@ClockTowerEchos 2 things: 1). I'd like you to calm down, you seem annoyed to me and it's just a game. 2). I'm going to send you a PM where we can settle this without bothering everyone here.
Discuss it in PM, but if you need a GM to settle the debate, I'll be more than happy to destroy the situation with my GM prowess.
So after discussing it further with other members, we also find the sheet to be a "bit much." (especially in terms of magic use and military) The borders seem to follow the laws of the tower defense games rather than a paid and routinely upkept border patrol. Your border lines aren't going to be impervious at least not at this level. One Hadrian's wall is fine but Theodosian defense across every square inch, not so much. I would revise especially the norther border, since your northern neighbors are nothing to squawk at. I believe you should also talk with @Clocktowerechos about the northern border since you two share it and his nation survives off the ability to plunder. Middle ground should be found. Morning GM OUT!
@Darkspleen Is this acceptable so far? More coming soon, thought I'd at least show what I've decided to do so far.
Nation-State Balag'da Government Balag'da is a monarchy ruled by the 'God-Emperor', elected trhough a competition of skills, 'the Battle of the Gods' held every 2 years. Having proven his/her power and wisdom the God-Emperor has absolute control, the one who places second in this tournament will be the God-Emperor's "understudy", otherwise known as the 'Demi-God'. Any Balag'dan may challenge the God-Emperor to a duel and take the throne if they win. The God-Emperor is called so for a reason however, so duels are rather uncommon -especially in wartime-.
Geography Balag'da is a mix of mountains, plains and islands. It has a large population sustainable mainly because of its fertile soil. Terrain along the coast is rough, on the east entirely mountainous. Balag'da is is cold in the north, but gets warmer near the south.
-The Capital - Where the God-Emperor resides with the nation's strongest hit-squad. [Blue] -The Northen Mainfront - The sub-capital of the northern settlements. [Green] -The Mixed Mainfront - The Base of operations across the river. [Brown] -Entry Zone North - The Northern one of the two harbors towns on the east-front. [Yellow] -Entry Zone South - The Southern one of the two harbor towns on the east-front. [Yellow] -The Southern Mainfront - Cities built st the entrances of the southern walls. [Light Blue] -The Western Islands - The only settlements on the islands. [Dark Grey] The Yellow star signals the standard location of my MVP, the red stars are my normal heroes.
Culture As a military state, Balag'dan youths are trained to work in production or drafted into the army. The current God-Emperor works to relieve the stress on the public, while maintaining the ability to perform mass-production. It's a hard progress, but with magic and innovation steps are being made. Balag'dan citizens are social, but their interactions are rough and they have a ton of swear-words, to foreigners they might come across as rude. Balag'dan doctrine states that humans are the strongest race and can even surpass the Gods if they dedicate themselves. Balag'da is not all too welcoming for outsiders, and most people leave as soon as their business is done. Others who are similarly rough around the edges or those who value strength may find Balag'da welcoming enough, regardless.
In the war, while they were secretive about their combat methods, Balag'da has been clear about something else; it is capital offense to take a Balag'dan hostage or enslave them. Punishments for this usually include being gutted like a pig and having your corpse left in gory and unrecognizable state.
Having been actively at war with the Ogryn Kingdom for they have repeatedly attemted to take slaves from Balag'da. Knowing of the kingdom's nature through many of the Ogryn mercenaries around, the God-Emperor held off on attempting a purge, instead opting for a specialized border-guard.
Balag'da has a mostly neutral stance when it comes to slavery. It's not illegal, it's just considered inefficient. Because of this, slavery isn't practiced because most people don't consider it worth being ridiculed by the entire nation.
Military Balag'da is a military state that employs a lot of battle styles and develops new ones to deal with new threats. Balag'da is very secretive about their methods and put emphasis on leaving no survivors. To increase their chances of succesfully wiping out any and all invaders, invaders are usually allowed a little beyond the border before being caught in a crossfire of arrows. Every division is supported by a group of earth mages to create pitfalls or walls, used to slow or even stop the invaders. While every Division uses troops from the other Divisions they employ mainly their respective troops.
The Central Division -also nicknamed 'The Royal Guard'- are by far the strongest Division. As well as employ the best members of each Division, the Central Division also employs the special 'Ultra-Troopers', the elitist Division members granted enchanted equipment, in direct service of the Emperor. While they've earned the nickname 'Royal Guard' they're also a lethal strike-unit. The Central Division specializes in Guerrilla- and Blitz tactics
On the north, Balag'da borders the Ogryn Kingdom. The job is not an easy one since it's hard to determine if the Ogryns come to travel or to plunder. As such the Northern Division employs 'Iron Maidens'. An Iron Maiden would approach the Ogryns, clad in heavy armor with shields that will together form the shape of an Iron Maiden around the carrier. If the Ogryns were determined friendly a signal would be given and they would be allowed to pass. If determined hostile the Iron Maiden is to swiftly close his Iron Maiden or be filled with arrows from all sides, along with the Ogryns. The Iron maiden is essentially a pair of shields that will provide cover from all directions when closed. Because the Iron Maiden is so heavy only the strongest people can wield them, as such it is likely to be drafted for it when you are a physically impressive Balag'dan. Other than that, the Northern Division focuses on fast-paced- and ranged fighters to quickly kill invaders. Their main means of doing so is by surrounding the invaders and filling them with arrows from all sides. The Northern Divison is equipped with light/medium armor, swords, (chains,) bows and arrows, making them quick, versatile and dangerous fighters. The Northern Division specializes in accuracy, stealth and speed.
The Western Division has a strong fleet, doubling as trading vessels constantly sailing between the Islands and the mainland. On these islands and on the fleets serve Balag'da's toughest warriors. Forces regulate between serving on the fleet and "off-time" on the islands. The western Division is equipped with Medium/Heavy armor, shields and axes. The Western Division specializes in raw strength. "Off-time" is, albeit peaceful, tough physical labor on the islands. In war, there is no off-time.
The East of Balag'da lies partially on the mainland. Balag'da's eastern border is well-guarded and highly manned as a result. The Eastern Division has 3 groups of earth mages rather than the usual 1. The Eastern Division employs units from other Divisions as a mixed army, giving them effective means of defending against any attacker. Only found in the Eastern Division are the Cavalry-units. The Cavalry-units ride horses, some of them chariots, and are equipped with lances, swords, shields and heavy armor. The cavalry units specialize in breaking up formations.
The Southern Division does NOT kid around. Having walled the entire southern border into three wards, with each wall more heavily manned than the last. The Southern Division employs mages of all but the dark element as well as archers. Raining down arrows, and all kinds of magic, they form a devastating defensive line. The Southern Division Specializes in ranged and magical combat.
Heroes
'God-Emperor' - Rachnelle de Baragnette The strongest person in Balag'da, she won all competitions in 'the Battle of the Gods' , taking the throne as God-Emperor. A master tactician, warrior and a fair ruler. Duels have reached an all-time low in the 14 years of her rule, crime has also been mostly stamped out. She fights using one hand for magic and wields a spiked battle-ball in the other. Her heavy armor seems to barely slow her down and its enchantments only empower her further. Her magic is powerful and versatile, she can use it to form a weapon or shield made of energy, but she could also opt to simply shoot the energy at someone or alter the area around her.
Warlord of the North - 'Vigilante' Wai'lee Aurelia de Wodéreine A silent vigilante who dutifully protects the North. She was one of the contenders of 'the Battle of the Gods' and despite her being defeated in an early round, the God-Emperor put Wai'lee in command over the north. Wai'lee comes from the Wodéreine family -famous for their strength, even in Balag'da-, but even amongst her family she is considered strong. She is equipped with a bow and special medium armor. Her bow is a family heirloom capable of shooting magic as arrows. Wai'lee's electric arrows are powerful and mostly unaffected by armor and only lighter, non-metal based armors weaken them. Her own armor is made of a thin, yet sturdy material that makes little to no sound when moving.
Warlord of the East - 'Demi-God' Daugur de Baragnette A wise commander in charge of the east. He is to replace the God-Emperor would she die. He's placed on considerably the most dangerous battlefront, but only because the God-Emperor trusts in- and relies on his skill and wisdom. He has been knighted and thus bears the royal surname. He uses staff and shield in combat to increase his magical prowess and defense. He specializes in tunnelling* (Earth Magic), Explosion runes and Flamethrowers [Fire Magic]. His staff is enchanted to increase his focus, which in turn makes it easier to maintain more spells as well as making them easier to cast. (*Tunneling is also used to create pitfalls)
Leader of the 'Royal Guard' - 'War-hound' Lucius As leader of the Royal Guard, Lucius spends a lot of his time near the God-Emperor. He is ferociously loyal and if anyone were to try anything against the God-Emperor, Lucius is sure to leave them as a corpse so badly mutilated you couldn't ever recognize who it was. He is known as the 'Warg-Hound' for both his dog-like loyalty and his habit of leaving corpses looking as if they've been chewed on by some massive beast. Lucius wields 2 outward-curved blades and fights at a speed most can't even follow. Wearing Light armor he's not too hard to break, just really hard to hit. All his gear is enchanted and all of them serve to further boost his speed. Few can keep up with his speed, even the God-Emperor has trouble keeping up.
History Coming soon.
A brief history of your country is fine, so long as you cover the last 20 or so years. I’m looking for more of a summary of important events than list of dead monarchs.
Relations Coming soon.
How does your country interact with its neighbors. I am not looking for a list of exports and imports, but feel free to add them if you want. At bare minimum I want a listed rival here, another country that yours viewed as an enemy and actively worked against during the past twenty or so years.
Characters Coming soon.
Optional section. Coming soon or maybe never.
Put any info about any characters here. Examples of this would be your kings or queens, military leaders, and non-hero “badasses”. You can also put more detailed info of your heroes here as well.
So I read it and it works. I feel like you are going for a true "indestructible badass state 2.0" which is fine, just remember that you are susceptible to being stamped out by the Eirnhjar as much anyone else. That said, it is just missing those other sections, and just keep in mind of your mortality. @Darkspleen ?
The Sakabanatu region is divided into vastly strewn out families and tribes, held together by a common culture, loose family ties and are typically ruled independently by seniority and elders or a gerontocracy with no inequality in gender succession. The numerous tribes are known to hold grudges, or alliances and have fluidly joined together for common goals or divided, but never has there been a complete unification of every tribe for any purpose. Warring among themselves isn’t uncommon but generally not very destructive or mindlessly violent as one would expect if two empires were to clash. Tribes can be as small as a family to multiple!
Geography
The Sakabanatu region is mostly desert, yet holds some forest and grassland areas in the Northwest, allowing for the culture to spread diversely over two biomes. While there is no capital city, the tribal land of Sondoper is considered the epicentre of the Sakabanatu culture and has been the site of more than one historical treaty or deal among tribes. The tribes surrounding Sondoper are probably the most well known to outsiders who study oral histories, barring border tribes.
Map * Only major waterways and landmarks are shown * most permanent settlements (usually yurt towns or tent villages, but occasionally clay or mud huts) would be located where the Sanju splits with the Canal, where the Canal splits, along the Trade River, or in the Sondoper Oasis.
The Sakabantu tribes don't have anything like a city, stronghold or castle but there may be isolated incidents where a tribe built a clay fort or something for whatever reason. However protective mounds or palisades may be present around larger yurt towns or stationary craft/farmland.
Identical to the desert tribes in every way but dress and living accommodation, they tend to live in simple huts and tend to not be nomadic. Instead of desert robes, they found use in trousers and long ponchos. They tend to accumulate larger tribes in the glades of the forest, and because of their lack of nomad life, tend to have many different families.
Culture
Sakabanatu isn’t so much the name of a singular country or tribe but the unifying term for the culture that ties all the tribes together, one of the few if not only factor that unifies them into the same category nationally. The culture is in itself also a religion and holds a holy ground at Sondoper, specifically at the Sondoper tree, the birthplace of the religion and also a important site in Sakabanatu myths.
TLDR: (Basically entities called the ghosts of Sondoper appeared from the hole in ground, taught everyone how to live and survive, gave them dreams, a written and spoken language, intricate canal systems/irrigation and the night sky, motivation and muse, as well as a special martial art known as the “dance of the Sondoper Ghosts (often practiced by Sondoper and Sakabanatu scholars)”, then left in the same hole named “Sondoper” then plugged it with the Sondoper tree which still stands, and now people revere their teachings of harmony, purity, respect of elders, and survival as sacred, making Sondoper a good pilgrimage destination. Sakabantu tribespeople often depict the ghosts as feathered beings or ones with intricate tattoos or often both and leave effigies of them in fields, carvings of them in the ground by canals or by the Sondoper tree for good will, and often feature them in their plays at harvest feasts by dressing up in feathers and painting blue tattoos on their bodies. Some claim to still see the ghosts now and again but the population can be skeptical, especially of those claiming to be part Sondoper. As a side note the Sondoper canal is a super canal built in the age of myth and credit for its construction is often given to the Sondoper Ghosts. The Canal is massive splitting canal that stretches for miles and eventually feeds into massive reservoirs and leads to the Sondoper Oasis that surrounds the Sondoper tree. )
TLDR on scholars: The scholars dedicate themselves to the purest form of the Sondoper ideals, and practice the Sondoper dance, to emulate their teachers as best as possible. Often scholars are signified by a hand print tattoo on their forehead, initiates start off with one finger and slowly form a full hand when deemed learned by their teachers. The dance is a deadly form of martial art, never completely mastered or performed at the feat the dancers of myth could perform, and definitely not at the level of the ghosts themselves. The dance is considered a representation of having the body and mind under the complete and harmonious control of its owner, and is practiced as a form of meditation.
Military
Each tribe and family will send their brothers, fathers, and sons to settle disputes with other tribes and families, be it diplomatically or by drawing blood. Battlefields tend to be small and pre-picked and “armies” can be as tiny as one person representing the entire family in the dispute. More often than not a large tribe in conflict with another will choose a champion to duel the other tribes champion instead of wasting valuable resources on a battle or war, this also reduces the time the men are away from tending the fields and livestock. If a large dispute does occur the tribesmen equipt themselves in thick quilts or a long coat made of linked chains of steel or iron and conical helmets of a variety of metals. Long curved blades and round laminated shields are favored among the resource rich tribes while heavy maces of various materials provide a close second. Hunting equipment such as composite recurve bows, slings and broad headed spears are also favorable, especially when combined with the small and swift desert horses or camels often used by central tribes and families, however the use of cavalry is generally unfavorable in honorable face to face battles to settle disputes and are exclusively saved for desperate wars, an uncommon occurrence.
Heroes
To be revealed IC.
drunk
wip
amputee
History
A brief history of your country is fine, so long as you cover the last 20 or so years. I’m looking for more of a summary of important events than list of dead monarchs.
Relations
Tarkima: Mixed relations with the Tarkima tribes, often on edge. Occasional raids from the north trouble the northern Sakabanatu tribes, but they also benefit from Tarkiman warbands that travel through the desert alongside the “trade” river, where a lot of bartering for safe passage and supplies to get through the desert takes place. This trading allows the Tarkimans ease of passage to go and pillage the empires on the borders of the Sakabanatu region while providing the Sakabanatu tribes with fresh trade every raid as well as the purchasing of their lost sons and daughters that were enslaved by the empires but released by Tarkiman raids. From constant contact, the Grogar and other Tarkiman languages often find themselves as second languages in Sakabanatu tribes near heavy Tarkiman activity points such as the trade river and northern border.
Empire of Mycae: Little interaction aside from some trading along the border, the relations of border tribes are stressed by the occasional slave raids from the Mycaens.
Comyral: Jack shit.
Characters
Optional section. Put any info about any characters here. Examples of this would be your kings or queens, military leaders, and non-hero “badasses”. You can also put more detailed info of your heroes here as well.
For anyone interested in what the yellow blob is so far:
The Sakabanatu Region
Government
The Sakabanatu region is divided into vastly strewn out families and tribes, held together by a common culture, loose family ties and are typically ruled independently by seniority and elders or a gerontocracy with no inequality in gender succession. The numerous tribes are known to hold grudges, or alliances and have fluidly joined together for common goals or divided, but never has there been a complete unification of every tribe for any purpose. Warring among themselves isn’t uncommon but generally not very destructive or mindlessly violent as one would expect if two empires were to clash. Tribes can be as small as a family to multiple!
Geography
The Sakabanatu region is mostly desert, yet holds some forest and grassland areas in the Northwest, allowing for the culture to spread diversely over two biomes. While there is no capital city, the tribal land of Sondoper is considered the epicentre of the Sakabanatu culture and has been the site of more than one historical treaty or deal among tribes. The tribes surrounding Sondoper are probably the most well known to outsiders who study oral histories, barring border tribes.
Map * Only major waterways and landmarks are shown * most permanent settlements (usually yurt towns or tent villages, but occasionally clay or mud huts) would be located where the Sanju splits with the Canal, where the Canal splits, along the Trade River, or in the Sondoper Oasis.
The Sakabantu tribes don't have anything like a city, stronghold or castle but there may be isolated incidents where a tribe built a clay fort or something for whatever reason. However protective mounds or palisades may be present around larger yurt towns or stationary craft/farmland.
Identical to the desert tribes in every way but dress and living accommodation, they tend to live in simple huts and tend to not be nomadic. Instead of desert robes, they found use in trousers and long ponchos. They tend to accumulate larger tribes in the glades of the forest, and because of their lack of nomad life, tend to have many different families.
Culture
Sakabanatu isn’t so much the name of a singular country or tribe but the unifying term for the culture that ties all the tribes together, one of the few if not only factor that unifies them into the same category nationally. The culture is in itself also a religion and holds a holy ground at Sondoper, specifically at the Sondoper tree, the birthplace of the religion and also a important site in Sakabanatu myths.
TLDR: (Basically entities called the ghosts of Sondoper appeared from the hole in ground, taught everyone how to live and survive, gave them dreams, a written and spoken language, intricate canal systems/irrigation and the night sky, motivation and muse, then left in the same hole named “Sondoper” then plugged it with the Sondoper tree which still stands, and now people revere their teachings of harmony, purity, respect of elders, and survival as sacred, making Sondoper a good pilgrimage destination. Sakabantu tribespeople often depict the ghosts as feathered beings or ones with intricate tattoos or often both and leave effigies of them in fields, carvings of them in the ground by canals or by the Sondoper tree for good will, and often feature them in their plays at harvest feasts by dressing up in feathers and painting blue tattoos on their bodies. Some claim to still see the ghosts now and again but the population can be skeptical, especially of those claiming to be part Sondoper. As a side note the Sondoper canal is a super canal built in the age of myth and credit for its construction is often given to the Sondoper Ghosts. The Canal is massive splitting canal that stretches for miles and eventually feeds into massive reservoirs and leads to the Sondoper Oasis that surrounds the Sondoper tree. )
Military
Each tribe and family will send their brothers, fathers, and sons to settle disputes with other tribes and families, be it diplomatically or by drawing blood. Battlefields tend to be small and pre-picked and “armies” can be as tiny as one person representing the entire family in the dispute. More often than not a large tribe in conflict with another will choose a champion to duel the other tribes champion instead of wasting valuable resources on a battle or war, this also reduces the time the men are away from tending the fields and livestock. If a large dispute does occur the tribesmen equipt themselves in thick quilts or a long coat made of linked chains of steel or iron and conical helmets of a variety of metals. Long curved blades and round laminated shields are favored among the resource rich tribes while heavy maces of various materials provide a close second. Hunting equipment such as composite recurve bows, slings and broad headed spears are also favorable, especially when combined with the small and swift desert horses or camels often used by central tribes and families, however the use of cavalry is generally unfavorable in honorable face to face battles to settle disputes and are exclusively saved for desperate wars, an uncommon occurrence.
Heroes
Old vegetable dude
drunk
Has no interest in the outside
Let go
History
A brief history of your country is fine, so long as you cover the last 20 or so years. I’m looking for more of a summary of important events than list of dead monarchs.
Relations
Tarkima: Mixed relations with the Tarkima tribes, often on edge. Occasional raids from the north trouble the northern Sakabanatu tribes, but they also benefit from Tarkiman warbands that travel through the desert alongside the “trade” river, where a lot of bartering for safe passage and supplies to get through the desert takes place. This trading allows the Tarkimans ease of passage to go and pillage the empires on the borders of the Sakabanatu region while providing the Sakabanatu tribes with fresh trade every raid as well as the purchasing of their lost sons and daughters that were enslaved by the empires but released by Tarkiman raids. From constant contact, the Grogar and other Tarkiman languages often find themselves as second languages in Sakabanatu tribes near heavy Tarkiman activity points such as the trade river and northern border.
Empire of Mycae: Little interaction aside from some trading along the border, the relations of border tribes are stressed by the occasional slave raids from the Mycaens.
Comyral: Jack shit.
Characters
Optional section. Put any info about any characters here. Examples of this would be your kings or queens, military leaders, and non-hero “badasses”. You can also put more detailed info of your heroes here as well.
So I haven't written it down yet, but my idea is my champion is going to be cripplingly old, and is carried around by his retainers into battle. Maybe including a poor captain to deal with his vague orders he gives on a dying man's breath. I don't know yet, but it'll be one snazzy battle bed.
I believe the one word description I'm looking for is infirm.
I'm not really a bird.
[center]-0-
Where did I play,
A land of twisted branches,
A kingdom of clay,
A swamp of memories,
A never-ending day,
Where did I run,
Across the dawn,
Through the sun,
Across the sky,
Through laughs and fun,
Where did I walk,
Pristine grass green,
White cliffs of chalk,
Pools of sky so blue,
Orchard stones that talk,
Where did I sit,
By the gates of silver,
Near endless pit,
By forever horizon,
You may remember it.[/center]
<div style="white-space:pre-wrap;">I'm not really a bird.<br><br><div class="bb-center">-0-<br><br>Where did I play,<br>A land of twisted branches,<br>A kingdom of clay,<br>A swamp of memories,<br>A never-ending day,<br><br>Where did I run,<br>Across the dawn,<br>Through the sun,<br>Across the sky,<br>Through laughs and fun,<br><br>Where did I walk,<br>Pristine grass green,<br>White cliffs of chalk,<br>Pools of sky so blue,<br>Orchard stones that talk,<br><br>Where did I sit,<br>By the gates of silver,<br>Near endless pit,<br>By forever horizon,<br>You may remember it.</div></div>