaldean figure, although he claimed to be descendant from Druzid. Taridya and his fifteen descendants are known as the “Kings Who Lived in Tents,” as they were semi-nomadic kings. They ruled for about three-hundred years, until about nine-hundred years ago. Then they were subjugated by the Imkhas Empire for about three-hundred years.
Over time the Imkhas Empire weakened, and nine-hundred years ago a great upheaval occurred within the empire when the emperor died, and a civil war between four of the eldest sons began about nine-hundred years, and did not end until twelve years later. The eldest son, Rimush, won the war but inherited a greatly weakened emperor. The Kaldeans choses this time to revolt.
Under the leadership of Ilutuidu the Great, a descendant of Taridya, the Kaldeans won independence, Rimush himself being killed by Ilutuidu’s army. Kaldea rose to become a great power, rivaling and eventually surpassing Imkhas in military power and prestige, and trading with many other nations across the Riman Sea. The capital was the great Kaldean city of Ashkar, which numbered over one-hundred thousand denizens.
About six-hundred years ago, the bronze age ended for both Kaldea and Imkhas. Its end occurred due to a violent collapse. A bloody war between Kaldea and Imkhas broke out, which was even bloodier than the war than the Imkhas Civil War and the War of Kaldean Independence put together. This was exasperated by natural disasters, volcanoes, drought, and soil failure, which resulted in a general failure of civilization. Imkhas did not surive the upheaval, and Kaldea’s territory was permanently greatly reduced. This event is known as the Great Upheaval.
However, Kaldea would eventually recover. About four-hundred years ago, under the rule of Kaldea’s greatest ever King, Killiuabi the Magnificent, a Kaldean renaissance and golden age began. Over the next few centuries, Kaldea would build and rebuild a highly sophisticated and advanced culture. Large-scale trading once again renewed. Kaldean knowledge in astronomy, mathematics, and thought were transferred to different continents, and in return Kaldea absorb advances in thought from other cultures. Some say the Kaldean golden age ended about a century ago, while others argue it continues to this day.
Everything is looking great people. I will try to get the ooc rolling and more in depth on the logistic within the next couple of days. Depending on how work is, since it fluctuates easily. After Mardox and Dragonsbane I think we should be good for people at the moment.
Flag: A snarling gray wolf's head over two crossed red swords with a green background.
Population: 1,700,000
Location:The Easternmost provinces on the map.
Cities: Their capital in the Middle Province of Giaphearion is named Líren. The main city in the Northern Province of Chiocilan is named Adrauvale. The main city in the Southern Province of Vioderus is named Efrawood. The main city in the Eastern Province of Echeanon is named Frenard.
Resources: Metals, ores, dyes and minerals. Reasonable lumber but the cold harsh climate limits farmland and the growing season.
Luxuries: The luxury most prevalent is fur. The Eilirians are also known for their marvelous tapestries.
Government Type: Absolute Monarchy.
Economy Type: Militaristic.
Leaders and Generals: The God-King Miraltheus Drarethlo, the Nobility, various appointed authorities.
Culture Description: The gloomy weather permeates the citizens to some extent and they are a grim, stoic folk who usually only smile on special occasions or if they like the cold and the dark. Their religion consists of twenty-two major deities of which some folk honor their favorites or the ones they most fear, they also believe in countless minor deities and non-god beings of power such as demons, Devils and the Treborrim (essentially independent creatures of goodness who do their best to counter the fiends) :
Dark Gods: Grimnos-patron deity of tyranny, war and strategy. Afgur the Blood King- patron deity of anarchy, destruction and bloodshed. Chaelgoth- Patron of undeath, necromancy and decay. Kerzep-Goddess of lies, murder and shadows. Ichal- Lady of suffering, disease and shadows. Naren- God of vengeance, oaths and wrath.
Neutral Gods Rova- Goddess of madness, justified wrath and change. Itherat- God of wealth, commerce and trade. Agren-Sea Goddess. Duntir-God of magic, learning and knowledge. Sarthi- Goddess of nature, normal animals and the trees. Vuldir- God of the underworld, death and winter. Kaldor- God of law and order. Shadir- Goddess of secrets, mystery and spies.
Good Gods Xonar-God of freedom, democracy and benevolent ghosts. Magrim- God of strength, honor and battle. Adoren- God of farming and agriculture. Daetar-Goddess of love, children and family. Zerlana-Goddess of peace and friendship. Heyat-Goddess of luck, song and poetry. Radentr-Goddess of wind, archery and travelers.
Loyalty is the priority value of the society and takes many forms from the loyalty of a ruler to his subjects (and vice versa), the loyalty to one's family (top priority, NEVER threaten the royal family), loyalty to friends and so on. Ambition is encouraged and other than the aristocracy's positions and the ruler's place, the people have the chance to rise as high as they like, the nobles are not the only authorities the King delegates important tasks to. In the sense of true art, the Eilirians specialize in tapestries that tell tales of both fiction and the past (sometimes blurring the two together). These tapestries depict not only Eilirian deeds but also those of anyone they learn the history of. While most are literate, the tapestries are their way of creating art and preserving history and stories for future generations. (The two are clearly labeled as fact or fiction, just in case.) Other than the tapestries, they pride themselves on craftsmanship, especially of armor and weaponry. Each set of equipment is designed for both practicality and visual effect whether the effect be intimidation, beauty, inspiration or anything else. The punishment of heinous crimes is especially harsh and even sadistic as the Rulers tend to hire the punishers with "points for creativity" and use a "Wheel of Punishment" with all manner of nasty fates as they believe that the more terrifying the punishment, the less likely the crime is to be repeated. This is only used for heinous crimes and minor offenses would be dealt with far more gently. Gladiator fighting is a favorite sport of the people with the fighters being heinous criminals who were lucky on the wheel, free folk fighting for gold and miscellaneous types. Another important thing about the culture is the mutual respect for one another. Both genders are equal, the Eilirians couldn't give a lump of minotaur dung about one's sexuality, they are a diverse people with many physical descriptions, their religion is rather tolerant as they have countless minor deities and just view other faiths as venerating favored minor deities although monotheistic religions put them off a little, lastly there is some understanding between youth and elder. Those who violate the respect somehow, whether they be bigots or braggarts or bullies often find themselves as the target of endless upstaging and mean-spirited pranks. It is okay to have a healthy ego however.
Military Trait: Warrior Culture- The Eilirians can produce well-equipped and and well-trained soldiers in a timelier fashion.
Civil Trait: Teamwork- With their social structure and values of loyalty and respect, the Eilirians face less internal conflict and are a united, dedicated force.
Flaw Trait: Harsh Land- The cold and the soil reduce their agricultural growth and as such they desire more land to prevent famine from causing massive damage.
History: Long ago, a band of like-minded folk from various lands decided they were rather fed up with their current kingdoms and wished to live differently. So, they traveled to what would become Eilíras and founded Líren. They all would have perished if not for the leadership of a stranger named Drarethlo. The stranger taught them how to rule their land and left an heir. Afterwards, he wandered away into the snow to who knows where. Because of this, the Eilirians believe he was a minor deity who saw fit to save them and let them become the seeds of greatness. As such, none question the authority of the descendants of Drarethlo for gratitude and fear of divine retribution. The land they founded their realm in was also a dangerous one full of beasts and hostile locals. However, using skills taught to them by Drarethlo, they were able to defeat their foes and expand. They are particularly proud of their edge of the world status believing it leaves them an excellent position to expand ever westward.
You mention demi-gods, which I think is a nice twist. Should we expect magical beings to exist in this setting? (I'm 100% okay with us playing human normies while strange, magical creatures lurk in the wilderness or enchant our people.)
You want us to stick to ancient technology levels, right? Like Rome, ancient Greece, Babylon, ancient Egypt? I really hate to sound like a complainer, but I did notice someone's character sheet involves a printing press (which could as easily be replaced with something akin to "Philosophers" or "Culture of Learning"), which is a late medieval technology that REALLY changed how the whole world works.
And on that note, I did want to ask if you wanted us to be in the Iron Age, the Bronze Age, or somewhere in between? I wasn't sure, so I left my options for now (though iron and bronze are about as good as each other; it's steel that changes the game). If you have an idea as to what sort of metals you want us working with, please let us know and I'll make whatever changes are necessary to my sheet.
Finally, do you have an idea of how many actions you'll allow per turn?
First off I apologize for not being on yesterday. My better half's grandfather went into the hospital. By magical being think of Greeco-Roman divinity. For the most part, everyone is nice fleshy humans, but there can be a case of a demi-god or the likes. Nothing over the top that will impact how everything goes but to add flavor mostly.
Think middle to late bronze age. Iron is coming out of its shell but the dominant metal of the time is bronze. So needless to say who ever has that resource can market it for a pretty penny. There will be events that will allow you do adopt that particular fashion of metal working as time goes.
As far as turns go it depends. You'll only be able to move armies so far and spend so much money on both civil and military means. How exactly I'm gonna do the turn change I don't know yet. But if anyone wants to make a suggestion or put in their two cents, I'm all ears.
You mention demi-gods, which I think is a nice twist. Should we expect magical beings to exist in this setting? (I'm 100% okay with us playing human normies while strange, magical creatures lurk in the wilderness or enchant our people.)
You want us to stick to ancient technology levels, right? Like Rome, ancient Greece, Babylon, ancient Egypt? I really hate to sound like a complainer, but I did notice someone's character sheet involves a printing press (which could as easily be replaced with something akin to "Philosophers" or "Culture of Learning"), which is a late medieval technology that REALLY changed how the whole world works.
And on that note, I did want to ask if you wanted us to be in the Iron Age, the Bronze Age, or somewhere in between? I wasn't sure, so I left my options for now (though iron and bronze are about as good as each other; it's steel that changes the game). If you have an idea as to what sort of metals you want us working with, please let us know and I'll make whatever changes are necessary to my sheet.
Finally, do you have an idea of how many actions you'll allow per turn?
Thanks in advance!
China had a printing press. Martin Luther's era had the movable type Printing Press.
China had a printing press. Martin Luther's era had the movable type Printing Press.
Thanks for the info! Just looked that up. Okay, so it's a very different type of printing press than the sort that changed Europe, but it's a thing. Cool.
Thanks for the info! Just looked that up. Okay, so it's a very different type of printing press than the sort that changed Europe, but it's a thing. Cool.
First off I apologize for not being on yesterday. My better half's grandfather went into the hospital. By magical being think of Greeco-Roman divinity. For the most part, everyone is nice fleshy humans, but there can be a case of a demi-god or the likes. Nothing over the top that will impact how everything goes but to add flavor mostly.
Think middle to late bronze age. Iron is coming out of its shell but the dominant metal of the time is bronze. So needless to say who ever has that resource can market it for a pretty penny. There will be events that will allow you do adopt that particular fashion of metal working as time goes.
As far as turns go it depends. You'll only be able to move armies so far and spend so much money on both civil and military means. How exactly I'm gonna do the turn change I don't know yet. But if anyone wants to make a suggestion or put in their two cents, I'm all ears.
I hope your grandfather-in-law gets better. To his health.
Okay, so we won't be seeing anything like nymphs in the woods or genies in the desert? No occasional dragon floating around? I'm assuming stories like that are told, but some folks think they're fairy tales.
My only comment on when to end / start turns is... Well, it's that you've got a lot of options. The two easiest ways to do it would be either
A) Start new turns after a certain allotted amount of real-world time, such as "weekly" or "every Wednesday and Sunday," etc.
Or...
B) Let everyone post their actions before moving on to the next "turn."
Of course, neither of these options if perfect, but those are the two most general, most easy ways to go about things. You'd still need to work out how to handle inactivity and such, etc.